/* * 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_common.c * \ingroup draw */ #include "DRW_render.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "UI_resources.h" #include "BKE_global.h" #include "BKE_texture.h" #include "draw_common.h" #if 0 #define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \ ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0) #endif #define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \ ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f) /* Colors & Constant */ GlobalsUboStorage ts; struct GPUUniformBuffer *globals_ubo = NULL; struct GPUTexture *globals_ramp = NULL; void DRW_globals_update(void) { UI_GetThemeColor4fv(TH_WIRE, ts.colorWire); UI_GetThemeColor4fv(TH_WIRE_EDIT, ts.colorWireEdit); UI_GetThemeColor4fv(TH_ACTIVE, ts.colorActive); UI_GetThemeColor4fv(TH_SELECT, ts.colorSelect); UI_GetThemeColor4fv(TH_TRANSFORM, ts.colorTransform); UI_GetThemeColor4fv(TH_GROUP_ACTIVE, ts.colorGroupActive); UI_GetThemeColorShade4fv(TH_GROUP_ACTIVE, -25, ts.colorGroupSelect); UI_GetThemeColor4fv(TH_GROUP, ts.colorGroup); UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, ts.colorLibrarySelect); UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, ts.colorLibrary); UI_GetThemeColor4fv(TH_LAMP, ts.colorLamp); UI_GetThemeColor4fv(TH_SPEAKER, ts.colorSpeaker); UI_GetThemeColor4fv(TH_CAMERA, ts.colorCamera); UI_GetThemeColor4fv(TH_EMPTY, ts.colorEmpty); UI_GetThemeColor4fv(TH_VERTEX, ts.colorVertex); UI_GetThemeColor4fv(TH_VERTEX_SELECT, ts.colorVertexSelect); UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, ts.colorEditMeshActive); UI_GetThemeColor4fv(TH_EDGE_SELECT, ts.colorEdgeSelect); UI_GetThemeColor4fv(TH_EDGE_SEAM, ts.colorEdgeSeam); UI_GetThemeColor4fv(TH_EDGE_SHARP, ts.colorEdgeSharp); UI_GetThemeColor4fv(TH_EDGE_CREASE, ts.colorEdgeCrease); UI_GetThemeColor4fv(TH_EDGE_BEVEL, ts.colorEdgeBWeight); UI_GetThemeColor4fv(TH_EDGE_FACESEL, ts.colorEdgeFaceSelect); UI_GetThemeColor4fv(TH_FACE, ts.colorFace); UI_GetThemeColor4fv(TH_FACE_SELECT, ts.colorFaceSelect); UI_GetThemeColor4fv(TH_NORMAL, ts.colorNormal); UI_GetThemeColor4fv(TH_VNORMAL, ts.colorVNormal); UI_GetThemeColor4fv(TH_LNORMAL, ts.colorLNormal); UI_GetThemeColor4fv(TH_FACE_DOT, ts.colorFaceDot); UI_GetThemeColor4fv(TH_BACK, ts.colorBackground); /* Grid */ UI_GetThemeColorShade4fv(TH_GRID, 10, ts.colorGrid); /* emphasise division lines lighter instead of darker, if background is darker than grid */ UI_GetThemeColorShade4fv( TH_GRID, (ts.colorGrid[0] + ts.colorGrid[1] + ts.colorGrid[2] + 0.12f > ts.colorBackground[0] + ts.colorBackground[1] + ts.colorBackground[2]) ? 20 : -10, ts.colorGridEmphasise); /* Grid Axis */ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, ts.colorGridAxisX); UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, ts.colorGridAxisY); UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, ts.colorGridAxisZ); UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, ts.colorDeselect); UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, ts.colorOutline); UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, ts.colorLampNoAlpha); ts.sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize; ts.sizeLampCircle = U.pixelsize * 9.0f; ts.sizeLampCircleShadow = ts.sizeLampCircle + U.pixelsize * 3.0f; /* M_SQRT2 to be at least the same size of the old square */ ts.sizeVertex = ceilf(UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f); ts.sizeFaceDot = ceilf(UI_GetThemeValuef(TH_FACEDOT_SIZE) * (float)M_SQRT2); ts.sizeEdge = 1.0f / 2.0f; /* TODO Theme */ ts.sizeEdgeFix = 0.5f + 2.0f * (2.0f * (MAX2(ts.sizeVertex, ts.sizeEdge)) * (float)M_SQRT1_2); /* TODO Waiting for notifiers to invalidate cache */ if (globals_ubo) { DRW_uniformbuffer_free(globals_ubo); } globals_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), &ts); ColorBand ramp = {0}; float *colors; int col_size; ramp.tot = 3; ramp.data[0].a = 1.0f; ramp.data[0].b = 1.0f; ramp.data[0].pos = 0.0f; ramp.data[1].a = 1.0f; ramp.data[1].g = 1.0f; ramp.data[1].pos = 0.5f; ramp.data[2].a = 1.0f; ramp.data[2].r = 1.0f; ramp.data[2].pos = 1.0f; colorband_table_RGBA(&ramp, &colors, &col_size); if (globals_ramp) { GPU_texture_free(globals_ramp); } globals_ramp = GPU_texture_create_1D(col_size, colors, NULL); MEM_freeN(colors); } /* ********************************* SHGROUP ************************************* */ DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4]) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); return grp; } DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); DRW_shgroup_uniform_float(grp, "size", size, 1); DRW_shgroup_state_enable(grp, DRW_STATE_POINT); return grp; } DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4]) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); return grp; } DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4]) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); DRW_shgroup_state_enable(grp, DRW_STATE_POINT); return grp; } DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Gwn_Batch *geom, float *size) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); DRW_shgroup_attrib_float(grp, "world_pos", 3); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_uniform_float(grp, "size", size, 1); DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); DRW_shgroup_state_enable(grp, DRW_STATE_STIPPLE_3); return grp; } DRWShadingGroup *shgroup_instance_objspace_solid(DRWPass *pass, struct Gwn_Batch *geom, float (*obmat)[4]) { static float light[3] = {0.0f, 0.0f, 1.0f}; GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); DRW_shgroup_attrib_float(grp, "color", 4); DRW_shgroup_uniform_mat4(grp, "ObjectModelMatrix", (float *)obmat); DRW_shgroup_uniform_vec3(grp, "light", light, 1); return grp; } DRWShadingGroup *shgroup_instance_objspace_wire(DRWPass *pass, struct Gwn_Batch *geom, float (*obmat)[4]) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); DRW_shgroup_attrib_float(grp, "color", 4); DRW_shgroup_uniform_mat4(grp, "ObjectModelMatrix", (float *)obmat); return grp; } DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct Gwn_Batch *geom) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_attrib_float(grp, "size", 1); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); return grp; } DRWShadingGroup *shgroup_instance_axis_names(DRWPass *pass, struct Gwn_Batch *geom) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_attrib_float(grp, "size", 1); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); return grp; } DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct Gwn_Batch *geom) { GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_attrib_float(grp, "size", 3); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); return grp; } DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Gwn_Batch *geom) { GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_attrib_float(grp, "size", 1); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); return grp; } DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct Gwn_Batch *geom) { GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_CAMERA); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_attrib_float(grp, "corners", 8); DRW_shgroup_attrib_float(grp, "depth", 1); DRW_shgroup_attrib_float(grp, "tria", 4); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); return grp; } DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct Gwn_Batch *geom) { GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES); static float point_size = 4.0f; DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_attrib_float(grp, "start", 1); DRW_shgroup_attrib_float(grp, "end", 1); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); DRW_shgroup_uniform_float(grp, "size", &point_size, 1); return grp; } DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct Gwn_Batch *geom) { GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR); static bool True = true; static bool False = false; DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1); DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1); DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1); return grp; } DRWShadingGroup *shgroup_instance_bone_envelope_wire(DRWPass *pass, struct Gwn_Batch *geom, float (*obmat)[4]) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); DRW_shgroup_attrib_float(grp, "color", 4); DRW_shgroup_attrib_float(grp, "radius_head", 1); DRW_shgroup_attrib_float(grp, "radius_tail", 1); DRW_shgroup_attrib_float(grp, "distance", 1); DRW_shgroup_uniform_mat4(grp, "ObjectModelMatrix", (float *)obmat); return grp; } DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, struct Gwn_Batch *geom, float (*obmat)[4]) { static float light[3] = {0.0f, 0.0f, 1.0f}; GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); DRW_shgroup_attrib_float(grp, "color", 4); DRW_shgroup_attrib_float(grp, "radius_head", 1); DRW_shgroup_attrib_float(grp, "radius_tail", 1); DRW_shgroup_uniform_mat4(grp, "ObjectModelMatrix", (float *)obmat); DRW_shgroup_uniform_vec3(grp, "light", light, 1); return grp; } DRWShadingGroup *shgroup_instance_mball_helpers(DRWPass *pass, struct Gwn_Batch *geom) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_MBALL_HELPERS); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); DRW_shgroup_attrib_float(grp, "ScaleTranslationMatrix", 12); DRW_shgroup_attrib_float(grp, "radius", 1); DRW_shgroup_attrib_float(grp, "color", 3); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); return grp; } /* ******************************************** COLOR UTILS *********************************************** */ /* TODO FINISH */ /** * Get the wire color theme_id of an object based on it's state * \a r_color is a way to get a pointer to the static color var associated */ int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color) { const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0; const bool active = (view_layer->basact && view_layer->basact->object == ob); /* confusing logic here, there are 2 methods of setting the color * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id. * * note: no theme yet for 'colindex' */ int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE; if (//(scene->obedit == NULL) && ((G.moving & G_TRANSFORM_OBJ) != 0) && ((ob->base_flag & BASE_SELECTED) != 0)) { theme_id = TH_TRANSFORM; } else { /* Sets the 'theme_id' or fallback to wire */ if ((ob->flag & OB_FROMGROUP) != 0) { if ((ob->base_flag & BASE_SELECTED) != 0) { theme_id = TH_GROUP_ACTIVE; } else { theme_id = TH_GROUP; } } else { if ((ob->base_flag & BASE_SELECTED) != 0) { theme_id = (active) ? TH_ACTIVE : TH_SELECT; } else { if (ob->type == OB_LAMP) theme_id = TH_LAMP; else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER; else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA; else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY; /* fallback to TH_WIRE */ } } } if (r_color != NULL) { switch (theme_id) { case TH_WIRE_EDIT: *r_color = ts.colorTransform; break; case TH_ACTIVE: *r_color = ts.colorActive; break; case TH_SELECT: *r_color = ts.colorSelect; break; case TH_GROUP: *r_color = ts.colorGroup; break; case TH_GROUP_ACTIVE: *r_color = ts.colorGroupActive; break; case TH_TRANSFORM: *r_color = ts.colorTransform; break; case OB_SPEAKER: *r_color = ts.colorSpeaker; break; case OB_CAMERA: *r_color = ts.colorCamera; break; case OB_EMPTY: *r_color = ts.colorEmpty; break; case OB_LAMP: *r_color = ts.colorLamp; break; default: *r_color = ts.colorWire; break; } /* uses darker active color for non-active + selected */ if ((theme_id == TH_GROUP_ACTIVE) && !active) { *r_color = ts.colorGroupSelect; } } return theme_id; } /* XXX This is utter shit, better find something more general */ float *DRW_color_background_blend_get(int theme_id) { static float colors[11][4]; float *ret; switch (theme_id) { case TH_WIRE_EDIT: ret = colors[0]; break; case TH_ACTIVE: ret = colors[1]; break; case TH_SELECT: ret = colors[2]; break; case TH_GROUP: ret = colors[3]; break; case TH_GROUP_ACTIVE: ret = colors[4]; break; case TH_TRANSFORM: ret = colors[5]; break; case OB_SPEAKER: ret = colors[6]; break; case OB_CAMERA: ret = colors[7]; break; case OB_EMPTY: ret = colors[8]; break; case OB_LAMP: ret = colors[9]; break; default: ret = colors[10]; break; } UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret); return ret; }