This patch adds ability to set up colors and size of background (transparency) checkerboard pattern in viewport and 2d editors. No new backgrounds, only changing colors in existing ones. This is not the background of the viewport, it is a transparency checkerboard that is turned on only in render mode, when the transparency mode is on. And also in 2D-editors, (image, sequencer, etc). Reviewed By: Pablo Vazquez, Julian Eisel Differential Revision: https://developer.blender.org/D6791
514 lines
17 KiB
C
514 lines
17 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "UI_resources.h"
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#include "BKE_colorband.h"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include "BIF_glutil.h"
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#include "draw_common.h"
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#if 0
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# define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
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ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
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#endif
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#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
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ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
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/* Colors & Constant */
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struct DRW_Global G_draw = {{{0}}};
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static bool weight_ramp_custom = false;
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static ColorBand weight_ramp_copy;
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static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
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void DRW_globals_update(void)
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{
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GlobalsUboStorage *gb = &G_draw.block;
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UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
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UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
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UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
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UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
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UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
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UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
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UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
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UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
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UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
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UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
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UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath);
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UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
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UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
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UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
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UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
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UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
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UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
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UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
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UI_GetThemeColor4fv(TH_GP_VERTEX, gb->colorGpencilVertex);
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UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->colorGpencilVertexSelect);
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UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
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UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
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UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
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UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
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UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
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UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
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UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
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UI_GetThemeColor4fv(TH_FACE_BACK, gb->colorFaceBack);
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UI_GetThemeColor4fv(TH_FACE_FRONT, gb->colorFaceFront);
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UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
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UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
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UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
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UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
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UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
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UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
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UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->colorCheckerPrimary);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->colorCheckerSecondary);
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gb->sizeChecker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
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UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);
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/* Custom median color to slightly affect the edit mesh colors. */
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interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
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copy_v3_fl(
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gb->colorEditMeshMiddle,
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dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
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interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f);
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/* Was 50% in 2.7x since the background was lighter making it easier to tell the color from
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* black, with a darker background we need a more faded color. */
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interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f);
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#ifdef WITH_FREESTYLE
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UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
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UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
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#else
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zero_v4(gb->colorEdgeFreestyle);
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zero_v4(gb->colorFaceFreestyle);
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#endif
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UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
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UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);
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/* Bone colors */
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UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
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UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
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UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
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UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
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UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
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UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
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UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
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UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
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UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
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UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
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UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
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UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
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copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
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copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
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copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);
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/* Curve */
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UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
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UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
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UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
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UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
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UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
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UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
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UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
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UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
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UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
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UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
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UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
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/* Metaball */
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UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
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UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
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UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
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UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);
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/* Grid */
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UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
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/* emphasise division lines lighter instead of darker, if background is darker than grid */
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UI_GetThemeColorShade4fv(
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TH_GRID,
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(gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
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gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
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20 :
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-10,
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gb->colorGridEmphasise);
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/* Grid Axis */
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
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UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
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UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
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UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
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gb->sizePixel = U.pixelsize;
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gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
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gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
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gb->sizeLightCircle = U.pixelsize * 9.0f;
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gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
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/* M_SQRT2 to be at least the same size of the old square */
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gb->sizeVertex = U.pixelsize *
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(max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
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gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
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gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */
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gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
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const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
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for (int i = 0; i < 2; i++) {
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copy_v3_v3(gb->screenVecs[i], screen_vecs[i]);
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}
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gb->pixelFac = *DRW_viewport_pixelsize_get();
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copy_v2_v2(gb->sizeViewport, DRW_viewport_size_get());
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copy_v2_v2(gb->sizeViewportInv, gb->sizeViewport);
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invert_v2(gb->sizeViewportInv);
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/* Color management. */
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{
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float *color = gb->UBO_FIRST_COLOR;
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do {
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/* TODO more accurate transform. */
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srgb_to_linearrgb_v4(color, color);
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color += 4;
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} while (color != gb->UBO_LAST_COLOR);
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}
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if (G_draw.block_ubo == NULL) {
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G_draw.block_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), gb);
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}
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DRW_uniformbuffer_update(G_draw.block_ubo, gb);
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if (!G_draw.ramp) {
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ColorBand ramp = {0};
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float *colors;
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int col_size;
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ramp.tot = 3;
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ramp.data[0].a = 1.0f;
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ramp.data[0].b = 1.0f;
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ramp.data[0].pos = 0.0f;
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ramp.data[1].a = 1.0f;
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ramp.data[1].g = 1.0f;
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ramp.data[1].pos = 0.5f;
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ramp.data[2].a = 1.0f;
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ramp.data[2].r = 1.0f;
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ramp.data[2].pos = 1.0f;
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BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
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G_draw.ramp = GPU_texture_create_1d(col_size, GPU_RGBA8, colors, NULL);
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MEM_freeN(colors);
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}
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/* Weight Painting color ramp texture */
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bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
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if (weight_ramp_custom != user_weight_ramp ||
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(user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) {
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DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
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}
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if (G_draw.weight_ramp == NULL) {
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weight_ramp_custom = user_weight_ramp;
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memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
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G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
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}
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}
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/* ********************************* SHGROUP ************************************* */
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void DRW_globals_free(void)
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{
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}
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DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view,
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const RegionView3D *rv3d,
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float offset)
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{
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/* Create view with depth offset */
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float viewmat[4][4], winmat[4][4];
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DRW_view_viewmat_get(parent_view, viewmat, false);
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DRW_view_winmat_get(parent_view, winmat, false);
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float viewdist = rv3d->dist;
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/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
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if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
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viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
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}
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winmat[3][2] -= bglPolygonOffsetCalc((float *)winmat, viewdist, offset);
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return DRW_view_create_sub(parent_view, viewmat, winmat);
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}
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/* ******************************************** COLOR UTILS ************************************ */
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/* TODO FINISH */
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/**
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* Get the wire color theme_id of an object based on it's state
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* \a r_color is a way to get a pointer to the static color var associated
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*/
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int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
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const bool active = (view_layer->basact && view_layer->basact->object == ob);
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/* confusing logic here, there are 2 methods of setting the color
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* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
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*
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* note: no theme yet for 'colindex' */
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int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
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if (is_edit) {
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/* fallback to TH_WIRE */
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}
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else if (((G.moving & G_TRANSFORM_OBJ) != 0) && ((ob->base_flag & BASE_SELECTED) != 0)) {
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theme_id = TH_TRANSFORM;
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}
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else {
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/* Sets the 'theme_id' or fallback to wire */
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if ((ob->base_flag & BASE_SELECTED) != 0) {
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theme_id = (active) ? TH_ACTIVE : TH_SELECT;
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}
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else {
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switch (ob->type) {
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case OB_LAMP:
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theme_id = TH_LIGHT;
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break;
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case OB_SPEAKER:
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theme_id = TH_SPEAKER;
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break;
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case OB_CAMERA:
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theme_id = TH_CAMERA;
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break;
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case OB_EMPTY:
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theme_id = TH_EMPTY;
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break;
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case OB_LIGHTPROBE:
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/* TODO add lightprobe color */
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theme_id = TH_EMPTY;
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break;
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default:
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/* fallback to TH_WIRE */
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break;
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}
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}
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}
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if (r_color != NULL) {
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if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
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*r_color = G_draw.block.colorDupli;
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}
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else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
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switch (theme_id) {
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case TH_ACTIVE:
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case TH_SELECT:
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*r_color = G_draw.block.colorDupliSelect;
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break;
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case TH_TRANSFORM:
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*r_color = G_draw.block.colorTransform;
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break;
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default:
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*r_color = G_draw.block.colorDupli;
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break;
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}
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}
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else {
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switch (theme_id) {
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case TH_WIRE_EDIT:
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*r_color = G_draw.block.colorWireEdit;
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break;
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case TH_ACTIVE:
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*r_color = G_draw.block.colorActive;
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break;
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case TH_SELECT:
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*r_color = G_draw.block.colorSelect;
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break;
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case TH_TRANSFORM:
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*r_color = G_draw.block.colorTransform;
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break;
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case TH_SPEAKER:
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*r_color = G_draw.block.colorSpeaker;
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break;
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case TH_CAMERA:
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*r_color = G_draw.block.colorCamera;
|
|
break;
|
|
case TH_EMPTY:
|
|
*r_color = G_draw.block.colorEmpty;
|
|
break;
|
|
case TH_LIGHT:
|
|
*r_color = G_draw.block.colorLight;
|
|
break;
|
|
default:
|
|
*r_color = G_draw.block.colorWire;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return theme_id;
|
|
}
|
|
|
|
/* XXX This is very stupid, better find something more general. */
|
|
float *DRW_color_background_blend_get(int theme_id)
|
|
{
|
|
static float colors[11][4];
|
|
float *ret;
|
|
|
|
switch (theme_id) {
|
|
case TH_WIRE_EDIT:
|
|
ret = colors[0];
|
|
break;
|
|
case TH_ACTIVE:
|
|
ret = colors[1];
|
|
break;
|
|
case TH_SELECT:
|
|
ret = colors[2];
|
|
break;
|
|
case TH_TRANSFORM:
|
|
ret = colors[5];
|
|
break;
|
|
case TH_SPEAKER:
|
|
ret = colors[6];
|
|
break;
|
|
case TH_CAMERA:
|
|
ret = colors[7];
|
|
break;
|
|
case TH_EMPTY:
|
|
ret = colors[8];
|
|
break;
|
|
case TH_LIGHT:
|
|
ret = colors[9];
|
|
break;
|
|
default:
|
|
ret = colors[10];
|
|
break;
|
|
}
|
|
|
|
UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool DRW_object_is_flat(Object *ob, int *r_axis)
|
|
{
|
|
float dim[3];
|
|
|
|
if (!ELEM(ob->type,
|
|
OB_MESH,
|
|
OB_CURVE,
|
|
OB_SURF,
|
|
OB_FONT,
|
|
OB_MBALL,
|
|
OB_HAIR,
|
|
OB_POINTCLOUD,
|
|
OB_VOLUME)) {
|
|
/* Non-meshes object cannot be considered as flat. */
|
|
return false;
|
|
}
|
|
|
|
BKE_object_dimensions_get(ob, dim);
|
|
if (dim[0] == 0.0f) {
|
|
*r_axis = 0;
|
|
return true;
|
|
}
|
|
else if (dim[1] == 0.0f) {
|
|
*r_axis = 1;
|
|
return true;
|
|
}
|
|
else if (dim[2] == 0.0f) {
|
|
*r_axis = 2;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
|
|
{
|
|
float ob_rot[3][3], invviewmat[4][4];
|
|
DRW_view_viewmat_get(NULL, invviewmat, true);
|
|
BKE_object_rot_to_mat3(ob, ob_rot, true);
|
|
float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
|
|
if (fabsf(dot) < 1e-3) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void DRW_evaluate_weight_to_color(const float weight, float result[4])
|
|
{
|
|
if (U.flag & USER_CUSTOM_RANGE) {
|
|
BKE_colorband_evaluate(&U.coba_weight, weight, result);
|
|
}
|
|
else {
|
|
/* Use gamma correction to even out the color bands:
|
|
* increasing widens yellow/cyan vs red/green/blue.
|
|
* Gamma 1.0 produces the original 2.79 color ramp. */
|
|
const float gamma = 1.5f;
|
|
float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
|
|
|
|
hsv_to_rgb_v(hsv, result);
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
result[i] = pow(result[i], 1.0f / gamma);
|
|
}
|
|
}
|
|
}
|
|
|
|
static GPUTexture *DRW_create_weight_colorramp_texture(void)
|
|
{
|
|
char error[256];
|
|
float pixels[256][4];
|
|
for (int i = 0; i < 256; i++) {
|
|
DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
|
|
pixels[i][3] = 1.0f;
|
|
}
|
|
|
|
return GPU_texture_create_1d(256, GPU_RGBA8, pixels[0], error);
|
|
}
|