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authorClément Foucault <foucault.clem@gmail.com>2020-02-11 17:18:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-11 17:19:04 +0300
commit804e90b42d728ecb1073af8d0bae15a91b13a469 (patch)
tree309de25d99c92286b10c9d27e547fd43a69299c1 /source/blender/draw/intern/draw_common.c
parent58cdab8b9759dd59b55895f2f76b9624addbb324 (diff)
DRW: Color Management improvement
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
Diffstat (limited to 'source/blender/draw/intern/draw_common.c')
-rw-r--r--source/blender/draw/intern/draw_common.c34
1 files changed, 31 insertions, 3 deletions
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 65365ef7119..a4e46b3b59f 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -88,6 +88,10 @@ void DRW_globals_update(void)
UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
+ UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
+ UI_COLOR_RGBA_FROM_U8(0x26, 0x26, 0x26, 0xFF, gb->colorCheckerLow);
+ UI_COLOR_RGBA_FROM_U8(0x33, 0x33, 0x33, 0xFF, gb->colorCheckerHigh);
+ UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);
/* Custom median color to slightly affect the edit mesh colors. */
interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
@@ -108,6 +112,26 @@ void DRW_globals_update(void)
zero_v4(gb->colorFaceFreestyle);
#endif
+ UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
+ UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);
+
+ /* Bone colors */
+ UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
+ UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
+ UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
+ UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
+ UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
+ UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
+ UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
+ UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
+ UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
+ UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
+ UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
+ copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
+ copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
+ copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);
+
/* Curve */
UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
@@ -125,10 +149,14 @@ void DRW_globals_update(void)
UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
- UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
-
UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
+ /* Metaball */
+ UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
+ UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
+ UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
+ UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);
+
/* Grid */
UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
@@ -173,7 +201,7 @@ void DRW_globals_update(void)
invert_v2(gb->sizeViewportInv);
/* Color management. */
- if (!DRW_state_do_color_management()) {
+ {
float *color = gb->UBO_FIRST_COLOR;
do {
/* TODO more accurate transform. */