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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.c356
1 files changed, 207 insertions, 149 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c
index 53c11e2a6a9..0e18bddc45f 100644
--- a/source/blender/editors/sculpt_paint/paint_cursor.c
+++ b/source/blender/editors/sculpt_paint/paint_cursor.c
@@ -53,13 +53,14 @@
#include "WM_api.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "IMB_imbuf_types.h"
#include "ED_view3d.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "GPU_basic_shader.h"
#include "UI_resources.h"
@@ -605,21 +606,20 @@ static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush,
glDepthFunc(GL_ALWAYS);
glMatrixMode(GL_TEXTURE);
- glPushMatrix();
- glLoadIdentity();
+ glPushMatrix(); /* TEXTURE */
+ glLoadIdentity(); /* TEXTURE */
if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
/* brush rotation */
- glTranslatef(0.5, 0.5, 0);
- glRotatef((double)RAD2DEGF((primary) ? ups->brush_rotation : ups->brush_rotation_sec),
- 0.0, 0.0, 1.0);
- glTranslatef(-0.5f, -0.5f, 0);
+ glTranslatef(0.5, 0.5, 0); /* TEXTURE */
+ glRotatef(RAD2DEGF(primary ? ups->brush_rotation : ups->brush_rotation_sec), 0, 0, 1); /* TEXTURE */
+ glTranslatef(-0.5f, -0.5f, 0); /* TEXTURE */
/* scale based on tablet pressure */
if (primary && ups->stroke_active && BKE_brush_use_size_pressure(vc->scene, brush)) {
- glTranslatef(0.5f, 0.5f, 0);
- glScalef(1.0f / ups->size_pressure_value, 1.0f / ups->size_pressure_value, 1);
- glTranslatef(-0.5f, -0.5f, 0);
+ glTranslatef(0.5f, 0.5f, 0); /* TEXTURE */
+ glScalef(1.0f / ups->size_pressure_value, 1.0f / ups->size_pressure_value, 1.0f / ups->size_pressure_value); /* TEXTURE */
+ glTranslatef(-0.5f, -0.5f, 0); /* TEXTURE */
}
if (ups->draw_anchored) {
@@ -658,40 +658,50 @@ static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush,
quad.ymax = brush->mask_stencil_dimension[1];
}
glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gpuPushMatrix();
if (primary)
- glTranslate2fv(brush->stencil_pos);
+ gpuTranslate2fv(brush->stencil_pos);
else
- glTranslate2fv(brush->mask_stencil_pos);
- glRotatef(RAD2DEGF(mtex->rot), 0, 0, 1);
+ gpuTranslate2fv(brush->mask_stencil_pos);
+ gpuRotate2D(RAD2DEGF(mtex->rot));
glMatrixMode(GL_TEXTURE);
}
/* set quad color. Colored overlay does not get blending */
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+
if (col) {
- glColor4f(1.0, 1.0, 1.0, overlay_alpha / 100.0f);
+ immUniform4f("color", 1.0f, 1.0f, 1.0f, overlay_alpha / 100.0f);
}
else {
- glColor4f(UNPACK3(U.sculpt_paint_overlay_col), overlay_alpha / 100.0f);
+ immUniform4f("color", UNPACK3(U.sculpt_paint_overlay_col), overlay_alpha / 100.0f);
}
/* draw textured quad */
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
- glVertex2f(quad.xmin, quad.ymin);
- glTexCoord2f(1, 0);
- glVertex2f(quad.xmax, quad.ymin);
- glTexCoord2f(1, 1);
- glVertex2f(quad.xmax, quad.ymax);
- glTexCoord2f(0, 1);
- glVertex2f(quad.xmin, quad.ymax);
- glEnd();
-
- glPopMatrix();
+ immUniform1i("image", GL_TEXTURE0);
+
+ immBegin(GL_QUADS, 4);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, quad.xmin, quad.ymin);
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, quad.xmax, quad.ymin);
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, quad.xmax, quad.ymax);
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, quad.xmin, quad.ymax);
+ immEnd();
+
+ immUnbindProgram();
+
+ glPopMatrix(); /* TEXTURE */
if (mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL) {
glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gpuPopMatrix();
}
}
}
@@ -739,32 +749,45 @@ static void paint_draw_cursor_overlay(UnifiedPaintSettings *ups, Brush *brush,
/* scale based on tablet pressure */
if (ups->stroke_active && BKE_brush_use_size_pressure(vc->scene, brush)) {
do_pop = true;
- glPushMatrix();
- glLoadIdentity();
- glTranslate2fv(center);
- glScalef(ups->size_pressure_value, ups->size_pressure_value, 1);
- glTranslatef(-center[0], -center[1], 0);
+ gpuPushMatrix();
+ gpuLoadIdentity();
+ gpuTranslate2fv(center);
+ gpuScaleUniform(ups->size_pressure_value);
+ gpuTranslate2f(-center[0], -center[1]);
}
- glColor4f(U.sculpt_paint_overlay_col[0],
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+
+ immUniform4f("color",
+ U.sculpt_paint_overlay_col[0],
U.sculpt_paint_overlay_col[1],
U.sculpt_paint_overlay_col[2],
brush->cursor_overlay_alpha / 100.0f);
/* draw textured quad */
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
- glVertex2f(quad.xmin, quad.ymin);
- glTexCoord2f(1, 0);
- glVertex2f(quad.xmax, quad.ymin);
- glTexCoord2f(1, 1);
- glVertex2f(quad.xmax, quad.ymax);
- glTexCoord2f(0, 1);
- glVertex2f(quad.xmin, quad.ymax);
- glEnd();
+
+ /* draw textured quad */
+ immUniform1i("image", GL_TEXTURE0);
+
+ immBegin(GL_QUADS, 4);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, quad.xmin, quad.ymin);
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, quad.xmax, quad.ymin);
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, quad.xmax, quad.ymax);
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, quad.xmin, quad.ymax);
+ immEnd();
+
+ immUnbindProgram();
if (do_pop)
- glPopMatrix();
+ gpuPopMatrix();
}
}
@@ -809,81 +832,102 @@ static void paint_draw_alpha_overlay(UnifiedPaintSettings *ups, Brush *brush,
}
-BLI_INLINE void draw_tri_point(float *co, float width, bool selected)
+BLI_INLINE void draw_tri_point(
+ unsigned int pos, float sel_col[4], float pivot_col[4],
+ float *co, float width, bool selected)
{
+ if (selected) {
+ immUniformColor4fv(sel_col);
+ }
+ else {
+ immUniformColor4fv(pivot_col);
+ }
+ glLineWidth(3.0f);
+
float w = width / 2.0f;
- if (selected)
- UI_ThemeColor4(TH_VERTEX_SELECT);
- else
- UI_ThemeColor4(TH_PAINT_CURVE_PIVOT);
-
- glLineWidth(3.0);
-
- glBegin(GL_LINE_LOOP);
- glVertex2f(co[0], co[1] + w);
- glVertex2f(co[0] - w, co[1] - w);
- glVertex2f(co[0] + w, co[1] - w);
- glEnd();
-
- glColor4f(1.0, 1.0, 1.0, 0.5);
- glLineWidth(1.0);
-
- glBegin(GL_LINE_LOOP);
- glVertex2f(co[0], co[1] + w);
- glVertex2f(co[0] - w, co[1] - w);
- glVertex2f(co[0] + w, co[1] - w);
- glEnd();
+ float tri[3][2] = {
+ {co[0], co[1] + w},
+ {co[0] - w, co[1] - w},
+ {co[0] + w, co[1] - w},
+ };
+
+ immBegin(PRIM_LINE_LOOP, 3);
+ immVertex2fv(pos, tri[0]);
+ immVertex2fv(pos, tri[1]);
+ immVertex2fv(pos, tri[2]);
+ immEnd();
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
+ glLineWidth(1.0f);
+
+ immBegin(PRIM_LINE_LOOP, 3);
+ immVertex2fv(pos, tri[0]);
+ immVertex2fv(pos, tri[1]);
+ immVertex2fv(pos, tri[2]);
+ immEnd();
}
-BLI_INLINE void draw_rect_point(float *co, float width, bool selected)
+BLI_INLINE void draw_rect_point(
+ unsigned int pos, float sel_col[4], float handle_col[4],
+ float *co, float width, bool selected)
{
+ if (selected) {
+ immUniformColor4fv(sel_col);
+ }
+ else {
+ immUniformColor4fv(handle_col);
+ }
+ glLineWidth(3.0f);
+
float w = width / 2.0f;
- if (selected)
- UI_ThemeColor4(TH_VERTEX_SELECT);
- else
- UI_ThemeColor4(TH_PAINT_CURVE_HANDLE);
- glLineWidth(3.0);
-
- glBegin(GL_LINE_LOOP);
- glVertex2f(co[0] + w, co[1] + w);
- glVertex2f(co[0] - w, co[1] + w);
- glVertex2f(co[0] - w, co[1] - w);
- glVertex2f(co[0] + w, co[1] - w);
- glEnd();
-
- glColor4f(1.0, 1.0, 1.0, 0.5);
- glLineWidth(1.0);
-
- glBegin(GL_LINE_LOOP);
- glVertex2f(co[0] + w, co[1] + w);
- glVertex2f(co[0] - w, co[1] + w);
- glVertex2f(co[0] - w, co[1] - w);
- glVertex2f(co[0] + w, co[1] - w);
- glEnd();
+ float minx = co[0] - w;
+ float miny = co[1] - w;
+ float maxx = co[0] + w;
+ float maxy = co[1] + w;
+
+ imm_draw_line_box(pos, minx, miny, maxx, maxy);
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
+ glLineWidth(1.0f);
+
+ imm_draw_line_box(pos, minx, miny, maxx, maxy);
}
-BLI_INLINE void draw_bezier_handle_lines(BezTriple *bez)
+BLI_INLINE void draw_bezier_handle_lines(unsigned int pos, float sel_col[4], BezTriple *bez)
{
- short line1[] = {0, 1};
- short line2[] = {1, 2};
-
- glVertexPointer(2, GL_FLOAT, 3 * sizeof(float), bez->vec);
- glColor4f(0.0, 0.0, 0.0, 0.5);
- glLineWidth(3.0);
- glDrawArrays(GL_LINE_STRIP, 0, 3);
-
- glLineWidth(1.0);
- if (bez->f1 || bez->f2)
- UI_ThemeColor4(TH_VERTEX_SELECT);
- else
- glColor4f(1.0, 1.0, 1.0, 0.5);
- glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, line1);
- if (bez->f3 || bez->f2)
- UI_ThemeColor4(TH_VERTEX_SELECT);
- else
- glColor4f(1.0, 1.0, 1.0, 0.5);
- glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, line2);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
+ glLineWidth(3.0f);
+
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2fv(pos, bez->vec[0]);
+ immVertex2fv(pos, bez->vec[1]);
+ immVertex2fv(pos, bez->vec[2]);
+ immEnd();
+
+ glLineWidth(1.0f);
+
+ if (bez->f1 || bez->f2) {
+ immUniformColor4fv(sel_col);
+ }
+ else {
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
+ }
+ immBegin(GL_LINES, 2);
+ immVertex2fv(pos, bez->vec[0]);
+ immVertex2fv(pos, bez->vec[1]);
+ immEnd();
+
+ if (bez->f3 || bez->f2) {
+ immUniformColor4fv(sel_col);
+ }
+ else {
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
+ }
+ immBegin(GL_LINES, 2);
+ immVertex2fv(pos, bez->vec[1]);
+ immVertex2fv(pos, bez->vec[2]);
+ immEnd();
}
static void paint_draw_curve_cursor(Brush *brush)
@@ -895,18 +939,26 @@ static void paint_draw_curve_cursor(Brush *brush)
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- glEnableClientState(GL_VERTEX_ARRAY);
/* draw the bezier handles and the curve segment between the current and next point */
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ float selec_col[4], handle_col[4], pivot_col[4];
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, selec_col);
+ UI_GetThemeColor4fv(TH_PAINT_CURVE_HANDLE, handle_col);
+ UI_GetThemeColor4fv(TH_PAINT_CURVE_PIVOT, pivot_col);
+
for (i = 0; i < pc->tot_points - 1; i++, cp++) {
int j;
PaintCurvePoint *cp_next = cp + 1;
float data[(PAINT_CURVE_NUM_SEGMENTS + 1) * 2];
/* use color coding to distinguish handles vs curve segments */
- draw_bezier_handle_lines(&cp->bez);
- draw_tri_point(&cp->bez.vec[1][0], 10.0, cp->bez.f2);
- draw_rect_point(&cp->bez.vec[0][0], 8.0, cp->bez.f1 || cp->bez.f2);
- draw_rect_point(&cp->bez.vec[2][0], 8.0, cp->bez.f3 || cp->bez.f2);
+ draw_bezier_handle_lines(pos, selec_col, &cp->bez);
+ draw_tri_point(pos, selec_col, pivot_col, &cp->bez.vec[1][0], 10.0f, cp->bez.f2);
+ draw_rect_point(pos, selec_col, handle_col, &cp->bez.vec[0][0], 8.0f, cp->bez.f1 || cp->bez.f2);
+ draw_rect_point(pos, selec_col, handle_col, &cp->bez.vec[2][0], 8.0f, cp->bez.f3 || cp->bez.f2);
for (j = 0; j < 2; j++)
BKE_curve_forward_diff_bezier(
@@ -916,25 +968,35 @@ static void paint_draw_curve_cursor(Brush *brush)
cp_next->bez.vec[1][j],
data + j, PAINT_CURVE_NUM_SEGMENTS, sizeof(float[2]));
- glVertexPointer(2, GL_FLOAT, 0, data);
- glLineWidth(3.0);
- glColor4f(0.0, 0.0, 0.0, 0.5);
- glDrawArrays(GL_LINE_STRIP, 0, PAINT_CURVE_NUM_SEGMENTS + 1);
+ float (*v)[2] = (float(*)[2])data;
+
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
+ glLineWidth(3.0f);
+ immBegin(GL_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1);
+ for (j = 0; j <= PAINT_CURVE_NUM_SEGMENTS; j++) {
+ immVertex2fv(pos, v[j]);
+ }
+ immEnd();
- glLineWidth(1.0);
- glColor4f(0.9, 0.9, 1.0, 0.5);
- glDrawArrays(GL_LINE_STRIP, 0, PAINT_CURVE_NUM_SEGMENTS + 1);
+ immUniformColor4f(0.9f, 0.9f, 1.0f, 0.5f);
+ glLineWidth(1.0f);
+ immBegin(GL_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1);
+ for (j = 0; j <= PAINT_CURVE_NUM_SEGMENTS; j++) {
+ immVertex2fv(pos, v[j]);
+ }
+ immEnd();
}
/* draw last line segment */
- draw_bezier_handle_lines(&cp->bez);
- draw_tri_point(&cp->bez.vec[1][0], 10.0, cp->bez.f2);
- draw_rect_point(&cp->bez.vec[0][0], 8.0, cp->bez.f1 || cp->bez.f2);
- draw_rect_point(&cp->bez.vec[2][0], 8.0, cp->bez.f3 || cp->bez.f2);
+ draw_bezier_handle_lines(pos, selec_col, &cp->bez);
+ draw_tri_point(pos, selec_col, pivot_col, &cp->bez.vec[1][0], 10.0f, cp->bez.f2);
+ draw_rect_point(pos, selec_col, handle_col, &cp->bez.vec[0][0], 8.0f, cp->bez.f1 || cp->bez.f2);
+ draw_rect_point(pos, selec_col, handle_col, &cp->bez.vec[2][0], 8.0f, cp->bez.f3 || cp->bez.f2);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
- glDisableClientState(GL_VERTEX_ARRAY);
+
+ immUnbindProgram();
}
}
@@ -988,11 +1050,6 @@ static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
Paint *paint = BKE_paint_get_active_from_context(C);
Brush *brush = BKE_paint_brush(paint);
PaintMode mode = BKE_paintmode_get_active_from_context(C);
- ViewContext vc;
- float final_radius;
- float translation[2];
- float outline_alpha, *outline_col;
- float zoomx, zoomy;
/* check that brush drawing is enabled */
if (ommit_cursor_drawing(paint, mode, brush))
@@ -1000,8 +1057,10 @@ static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
/* can't use stroke vc here because this will be called during
* mouse over too, not just during a stroke */
+ ViewContext vc;
view3d_set_viewcontext(C, &vc);
+ float zoomx, zoomy;
get_imapaint_zoom(C, &zoomx, &zoomy);
zoomx = max_ff(zoomx, zoomy);
@@ -1012,11 +1071,10 @@ static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
}
/* set various defaults */
- translation[0] = x;
- translation[1] = y;
- outline_alpha = 0.5;
- outline_col = brush->add_col;
- final_radius = (BKE_brush_size_get(scene, brush) * zoomx);
+ const float *outline_col = brush->add_col;
+ const float outline_alpha = 0.5f;
+ float translation[2] = { x, y };
+ float final_radius = (BKE_brush_size_get(scene, brush) * zoomx);
/* 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 */
@@ -1032,10 +1090,9 @@ static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
if ((mode == ePaintSculpt) && vc.obact->sculpt) {
float location[3];
int pixel_radius;
- bool hit;
/* test if brush is over the mesh */
- hit = sculpt_get_brush_geometry(C, &vc, x, y, &pixel_radius, location, ups);
+ 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);
@@ -1065,24 +1122,25 @@ static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
/* make lines pretty */
glLineWidth(1.0f);
- glEnable(GL_BLEND);
+ glEnable(GL_BLEND); /* TODO: also set blend mode? */
glEnable(GL_LINE_SMOOTH);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* set brush color */
- glColor4f(outline_col[0], outline_col[1], outline_col[2], outline_alpha);
+ immUniformColor3fvAlpha(outline_col, outline_alpha);
/* draw brush outline */
- glTranslate2fv(translation);
-
- /* draw an inner brush */
if (ups->stroke_active && BKE_brush_use_size_pressure(scene, brush)) {
/* inner at full alpha */
- glutil_draw_lined_arc(0.0, M_PI * 2.0, final_radius * ups->size_pressure_value, 40);
+ imm_draw_lined_circle(pos, translation[0], translation[1], final_radius * ups->size_pressure_value, 40);
/* outer at half alpha */
- glColor4f(outline_col[0], outline_col[1], outline_col[2], outline_alpha * 0.5f);
+ immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f);
}
- glutil_draw_lined_arc(0.0, M_PI * 2.0, final_radius, 40);
- glTranslatef(-translation[0], -translation[1], 0);
+ imm_draw_lined_circle(pos, translation[0], translation[1], final_radius, 40);
+
+ immUnbindProgram();
/* restore GL state */
glDisable(GL_BLEND);