diff options
Diffstat (limited to 'source/blender/draw/intern/draw_view.c')
-rw-r--r-- | source/blender/draw/intern/draw_view.c | 722 |
1 files changed, 722 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c new file mode 100644 index 00000000000..1a806212206 --- /dev/null +++ b/source/blender/draw/intern/draw_view.c @@ -0,0 +1,722 @@ +/* + * Copyright 2016, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Blender Institute + * + */ + +/** \file blender/draw/intern/draw_view.c + * \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.h" +#include "ED_transform.h" +#include "ED_view3d.h" + +#include "GPU_draw.h" +#include "GPU_shader.h" +#include "GPU_immediate.h" +#include "GPU_matrix.h" + +#include "UI_resources.h" + +#include "WM_api.h" +#include "WM_types.h" + +#include "BKE_global.h" +#include "BKE_object.h" +#include "BKE_paint.h" +#include "BKE_unit.h" + +#include "DRW_render.h" + +#include "view3d_intern.h" + +#include "draw_view.h" + +/* ******************** region info ***************** */ + +void DRW_draw_region_info(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + ARegion *ar = draw_ctx->ar; + + DRW_draw_cursor(); + view3d_draw_region_info(draw_ctx->evil_C, ar); +} + +/* ************************* Grid ************************** */ + +static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count) +{ + /* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y + * x0 is gridline 0, the axis in screen space + * Area covers [0 .. max) pixels */ + + int first = (int)ceil(-x0 / dx); + int last = (int)floor((max - x0) / dx); + + if (first <= last) { + *r_first = first; + *r_count = last - first + 1; + } + else { + *r_first = 0; + *r_count = 0; + } +} + +static int gridline_count(ARegion *ar, double x0, double y0, double dx) +{ + /* x0 & y0 establish the "phase" of the grid within this 2D region + * dx is the frequency, shared by x & y directions + * pass in dx of smallest (highest precision) grid we want to draw */ + + int first, x_ct, y_ct; + + gridline_range(x0, dx, ar->winx, &first, &x_ct); + gridline_range(y0, dx, ar->winy, &first, &y_ct); + + int total_ct = x_ct + y_ct; + + return total_ct; +} + +static bool drawgrid_draw( + ARegion *ar, double x0, double y0, double dx, int skip_mod, + unsigned pos, unsigned col, GLubyte col_value[3]) +{ + /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw + * always skip exact x0 & y0 axes; they will be drawn later in color + * + * set grid color once, just before the first line is drawn + * it's harmless to set same color for every line, or every vertex + * but if no lines are drawn, color must not be set! */ + + const float x_max = (float)ar->winx; + const float y_max = (float)ar->winy; + + int first, ct; + int x_ct = 0, y_ct = 0; /* count of lines actually drawn */ + int lines_skipped_for_next_unit = 0; + + /* draw vertical lines */ + gridline_range(x0, dx, x_max, &first, &ct); + + for (int i = first; i < first + ct; ++i) { + if (i == 0) + continue; + else if (skip_mod && (i % skip_mod) == 0) { + ++lines_skipped_for_next_unit; + continue; + } + + if (x_ct == 0) + immAttrib3ub(col, col_value[0], col_value[1], col_value[2]); + + float x = (float)(x0 + i * dx); + immVertex2f(pos, x, 0.0f); + immVertex2f(pos, x, y_max); + ++x_ct; + } + + /* draw horizontal lines */ + gridline_range(y0, dx, y_max, &first, &ct); + + for (int i = first; i < first + ct; ++i) { + if (i == 0) + continue; + else if (skip_mod && (i % skip_mod) == 0) { + ++lines_skipped_for_next_unit; + continue; + } + + if (x_ct + y_ct == 0) + immAttrib3ub(col, col_value[0], col_value[1], col_value[2]); + + float y = (float)(y0 + i * dx); + immVertex2f(pos, 0.0f, y); + immVertex2f(pos, x_max, y); + ++y_ct; + } + + return lines_skipped_for_next_unit > 0; +} + +#define GRID_MIN_PX_D 6.0 +#define GRID_MIN_PX_F 6.0f + +static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) +{ + RegionView3D *rv3d = ar->regiondata; + + double fx = rv3d->persmat[3][0]; + double fy = rv3d->persmat[3][1]; + double fw = rv3d->persmat[3][3]; + + const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */ + const double wy = 0.5 * ar->winy; + + double x = wx * fx / fw; + double y = wy * fy / fw; + + double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 }; + mul_m4_v4d(rv3d->persmat, vec4); + fx = vec4[0]; + fy = vec4[1]; + fw = vec4[3]; + + double dx = fabs(x - wx * fx / fw); + if (dx == 0) dx = fabs(y - wy * fy / fw); + + x += wx; + y += wy; + + /* now x, y, and dx have their final values + * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space + * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */ + + glLineWidth(1.0f); + +#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */ + glDepthMask(GL_FALSE); /* disable write in zbuffer */ +#endif + + VertexFormat *format = immVertexFormat(); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + + unsigned char col[3], col2[3]; + UI_GetThemeColor3ubv(TH_GRID, col); + + if (unit->system) { + const void *usys; + int len; + + bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len); + + bool first = true; + + if (usys) { + int i = len; + while (i--) { + double scalar = bUnit_GetScaler(usys, i); + + double dx_scalar = dx * scalar / (double)unit->scale_length; + if (dx_scalar < (GRID_MIN_PX_D * 2.0)) { + /* very very small grid items are less useful when dealing with units */ + continue; + } + + if (first) { + first = false; + + /* Store the smallest drawn grid size units name so users know how big each grid cell is */ + *grid_unit = bUnit_GetNameDisplay(usys, i); + rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length); + + int gridline_ct = gridline_count(ar, x, y, dx_scalar); + if (gridline_ct == 0) + goto drawgrid_cleanup; /* nothing to draw */ + + immBegin(PRIM_LINES, gridline_ct * 2); + } + + float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar); + /* tweak to have the fade a bit nicer */ + blend_fac = (blend_fac * blend_fac) * 2.0f; + CLAMP(blend_fac, 0.3f, 1.0f); + + UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2); + + const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar); + if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2)) + break; + } + } + } + else { + const double sublines = v3d->gridsubdiv; + const float sublines_fl = v3d->gridsubdiv; + + int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */ + + if (dx < GRID_MIN_PX_D) { + rv3d->gridview *= sublines_fl; + dx *= sublines; + if (dx < GRID_MIN_PX_D) { + rv3d->gridview *= sublines_fl; + dx *= sublines; + if (dx < GRID_MIN_PX_D) { + rv3d->gridview *= sublines_fl; + dx *= sublines; + grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1; + } + } + } + else { + if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */ + rv3d->gridview /= sublines_fl; + dx /= sublines; + if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */ + rv3d->gridview /= sublines_fl; + dx /= sublines; + if (dx > (GRID_MIN_PX_D * 10.0)) { + grids_to_draw = 1; + } + } + } + } + + int gridline_ct = gridline_count(ar, x, y, dx); + if (gridline_ct == 0) + goto drawgrid_cleanup; /* nothing to draw */ + + immBegin(PRIM_LINES, gridline_ct * 2); + + if (grids_to_draw == 2) { + UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2); + if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2)) { + drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col); + } + } + else if (grids_to_draw == 1) { + drawgrid_draw(ar, x, y, dx, 0, pos, color, col); + } + } + + /* draw visible axes */ + /* horizontal line */ + if (0 <= y && y < ar->winy) { + UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X'); + immAttrib3ub(color, col2[0], col2[1], col2[2]); + immVertex2f(pos, 0.0f, y); + immVertex2f(pos, (float)ar->winx, y); + } + + /* vertical line */ + if (0 <= x && x < ar->winx) { + UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z'); + immAttrib3ub(color, col2[0], col2[1], col2[2]); + immVertex2f(pos, x, 0.0f); + immVertex2f(pos, x, (float)ar->winy); + } + + immEnd(); + +drawgrid_cleanup: + immUnbindProgram(); + +#if 0 /* depth write is left enabled above */ + glDepthMask(GL_TRUE); /* enable write in zbuffer */ +#endif +} + +#undef DEBUG_GRID +#undef GRID_MIN_PX_D +#undef GRID_MIN_PX_F + +static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) +{ + /* draw only if there is something to draw */ + if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { + /* draw how many lines? + * trunc(v3d->gridlines / 2) * 4 + * + 2 for xy axes (possibly with special colors) + * + 1 for z axis (the only line not in xy plane) + * even v3d->gridlines are honored, odd rounded down */ + const int gridlines = v3d->gridlines / 2; + const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit); + const float grid = gridlines * grid_scale; + + const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1; + + bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0; + bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0; + bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0; + + unsigned char col_grid[3], col_axis[3]; + + glLineWidth(1.0f); + + UI_GetThemeColor3ubv(TH_GRID, col_grid); + + if (show_floor) { + const unsigned vertex_ct = 2 * (gridlines * 4 + 2); + const int sublines = v3d->gridsubdiv; + + unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3]; + + VertexFormat *format = immVertexFormat(); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); + + immBegin(PRIM_LINES, vertex_ct); + + /* draw normal grid lines */ + UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10); + + for (int a = 1; a <= gridlines; a++) { + /* skip emphasised divider lines */ + if (a % sublines != 0) { + const float line = a * grid_scale; + + immAttrib3ubv(color, col_grid_light); + + immVertex2f(pos, -grid, -line); + immVertex2f(pos, +grid, -line); + immVertex2f(pos, -grid, +line); + immVertex2f(pos, +grid, +line); + + immVertex2f(pos, -line, -grid); + immVertex2f(pos, -line, +grid); + immVertex2f(pos, +line, -grid); + immVertex2f(pos, +line, +grid); + } + } + + /* draw emphasised grid lines */ + UI_GetThemeColor3ubv(TH_BACK, col_bg); + /* emphasise division lines lighter instead of darker, if background is darker than grid */ + UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise, + (col_grid[0] + col_grid[1] + col_grid[2] + 30 > + col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10); + + if (sublines <= gridlines) { + immAttrib3ubv(color, col_grid_emphasise); + + for (int a = sublines; a <= gridlines; a += sublines) { + const float line = a * grid_scale; + + immVertex2f(pos, -grid, -line); + immVertex2f(pos, +grid, -line); + immVertex2f(pos, -grid, +line); + immVertex2f(pos, +grid, +line); + + immVertex2f(pos, -line, -grid); + immVertex2f(pos, -line, +grid); + immVertex2f(pos, +line, -grid); + immVertex2f(pos, +line, +grid); + } + } + + /* draw X axis */ + if (show_axis_x) { + show_axis_x = false; /* drawing now, won't need to draw later */ + UI_make_axis_color(col_grid, col_axis, 'X'); + immAttrib3ubv(color, col_axis); + } + else + immAttrib3ubv(color, col_grid_emphasise); + + immVertex2f(pos, -grid, 0.0f); + immVertex2f(pos, +grid, 0.0f); + + /* draw Y axis */ + if (show_axis_y) { + show_axis_y = false; /* drawing now, won't need to draw later */ + UI_make_axis_color(col_grid, col_axis, 'Y'); + immAttrib3ubv(color, col_axis); + } + else + immAttrib3ubv(color, col_grid_emphasise); + + immVertex2f(pos, 0.0f, -grid); + immVertex2f(pos, 0.0f, +grid); + + immEnd(); + immUnbindProgram(); + + /* done with XY plane */ + } + + if (show_axis_x || show_axis_y || show_axis_z) { + /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */ + + VertexFormat *format = immVertexFormat(); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); + immBegin(PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); + + if (show_axis_x) { + UI_make_axis_color(col_grid, col_axis, 'X'); + immAttrib3ubv(color, col_axis); + immVertex3f(pos, -grid, 0.0f, 0.0f); + immVertex3f(pos, +grid, 0.0f, 0.0f); + } + + if (show_axis_y) { + UI_make_axis_color(col_grid, col_axis, 'Y'); + immAttrib3ubv(color, col_axis); + immVertex3f(pos, 0.0f, -grid, 0.0f); + immVertex3f(pos, 0.0f, +grid, 0.0f); + } + + if (show_axis_z) { + UI_make_axis_color(col_grid, col_axis, 'Z'); + immAttrib3ubv(color, col_axis); + immVertex3f(pos, 0.0f, 0.0f, -grid); + immVertex3f(pos, 0.0f, 0.0f, +grid); + } + + immEnd(); + immUnbindProgram(); + } + } +} + +void DRW_draw_grid(void) +{ + /* TODO viewport + * Missing is the flags to check whether to draw it + * for now now we are using the flags in v3d itself. + * + * Also for now always assume depth is there, so we + * draw on top of it. + */ + /** + * Calculate pixel-size factor once, is used for lamps and object centers. + * Used by #ED_view3d_pixel_size and typically not accessed directly. + * + * \note #BKE_camera_params_compute_viewplane' also calculates a pixel-size value, + * passed to #RE_SetPixelSize, in ortho mode this is compatible with this value, + * but in perspective mode its offset by the near-clip. + * + * 'RegionView3D.pixsize' is used for viewport drawing, not rendering. + */ + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + View3D *v3d = draw_ctx->v3d; + ARegion *ar = draw_ctx->ar; + RegionView3D *rv3d = draw_ctx->rv3d; + + const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO); + const char *grid_unit = NULL; + + /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override + * objects if done last + * needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. + */ + rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit); + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + + if (!draw_floor) { + /* Do not get in front of overlays */ + glDepthMask(GL_FALSE); + + ED_region_pixelspace(ar); + *(&grid_unit) = NULL; /* drawgrid need this to detect/affect smallest valid unit... */ + drawgrid(&scene->unit, ar, v3d, &grid_unit); + + gpuLoadProjectionMatrix(rv3d->winmat); + gpuLoadMatrix(rv3d->viewmat); + } + else { + glDepthMask(GL_TRUE); + drawfloor(scene, v3d, &grid_unit); + } +} + +/* ************************* Background ************************** */ + +void DRW_draw_background(void) +{ + /* Just to make sure */ + glDepthMask(GL_TRUE); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glStencilMask(0xFF); + + if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { + float m[4][4]; + unit_m4(m); + + /* Gradient background Color */ + glDisable(GL_DEPTH_TEST); + + VertexFormat *format = immVertexFormat(); + unsigned pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + unsigned char col_hi[3], col_lo[3]; + + gpuPushMatrix(); + gpuLoadIdentity(); + gpuLoadProjectionMatrix(m); + + immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + + UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo); + UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi); + + immBegin(PRIM_TRIANGLE_FAN, 4); + immAttrib3ubv(color, col_lo); + immVertex2f(pos, -1.0f, -1.0f); + immVertex2f(pos, 1.0f, -1.0f); + + immAttrib3ubv(color, col_hi); + immVertex2f(pos, 1.0f, 1.0f); + immVertex2f(pos, -1.0f, 1.0f); + immEnd(); + + immUnbindProgram(); + + gpuPopMatrix(); + + glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + } + else { + /* Solid background Color */ + UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + } +} + +/* **************************** 3D Cursor ******************************** */ + +static bool is_cursor_visible(Scene *scene, SceneLayer *sl) +{ + Object *ob = OBACT_NEW; + + /* don't draw cursor in paint modes, but with a few exceptions */ + if (ob && ob->mode & OB_MODE_ALL_PAINT) { + /* exception: object is in weight paint and has deforming armature in pose mode */ + if (ob->mode & OB_MODE_WEIGHT_PAINT) { + if (BKE_object_pose_armature_get(ob) != NULL) { + return true; + } + } + /* exception: object in texture paint mode, clone brush, use_clone_layer disabled */ + else if (ob->mode & OB_MODE_TEXTURE_PAINT) { + const Paint *p = BKE_paint_get_active(scene, sl); + + 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; + } + + return true; +} + +void DRW_draw_cursor(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + View3D *v3d = draw_ctx->v3d; + RegionView3D *rv3d = draw_ctx->rv3d; + Scene *scene = draw_ctx->scene; + SceneLayer *sl = draw_ctx->sl; + + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glLineWidth(1.0f); + + if (is_cursor_visible(scene, sl)) { + float *co = ED_view3d_cursor3d_get(scene, v3d); + unsigned char crosshair_color[3]; + + const float f5 = 0.25f; + const float f10 = 0.5f; + const float f20 = 1.0f; + + VertexFormat *format = immVertexFormat(); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + unsigned int wpos = VertexFormat_add_attrib(format, "world_pos", COMP_F32, 3, KEEP_FLOAT); + + /* XXX Using instance shader without instance */ + immBindBuiltinProgram(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR); + immUniform1f("size", U.widget_unit); + immUniform1f("pixel_size", *DRW_viewport_pixelsize_get()); + immUniformArray3fv("screen_vecs", DRW_viewport_screenvecs_get(), 2); + immUniformMatrix4fv("ViewProjectionMatrix", rv3d->persmat); + + const int segments = 16; + + immBegin(PRIM_LINE_LOOP, segments); + immAttrib3fv(wpos, co); + + for (int i = 0; i < segments; ++i) { + float angle = 2 * M_PI * ((float)i / (float)segments); + float x = f10 * cosf(angle); + float y = f10 * sinf(angle); + + if (i % 2 == 0) + immAttrib3ub(color, 255, 0, 0); + else + immAttrib3ub(color, 255, 255, 255); + + immVertex2f(pos, x, y); + } + immEnd(); + + UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color); + + immBegin(PRIM_LINES, 8); + immAttrib3ubv(color, crosshair_color); + immAttrib3fv(wpos, co); + + immVertex2f(pos, -f20, 0); + immVertex2f(pos, -f5, 0); + immVertex2f(pos, +f5, 0); + immVertex2f(pos, +f20, 0); + immVertex2f(pos, 0, -f20); + immVertex2f(pos, 0, -f5); + immVertex2f(pos, 0, +f5); + immVertex2f(pos, 0, +f20); + immEnd(); + + immUnbindProgram(); + } +} + +/* **************************** 3D Manipulator ******************************** */ + +void DRW_draw_manipulator(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + View3D *v3d = draw_ctx->v3d; + v3d->zbuf = false; + ARegion *ar = draw_ctx->ar; + + + /* TODO, only draws 3D manipulators right now, need to see how 2D drawing will work in new viewport */ + + /* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */ + /* TODO depth culling manipulators is not yet supported, just drawing _3D here, should + * later become _IN_SCENE (and draw _3D separate) */ + WM_manipulatormap_draw(ar->manipulator_map, draw_ctx->evil_C, WM_MANIPULATORMAP_DRAWSTEP_3D); +} |