This implements a new overlay that blends the bakground color over the objects that are not in the same mode as the active object, making them fade with the background. This is especially needed for sculpt mode as there is no other overlay or indication in the viewport to display which object is active. This is intended to be used with D7510 in order to have a faster workflow when sculpting models with multiple objects. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8679
117 lines
3.6 KiB
C
117 lines
3.6 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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/** \file
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* \ingroup DNA
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*/
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#pragma once
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/* Struct members on own line. */
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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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}
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#define _DNA_DEFAULT_View3DOverlay \
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{ \
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.wireframe_threshold = 1.0f, \
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.xray_alpha_bone = 0.5f, \
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.fade_alpha = 0.40f, \
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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_EDGES | \
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V3D_OVERLAY_EDIT_CREASES | 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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}
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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, \
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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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