315 lines
8.7 KiB
C
315 lines
8.7 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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* Contains dynamic drawing using immediate mode
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*/
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#include "DNA_brush_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "GPU_shader.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "UI_resources.h"
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#include "WM_types.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "DRW_render.h"
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#include "view3d_intern.h"
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#include "draw_view.h"
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/* ******************** region info ***************** */
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void DRW_draw_region_info(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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DRW_draw_cursor();
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view3d_draw_region_info(draw_ctx->evil_C, ar);
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}
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/* ************************* Background ************************** */
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void DRW_draw_background(void)
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{
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/* Just to make sure */
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glDepthMask(GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glStencilMask(0xFF);
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if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
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float m[4][4];
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unit_m4(m);
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/* Gradient background Color */
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glDisable(GL_DEPTH_TEST);
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
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uchar col_hi[3], col_lo[3];
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GPU_matrix_push();
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GPU_matrix_identity_set();
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GPU_matrix_projection_set(m);
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immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
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UI_GetThemeColor3ubv(TH_BACK_GRAD, col_lo);
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UI_GetThemeColor3ubv(TH_BACK, col_hi);
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immBegin(GPU_PRIM_TRI_FAN, 4);
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immAttr3ubv(color, col_lo);
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immVertex2f(pos, -1.0f, -1.0f);
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immVertex2f(pos, 1.0f, -1.0f);
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immAttr3ubv(color, col_hi);
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immVertex2f(pos, 1.0f, 1.0f);
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immVertex2f(pos, -1.0f, 1.0f);
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immEnd();
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immUnbindProgram();
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GPU_matrix_pop();
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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}
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else {
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/* Solid background Color */
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UI_ThemeClearColorAlpha(TH_BACK, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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}
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GPUBatch *DRW_draw_background_clipping_batch_from_rv3d(const RegionView3D *rv3d)
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{
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const BoundBox *bb = rv3d->clipbb;
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const uint clipping_index[6][4] = {
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{0, 1, 2, 3},
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{0, 4, 5, 1},
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{4, 7, 6, 5},
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{7, 3, 2, 6},
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{1, 5, 6, 2},
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{7, 4, 0, 3},
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};
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GPUVertBuf *vbo;
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GPUIndexBuf *el;
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GPUIndexBufBuilder elb = {0};
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/* Elements */
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GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, ARRAY_SIZE(clipping_index) * 2, ARRAY_SIZE(bb->vec));
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for (int i = 0; i < ARRAY_SIZE(clipping_index); i++) {
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const uint *idx = clipping_index[i];
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GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
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GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[2], idx[3]);
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}
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el = GPU_indexbuf_build(&elb);
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GPUVertFormat format = {0};
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uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bb->vec));
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GPU_vertbuf_attr_fill(vbo, pos_id, bb->vec);
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return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, el, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
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}
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/* **************************** 3D Cursor ******************************** */
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static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
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{
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View3D *v3d = draw_ctx->v3d;
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if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) {
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return false;
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}
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/* don't draw cursor in paint modes, but with a few exceptions */
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if (draw_ctx->object_mode & OB_MODE_ALL_PAINT) {
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/* exception: object is in weight paint and has deforming armature in pose mode */
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if (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) {
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if (BKE_object_pose_armature_get(draw_ctx->obact) != NULL) {
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return true;
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}
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}
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/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
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else if (draw_ctx->object_mode & OB_MODE_TEXTURE_PAINT) {
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const Paint *p = BKE_paint_get_active(scene, view_layer);
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if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
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if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
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return true;
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}
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}
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}
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/* no exception met? then don't draw cursor! */
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return false;
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}
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else if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
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/* grease pencil hide always in some modes */
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return false;
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}
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return true;
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}
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void DRW_draw_cursor(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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Scene *scene = draw_ctx->scene;
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ViewLayer *view_layer = draw_ctx->view_layer;
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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if (is_cursor_visible(draw_ctx, scene, view_layer)) {
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int co[2];
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/* Get cursor data into quaternion form */
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const View3DCursor *cursor = &scene->cursor;
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if (ED_view3d_project_int_global(
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ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
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{
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RegionView3D *rv3d = ar->regiondata;
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float cursor_quat[4];
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BKE_scene_cursor_rot_to_quat(cursor, cursor_quat);
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/* Draw nice Anti Aliased cursor. */
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GPU_line_width(1.0f);
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GPU_blend(true);
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GPU_line_smooth(true);
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float eps = 1e-5f;
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rv3d->viewquat[0] = -rv3d->viewquat[0];
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bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps);
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if (is_aligned == false) {
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float tquat[4];
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rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat);
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is_aligned = tquat[0] - eps < -1.0f;
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}
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rv3d->viewquat[0] = -rv3d->viewquat[0];
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/* Draw lines */
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if (is_aligned == false) {
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immUniformThemeColor3(TH_VIEW_OVERLAY);
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immBegin(GPU_PRIM_LINES, 12);
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const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) * U.widget_unit;
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#define CURSOR_VERT(axis_vec, axis, fac) \
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immVertex3f( \
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pos, \
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cursor->location[0] + axis_vec[0] * (fac), \
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cursor->location[1] + axis_vec[1] * (fac), \
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cursor->location[2] + axis_vec[2] * (fac))
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#define CURSOR_EDGE(axis_vec, axis, sign) { \
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CURSOR_VERT(axis_vec, axis, sign 1.0f); \
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CURSOR_VERT(axis_vec, axis, sign 0.25f); \
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} ((void)0)
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for (int axis = 0; axis < 3; axis++) {
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float axis_vec[3] = {0};
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axis_vec[axis] = scale;
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mul_qt_v3(cursor_quat, axis_vec);
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CURSOR_EDGE(axis_vec, axis, +);
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CURSOR_EDGE(axis_vec, axis, -);
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}
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#undef CURSOR_VERT
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#undef CURSOR_EDGE
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immEnd();
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immUnbindProgram();
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}
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float original_proj[4][4];
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GPU_matrix_projection_get(original_proj);
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GPU_matrix_push();
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ED_region_pixelspace(ar);
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GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
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GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
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GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
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GPU_batch_program_set(cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
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GPU_batch_draw(cursor_batch);
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GPU_blend(false);
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GPU_line_smooth(false);
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GPU_matrix_pop();
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GPU_matrix_projection_set(original_proj);
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}
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}
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}
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/* **************************** 3D Gizmo ******************************** */
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void DRW_draw_gizmo_3d(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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/* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */
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/* TODO depth culling gizmos is not yet supported, just drawing _3D here, should
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* later become _IN_SCENE (and draw _3D separate) */
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WM_gizmomap_draw(
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ar->gizmo_map, draw_ctx->evil_C,
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WM_GIZMOMAP_DRAWSTEP_3D);
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}
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void DRW_draw_gizmo_2d(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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WM_gizmomap_draw(
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ar->gizmo_map, draw_ctx->evil_C,
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WM_GIZMOMAP_DRAWSTEP_2D);
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glDepthMask(GL_TRUE);
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}
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