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blender-archive/source/blender/draw/intern/draw_view.c

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C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*
* Contains dynamic drawing using immediate mode
*/
#include "DNA_brush_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "GPU_shader.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "UI_resources.h"
#include "WM_types.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "DRW_render.h"
#include "view3d_intern.h"
#include "draw_view.h"
/* ******************** region info ***************** */
void DRW_draw_region_info(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *ar = draw_ctx->ar;
DRW_draw_cursor();
view3d_draw_region_info(draw_ctx->evil_C, ar);
}
/* ************************* Background ************************** */
void DRW_draw_background(void)
{
/* Just to make sure */
glDepthMask(GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilMask(0xFF);
if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
float m[4][4];
unit_m4(m);
/* Gradient background Color */
glDisable(GL_DEPTH_TEST);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
uchar col_hi[3], col_lo[3];
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_projection_set(m);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
UI_GetThemeColor3ubv(TH_BACK_GRAD, col_lo);
UI_GetThemeColor3ubv(TH_BACK, col_hi);
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr3ubv(color, col_lo);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
immAttr3ubv(color, col_hi);
immVertex2f(pos, 1.0f, 1.0f);
immVertex2f(pos, -1.0f, 1.0f);
immEnd();
immUnbindProgram();
GPU_matrix_pop();
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
}
else {
/* Solid background Color */
UI_ThemeClearColorAlpha(TH_BACK, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
}
GPUBatch *DRW_draw_background_clipping_batch_from_rv3d(const RegionView3D *rv3d)
{
const BoundBox *bb = rv3d->clipbb;
const uint clipping_index[6][4] = {
{0, 1, 2, 3},
{0, 4, 5, 1},
{4, 7, 6, 5},
{7, 3, 2, 6},
{1, 5, 6, 2},
{7, 4, 0, 3},
};
GPUVertBuf *vbo;
GPUIndexBuf *el;
GPUIndexBufBuilder elb = {0};
/* Elements */
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, ARRAY_SIZE(clipping_index) * 2, ARRAY_SIZE(bb->vec));
for (int i = 0; i < ARRAY_SIZE(clipping_index); i++) {
const uint *idx = clipping_index[i];
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[2], idx[3]);
}
el = GPU_indexbuf_build(&elb);
GPUVertFormat format = {0};
uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bb->vec));
GPU_vertbuf_attr_fill(vbo, pos_id, bb->vec);
return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, el, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
}
/* **************************** 3D Cursor ******************************** */
static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
{
View3D *v3d = draw_ctx->v3d;
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) {
return false;
}
/* don't draw cursor in paint modes, but with a few exceptions */
if (draw_ctx->object_mode & OB_MODE_ALL_PAINT) {
/* exception: object is in weight paint and has deforming armature in pose mode */
if (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) {
if (BKE_object_pose_armature_get(draw_ctx->obact) != NULL) {
return true;
}
}
/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
else if (draw_ctx->object_mode & OB_MODE_TEXTURE_PAINT) {
const Paint *p = BKE_paint_get_active(scene, view_layer);
if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
return true;
}
}
}
/* no exception met? then don't draw cursor! */
return false;
}
else if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
/* grease pencil hide always in some modes */
return false;
}
return true;
}
void DRW_draw_cursor(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *ar = draw_ctx->ar;
Scene *scene = draw_ctx->scene;
ViewLayer *view_layer = draw_ctx->view_layer;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
if (is_cursor_visible(draw_ctx, scene, view_layer)) {
int co[2];
/* Get cursor data into quaternion form */
const View3DCursor *cursor = &scene->cursor;
if (ED_view3d_project_int_global(
ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
{
RegionView3D *rv3d = ar->regiondata;
float cursor_quat[4];
BKE_scene_cursor_rot_to_quat(cursor, cursor_quat);
/* Draw nice Anti Aliased cursor. */
GPU_line_width(1.0f);
GPU_blend(true);
GPU_line_smooth(true);
float eps = 1e-5f;
rv3d->viewquat[0] = -rv3d->viewquat[0];
bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps);
if (is_aligned == false) {
float tquat[4];
rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat);
is_aligned = tquat[0] - eps < -1.0f;
}
rv3d->viewquat[0] = -rv3d->viewquat[0];
/* Draw lines */
if (is_aligned == false) {
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor3(TH_VIEW_OVERLAY);
immBegin(GPU_PRIM_LINES, 12);
const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) * U.widget_unit;
#define CURSOR_VERT(axis_vec, axis, fac) \
immVertex3f( \
pos, \
cursor->location[0] + axis_vec[0] * (fac), \
cursor->location[1] + axis_vec[1] * (fac), \
cursor->location[2] + axis_vec[2] * (fac))
#define CURSOR_EDGE(axis_vec, axis, sign) { \
CURSOR_VERT(axis_vec, axis, sign 1.0f); \
CURSOR_VERT(axis_vec, axis, sign 0.25f); \
} ((void)0)
for (int axis = 0; axis < 3; axis++) {
float axis_vec[3] = {0};
axis_vec[axis] = scale;
mul_qt_v3(cursor_quat, axis_vec);
CURSOR_EDGE(axis_vec, axis, +);
CURSOR_EDGE(axis_vec, axis, -);
}
#undef CURSOR_VERT
#undef CURSOR_EDGE
immEnd();
immUnbindProgram();
}
float original_proj[4][4];
GPU_matrix_projection_get(original_proj);
GPU_matrix_push();
ED_region_pixelspace(ar);
GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
GPU_batch_program_set(cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
GPU_batch_draw(cursor_batch);
GPU_blend(false);
GPU_line_smooth(false);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
}
}
/* **************************** 3D Gizmo ******************************** */
void DRW_draw_gizmo_3d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *ar = draw_ctx->ar;
/* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */
/* TODO depth culling gizmos is not yet supported, just drawing _3D here, should
* later become _IN_SCENE (and draw _3D separate) */
WM_gizmomap_draw(
ar->gizmo_map, draw_ctx->evil_C,
WM_GIZMOMAP_DRAWSTEP_3D);
}
void DRW_draw_gizmo_2d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *ar = draw_ctx->ar;
WM_gizmomap_draw(
ar->gizmo_map, draw_ctx->evil_C,
WM_GIZMOMAP_DRAWSTEP_2D);
glDepthMask(GL_TRUE);
}