Files
test/source/blender/draw/intern/draw_view_c.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

300 lines
8.2 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \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.hh"
#include "ED_util.hh"
#include "ED_view3d.hh"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "UI_resources.hh"
#include "UI_view2d.hh"
#include "WM_types.hh"
#include "BLI_math_rotation.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_paint.hh"
#include "view3d_intern.h"
#include "draw_manager.h"
/* ******************** region info ***************** */
void DRW_draw_region_info()
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
DRW_draw_cursor();
view3d_draw_region_info(draw_ctx->evil_C, region);
}
/* **************************** 3D Cursor ******************************** */
static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
{
if (G.moving & G_TRANSFORM_CURSOR) {
return true;
}
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 | OB_MODE_SCULPT_CURVES)) != 0) {
/* 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) != nullptr) {
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;
}
if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL_LEGACY) {
/* grease pencil hide always in some modes */
return false;
}
return true;
}
void DRW_draw_cursor()
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
Scene *scene = draw_ctx->scene;
ViewLayer *view_layer = draw_ctx->view_layer;
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
GPU_depth_test(GPU_DEPTH_NONE);
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(
region, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) ==
V3D_PROJ_RET_OK)
{
RegionView3D *rv3d = static_cast<RegionView3D *>(region->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(GPU_BLEND_ALPHA);
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(region);
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_3D_FLAT_COLOR);
GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
}
}
/* -------------------------------------------------------------------- */
/** \name 2D Cursor
* \{ */
static bool is_cursor_visible_2d(const DRWContextState *draw_ctx)
{
SpaceInfo *space_data = (SpaceInfo *)draw_ctx->space_data;
if (space_data == nullptr) {
return false;
}
if (space_data->spacetype != SPACE_IMAGE) {
return false;
}
SpaceImage *sima = (SpaceImage *)space_data;
switch (sima->mode) {
case SI_MODE_VIEW:
return false;
break;
case SI_MODE_PAINT:
return false;
break;
case SI_MODE_MASK:
break;
case SI_MODE_UV:
break;
}
return (sima->overlay.flag & SI_OVERLAY_SHOW_OVERLAYS) != 0;
}
/* -------------------------------------------------------------------- */
/** \name Generic Cursor
* \{ */
void DRW_draw_cursor_2d_ex(const ARegion *region, const float cursor[2])
{
int co[2];
UI_view2d_view_to_region(&region->v2d, cursor[0], cursor[1], &co[0], &co[1]);
/* Draw nice Anti Aliased cursor. */
GPU_line_width(1.0f);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_smooth(true);
/* Draw lines */
float original_proj[4][4];
GPU_matrix_projection_get(original_proj);
GPU_matrix_push();
ED_region_pixelspace(region);
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(true);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
/** \} */
void DRW_draw_cursor_2d()
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
GPU_depth_test(GPU_DEPTH_NONE);
if (is_cursor_visible_2d(draw_ctx)) {
const SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
DRW_draw_cursor_2d_ex(region, sima->cursor);
}
}
/** \} */
/* **************************** 3D Gizmo ******************************** */
void DRW_draw_gizmo_3d()
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
/* 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(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_3D);
}
void DRW_draw_gizmo_2d()
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
GPU_depth_mask(true);
}