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Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_cursor.c')
-rw-r--r--source/blender/editors/sculpt_paint/paint_cursor.c1091
1 files changed, 639 insertions, 452 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c
index 9398e4443f3..e3027ead1f1 100644
--- a/source/blender/editors/sculpt_paint/paint_cursor.c
+++ b/source/blender/editors/sculpt_paint/paint_cursor.c
@@ -539,54 +539,6 @@ static int project_brush_radius(ViewContext *vc, float radius, const float locat
return 0;
}
-static bool sculpt_get_brush_geometry(bContext *C,
- ViewContext *vc,
- int x,
- int y,
- int *pixel_radius,
- float location[3],
- UnifiedPaintSettings *ups)
-{
- Scene *scene = CTX_data_scene(C);
- Paint *paint = BKE_paint_get_active_from_context(C);
- float mouse[2];
- bool hit = false;
-
- mouse[0] = x;
- mouse[1] = y;
-
- if (vc->obact->sculpt && vc->obact->sculpt->pbvh) {
- if (!ups->stroke_active) {
- hit = SCULPT_stroke_get_location(C, location, mouse);
- }
- else {
- hit = ups->last_hit;
- copy_v3_v3(location, ups->last_location);
- }
- }
-
- if (hit) {
- Brush *brush = BKE_paint_brush(paint);
-
- *pixel_radius = project_brush_radius(
- vc, BKE_brush_unprojected_radius_get(scene, brush), location);
-
- if (*pixel_radius == 0) {
- *pixel_radius = BKE_brush_size_get(scene, brush);
- }
-
- mul_m4_v3(vc->obact->obmat, location);
- }
- else {
- Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
- Brush *brush = BKE_paint_brush(&sd->paint);
-
- *pixel_radius = BKE_brush_size_get(scene, brush);
- }
-
- return hit;
-}
-
/* Draw an overlay that shows what effect the brush's texture will
* have on brush strength. */
static bool paint_draw_tex_overlay(UnifiedPaintSettings *ups,
@@ -1041,10 +993,10 @@ static void paint_draw_curve_cursor(Brush *brush, ViewContext *vc)
/* Special actions taken when paint cursor goes over mesh */
/* TODO: sculpt only for now. */
-static void paint_cursor_on_hit(UnifiedPaintSettings *ups,
- Brush *brush,
- ViewContext *vc,
- const float location[3])
+static void paint_cursor_update_unprojected_radius(UnifiedPaintSettings *ups,
+ Brush *brush,
+ ViewContext *vc,
+ const float location[3])
{
float unprojected_radius, projected_radius;
@@ -1076,18 +1028,6 @@ static void paint_cursor_on_hit(UnifiedPaintSettings *ups,
}
}
-static bool ommit_cursor_drawing(Paint *paint, ePaintMode mode, Brush *brush)
-{
- if (paint->flags & PAINT_SHOW_BRUSH) {
- if (ELEM(mode, PAINT_MODE_TEXTURE_2D, PAINT_MODE_TEXTURE_3D) &&
- brush->imagepaint_tool == PAINT_TOOL_FILL) {
- return true;
- }
- return false;
- }
- return true;
-}
-
static void cursor_draw_point_screen_space(const uint gpuattr,
const ARegion *region,
const float true_location[3],
@@ -1187,8 +1127,27 @@ static void cursor_draw_point_with_symmetry(const uint gpuattr,
}
}
-static void sculpt_geometry_preview_lines_draw(const uint gpuattr, SculptSession *ss)
+static void sculpt_geometry_preview_lines_draw(const uint gpuattr,
+ Brush *brush,
+ const bool is_multires,
+ SculptSession *ss)
{
+ if (!(brush->flag & BRUSH_GRAB_ACTIVE_VERTEX)) {
+ return;
+ }
+
+ if (is_multires) {
+ return;
+ }
+
+ if (BKE_pbvh_type(ss->pbvh) != PBVH_FACES) {
+ return;
+ }
+
+ if (!ss->deform_modifiers_active) {
+ return;
+ }
+
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.6f);
/* Cursor normally draws on top, but for this part we need depth tests. */
@@ -1214,30 +1173,21 @@ static void sculpt_geometry_preview_lines_draw(const uint gpuattr, SculptSession
static void SCULPT_layer_brush_height_preview_draw(const uint gpuattr,
const Brush *brush,
- const float obmat[4][4],
- const float location[3],
- const float normal[3],
const float rds,
const float line_width,
const float outline_col[3],
const float alpha)
{
- float cursor_trans[4][4], cursor_rot[4][4];
- float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f};
- float quat[4];
- float height_preview_trans[3];
- copy_m4_m4(cursor_trans, obmat);
- madd_v3_v3v3fl(height_preview_trans, location, normal, brush->height);
- translate_m4(
- cursor_trans, height_preview_trans[0], height_preview_trans[1], height_preview_trans[2]);
- rotation_between_vecs_to_quat(quat, z_axis, normal);
- quat_to_mat4(cursor_rot, quat);
+ float cursor_trans[4][4];
+ unit_m4(cursor_trans);
+ translate_m4(cursor_trans, 0.0f, 0.0f, brush->height);
+ GPU_matrix_push();
GPU_matrix_mul(cursor_trans);
- GPU_matrix_mul(cursor_rot);
GPU_line_width(line_width);
immUniformColor3fvAlpha(outline_col, alpha * 0.5f);
imm_draw_circle_wire_3d(gpuattr, 0, 0, rds, 80);
+ GPU_matrix_pop();
}
static bool paint_use_2d_cursor(ePaintMode mode)
@@ -1248,428 +1198,665 @@ static bool paint_use_2d_cursor(ePaintMode mode)
return false;
}
-static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
+typedef enum PaintCursorDrawingType {
+ PAINT_CURSOR_CURVE,
+ PAINT_CURSOR_2D,
+ PAINT_CURSOR_3D,
+} PaintCursorDrawingType;
+
+typedef struct PaintCursorContext {
+ bContext *C;
+ ARegion *region;
+ wmWindow *win;
+ wmWindowManager *wm;
+ Depsgraph *depsgraph;
+ Scene *scene;
+ UnifiedPaintSettings *ups;
+ Brush *brush;
+ Paint *paint;
+ ePaintMode mode;
+ ViewContext vc;
+
+ /* Sculpt related data. */
+ Sculpt *sd;
+ SculptSession *ss;
+ int prev_active_vertex_index;
+ bool is_stroke_active;
+ bool is_cursor_over_mesh;
+ bool is_multires;
+ float radius;
+
+ /* 3D view cursor position and normal. */
+ float location[3];
+ float scene_space_location[3];
+ float normal[3];
+
+ /* Cursor main colors. */
+ float outline_col[3];
+ float outline_alpha;
+
+ /* GPU attribute for drawing. */
+ uint pos;
+
+ PaintCursorDrawingType cursor_type;
+
+ /* This variable is set after drawing the overlay, not on initialization. It can't be used for
+ * checking if alpha overlay is enabled before drawing it. */
+ bool alpha_overlay_drawn;
+
+ float zoomx;
+ int x, y;
+ float translation[2];
+
+ float final_radius;
+ int pixel_radius;
+
+} PaintCursorContext;
+
+static bool paint_cursor_context_init(bContext *C,
+ const int x,
+ const int y,
+ PaintCursorContext *pcontext)
{
ARegion *region = CTX_wm_region(C);
if (region && region->regiontype != RGN_TYPE_WINDOW) {
- return;
+ return false;
}
- const wmWindowManager *wm = CTX_wm_manager(C);
- Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
- Scene *scene = CTX_data_scene(C);
- UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings;
- Paint *paint = BKE_paint_get_active_from_context(C);
- Brush *brush = BKE_paint_brush(paint);
- ePaintMode mode = BKE_paintmode_get_active_from_context(C);
+ pcontext->C = C;
+ pcontext->region = region;
+ pcontext->wm = CTX_wm_manager(C);
+ pcontext->win = CTX_wm_window(C);
+ pcontext->depsgraph = CTX_data_depsgraph_pointer(C);
+ pcontext->scene = CTX_data_scene(C);
+ pcontext->ups = &pcontext->scene->toolsettings->unified_paint_settings;
+ pcontext->paint = BKE_paint_get_active_from_context(C);
+ pcontext->brush = BKE_paint_brush(pcontext->paint);
+ pcontext->mode = BKE_paintmode_get_active_from_context(C);
+
+ ED_view3d_viewcontext_init(C, &pcontext->vc, pcontext->depsgraph);
+
+ if (pcontext->brush->flag & BRUSH_CURVE) {
+ pcontext->cursor_type = PAINT_CURSOR_CURVE;
+ }
+ else if (paint_use_2d_cursor(pcontext->mode)) {
+ pcontext->cursor_type = PAINT_CURSOR_2D;
+ }
+ else {
+ pcontext->cursor_type = PAINT_CURSOR_3D;
+ }
- /* 2d or 3d painting? */
- const bool use_2d_cursor = paint_use_2d_cursor(mode);
+ pcontext->x = x;
+ pcontext->y = y;
+ pcontext->translation[0] = (float)x;
+ pcontext->translation[1] = (float)y;
- /* check that brush drawing is enabled */
- if (ommit_cursor_drawing(paint, mode, brush)) {
- return;
+ float zoomx, zoomy;
+ get_imapaint_zoom(C, &zoomx, &zoomy);
+ pcontext->zoomx = max_ff(zoomx, zoomy);
+ pcontext->final_radius = (BKE_brush_size_get(pcontext->scene, pcontext->brush) * zoomx);
+
+ /* There is currently no way to check if the direction is invertex before starting the stroke, so
+ * this does not reflect the state of the brush in the UI. */
+ if (((pcontext->ups->draw_inverted == 0) ^ ((pcontext->brush->flag & BRUSH_DIR_IN) == 0)) &&
+ BKE_brush_sculpt_has_secondary_color(pcontext->brush)) {
+ copy_v3_v3(pcontext->outline_col, pcontext->brush->sub_col);
+ }
+ else {
+ copy_v3_v3(pcontext->outline_col, pcontext->brush->add_col);
}
+ pcontext->outline_alpha = pcontext->brush->add_col[3];
- /* Can't use stroke vc here because this will be called during
- * mouse over too, not just during a stroke. */
- ViewContext vc;
- ED_view3d_viewcontext_init(C, &vc, depsgraph);
+ Object *active_object = pcontext->vc.obact;
+ pcontext->ss = active_object ? active_object->sculpt : NULL;
- if (vc.rv3d && (vc.rv3d->rflag & RV3D_NAVIGATING)) {
- return;
+ pcontext->is_stroke_active = pcontext->ups->stroke_active;
+
+ return true;
+}
+
+static void paint_cursor_update_pixel_radius(PaintCursorContext *pcontext)
+{
+ if (pcontext->is_cursor_over_mesh) {
+ Brush *brush = BKE_paint_brush(pcontext->paint);
+ pcontext->pixel_radius = project_brush_radius(
+ &pcontext->vc,
+ BKE_brush_unprojected_radius_get(pcontext->scene, brush),
+ pcontext->location);
+
+ if (pcontext->pixel_radius == 0) {
+ pcontext->pixel_radius = BKE_brush_size_get(pcontext->scene, brush);
+ }
+
+ copy_v3_v3(pcontext->scene_space_location, pcontext->location);
+ mul_m4_v3(pcontext->vc.obact->obmat, pcontext->scene_space_location);
}
+ else {
+ Sculpt *sd = CTX_data_tool_settings(pcontext->C)->sculpt;
+ Brush *brush = BKE_paint_brush(&sd->paint);
- /* Skip everything and draw brush here. */
- if (brush->flag & BRUSH_CURVE) {
- paint_draw_curve_cursor(brush, &vc);
- return;
+ pcontext->pixel_radius = BKE_brush_size_get(pcontext->scene, brush);
}
+}
- float zoomx, zoomy;
- get_imapaint_zoom(C, &zoomx, &zoomy);
- zoomx = max_ff(zoomx, zoomy);
+static void paint_cursor_sculpt_session_update_and_init(PaintCursorContext *pcontext)
+{
+ BLI_assert(pcontext->ss != NULL);
+ BLI_assert(pcontext->mode == PAINT_MODE_SCULPT);
+
+ bContext *C = pcontext->C;
+ SculptSession *ss = pcontext->ss;
+ Brush *brush = pcontext->brush;
+ Scene *scene = pcontext->scene;
+ UnifiedPaintSettings *ups = pcontext->ups;
+ ViewContext *vc = &pcontext->vc;
+ SculptCursorGeometryInfo gi;
+
+ float mouse[2] = {pcontext->x - pcontext->region->winrct.xmin,
+ pcontext->y - pcontext->region->winrct.ymin};
+
+ /* This updates the active vertex, which is needed for most of the Sculpt/Vertex Colors tools to
+ * work correctly */
+ pcontext->prev_active_vertex_index = ss->active_vertex_index;
+ if (!ups->stroke_active) {
+ pcontext->is_cursor_over_mesh = SCULPT_cursor_geometry_info_update(
+ C, &gi, mouse, (pcontext->brush->falloff_shape == PAINT_FALLOFF_SHAPE_SPHERE));
+ copy_v3_v3(pcontext->location, gi.location);
+ copy_v3_v3(pcontext->normal, gi.normal);
+ }
+ else {
+ pcontext->is_cursor_over_mesh = ups->last_hit;
+ copy_v3_v3(pcontext->location, ups->last_location);
+ }
- /* Set various defaults. */
- const float *outline_col = brush->add_col;
- const float outline_alpha = brush->add_col[3];
- float translation[2] = {x, y};
- float final_radius = (BKE_brush_size_get(scene, brush) * zoomx);
+ paint_cursor_update_pixel_radius(pcontext);
- /* Don't calculate rake angles while a stroke is active because the rake variables are global
- * and we may get interference with the stroke itself.
- * For line strokes, such interference is visible. */
- if (!ups->stroke_active) {
- paint_calculate_rake_rotation(ups, brush, translation);
+ if (BKE_brush_use_locked_size(scene, brush)) {
+ BKE_brush_size_set(scene, brush, pcontext->pixel_radius);
+ }
+
+ if (pcontext->is_cursor_over_mesh) {
+ paint_cursor_update_unprojected_radius(ups, brush, vc, pcontext->scene_space_location);
}
- /* Draw overlay. */
- bool alpha_overlay_active = paint_draw_alpha_overlay(ups, brush, &vc, x, y, zoomx, mode);
+ pcontext->is_multires = ss->pbvh != NULL && BKE_pbvh_type(ss->pbvh) == PBVH_GRIDS;
- if (ups->draw_anchored) {
- final_radius = ups->anchored_size;
- copy_v2_fl2(translation,
- ups->anchored_initial_mouse[0] + region->winrct.xmin,
- ups->anchored_initial_mouse[1] + region->winrct.ymin);
+ pcontext->sd = CTX_data_tool_settings(pcontext->C)->sculpt;
+}
+
+static void paint_update_mouse_cursor(PaintCursorContext *pcontext)
+{
+ WM_cursor_set(pcontext->win, WM_CURSOR_PAINT);
+}
+
+static void paint_draw_2D_view_brush_cursor(PaintCursorContext *pcontext)
+{
+ immUniformColor3fvAlpha(pcontext->outline_col, pcontext->outline_alpha);
+
+ /* Draw brush outline. */
+ if (pcontext->ups->stroke_active && BKE_brush_use_size_pressure(pcontext->brush)) {
+ imm_draw_circle_wire_2d(pcontext->pos,
+ pcontext->translation[0],
+ pcontext->translation[1],
+ pcontext->final_radius * pcontext->ups->size_pressure_value,
+ 40);
+ /* Outer at half alpha. */
+ immUniformColor3fvAlpha(pcontext->outline_col, pcontext->outline_alpha * 0.5f);
}
- /* Make lines pretty. */
+ GPU_line_width(1.0f);
+ imm_draw_circle_wire_2d(pcontext->pos,
+ pcontext->translation[0],
+ pcontext->translation[1],
+ pcontext->final_radius,
+ 40);
+
+ immUnbindProgram();
+}
+
+static void paint_draw_legacy_3D_view_brush_cursor(PaintCursorContext *pcontext)
+{
+ GPU_line_width(1.0f);
+ immUniformColor3fvAlpha(pcontext->outline_col, pcontext->outline_alpha);
+ imm_draw_circle_wire_3d(pcontext->pos,
+ pcontext->translation[0],
+ pcontext->translation[1],
+ pcontext->final_radius,
+ 40);
+}
+
+static void paint_draw_3D_view_inactive_brush_cursor(PaintCursorContext *pcontext)
+{
+ GPU_line_width(1.0f);
+ /* Reduce alpha to increase the contrast when the cursor is over the mesh. */
+ immUniformColor3fvAlpha(pcontext->outline_col, pcontext->outline_alpha * 0.8);
+ imm_draw_circle_wire_3d(pcontext->pos,
+ pcontext->translation[0],
+ pcontext->translation[1],
+ pcontext->final_radius,
+ 80);
+ immUniformColor3fvAlpha(pcontext->outline_col, pcontext->outline_alpha * 0.35f);
+ imm_draw_circle_wire_3d(pcontext->pos,
+ pcontext->translation[0],
+ pcontext->translation[1],
+ pcontext->final_radius * clamp_f(pcontext->brush->alpha, 0.0f, 1.0f),
+ 80);
+}
+
+static void paint_cursor_update_object_space_radius(PaintCursorContext *pcontext)
+{
+ if (!BKE_brush_use_locked_size(pcontext->scene, pcontext->brush)) {
+ pcontext->radius = paint_calc_object_space_radius(
+ &pcontext->vc, pcontext->location, BKE_brush_size_get(pcontext->scene, pcontext->brush));
+ }
+ else {
+ pcontext->radius = BKE_brush_unprojected_radius_get(pcontext->scene, pcontext->brush);
+ }
+}
+
+static void paint_cursor_drawing_setup_cursor_space(PaintCursorContext *pcontext)
+{
+ float cursor_trans[4][4], cursor_rot[4][4];
+ float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f};
+ float quat[4];
+ copy_m4_m4(cursor_trans, pcontext->vc.obact->obmat);
+ translate_m4(cursor_trans, pcontext->location[0], pcontext->location[1], pcontext->location[2]);
+ rotation_between_vecs_to_quat(quat, z_axis, pcontext->normal);
+ quat_to_mat4(cursor_rot, quat);
+ GPU_matrix_mul(cursor_trans);
+ GPU_matrix_mul(cursor_rot);
+}
+
+static void paint_cursor_draw_main_inactive_cursor(PaintCursorContext *pcontext)
+{
+ immUniformColor3fvAlpha(pcontext->outline_col, pcontext->outline_alpha);
GPU_line_width(2.0f);
+ imm_draw_circle_wire_3d(pcontext->pos, 0, 0, pcontext->radius, 80);
- /* TODO: also set blend mode? */
- GPU_blend(true);
+ GPU_line_width(1.0f);
+ immUniformColor3fvAlpha(pcontext->outline_col, pcontext->outline_alpha * 0.5f);
+ imm_draw_circle_wire_3d(
+ pcontext->pos, 0, 0, pcontext->radius * clamp_f(pcontext->brush->alpha, 0.0f, 1.0f), 80);
+}
- GPU_line_smooth(true);
+static void paint_cursor_pose_brush_segments_draw(PaintCursorContext *pcontext)
+{
+ SculptSession *ss = pcontext->ss;
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f);
+ GPU_line_width(2.0f);
- if (use_2d_cursor) {
- uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBegin(GPU_PRIM_LINES, ss->pose_ik_chain_preview->tot_segments * 2);
+ for (int i = 0; i < ss->pose_ik_chain_preview->tot_segments; i++) {
+ immVertex3fv(pcontext->pos, ss->pose_ik_chain_preview->segments[i].initial_orig);
+ immVertex3fv(pcontext->pos, ss->pose_ik_chain_preview->segments[i].initial_head);
+ }
- immUniformColor3fvAlpha(outline_col, outline_alpha);
+ immEnd();
+}
- /* Draw brush outline. */
- if (ups->stroke_active && BKE_brush_use_size_pressure(brush)) {
- imm_draw_circle_wire_2d(
- pos, translation[0], translation[1], final_radius * ups->size_pressure_value, 40);
- /* Outer at half alpha. */
- immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f);
- }
+static void paint_cursor_pose_brush_origins_draw(PaintCursorContext *pcontext)
+{
- GPU_line_width(1.0f);
- imm_draw_circle_wire_2d(pos, translation[0], translation[1], final_radius, 40);
+ SculptSession *ss = pcontext->ss;
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f);
+ for (int i = 0; i < ss->pose_ik_chain_preview->tot_segments; i++) {
+ cursor_draw_point_screen_space(pcontext->pos,
+ pcontext->region,
+ ss->pose_ik_chain_preview->segments[i].initial_orig,
+ pcontext->vc.obact->obmat,
+ 3);
}
- else {
- /* 3D Painting. */
- uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
-
- /* TODO: as sculpt and other paint modes are unified, this
- * special mode of drawing will go away. */
- Object *obact = vc.obact;
- SculptSession *ss = obact ? obact->sculpt : NULL;
- if ((mode == PAINT_MODE_SCULPT) && ss) {
- float location[3];
- int pixel_radius;
-
- /* Test if brush is over the mesh. */
- bool hit = sculpt_get_brush_geometry(C, &vc, x, y, &pixel_radius, location, ups);
-
- if (BKE_brush_use_locked_size(scene, brush)) {
- BKE_brush_size_set(scene, brush, pixel_radius);
- }
+}
- /* Check if brush is subtracting, use different color then */
- /* TODO: no way currently to know state of pen flip or
- * invert key modifier without starting a stroke. */
- if (((ups->draw_inverted == 0) ^ ((brush->flag & BRUSH_DIR_IN) == 0)) &&
- BKE_brush_sculpt_has_secondary_color(brush)) {
- outline_col = brush->sub_col;
- }
+static void paint_cursor_draw_3d_view_brush_cursor_inactive(PaintCursorContext *pcontext)
+{
+ Brush *brush = pcontext->brush;
+
+ /* 2D fallof is better represented with the default 2D cursor, there is no need to draw anything
+ * else. */
+ if (brush->falloff_shape == PAINT_FALLOFF_SHAPE_TUBE) {
+ paint_draw_legacy_3D_view_brush_cursor(pcontext);
+ return;
+ }
+
+ if (pcontext->alpha_overlay_drawn) {
+ paint_draw_legacy_3D_view_brush_cursor(pcontext);
+ return;
+ }
- /* Only do if brush is over the mesh. */
- if (hit) {
- paint_cursor_on_hit(ups, brush, &vc, location);
+ if (!pcontext->is_cursor_over_mesh) {
+ paint_draw_3D_view_inactive_brush_cursor(pcontext);
+ return;
+ }
+
+ paint_cursor_update_object_space_radius(pcontext);
+
+ const bool update_previews = pcontext->prev_active_vertex_index !=
+ SCULPT_active_vertex_get(pcontext->ss);
+
+ /* Setup drawing. */
+ wmViewport(&pcontext->region->winrct);
+
+ /* Drawing of Cursor overlays in 2D screen space. */
+
+ /* Cursor location symmetry points. */
+
+ const float *active_vertex_co = SCULPT_active_vertex_co_get(pcontext->ss);
+ if (len_v3v3(active_vertex_co, pcontext->location) < pcontext->radius) {
+ immUniformColor3fvAlpha(pcontext->outline_col, pcontext->outline_alpha);
+ cursor_draw_point_with_symmetry(pcontext->pos,
+ pcontext->region,
+ active_vertex_co,
+ pcontext->sd,
+ pcontext->vc.obact,
+ pcontext->radius);
+ }
+
+ /* Pose brush updates and rotation origins. */
+
+ if (brush->sculpt_tool == SCULPT_TOOL_POSE) {
+ /* Just after switching to the Pose Brush, the active vertex can be the same and the
+ * cursor won't be tagged to update, so always initialize the preview chain if it is
+ * null before drawing it. */
+ SculptSession *ss = pcontext->ss;
+ if (update_previews || !ss->pose_ik_chain_preview) {
+ BKE_sculpt_update_object_for_edit(
+ pcontext->depsgraph, pcontext->vc.obact, true, false, false);
+
+ /* Free the previous pose brush preview. */
+ if (ss->pose_ik_chain_preview) {
+ SCULPT_pose_ik_chain_free(ss->pose_ik_chain_preview);
}
+
+ /* Generate a new pose brush preview from the current cursor location. */
+ ss->pose_ik_chain_preview = SCULPT_pose_ik_chain_init(
+ pcontext->sd, pcontext->vc.obact, ss, brush, pcontext->location, pcontext->radius);
}
- immUniformColor3fvAlpha(outline_col, outline_alpha);
+ /* Draw the pose brush rotation origins. */
+ paint_cursor_pose_brush_origins_draw(pcontext);
+ }
- if (ups->stroke_active && BKE_brush_use_size_pressure(brush) && mode != PAINT_MODE_SCULPT) {
- imm_draw_circle_wire_3d(
- pos, translation[0], translation[1], final_radius * ups->size_pressure_value, 40);
- /* Outer at half alpha. */
- immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f);
- }
+ /* Setup 3D perspective drawing. */
+ GPU_matrix_push_projection();
+ ED_view3d_draw_setup_view(pcontext->wm,
+ pcontext->win,
+ pcontext->depsgraph,
+ pcontext->scene,
+ pcontext->region,
+ CTX_wm_view3d(pcontext->C),
+ NULL,
+ NULL,
+ NULL);
- /* Only sculpt mode cursor for now. */
- /* Disable for PBVH_GRIDS. */
- bool is_multires = ss && ss->pbvh && BKE_pbvh_type(ss->pbvh) == PBVH_GRIDS;
+ GPU_matrix_push();
+ GPU_matrix_mul(pcontext->vc.obact->obmat);
- SculptCursorGeometryInfo gi;
- float mouse[2] = {x - region->winrct.xmin, y - region->winrct.ymin};
- int prev_active_vertex_index = -1;
- bool is_cursor_over_mesh = false;
+ /* Drawing Cursor overlays in 3D object space. */
+ if (brush->sculpt_tool == SCULPT_TOOL_GRAB && (brush->flag & BRUSH_GRAB_ACTIVE_VERTEX)) {
+ SCULPT_geometry_preview_lines_update(pcontext->C, pcontext->ss, pcontext->radius);
+ sculpt_geometry_preview_lines_draw(
+ pcontext->pos, pcontext->brush, pcontext->is_multires, pcontext->ss);
+ }
- /* Update the active vertex. */
- if ((mode == PAINT_MODE_SCULPT) && ss && !ups->stroke_active) {
- prev_active_vertex_index = ss->active_vertex_index;
- is_cursor_over_mesh = SCULPT_cursor_geometry_info_update(
- C, &gi, mouse, (brush->falloff_shape == PAINT_FALLOFF_SHAPE_SPHERE));
+ if (brush->sculpt_tool == SCULPT_TOOL_POSE) {
+ paint_cursor_pose_brush_segments_draw(pcontext);
+ }
+
+ GPU_matrix_pop();
+
+ /* Drawing Cursor overlays in Paint Cursor space (as additional info on top of the brush cursor)
+ */
+ GPU_matrix_push();
+ paint_cursor_drawing_setup_cursor_space(pcontext);
+ /* Main inactive cursor. */
+ paint_cursor_draw_main_inactive_cursor(pcontext);
+
+ /* Cloth brush simulation areas. */
+ if (brush->sculpt_tool == SCULPT_TOOL_CLOTH) {
+ const float white[3] = {1.0f, 1.0f, 1.0f};
+ const float zero_v[3] = {0.0f};
+ /* This functions sets its own drawing space in order to draw the simulation limits when the
+ * cursor is active. When used here, this cursor overlay is already in cursor space, so its
+ * position and normal should be set to 0. */
+ SCULPT_cloth_simulation_limits_draw(
+ pcontext->pos, brush, zero_v, zero_v, pcontext->radius, 1.0f, white, 0.25f);
+ }
+
+ /* Layer brush height. */
+ if (brush->sculpt_tool == SCULPT_TOOL_LAYER) {
+ SCULPT_layer_brush_height_preview_draw(pcontext->pos,
+ brush,
+ pcontext->radius,
+ 1.0f,
+ pcontext->outline_col,
+ pcontext->outline_alpha);
+ }
+
+ GPU_matrix_pop();
+
+ /* Reset drawing. */
+ GPU_matrix_pop_projection();
+ wmWindowViewport(pcontext->win);
+}
+
+static void paint_cursor_cursor_draw_3d_view_brush_cursor_active(PaintCursorContext *pcontext)
+{
+ BLI_assert(pcontext->ss != NULL);
+ BLI_assert(pcontext->mode == PAINT_MODE_SCULPT);
+
+ SculptSession *ss = pcontext->ss;
+ Brush *brush = pcontext->brush;
+
+ /* The cursor can be updated as active before creating the StrokeCache, so this needs to be
+ * checked. */
+ if (!ss->cache) {
+ return;
+ }
+
+ /* Most of the brushes initialize the necessary data for the custom cursor drawing after the
+ * first brush step, so make sure that it is not drawn before being initialized. */
+ if (SCULPT_stroke_is_first_brush_step_of_symmetry_pass(ss->cache)) {
+ return;
+ }
+
+ /* Setup drawing. */
+ wmViewport(&pcontext->region->winrct);
+ GPU_matrix_push_projection();
+ ED_view3d_draw_setup_view(pcontext->wm,
+ pcontext->win,
+ pcontext->depsgraph,
+ pcontext->scene,
+ pcontext->region,
+ CTX_wm_view3d(pcontext->C),
+ NULL,
+ NULL,
+ NULL);
+ GPU_matrix_push();
+ GPU_matrix_mul(pcontext->vc.obact->obmat);
+
+ /* Draw the special active cursors different tools may have. */
+
+ if (brush->sculpt_tool == SCULPT_TOOL_GRAB) {
+ sculpt_geometry_preview_lines_draw(pcontext->pos, brush, pcontext->is_multires, ss);
+ }
+
+ if (brush->sculpt_tool == SCULPT_TOOL_MULTIPLANE_SCRAPE) {
+ SCULPT_multiplane_scrape_preview_draw(
+ pcontext->pos, brush, ss, pcontext->outline_col, pcontext->outline_alpha);
+ }
+
+ if (brush->sculpt_tool == SCULPT_TOOL_CLOTH) {
+ if (brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_PLANE) {
+ SCULPT_cloth_plane_falloff_preview_draw(
+ pcontext->pos, ss, pcontext->outline_col, pcontext->outline_alpha);
}
- /* Use special paint crosshair cursor in all paint modes. */
- wmWindow *win = CTX_wm_window(C);
- WM_cursor_set(win, WM_CURSOR_PAINT);
-
- if ((mode == PAINT_MODE_SCULPT) && ss &&
- (brush->falloff_shape == PAINT_FALLOFF_SHAPE_SPHERE)) {
- Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
-
- if (!ups->stroke_active) {
- bool update_previews = false;
- if (is_cursor_over_mesh && !alpha_overlay_active) {
-
- if (prev_active_vertex_index != ss->active_vertex_index) {
- update_previews = true;
- }
-
- float rds;
- if (!BKE_brush_use_locked_size(scene, brush)) {
- rds = paint_calc_object_space_radius(
- &vc, gi.location, BKE_brush_size_get(scene, brush));
- }
- else {
- rds = BKE_brush_unprojected_radius_get(scene, brush);
- }
-
- wmViewport(&region->winrct);
-
- /* Draw 3D active vertex preview with symmetry. */
- if (len_v3v3(gi.active_vertex_co, gi.location) < rds) {
- cursor_draw_point_with_symmetry(pos, region, gi.active_vertex_co, sd, vc.obact, rds);
- }
-
- /* Draw pose brush origins. */
- if (brush->sculpt_tool == SCULPT_TOOL_POSE) {
- immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f);
-
- /* Just after switching to the Pose Brush, the active vertex can be the same and the
- * cursor won't be tagged to update, so always initialize the preview chain if it is
- * null before drawing it. */
- if (update_previews || !ss->pose_ik_chain_preview) {
- BKE_sculpt_update_object_for_edit(depsgraph, vc.obact, true, false, false);
-
- /* Free the previous pose brush preview. */
- if (ss->pose_ik_chain_preview) {
- SCULPT_pose_ik_chain_free(ss->pose_ik_chain_preview);
- }
-
- /* Generate a new pose brush preview from the current cursor location. */
- ss->pose_ik_chain_preview = SCULPT_pose_ik_chain_init(
- sd, vc.obact, ss, brush, gi.location, rds);
- }
-
- /* Draw the pose brush rotation origins. */
- for (int i = 0; i < ss->pose_ik_chain_preview->tot_segments; i++) {
- cursor_draw_point_screen_space(pos,
- region,
- ss->pose_ik_chain_preview->segments[i].initial_orig,
- vc.obact->obmat,
- 3);
- }
- }
-
- /* Draw 3D brush cursor. */
- GPU_matrix_push_projection();
- ED_view3d_draw_setup_view(wm,
- CTX_wm_window(C),
- CTX_data_depsgraph_pointer(C),
- CTX_data_scene(C),
- region,
- CTX_wm_view3d(C),
- NULL,
- NULL,
- NULL);
-
- float cursor_trans[4][4], cursor_rot[4][4];
- float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f};
- float quat[4];
-
- copy_m4_m4(cursor_trans, vc.obact->obmat);
- translate_m4(cursor_trans, gi.location[0], gi.location[1], gi.location[2]);
- rotation_between_vecs_to_quat(quat, z_axis, gi.normal);
- quat_to_mat4(cursor_rot, quat);
-
- GPU_matrix_push();
- GPU_matrix_mul(cursor_trans);
- GPU_matrix_mul(cursor_rot);
- immUniformColor3fvAlpha(outline_col, outline_alpha);
- GPU_line_width(2.0f);
- imm_draw_circle_wire_3d(pos, 0, 0, rds, 80);
-
- GPU_line_width(1.0f);
- immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f);
- imm_draw_circle_wire_3d(pos, 0, 0, rds * clamp_f(brush->alpha, 0.0f, 1.0f), 80);
- GPU_matrix_pop();
-
- /* Cloth brush simulation areas. */
- if (brush->sculpt_tool == SCULPT_TOOL_CLOTH) {
- GPU_matrix_push();
- const float white[3] = {1.0f, 1.0f, 1.0f};
- SCULPT_cloth_simulation_limits_draw(
- pos, brush, vc.obact->obmat, gi.location, gi.normal, rds, 1.0f, white, 0.25f);
- GPU_matrix_pop();
- }
-
- /* Layer brush height. */
- if (brush->sculpt_tool == SCULPT_TOOL_LAYER) {
- GPU_matrix_push();
- SCULPT_layer_brush_height_preview_draw(pos,
- brush,
- vc.obact->obmat,
- gi.location,
- gi.normal,
- rds,
- 1.0f,
- outline_col,
- outline_alpha);
- GPU_matrix_pop();
- }
-
- /* Update and draw dynamic mesh preview lines. */
- GPU_matrix_push();
- GPU_matrix_mul(vc.obact->obmat);
- if (brush->sculpt_tool == SCULPT_TOOL_GRAB && (brush->flag & BRUSH_GRAB_ACTIVE_VERTEX) &&
- !is_multires) {
- if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES && ss->deform_modifiers_active) {
- SCULPT_geometry_preview_lines_update(C, ss, rds);
- sculpt_geometry_preview_lines_draw(pos, ss);
- }
- }
-
- /* Draw pose brush line preview. */
- if (brush->sculpt_tool == SCULPT_TOOL_POSE) {
- immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f);
- GPU_line_width(2.0f);
-
- immBegin(GPU_PRIM_LINES, ss->pose_ik_chain_preview->tot_segments * 2);
- for (int i = 0; i < ss->pose_ik_chain_preview->tot_segments; i++) {
- immVertex3fv(pos, ss->pose_ik_chain_preview->segments[i].initial_orig);
- immVertex3fv(pos, ss->pose_ik_chain_preview->segments[i].initial_head);
- }
-
- immEnd();
- }
-
- GPU_matrix_pop();
-
- GPU_matrix_pop_projection();
-
- wmWindowViewport(win);
- }
- else {
- /* Draw default cursor when the mouse is not over the mesh or there are no supported
- * overlays active. */
- GPU_line_width(1.0f);
- /* Reduce alpha to increase the contrast when the cursor is over the mesh. */
- immUniformColor3fvAlpha(outline_col, outline_alpha * 0.8);
- imm_draw_circle_wire_3d(pos, translation[0], translation[1], final_radius, 80);
- immUniformColor3fvAlpha(outline_col, outline_alpha * 0.35f);
- imm_draw_circle_wire_3d(pos,
- translation[0],
- translation[1],
- final_radius * clamp_f(brush->alpha, 0.0f, 1.0f),
- 80);
- }
- }
- else {
- if (vc.obact->sculpt->cache &&
- !SCULPT_stroke_is_first_brush_step_of_symmetry_pass(vc.obact->sculpt->cache)) {
- wmViewport(&region->winrct);
-
- /* Draw cached dynamic mesh preview lines. */
- if (brush->sculpt_tool == SCULPT_TOOL_GRAB && (brush->flag & BRUSH_GRAB_ACTIVE_VERTEX) &&
- !is_multires) {
- if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES && ss->deform_modifiers_active) {
- GPU_matrix_push_projection();
- ED_view3d_draw_setup_view(wm,
- CTX_wm_window(C),
- CTX_data_depsgraph_pointer(C),
- CTX_data_scene(C),
- region,
- CTX_wm_view3d(C),
- NULL,
- NULL,
- NULL);
- GPU_matrix_push();
- GPU_matrix_mul(vc.obact->obmat);
- sculpt_geometry_preview_lines_draw(pos, ss);
- GPU_matrix_pop();
- GPU_matrix_pop_projection();
- }
- }
-
- if (brush->sculpt_tool == SCULPT_TOOL_MULTIPLANE_SCRAPE &&
- brush->flag2 & BRUSH_MULTIPLANE_SCRAPE_PLANES_PREVIEW &&
- !SCULPT_stroke_is_first_brush_step_of_symmetry_pass(ss->cache)) {
- GPU_matrix_push_projection();
- ED_view3d_draw_setup_view(wm,
- CTX_wm_window(C),
- CTX_data_depsgraph_pointer(C),
- CTX_data_scene(C),
- region,
- CTX_wm_view3d(C),
- NULL,
- NULL,
- NULL);
- GPU_matrix_push();
- GPU_matrix_mul(vc.obact->obmat);
- SCULPT_multiplane_scrape_preview_draw(pos, ss, outline_col, outline_alpha);
- GPU_matrix_pop();
- GPU_matrix_pop_projection();
- }
-
- if (brush->sculpt_tool == SCULPT_TOOL_CLOTH &&
- !SCULPT_stroke_is_first_brush_step_of_symmetry_pass(ss->cache)) {
- GPU_matrix_push_projection();
- ED_view3d_draw_setup_view(CTX_wm_manager(C),
- CTX_wm_window(C),
- CTX_data_depsgraph_pointer(C),
- CTX_data_scene(C),
- region,
- CTX_wm_view3d(C),
- NULL,
- NULL,
- NULL);
-
- /* Plane falloff preview */
- if (brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_PLANE) {
- GPU_matrix_push();
- GPU_matrix_mul(vc.obact->obmat);
- SCULPT_cloth_plane_falloff_preview_draw(pos, ss, outline_col, outline_alpha);
- GPU_matrix_pop();
- }
-
- /* Display the simulation limits if sculpting outside them. */
- /* This does not makes much sense of plane fallof as the fallof is infinte. */
- else if (brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_RADIAL) {
- if (len_v3v3(ss->cache->true_location, ss->cache->true_initial_location) >
- ss->cache->radius * (1.0f + brush->cloth_sim_limit)) {
- const float red[3] = {1.0f, 0.2f, 0.2f};
- GPU_matrix_push();
- SCULPT_cloth_simulation_limits_draw(pos,
- brush,
- vc.obact->obmat,
- ss->cache->true_initial_location,
- ss->cache->true_initial_normal,
- ss->cache->radius,
- 2.0f,
- red,
- 0.8f);
- GPU_matrix_pop();
- }
- }
-
- GPU_matrix_pop_projection();
- }
-
- wmWindowViewport(win);
- }
+ else if (brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_RADIAL) {
+ /* Display the simulation limits if sculpting outside them. */
+ /* This does not makes much sense of plane fallof as the fallof is infinte. */
+
+ if (len_v3v3(ss->cache->true_location, ss->cache->true_initial_location) >
+ ss->cache->radius * (1.0f + brush->cloth_sim_limit)) {
+ const float red[3] = {1.0f, 0.2f, 0.2f};
+ SCULPT_cloth_simulation_limits_draw(pcontext->pos,
+ brush,
+ ss->cache->true_initial_location,
+ ss->cache->true_initial_normal,
+ ss->cache->radius,
+ 2.0f,
+ red,
+ 0.8f);
}
}
- else {
- /* Draw default cursor in unsupported modes. */
- GPU_line_width(1.0f);
- imm_draw_circle_wire_3d(pos, translation[0], translation[1], final_radius, 40);
+ }
+
+ GPU_matrix_pop();
+
+ /* This Cloth brush cursor overlay always works in cursor space. */
+ paint_cursor_drawing_setup_cursor_space(pcontext);
+
+ GPU_matrix_pop_projection();
+ wmWindowViewport(pcontext->win);
+}
+
+static void paint_cursor_draw_3D_view_brush_cursor(PaintCursorContext *pcontext)
+{
+
+ /* These paint tools are not using the SculptSession, so they need to use the default 2D brush
+ * cursor in the 3D view. */
+ if (pcontext->mode != PAINT_MODE_SCULPT || !pcontext->ss) {
+ paint_draw_legacy_3D_view_brush_cursor(pcontext);
+ return;
+ }
+
+ paint_cursor_sculpt_session_update_and_init(pcontext);
+
+ if (pcontext->is_stroke_active) {
+ paint_cursor_cursor_draw_3d_view_brush_cursor_active(pcontext);
+ }
+ else {
+ paint_cursor_draw_3d_view_brush_cursor_inactive(pcontext);
+ }
+}
+
+static bool paint_cursor_is_3d_view_navigating(PaintCursorContext *pcontext)
+{
+ ViewContext *vc = &pcontext->vc;
+ return vc->rv3d && (vc->rv3d->rflag & RV3D_NAVIGATING);
+}
+
+static bool paint_cursor_is_brush_cursor_enabled(PaintCursorContext *pcontext)
+{
+ if (pcontext->paint->flags & PAINT_SHOW_BRUSH) {
+ if (ELEM(pcontext->mode, PAINT_MODE_TEXTURE_2D, PAINT_MODE_TEXTURE_3D) &&
+ pcontext->brush->imagepaint_tool == PAINT_TOOL_FILL) {
+ return false;
}
+ return true;
}
+ return false;
+}
- immUnbindProgram();
+static void paint_cursor_update_rake_rotation(PaintCursorContext *pcontext)
+{
+ /* Don't calculate rake angles while a stroke is active because the rake variables are global
+ * and we may get interference with the stroke itself.
+ * For line strokes, such interference is visible. */
+ if (!pcontext->ups->stroke_active) {
+ paint_calculate_rake_rotation(pcontext->ups, pcontext->brush, pcontext->translation);
+ }
+}
- /* Restore GL state. */
+static void paint_cursor_check_and_draw_alpha_overlays(PaintCursorContext *pcontext)
+{
+ pcontext->alpha_overlay_drawn = paint_draw_alpha_overlay(pcontext->ups,
+ pcontext->brush,
+ &pcontext->vc,
+ pcontext->x,
+ pcontext->y,
+ pcontext->zoomx,
+ pcontext->mode);
+}
+
+static void paint_cursor_update_anchored_location(PaintCursorContext *pcontext)
+{
+ UnifiedPaintSettings *ups = pcontext->ups;
+ if (ups->draw_anchored) {
+ pcontext->final_radius = ups->anchored_size;
+ copy_v2_fl2(pcontext->translation,
+ ups->anchored_initial_mouse[0] + pcontext->region->winrct.xmin,
+ ups->anchored_initial_mouse[1] + pcontext->region->winrct.ymin);
+ }
+}
+
+static void paint_cursor_setup_2D_drawing(PaintCursorContext *pcontext)
+{
+ GPU_line_width(2.0f);
+ GPU_blend(true);
+ GPU_line_smooth(true);
+ pcontext->pos = GPU_vertformat_attr_add(
+ immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+}
+
+static void paint_cursor_setup_3D_drawing(PaintCursorContext *pcontext)
+{
+ GPU_line_width(2.0f);
+ GPU_blend(true);
+ GPU_line_smooth(true);
+ pcontext->pos = GPU_vertformat_attr_add(
+ immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+}
+
+static void paint_cursor_restore_drawing_state(void)
+{
+ immUnbindProgram();
GPU_blend(false);
GPU_line_smooth(false);
}
+static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
+{
+ PaintCursorContext pcontext;
+ if (!paint_cursor_context_init(C, x, y, &pcontext)) {
+ return;
+ }
+
+ if (!paint_cursor_is_brush_cursor_enabled(&pcontext)) {
+ return;
+ }
+ if (paint_cursor_is_3d_view_navigating(&pcontext)) {
+ return;
+ }
+
+ switch (pcontext.cursor_type) {
+ case PAINT_CURSOR_CURVE:
+ paint_draw_curve_cursor(pcontext.brush, &pcontext.vc);
+ break;
+ case PAINT_CURSOR_2D:
+ paint_cursor_update_rake_rotation(&pcontext);
+ paint_cursor_check_and_draw_alpha_overlays(&pcontext);
+ paint_cursor_update_anchored_location(&pcontext);
+
+ paint_cursor_setup_2D_drawing(&pcontext);
+ paint_draw_2D_view_brush_cursor(&pcontext);
+ paint_cursor_restore_drawing_state();
+ break;
+ case PAINT_CURSOR_3D:
+ paint_update_mouse_cursor(&pcontext);
+
+ paint_cursor_update_rake_rotation(&pcontext);
+ paint_cursor_check_and_draw_alpha_overlays(&pcontext);
+ paint_cursor_update_anchored_location(&pcontext);
+
+ paint_cursor_setup_3D_drawing(&pcontext);
+ paint_cursor_draw_3D_view_brush_cursor(&pcontext);
+ paint_cursor_restore_drawing_state();
+ break;
+ }
+}
+
/* Public API */
void paint_cursor_start(Paint *p, bool (*poll)(bContext *C))