Changes the default distance to something suitable for working on human sized objects. The previous default required the object to be quite massive in scale to look correct. This not only improves the display but also makes accidental back facing selection significantly less likely. There will be more cases where the source object clips through the retopology, but this can also be helpful as it shows where there are significant differences is the silhouette. 0.01 was chosen in Blender Chat as a nice round number that works for a variety of objects. See PR for comparison images. Pull Request: https://projects.blender.org/blender/blender/pulls/137978
117 lines
3.6 KiB
C
117 lines
3.6 KiB
C
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup DNA
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*/
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#pragma once
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/* clang-format off */
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/* -------------------------------------------------------------------- */
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/** \name Viewport Struct
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* \{ */
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#define _DNA_DEFAULT_View3DShading \
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{ \
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.type = OB_SOLID, \
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.prev_type = OB_SOLID, \
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.flag = V3D_SHADING_SPECULAR_HIGHLIGHT | V3D_SHADING_XRAY_WIREFRAME | \
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V3D_SHADING_SCENE_LIGHTS_RENDER | V3D_SHADING_SCENE_WORLD_RENDER, \
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.light = V3D_LIGHTING_STUDIO, \
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.shadow_intensity = 0.5f, \
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.xray_alpha = 0.5f, \
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.xray_alpha_wire = 0.5f, \
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.cavity_valley_factor = 1.0f, \
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.cavity_ridge_factor = 1.0f, \
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.cavity_type = V3D_SHADING_CAVITY_CURVATURE, \
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.curvature_ridge_factor = 1.0f, \
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.curvature_valley_factor = 1.0f, \
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.single_color = {0.8f, 0.8f, 0.8f}, \
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.background_color = {0.05f, 0.05f, 0.05f}, \
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.studiolight_intensity = 1.0f, \
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.render_pass = SCE_PASS_COMBINED, \
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.wire_color_type = V3D_SHADING_SINGLE_COLOR, \
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}
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#define _DNA_DEFAULT_View3DOverlay \
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{ \
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.flag = V3D_OVERLAY_VIEWER_ATTRIBUTE | V3D_OVERLAY_SCULPT_SHOW_MASK | V3D_OVERLAY_SCULPT_SHOW_FACE_SETS, \
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.wireframe_threshold = 1.0f, \
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.wireframe_opacity = 1.0f, \
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.retopology_offset = 0.01f, \
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.viewer_attribute_opacity = 1.0f, \
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.xray_alpha_bone = 0.5f, \
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.bone_wire_alpha = 1.0f, \
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.fade_alpha = 0.40f, \
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.normals_length = 0.1f, \
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.texture_paint_mode_opacity = 1.0f, \
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.weight_paint_mode_opacity = 1.0f, \
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.vertex_paint_mode_opacity = 1.0f, \
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/* Intentionally different to vertex/paint mode, \
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* we typically want to see shading too. */ \
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.sculpt_mode_mask_opacity = 0.75f, \
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.sculpt_mode_face_sets_opacity = 1.0f, \
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\
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.edit_flag = V3D_OVERLAY_EDIT_FACES | V3D_OVERLAY_EDIT_SEAMS | \
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V3D_OVERLAY_EDIT_SHARP | V3D_OVERLAY_EDIT_FREESTYLE_EDGE | \
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V3D_OVERLAY_EDIT_FREESTYLE_FACE | V3D_OVERLAY_EDIT_CREASES | \
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V3D_OVERLAY_EDIT_BWEIGHTS, \
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.handle_display = CURVE_HANDLE_SELECTED, \
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\
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.gpencil_paper_opacity = 0.5f, \
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.gpencil_grid_opacity = 0.9f, \
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.gpencil_grid_color = {0.5f, 0.5f, 0.5f}, \
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.gpencil_grid_scale = {1.0f, 1.0f}, \
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.gpencil_grid_offset = {0.0f, 0.0f}, \
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.gpencil_grid_subdivisions = 4, \
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.gpencil_vertex_paint_opacity = 1.0f, \
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.normals_constant_screen_size = 7.0f, \
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}
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#define _DNA_DEFAULT_View3DCursor \
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{ \
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.rotation_mode = ROT_MODE_XYZ, \
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.rotation_quaternion = {1, 0, 0, 0}, \
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.rotation_axis = {0, 1, 0}, \
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}
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#define _DNA_DEFAULT_View3D \
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{ \
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.spacetype = SPACE_VIEW3D, \
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.scenelock = true, \
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.grid = 1.0f, \
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.gridlines = 16, \
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.gridsubdiv = 10, \
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.shading = _DNA_DEFAULT_View3DShading, \
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.overlay = _DNA_DEFAULT_View3DOverlay, \
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\
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.gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR | V3D_SHOW_ORTHO_GRID, \
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\
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.flag = V3D_SELECT_OUTLINE, \
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.flag2 = V3D_SHOW_RECONSTRUCTION | V3D_SHOW_ANNOTATION | V3D_SHOW_VIEWER | V3D_SHOW_CAMERA_GUIDES | V3D_SHOW_CAMERA_PASSEPARTOUT, \
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\
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.lens = 50.0f, \
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.clip_start = 0.01f, \
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.clip_end = 1000.0f, \
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\
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.bundle_size = 0.2f, \
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.bundle_drawtype = OB_PLAINAXES, \
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\
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/* stereo */ \
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.stereo3d_camera = STEREO_3D_ID, \
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.stereo3d_flag = V3D_S3D_DISPPLANE, \
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.stereo3d_convergence_alpha = 0.15f, \
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.stereo3d_volume_alpha = 0.05f, \
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\
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/* Grease pencil settings. */ \
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.vertex_opacity = 1.0f, \
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.gp_flag = V3D_GP_SHOW_EDIT_LINES, \
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}
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/** \} */
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/* clang-format on */
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