Instead of relying on them being included indirectly. Pull Request: https://projects.blender.org/blender/blender/pulls/134406
317 lines
12 KiB
C++
317 lines
12 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 draw
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*/
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "DRW_render.hh"
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#include "GPU_texture.hh"
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#include "GPU_uniform_buffer.hh"
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#include "UI_resources.hh"
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#include "BLI_index_range.hh"
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#include "BLI_math_color.h"
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#include "BLI_math_vector.h"
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#include "BKE_colorband.hh"
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#include "draw_common_c.hh"
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#if 0
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# define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
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ARRAY_SET_ITEMS(v4, float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, 1.0)
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#endif
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#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
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ARRAY_SET_ITEMS(v4, float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, float(a) / 255.0f)
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/**
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* Colors & Constant.
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*/
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DRW_Global G_draw{};
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static bool weight_ramp_custom = false;
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static ColorBand weight_ramp_copy;
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static GPUTexture *DRW_create_weight_colorramp_texture();
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using namespace blender;
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void DRW_globals_update()
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{
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GlobalsUboStorage *gb = &G_draw.block;
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const DRWContextState *ctx = DRW_context_state_get();
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if (ctx->rv3d != nullptr) {
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int plane_len = (RV3D_LOCK_FLAGS(ctx->rv3d) & RV3D_BOXCLIP) ? 4 : 6;
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for (auto i : IndexRange(plane_len)) {
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gb->clip_planes[i] = float4(ctx->rv3d->clip[i]);
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}
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if (plane_len < 6) {
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for (auto i : IndexRange(plane_len, 6 - plane_len)) {
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/* Fill other planes with same valid planes. Avoid changing further logic. */
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gb->clip_planes[i] = gb->clip_planes[plane_len - 1];
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}
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}
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}
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UI_GetThemeColor4fv(TH_WIRE, gb->color_wire);
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UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->color_wire_edit);
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UI_GetThemeColor4fv(TH_ACTIVE, gb->color_active);
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UI_GetThemeColor4fv(TH_SELECT, gb->color_select);
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UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->color_library_select);
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UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->color_library);
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UI_GetThemeColor4fv(TH_TRANSFORM, gb->color_transform);
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UI_GetThemeColor4fv(TH_LIGHT, gb->color_light);
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UI_GetThemeColor4fv(TH_SPEAKER, gb->color_speaker);
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UI_GetThemeColor4fv(TH_CAMERA, gb->color_camera);
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UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->color_camera_path);
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UI_GetThemeColor4fv(TH_EMPTY, gb->color_empty);
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UI_GetThemeColor4fv(TH_VERTEX, gb->color_vertex);
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UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->color_vertex_select);
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UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->color_vertex_unreferenced);
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UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->color_vertex_missing_data);
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UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->color_edit_mesh_active);
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UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->color_edge_select);
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UI_GetThemeColor4fv(TH_EDGE_MODE_SELECT, gb->color_edge_mode_select);
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UI_GetThemeColor4fv(TH_GP_VERTEX, gb->color_gpencil_vertex);
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UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->color_gpencil_vertex_select);
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UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->color_edge_seam);
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UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->color_edge_sharp);
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UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->color_edge_crease);
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UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->color_edge_bweight);
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UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->color_edge_face_select);
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UI_GetThemeColor4fv(TH_FACE, gb->color_face);
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UI_GetThemeColor4fv(TH_FACE_SELECT, gb->color_face_select);
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UI_GetThemeColor4fv(TH_FACE_MODE_SELECT, gb->color_face_mode_select);
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UI_GetThemeColor4fv(TH_FACE_RETOPOLOGY, gb->color_face_retopology);
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UI_GetThemeColor4fv(TH_FACE_BACK, gb->color_face_back);
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UI_GetThemeColor4fv(TH_FACE_FRONT, gb->color_face_front);
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UI_GetThemeColor4fv(TH_NORMAL, gb->color_normal);
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UI_GetThemeColor4fv(TH_VNORMAL, gb->color_vnormal);
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UI_GetThemeColor4fv(TH_LNORMAL, gb->color_lnormal);
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UI_GetThemeColor4fv(TH_FACE_DOT, gb->color_facedot);
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UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->color_skinroot);
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UI_GetThemeColor4fv(TH_BACK, gb->color_background);
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UI_GetThemeColor4fv(TH_BACK_GRAD, gb->color_background_gradient);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->color_checker_primary);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->color_checker_secondary);
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gb->size_checker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
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gb->fresnel_mix_edit = ((U.gpu_flag & USER_GPU_FLAG_FRESNEL_EDIT) == 0) ? 0.0f : 1.0f;
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UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->color_clipping_border);
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/* Custom median color to slightly affect the edit mesh colors. */
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interp_v4_v4v4(gb->color_edit_mesh_middle, gb->color_vertex_select, gb->color_wire_edit, 0.35f);
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copy_v3_fl(gb->color_edit_mesh_middle,
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dot_v3v3(gb->color_edit_mesh_middle,
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blender::float3{0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
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#ifdef WITH_FREESTYLE
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UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->color_edge_freestyle);
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UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->color_face_freestyle);
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#else
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zero_v4(gb->color_edge_freestyle);
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zero_v4(gb->color_face_freestyle);
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#endif
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UI_GetThemeColor4fv(TH_TEXT, gb->color_text);
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UI_GetThemeColor4fv(TH_TEXT_HI, gb->color_text_hi);
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/* Bone colors */
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UI_GetThemeColor4fv(TH_BONE_POSE, gb->color_bone_pose);
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UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->color_bone_pose_active);
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UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->color_bone_active);
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UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->color_bone_select);
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UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->color_bone_pose_active_unsel);
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UI_GetThemeColorBlendShade3fv(
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TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->color_bone_active_unsel);
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UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->color_bone_pose_no_target);
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UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->color_bone_pose_ik);
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UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->color_bone_pose_spline_ik);
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UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->color_bone_pose_constraint);
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UI_GetThemeColor4fv(TH_BONE_SOLID, gb->color_bone_solid);
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UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->color_bone_locked);
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copy_v4_fl4(gb->color_bone_ik_line, 0.8f, 0.8f, 0.0f, 1.0f);
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copy_v4_fl4(gb->color_bone_ik_line_no_target, 0.8f, 0.5f, 0.2f, 1.0f);
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copy_v4_fl4(gb->color_bone_ik_line_spline, 0.8f, 0.8f, 0.2f, 1.0f);
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/* Curve */
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UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->color_handle_free);
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UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->color_handle_auto);
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UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->color_handle_vect);
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UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->color_handle_align);
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UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->color_handle_autoclamp);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->color_handle_sel_free);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->color_handle_sel_auto);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->color_handle_sel_vect);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->color_handle_sel_align);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->color_handle_sel_autoclamp);
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UI_GetThemeColor4fv(TH_NURB_ULINE, gb->color_nurb_uline);
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UI_GetThemeColor4fv(TH_NURB_VLINE, gb->color_nurb_vline);
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UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->color_nurb_sel_uline);
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UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->color_nurb_sel_vline);
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UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->color_active_spline);
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UI_GetThemeColor4fv(TH_CFRAME, gb->color_current_frame);
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UI_GetThemeColor4fv(TH_FRAME_BEFORE, gb->color_before_frame);
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UI_GetThemeColor4fv(TH_FRAME_AFTER, gb->color_after_frame);
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/* Meta-ball. */
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UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->color_mball_radius);
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UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->color_mball_radius_select);
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UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->color_mball_stiffness);
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UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->color_mball_stiffness_select);
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/* Grid */
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UI_GetThemeColorShade4fv(TH_GRID, 10, gb->color_grid);
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/* Emphasize division lines lighter instead of darker, if background is darker than grid. */
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UI_GetThemeColorShade4fv(
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TH_GRID,
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(gb->color_grid[0] + gb->color_grid[1] + gb->color_grid[2] + 0.12f >
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gb->color_background[0] + gb->color_background[1] + gb->color_background[2]) ?
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20 :
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-10,
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gb->color_grid_emphasis);
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/* Grid Axis */
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->color_grid_axis_x);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->color_grid_axis_y);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->color_grid_axis_z);
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UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->color_deselect);
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UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->color_outline);
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UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->color_light_no_alpha);
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/* UV colors */
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UI_GetThemeColor4fv(TH_UV_SHADOW, gb->color_uv_shadow);
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gb->size_pixel = U.pixelsize;
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gb->size_object_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
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gb->size_light_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
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gb->size_light_circle = U.pixelsize * 9.0f;
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gb->size_light_circle_shadow = gb->size_light_circle + U.pixelsize * 3.0f;
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/* M_SQRT2 to be at least the same size of the old square */
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gb->size_vertex = U.pixelsize *
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max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * float(M_SQRT2) / 2.0f);
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gb->size_vertex_gpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
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gb->size_face_dot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
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gb->size_edge = U.pixelsize * max_ff(1.0f, UI_GetThemeValuef(TH_EDGE_WIDTH)) / 2.0f;
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gb->size_edge_fix = U.pixelsize * (0.5f + 2.0f * (1.0f * (gb->size_edge * float(M_SQRT1_2))));
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gb->pixel_fac = (ctx->rv3d) ? ctx->rv3d->pixsize : 1.0f;
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copy_v2_v2(&gb->size_viewport[0], DRW_viewport_size_get());
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copy_v2_v2(&gb->size_viewport[2], &gb->size_viewport[0]);
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invert_v2(&gb->size_viewport[2]);
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/* Color management. */
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{
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float *color = gb->UBO_FIRST_COLOR;
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do {
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/* TODO: more accurate transform. */
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srgb_to_linearrgb_v4(color, color);
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color += 4;
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} while (color <= gb->UBO_LAST_COLOR);
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}
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if (G_draw.block_ubo == nullptr) {
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G_draw.block_ubo = GPU_uniformbuf_create_ex(
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sizeof(GlobalsUboStorage), gb, "GlobalsUboStorage");
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}
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GPU_uniformbuf_update(G_draw.block_ubo, gb);
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if (!G_draw.ramp) {
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ColorBand ramp = {0};
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float *colors;
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int col_size;
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ramp.tot = 3;
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ramp.data[0].a = 1.0f;
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ramp.data[0].b = 1.0f;
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ramp.data[0].pos = 0.0f;
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ramp.data[1].a = 1.0f;
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ramp.data[1].g = 1.0f;
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ramp.data[1].pos = 0.5f;
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ramp.data[2].a = 1.0f;
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ramp.data[2].r = 1.0f;
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ramp.data[2].pos = 1.0f;
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BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
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G_draw.ramp = GPU_texture_create_1d(
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"ramp", col_size, 1, GPU_RGBA8, GPU_TEXTURE_USAGE_SHADER_READ, colors);
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MEM_freeN(colors);
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}
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/* Weight Painting color ramp texture */
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bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
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if (weight_ramp_custom != user_weight_ramp ||
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(user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0))
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{
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GPU_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
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}
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if (G_draw.weight_ramp == nullptr) {
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weight_ramp_custom = user_weight_ramp;
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memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
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G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
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}
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}
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/* ********************************* SHGROUP ************************************* */
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void DRW_globals_free() {}
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/* ******************************************** COLOR UTILS ************************************ */
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static void DRW_evaluate_weight_to_color(const float weight, float result[4])
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{
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if (U.flag & USER_CUSTOM_RANGE) {
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BKE_colorband_evaluate(&U.coba_weight, weight, result);
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}
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else {
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/* Use gamma correction to even out the color bands:
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* increasing widens yellow/cyan vs red/green/blue.
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* Gamma 1.0 produces the original 2.79 color ramp. */
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const float gamma = 1.5f;
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const float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
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hsv_to_rgb_v(hsv, result);
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for (int i = 0; i < 3; i++) {
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result[i] = pow(result[i], 1.0f / gamma);
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}
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}
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}
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static GPUTexture *DRW_create_weight_colorramp_texture()
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{
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float pixels[256][4];
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for (int i = 0; i < 256; i++) {
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DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
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pixels[i][3] = 1.0f;
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}
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uchar4 pixels_ubyte[256];
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for (int i = 0; i < 256; i++) {
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unit_float_to_uchar_clamp_v4(pixels_ubyte[i], pixels[i]);
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}
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ;
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GPUTexture *tx = GPU_texture_create_1d("weight_ramp", 256, 1, GPU_SRGB8_A8, usage, nullptr);
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GPU_texture_update(tx, GPU_DATA_UBYTE, pixels_ubyte);
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return tx;
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}
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