/* * 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_world_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; int offset = 0; DRW_draw_cursor(); if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) { offset = DRW_draw_region_engine_info_offset(); } view3d_draw_region_info(draw_ctx->evil_C, ar, offset); if (offset > 0) { DRW_draw_region_engine_info(); } } /* ************************* Grid ************************** */ static void gridline_range(double x0, double dx, double max, int *r_first, int *r_len) { /* 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_len = last - first + 1; } else { *r_first = 0; *r_len = 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_len, y_len; gridline_range(x0, dx, ar->winx, &first, &x_len); gridline_range(y0, dx, ar->winy, &first, &y_len); int total_len = x_len + y_len; return total_len; } static bool drawgrid_draw( ARegion *ar, double x0, double y0, double dx, int skip_mod, uint pos, uint 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_len = 0, y_len = 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_len == 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_len; } /* 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_len + y_len == 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_len; } 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 Gwn_VertFormat *format = immVertexFormat(); uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); uchar 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_len = gridline_count(ar, x, y, dx_scalar); if (gridline_len == 0) goto drawgrid_cleanup; /* nothing to draw */ immBegin(GWN_PRIM_LINES, gridline_len * 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_len = gridline_count(ar, x, y, dx); if (gridline_len == 0) goto drawgrid_cleanup; /* nothing to draw */ immBegin(GWN_PRIM_LINES, gridline_len * 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; uchar col_grid[3], col_axis[3]; glLineWidth(1.0f); UI_GetThemeColor3ubv(TH_GRID, col_grid); if (show_floor) { const uint vertex_len = 2 * (gridlines * 4 + 2); const int sublines = v3d->gridsubdiv; uchar col_bg[3], col_grid_emphasise[3], col_grid_light[3]; Gwn_VertFormat *format = immVertexFormat(); uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); immBegin(GWN_PRIM_LINES, vertex_len); /* 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 */ Gwn_VertFormat *format = immVertexFormat(); uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); immBegin(GWN_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) { const DRWContextState *draw_ctx = DRW_context_state_get(); /* Just to make sure */ glDepthMask(GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glStencilMask(0xFF); if ((draw_ctx->v3d->flag3 & V3D_SHOW_WORLD) && (draw_ctx->scene->world != NULL)) { const World *world = draw_ctx->scene->world; glClearColor(world->horr, world->horg, world->horb, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } else if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { float m[4][4]; unit_m4(m); /* Gradient background Color */ glDisable(GL_DEPTH_TEST); Gwn_VertFormat *format = immVertexFormat(); uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); uchar col_hi[3], col_lo[3]; gpuPushMatrix(); gpuLoadIdentity(); gpuLoadProjectionMatrix(m); immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER); UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo); UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi); immBegin(GWN_PRIM_TRI_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); glEnable(GL_DEPTH_TEST); } 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(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer) { Object *ob = OBACT(view_layer); View3D *v3d = draw_ctx->v3d; if ((v3d->flag2 & V3D_RENDER_OVERRIDE) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) { return false; } /* don't draw cursor in paint modes, but with a few exceptions */ if (ob && draw_ctx->object_mode & OB_MODE_ALL_PAINT) { /* exception: object is in weight paint and has deforming armature in pose mode */ if (draw_ctx->object_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 (draw_ctx->object_mode & OB_MODE_TEXTURE_PAINT) { const Paint *p = BKE_paint_get_active(scene, view_layer); 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; ARegion *ar = draw_ctx->ar; Scene *scene = draw_ctx->scene; ViewLayer *view_layer = draw_ctx->view_layer; glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); if (is_cursor_visible(draw_ctx, scene, view_layer)) { int co[2]; const View3DCursor *cursor = ED_view3d_cursor3d_get(scene, v3d); if (ED_view3d_project_int_global( ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK) { RegionView3D *rv3d = ar->regiondata; /* Draw nice Anti Aliased cursor. */ glLineWidth(1.0f); glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); float eps = 1e-5f; rv3d->viewquat[0] = -rv3d->viewquat[0]; const bool is_aligned = compare_v4v4(cursor->rotation, rv3d->viewquat, eps); rv3d->viewquat[0] = -rv3d->viewquat[0]; /* Draw lines */ if (is_aligned == false) { uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor3(TH_VIEW_OVERLAY); immBegin(GWN_PRIM_LINES, 12); const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) * U.widget_unit; #define CURSOR_VERT(axis_vec, axis, fac) \ immVertex3f( \ pos, \ cursor->location[0] + axis_vec[0] * (fac), \ cursor->location[1] + axis_vec[1] * (fac), \ cursor->location[2] + axis_vec[2] * (fac)) #define CURSOR_EDGE(axis_vec, axis, sign) { \ CURSOR_VERT(axis_vec, axis, sign 1.0f); \ CURSOR_VERT(axis_vec, axis, sign 0.25f); \ } for (int axis = 0; axis < 3; axis++) { float axis_vec[3] = {0}; axis_vec[axis] = scale; mul_qt_v3(cursor->rotation, axis_vec); CURSOR_EDGE(axis_vec, axis, +); CURSOR_EDGE(axis_vec, axis, -); } #undef CURSOR_VERT #undef CURSOR_EDGE immEnd(); immUnbindProgram(); } ED_region_pixelspace(ar); gpuTranslate2f(co[0] + 0.5f, co[1] + 0.5f); gpuScale2f(U.widget_unit, U.widget_unit); Gwn_Batch *cursor_batch = DRW_cache_cursor_get(is_aligned); GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR); GWN_batch_program_set(cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader)); GWN_batch_draw(cursor_batch); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); } } } /* **************************** 3D Gizmo ******************************** */ void DRW_draw_gizmo_3d(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); ARegion *ar = draw_ctx->ar; /* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */ /* TODO depth culling gizmos is not yet supported, just drawing _3D here, should * later become _IN_SCENE (and draw _3D separate) */ WM_gizmomap_draw( ar->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_3D); } void DRW_draw_gizmo_2d(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); ARegion *ar = draw_ctx->ar; WM_gizmomap_draw( ar->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D); glDepthMask(GL_TRUE); }