/* * 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. * * Copyright 2016, Blender Foundation. */ /** \file * \ingroup draw */ #include "DRW_render.h" #include "GPU_matrix.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "UI_resources.h" #include "BKE_colorband.h" #include "BKE_global.h" #include "BKE_object.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 */ struct DRW_Global G_draw = {{{0}}}; static bool weight_ramp_custom = false; static ColorBand weight_ramp_copy; static struct GPUTexture *DRW_create_weight_colorramp_texture(void); void DRW_globals_update(void) { GlobalsUboStorage *gb = &G_draw.block; UI_GetThemeColor4fv(TH_WIRE, gb->colorWire); UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit); UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive); UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect); UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect); UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary); UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform); UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight); UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker); UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera); UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath); UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty); UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex); UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect); UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced); UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData); UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive); UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect); UI_GetThemeColor4fv(TH_GP_VERTEX, gb->colorGpencilVertex); UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->colorGpencilVertexSelect); UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam); UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp); UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease); UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight); UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect); UI_GetThemeColor4fv(TH_FACE, gb->colorFace); UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect); UI_GetThemeColor4fv(TH_FACE_BACK, gb->colorFaceBack); UI_GetThemeColor4fv(TH_FACE_FRONT, gb->colorFaceFront); UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal); UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal); UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal); 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_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->colorCheckerPrimary); UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->colorCheckerSecondary); gb->sizeChecker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE); 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); copy_v3_fl( gb->colorEditMeshMiddle, dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */ #ifdef WITH_FREESTYLE UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle); UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle); #else zero_v4(gb->colorEdgeFreestyle); 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); UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect); UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign); UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp); UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree); UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto); UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect); UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign); UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp); UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline); UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline); UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline); UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline); UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline); 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); /* Emphasize division lines lighter instead of darker, if background is darker than grid. */ UI_GetThemeColorShade4fv( TH_GRID, (gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f > gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ? 20 : -10, gb->colorGridEmphasis); /* Grid Axis */ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX); UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY); UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ); UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect); UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline); UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha); /* UV colors */ UI_GetThemeColor4fv(TH_UV_SHADOW, gb->colorUVShadow); gb->sizePixel = U.pixelsize; gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize; gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize; gb->sizeLightCircle = U.pixelsize * 9.0f; gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f; /* M_SQRT2 to be at least the same size of the old square */ gb->sizeVertex = U.pixelsize * (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f)); gb->sizeVertexGpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE); gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE); gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO: Theme. */ gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2))); const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get(); for (int i = 0; i < 2; i++) { copy_v3_v3(gb->screenVecs[i], screen_vecs[i]); } gb->pixelFac = *DRW_viewport_pixelsize_get(); copy_v2_v2(gb->sizeViewport, DRW_viewport_size_get()); copy_v2_v2(gb->sizeViewportInv, gb->sizeViewport); invert_v2(gb->sizeViewportInv); /* Color management. */ { float *color = gb->UBO_FIRST_COLOR; do { /* TODO: more accurate transform. */ srgb_to_linearrgb_v4(color, color); color += 4; } while (color <= gb->UBO_LAST_COLOR); } if (G_draw.block_ubo == NULL) { G_draw.block_ubo = GPU_uniformbuf_create_ex( sizeof(GlobalsUboStorage), gb, "GlobalsUboStorage"); } GPU_uniformbuf_update(G_draw.block_ubo, gb); if (!G_draw.ramp) { 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; BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size); G_draw.ramp = GPU_texture_create_1d("ramp", col_size, 1, GPU_RGBA8, colors); MEM_freeN(colors); } /* Weight Painting color ramp texture */ bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0; if (weight_ramp_custom != user_weight_ramp || (user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) { DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp); } if (G_draw.weight_ramp == NULL) { weight_ramp_custom = user_weight_ramp; memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)); G_draw.weight_ramp = DRW_create_weight_colorramp_texture(); } } /* ********************************* SHGROUP ************************************* */ void DRW_globals_free(void) { } DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view, const RegionView3D *rv3d, float offset) { /* Create view with depth offset */ float viewmat[4][4], winmat[4][4]; DRW_view_viewmat_get(parent_view, viewmat, false); DRW_view_winmat_get(parent_view, winmat, false); float viewdist = rv3d->dist; /* special exception for ortho camera (`viewdist` isn't used for perspective cameras). */ if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) { viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1])); } winmat[3][2] -= GPU_polygon_offset_calc(winmat, viewdist, offset); return DRW_view_create_sub(parent_view, viewmat, winmat); } /* ******************************************** COLOR UTILS ************************************ */ /* TODO: FINISH. */ /** * Get the wire color theme_id of an object based on its 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 DRWContextState *draw_ctx = DRW_context_state_get(); const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT); const bool active = view_layer->basact && ((ob->base_flag & BASE_FROM_DUPLI) ? (DRW_object_get_dupli_parent(ob) == view_layer->basact->object) : (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 (is_edit) { /* fallback to TH_WIRE */ } else if (((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->base_flag & BASE_SELECTED) != 0) { theme_id = (active) ? TH_ACTIVE : TH_SELECT; } else { switch (ob->type) { case OB_LAMP: theme_id = TH_LIGHT; break; case OB_SPEAKER: theme_id = TH_SPEAKER; break; case OB_CAMERA: theme_id = TH_CAMERA; break; case OB_EMPTY: theme_id = TH_EMPTY; break; case OB_LIGHTPROBE: /* TODO: add light-probe color. */ theme_id = TH_EMPTY; break; default: /* fallback to TH_WIRE */ break; } } } if (r_color != NULL) { if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) { *r_color = G_draw.block.colorWire; } else { switch (theme_id) { case TH_WIRE_EDIT: *r_color = G_draw.block.colorWireEdit; break; case TH_ACTIVE: *r_color = G_draw.block.colorActive; break; case TH_SELECT: *r_color = G_draw.block.colorSelect; break; case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break; case TH_SPEAKER: *r_color = G_draw.block.colorSpeaker; break; case TH_CAMERA: *r_color = G_draw.block.colorCamera; break; case TH_EMPTY: *r_color = G_draw.block.colorEmpty; break; case TH_LIGHT: *r_color = G_draw.block.colorLight; break; default: *r_color = G_draw.block.colorWire; break; } } } return theme_id; } /* XXX This is very stupid, 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_TRANSFORM: ret = colors[5]; break; case TH_SPEAKER: ret = colors[6]; break; case TH_CAMERA: ret = colors[7]; break; case TH_EMPTY: ret = colors[8]; break; case TH_LIGHT: ret = colors[9]; break; default: ret = colors[10]; break; } UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret); return ret; } bool DRW_object_is_flat(Object *ob, int *r_axis) { float dim[3]; if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL, OB_HAIR, OB_POINTCLOUD, OB_VOLUME)) { /* Non-meshes object cannot be considered as flat. */ return false; } BKE_object_dimensions_get(ob, dim); if (dim[0] == 0.0f) { *r_axis = 0; return true; } if (dim[1] == 0.0f) { *r_axis = 1; return true; } if (dim[2] == 0.0f) { *r_axis = 2; return true; } return false; } bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis) { float ob_rot[3][3], invviewmat[4][4]; DRW_view_viewmat_get(NULL, invviewmat, true); BKE_object_rot_to_mat3(ob, ob_rot, true); float dot = dot_v3v3(ob_rot[axis], invviewmat[2]); if (fabsf(dot) < 1e-3) { return true; } return false; } static void DRW_evaluate_weight_to_color(const float weight, float result[4]) { if (U.flag & USER_CUSTOM_RANGE) { BKE_colorband_evaluate(&U.coba_weight, weight, result); } else { /* Use gamma correction to even out the color bands: * increasing widens yellow/cyan vs red/green/blue. * Gamma 1.0 produces the original 2.79 color ramp. */ const float gamma = 1.5f; const float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)}; hsv_to_rgb_v(hsv, result); for (int i = 0; i < 3; i++) { result[i] = pow(result[i], 1.0f / gamma); } } } static GPUTexture *DRW_create_weight_colorramp_texture(void) { float pixels[256][4]; for (int i = 0; i < 256; i++) { DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]); pixels[i][3] = 1.0f; } return GPU_texture_create_1d("weight_color_ramp", 256, 1, GPU_SRGB8_A8, pixels[0]); }