/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2009 by Nicholas Bishop. All rights reserved. */ /** \file * \ingroup edsculpt */ #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_rect.h" #include "BLI_task.h" #include "BLI_utildefines.h" #include "DNA_brush_types.h" #include "DNA_color_types.h" #include "DNA_customdata_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_userdef_types.h" #include "DNA_view3d_types.h" #include "BKE_brush.h" #include "BKE_colortools.h" #include "BKE_context.h" #include "BKE_curve.h" #include "BKE_image.h" #include "BKE_object.h" #include "BKE_paint.h" #include "NOD_texture.h" #include "WM_api.h" #include "wm_cursors.h" #include "IMB_imbuf_types.h" #include "ED_image.h" #include "ED_view3d.h" #include "DEG_depsgraph.h" #include "GPU_immediate.h" #include "GPU_immediate_util.h" #include "GPU_matrix.h" #include "GPU_state.h" #include "GPU_texture.h" #include "UI_resources.h" #include "paint_intern.h" /* still needed for sculpt_stroke_get_location, should be * removed eventually (TODO) */ #include "sculpt_intern.h" /* TODOs: * * Some of the cursor drawing code is doing non-draw stuff * (e.g. updating the brush rake angle). This should be cleaned up * still. * * There is also some ugliness with sculpt-specific code. */ typedef struct TexSnapshot { GPUTexture *overlay_texture; int winx; int winy; int old_size; float old_zoom; bool old_col; } TexSnapshot; typedef struct CursorSnapshot { GPUTexture *overlay_texture; int size; int zoom; int curve_preset; } CursorSnapshot; static TexSnapshot primary_snap = {0}; static TexSnapshot secondary_snap = {0}; static CursorSnapshot cursor_snap = {0}; void paint_cursor_delete_textures(void) { if (primary_snap.overlay_texture) { GPU_texture_free(primary_snap.overlay_texture); } if (secondary_snap.overlay_texture) { GPU_texture_free(secondary_snap.overlay_texture); } if (cursor_snap.overlay_texture) { GPU_texture_free(cursor_snap.overlay_texture); } memset(&primary_snap, 0, sizeof(TexSnapshot)); memset(&secondary_snap, 0, sizeof(TexSnapshot)); memset(&cursor_snap, 0, sizeof(CursorSnapshot)); BKE_paint_invalidate_overlay_all(); } static int same_tex_snap(TexSnapshot *snap, MTex *mtex, ViewContext *vc, bool col, float zoom) { return (/* make brush smaller shouldn't cause a resample */ //(mtex->brush_map_mode != MTEX_MAP_MODE_VIEW || //(BKE_brush_size_get(vc->scene, brush) <= snap->BKE_brush_size_get)) && (mtex->brush_map_mode != MTEX_MAP_MODE_TILED || (vc->region->winx == snap->winx && vc->region->winy == snap->winy)) && (mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL || snap->old_zoom == zoom) && snap->old_col == col); } static void make_tex_snap(TexSnapshot *snap, ViewContext *vc, float zoom) { snap->old_zoom = zoom; snap->winx = vc->region->winx; snap->winy = vc->region->winy; } typedef struct LoadTexData { Brush *br; ViewContext *vc; MTex *mtex; uchar *buffer; bool col; struct ImagePool *pool; int size; float rotation; float radius; } LoadTexData; static void load_tex_task_cb_ex(void *__restrict userdata, const int j, const TaskParallelTLS *__restrict tls) { LoadTexData *data = userdata; Brush *br = data->br; ViewContext *vc = data->vc; MTex *mtex = data->mtex; uchar *buffer = data->buffer; const bool col = data->col; struct ImagePool *pool = data->pool; const int size = data->size; const float rotation = data->rotation; const float radius = data->radius; bool convert_to_linear = false; struct ColorSpace *colorspace = NULL; const int thread_id = BLI_task_parallel_thread_id(tls); if (mtex->tex && mtex->tex->type == TEX_IMAGE && mtex->tex->ima) { ImBuf *tex_ibuf = BKE_image_pool_acquire_ibuf(mtex->tex->ima, &mtex->tex->iuser, pool); /* For consistency, sampling always returns color in linear space. */ if (tex_ibuf && tex_ibuf->rect_float == NULL) { convert_to_linear = true; colorspace = tex_ibuf->rect_colorspace; } BKE_image_pool_release_ibuf(mtex->tex->ima, tex_ibuf, pool); } for (int i = 0; i < size; i++) { /* Largely duplicated from tex_strength. */ int index = j * size + i; float x = (float)i / size; float y = (float)j / size; float len; if (mtex->brush_map_mode == MTEX_MAP_MODE_TILED) { x *= vc->region->winx / radius; y *= vc->region->winy / radius; } else { x = (x - 0.5f) * 2.0f; y = (y - 0.5f) * 2.0f; } len = sqrtf(x * x + y * y); if (ELEM(mtex->brush_map_mode, MTEX_MAP_MODE_TILED, MTEX_MAP_MODE_STENCIL) || len <= 1.0f) { /* It is probably worth optimizing for those cases where the texture is not rotated by * skipping the calls to atan2, sqrtf, sin, and cos. */ if (mtex->tex && (rotation > 0.001f || rotation < -0.001f)) { const float angle = atan2f(y, x) + rotation; x = len * cosf(angle); y = len * sinf(angle); } if (col) { float rgba[4]; paint_get_tex_pixel_col(mtex, x, y, rgba, pool, thread_id, convert_to_linear, colorspace); buffer[index * 4] = rgba[0] * 255; buffer[index * 4 + 1] = rgba[1] * 255; buffer[index * 4 + 2] = rgba[2] * 255; buffer[index * 4 + 3] = rgba[3] * 255; } else { float avg = paint_get_tex_pixel(mtex, x, y, pool, thread_id); avg += br->texture_sample_bias; /* Clamp to avoid precision overflow. */ CLAMP(avg, 0.0f, 1.0f); buffer[index] = 255 - (uchar)(255 * avg); } } else { if (col) { buffer[index * 4] = 0; buffer[index * 4 + 1] = 0; buffer[index * 4 + 2] = 0; buffer[index * 4 + 3] = 0; } else { buffer[index] = 0; } } } } static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool primary) { bool init; TexSnapshot *target; MTex *mtex = (primary) ? &br->mtex : &br->mask_mtex; ePaintOverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags(); uchar *buffer = NULL; int size; bool refresh; ePaintOverlayControlFlags invalid = ((primary) ? (overlay_flags & PAINT_OVERLAY_INVALID_TEXTURE_PRIMARY) : (overlay_flags & PAINT_OVERLAY_INVALID_TEXTURE_SECONDARY)); target = (primary) ? &primary_snap : &secondary_snap; refresh = !target->overlay_texture || (invalid != 0) || !same_tex_snap(target, mtex, vc, col, zoom); init = (target->overlay_texture != 0); if (refresh) { struct ImagePool *pool = NULL; /* Stencil is rotated later. */ const float rotation = (mtex->brush_map_mode != MTEX_MAP_MODE_STENCIL) ? -mtex->rot : 0.0f; const float radius = BKE_brush_size_get(vc->scene, br) * zoom; make_tex_snap(target, vc, zoom); if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) { int s = BKE_brush_size_get(vc->scene, br); int r = 1; for (s >>= 1; s > 0; s >>= 1) { r++; } size = (1 << r); if (size < 256) { size = 256; } if (size < target->old_size) { size = target->old_size; } } else { size = 512; } if (target->old_size != size || target->old_col != col) { if (target->overlay_texture) { GPU_texture_free(target->overlay_texture); target->overlay_texture = NULL; } init = false; target->old_size = size; target->old_col = col; } if (col) { buffer = MEM_mallocN(sizeof(uchar) * size * size * 4, "load_tex"); } else { buffer = MEM_mallocN(sizeof(uchar) * size * size, "load_tex"); } pool = BKE_image_pool_new(); if (mtex->tex && mtex->tex->nodetree) { /* Has internal flag to detect it only does it once. */ ntreeTexBeginExecTree(mtex->tex->nodetree); } LoadTexData data = { .br = br, .vc = vc, .mtex = mtex, .buffer = buffer, .col = col, .pool = pool, .size = size, .rotation = rotation, .radius = radius, }; TaskParallelSettings settings; BLI_parallel_range_settings_defaults(&settings); BLI_task_parallel_range(0, size, &data, load_tex_task_cb_ex, &settings); if (mtex->tex && mtex->tex->nodetree) { ntreeTexEndExecTree(mtex->tex->nodetree->execdata); } if (pool) { BKE_image_pool_free(pool); } if (!target->overlay_texture) { eGPUTextureFormat format = col ? GPU_RGBA8 : GPU_R8; target->overlay_texture = GPU_texture_create_2d( "paint_cursor_overlay", size, size, 1, format, NULL); GPU_texture_update(target->overlay_texture, GPU_DATA_UBYTE, buffer); if (!col) { GPU_texture_swizzle_set(target->overlay_texture, "rrrr"); } } if (init) { GPU_texture_update(target->overlay_texture, GPU_DATA_UBYTE, buffer); } if (buffer) { MEM_freeN(buffer); } } else { size = target->old_size; } BKE_paint_reset_overlay_invalid(invalid); return 1; } static void load_tex_cursor_task_cb(void *__restrict userdata, const int j, const TaskParallelTLS *__restrict UNUSED(tls)) { LoadTexData *data = userdata; Brush *br = data->br; uchar *buffer = data->buffer; const int size = data->size; for (int i = 0; i < size; i++) { /* Largely duplicated from tex_strength. */ const int index = j * size + i; const float x = (((float)i / size) - 0.5f) * 2.0f; const float y = (((float)j / size) - 0.5f) * 2.0f; const float len = sqrtf(x * x + y * y); if (len <= 1.0f) { /* Falloff curve. */ float avg = BKE_brush_curve_strength_clamped(br, len, 1.0f); buffer[index] = (uchar)(255 * avg); } else { buffer[index] = 0; } } } static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom) { bool init; ePaintOverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags(); uchar *buffer = NULL; int size; const bool refresh = !cursor_snap.overlay_texture || (overlay_flags & PAINT_OVERLAY_INVALID_CURVE) || cursor_snap.zoom != zoom || cursor_snap.curve_preset != br->curve_preset; init = (cursor_snap.overlay_texture != 0); if (refresh) { int s, r; cursor_snap.zoom = zoom; s = BKE_brush_size_get(vc->scene, br); r = 1; for (s >>= 1; s > 0; s >>= 1) { r++; } size = (1 << r); if (size < 256) { size = 256; } if (size < cursor_snap.size) { size = cursor_snap.size; } if (cursor_snap.size != size) { if (cursor_snap.overlay_texture) { GPU_texture_free(cursor_snap.overlay_texture); cursor_snap.overlay_texture = NULL; } init = false; cursor_snap.size = size; } buffer = MEM_mallocN(sizeof(uchar) * size * size, "load_tex"); BKE_curvemapping_init(br->curve); LoadTexData data = { .br = br, .buffer = buffer, .size = size, }; TaskParallelSettings settings; BLI_parallel_range_settings_defaults(&settings); BLI_task_parallel_range(0, size, &data, load_tex_cursor_task_cb, &settings); if (!cursor_snap.overlay_texture) { cursor_snap.overlay_texture = GPU_texture_create_2d( "cursor_snap_overaly", size, size, 1, GPU_R8, NULL); GPU_texture_update(cursor_snap.overlay_texture, GPU_DATA_UBYTE, buffer); GPU_texture_swizzle_set(cursor_snap.overlay_texture, "rrrr"); } if (init) { GPU_texture_update(cursor_snap.overlay_texture, GPU_DATA_UBYTE, buffer); } if (buffer) { MEM_freeN(buffer); } } else { size = cursor_snap.size; } cursor_snap.curve_preset = br->curve_preset; BKE_paint_reset_overlay_invalid(PAINT_OVERLAY_INVALID_CURVE); return 1; } static int project_brush_radius(ViewContext *vc, float radius, const float location[3]) { float view[3], nonortho[3], ortho[3], offset[3], p1[2], p2[2]; ED_view3d_global_to_vector(vc->rv3d, location, view); /* Create a vector that is not orthogonal to view. */ if (fabsf(view[0]) < 0.1f) { nonortho[0] = view[0] + 1.0f; nonortho[1] = view[1]; nonortho[2] = view[2]; } else if (fabsf(view[1]) < 0.1f) { nonortho[0] = view[0]; nonortho[1] = view[1] + 1.0f; nonortho[2] = view[2]; } else { nonortho[0] = view[0]; nonortho[1] = view[1]; nonortho[2] = view[2] + 1.0f; } /* Get a vector in the plane of the view. */ cross_v3_v3v3(ortho, nonortho, view); normalize_v3(ortho); /* Make a point on the surface of the brush tangent to the view. */ mul_v3_fl(ortho, radius); add_v3_v3v3(offset, location, ortho); /* Project the center of the brush, and the tangent point to the view onto the screen. */ if ((ED_view3d_project_float_global(vc->region, location, p1, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) && (ED_view3d_project_float_global(vc->region, offset, p2, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK)) { /* The distance between these points is the size of the projected brush in pixels. */ return len_v2v2(p1, p2); } /* Assert because the code that sets up the vectors should disallow this. */ BLI_assert(0); return 0; } /* Draw an overlay that shows what effect the brush's texture will * have on brush strength. */ static bool paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush, ViewContext *vc, int x, int y, float zoom, const ePaintMode mode, bool col, bool primary) { rctf quad; /* Check for overlay mode. */ MTex *mtex = (primary) ? &brush->mtex : &brush->mask_mtex; bool valid = ((primary) ? (brush->overlay_flags & BRUSH_OVERLAY_PRIMARY) != 0 : (brush->overlay_flags & BRUSH_OVERLAY_SECONDARY) != 0); int overlay_alpha = (primary) ? brush->texture_overlay_alpha : brush->mask_overlay_alpha; if (mode == PAINT_MODE_TEXTURE_3D) { if (primary && brush->imagepaint_tool != PAINT_TOOL_DRAW) { /* All non-draw tools don't use the primary texture (clone, smear, soften.. etc). */ return false; } } if (!(mtex->tex) || !((mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL) || (valid && ELEM(mtex->brush_map_mode, MTEX_MAP_MODE_VIEW, MTEX_MAP_MODE_TILED)))) { return false; } if (load_tex(brush, vc, zoom, col, primary)) { GPU_color_mask(true, true, true, true); GPU_depth_test(GPU_DEPTH_NONE); if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) { GPU_matrix_push(); /* Brush rotation. */ GPU_matrix_translate_2f(x, y); GPU_matrix_rotate_2d(-RAD2DEGF(primary ? ups->brush_rotation : ups->brush_rotation_sec)); GPU_matrix_translate_2f(-x, -y); /* Scale based on tablet pressure. */ if (primary && ups->stroke_active && BKE_brush_use_size_pressure(brush)) { const float scale = ups->size_pressure_value; GPU_matrix_translate_2f(x, y); GPU_matrix_scale_2f(scale, scale); GPU_matrix_translate_2f(-x, -y); } if (ups->draw_anchored) { quad.xmin = ups->anchored_initial_mouse[0] - ups->anchored_size; quad.ymin = ups->anchored_initial_mouse[1] - ups->anchored_size; quad.xmax = ups->anchored_initial_mouse[0] + ups->anchored_size; quad.ymax = ups->anchored_initial_mouse[1] + ups->anchored_size; } else { const int radius = BKE_brush_size_get(vc->scene, brush) * zoom; quad.xmin = x - radius; quad.ymin = y - radius; quad.xmax = x + radius; quad.ymax = y + radius; } } else if (mtex->brush_map_mode == MTEX_MAP_MODE_TILED) { quad.xmin = 0; quad.ymin = 0; quad.xmax = BLI_rcti_size_x(&vc->region->winrct); quad.ymax = BLI_rcti_size_y(&vc->region->winrct); } /* Stencil code goes here. */ else { if (primary) { quad.xmin = -brush->stencil_dimension[0]; quad.ymin = -brush->stencil_dimension[1]; quad.xmax = brush->stencil_dimension[0]; quad.ymax = brush->stencil_dimension[1]; } else { quad.xmin = -brush->mask_stencil_dimension[0]; quad.ymin = -brush->mask_stencil_dimension[1]; quad.xmax = brush->mask_stencil_dimension[0]; quad.ymax = brush->mask_stencil_dimension[1]; } GPU_matrix_push(); if (primary) { GPU_matrix_translate_2fv(brush->stencil_pos); } else { GPU_matrix_translate_2fv(brush->mask_stencil_pos); } GPU_matrix_rotate_2d(RAD2DEGF(mtex->rot)); } /* Set quad color. Colored overlay does not get blending. */ GPUVertFormat *format = immVertexFormat(); uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); uint texCoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); /* Premultiplied alpha blending. */ GPU_blend(GPU_BLEND_ALPHA_PREMULT); immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_COLOR); float final_color[4] = {1.0f, 1.0f, 1.0f, 1.0f}; if (!col) { copy_v3_v3(final_color, U.sculpt_paint_overlay_col); } mul_v4_fl(final_color, overlay_alpha * 0.01f); immUniformColor4fv(final_color); GPUTexture *texture = (primary) ? primary_snap.overlay_texture : secondary_snap.overlay_texture; eGPUSamplerState state = GPU_SAMPLER_FILTER; state |= (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) ? GPU_SAMPLER_CLAMP_BORDER : GPU_SAMPLER_REPEAT; immBindTextureSampler("image", texture, state); /* Draw textured quad. */ immBegin(GPU_PRIM_TRI_FAN, 4); immAttr2f(texCoord, 0.0f, 0.0f); immVertex2f(pos, quad.xmin, quad.ymin); immAttr2f(texCoord, 1.0f, 0.0f); immVertex2f(pos, quad.xmax, quad.ymin); immAttr2f(texCoord, 1.0f, 1.0f); immVertex2f(pos, quad.xmax, quad.ymax); immAttr2f(texCoord, 0.0f, 1.0f); immVertex2f(pos, quad.xmin, quad.ymax); immEnd(); immUnbindProgram(); GPU_texture_unbind(texture); if (ELEM(mtex->brush_map_mode, MTEX_MAP_MODE_STENCIL, MTEX_MAP_MODE_VIEW)) { GPU_matrix_pop(); } } return true; } /* Draw an overlay that shows what effect the brush's texture will * have on brush strength. */ static bool paint_draw_cursor_overlay( UnifiedPaintSettings *ups, Brush *brush, ViewContext *vc, int x, int y, float zoom) { rctf quad; /* Check for overlay mode. */ if (!(brush->overlay_flags & BRUSH_OVERLAY_CURSOR)) { return false; } if (load_tex_cursor(brush, vc, zoom)) { bool do_pop = false; float center[2]; GPU_color_mask(true, true, true, true); GPU_depth_test(GPU_DEPTH_NONE); if (ups->draw_anchored) { copy_v2_v2(center, ups->anchored_initial_mouse); quad.xmin = ups->anchored_initial_mouse[0] - ups->anchored_size; quad.ymin = ups->anchored_initial_mouse[1] - ups->anchored_size; quad.xmax = ups->anchored_initial_mouse[0] + ups->anchored_size; quad.ymax = ups->anchored_initial_mouse[1] + ups->anchored_size; } else { const int radius = BKE_brush_size_get(vc->scene, brush) * zoom; center[0] = x; center[1] = y; quad.xmin = x - radius; quad.ymin = y - radius; quad.xmax = x + radius; quad.ymax = y + radius; } /* Scale based on tablet pressure. */ if (ups->stroke_active && BKE_brush_use_size_pressure(brush)) { do_pop = true; GPU_matrix_push(); GPU_matrix_translate_2fv(center); GPU_matrix_scale_1f(ups->size_pressure_value); GPU_matrix_translate_2f(-center[0], -center[1]); } GPUVertFormat *format = immVertexFormat(); uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); uint texCoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); GPU_blend(GPU_BLEND_ALPHA_PREMULT); immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_COLOR); float final_color[4] = {UNPACK3(U.sculpt_paint_overlay_col), 1.0f}; mul_v4_fl(final_color, brush->cursor_overlay_alpha * 0.01f); immUniformColor4fv(final_color); /* Draw textured quad. */ immBindTextureSampler( "image", cursor_snap.overlay_texture, GPU_SAMPLER_FILTER | GPU_SAMPLER_CLAMP_BORDER); immBegin(GPU_PRIM_TRI_FAN, 4); immAttr2f(texCoord, 0.0f, 0.0f); immVertex2f(pos, quad.xmin, quad.ymin); immAttr2f(texCoord, 1.0f, 0.0f); immVertex2f(pos, quad.xmax, quad.ymin); immAttr2f(texCoord, 1.0f, 1.0f); immVertex2f(pos, quad.xmax, quad.ymax); immAttr2f(texCoord, 0.0f, 1.0f); immVertex2f(pos, quad.xmin, quad.ymax); immEnd(); GPU_texture_unbind(cursor_snap.overlay_texture); immUnbindProgram(); if (do_pop) { GPU_matrix_pop(); } } return true; } static bool paint_draw_alpha_overlay(UnifiedPaintSettings *ups, Brush *brush, ViewContext *vc, int x, int y, float zoom, ePaintMode mode) { /* Color means that primary brush texture is colored and * secondary is used for alpha/mask control. */ bool col = ELEM(mode, PAINT_MODE_TEXTURE_3D, PAINT_MODE_TEXTURE_2D, PAINT_MODE_VERTEX); bool alpha_overlay_active = false; ePaintOverlayControlFlags flags = BKE_paint_get_overlay_flags(); eGPUBlend blend_state = GPU_blend_get(); eGPUDepthTest depth_test = GPU_depth_test_get(); /* Translate to region. */ GPU_matrix_push(); GPU_matrix_translate_2f(vc->region->winrct.xmin, vc->region->winrct.ymin); x -= vc->region->winrct.xmin; y -= vc->region->winrct.ymin; /* Colored overlay should be drawn separately. */ if (col) { if (!(flags & PAINT_OVERLAY_OVERRIDE_PRIMARY)) { alpha_overlay_active = paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, mode, true, true); } if (!(flags & PAINT_OVERLAY_OVERRIDE_SECONDARY)) { alpha_overlay_active = paint_draw_tex_overlay( ups, brush, vc, x, y, zoom, mode, false, false); } if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR)) { alpha_overlay_active = paint_draw_cursor_overlay(ups, brush, vc, x, y, zoom); } } else { if (!(flags & PAINT_OVERLAY_OVERRIDE_PRIMARY) && (mode != PAINT_MODE_WEIGHT)) { alpha_overlay_active = paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, mode, false, true); } if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR)) { alpha_overlay_active = paint_draw_cursor_overlay(ups, brush, vc, x, y, zoom); } } GPU_matrix_pop(); GPU_blend(blend_state); GPU_depth_test(depth_test); return alpha_overlay_active; } BLI_INLINE void draw_tri_point(uint pos, const float sel_col[4], const float pivot_col[4], float *co, float width, bool selected) { immUniformColor4fv(selected ? sel_col : pivot_col); GPU_line_width(3.0f); float w = width / 2.0f; const float tri[3][2] = { {co[0], co[1] + w}, {co[0] - w, co[1] - w}, {co[0] + w, co[1] - w}, }; immBegin(GPU_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); GPU_line_width(1.0f); immBegin(GPU_PRIM_LINE_LOOP, 3); immVertex2fv(pos, tri[0]); immVertex2fv(pos, tri[1]); immVertex2fv(pos, tri[2]); immEnd(); } BLI_INLINE void draw_rect_point(uint pos, const float sel_col[4], const float handle_col[4], const float *co, float width, bool selected) { immUniformColor4fv(selected ? sel_col : handle_col); GPU_line_width(3.0f); float w = width / 2.0f; float minx = co[0] - w; float miny = co[1] - w; float maxx = co[0] + w; float maxy = co[1] + w; imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy); immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f); GPU_line_width(1.0f); imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy); } BLI_INLINE void draw_bezier_handle_lines(uint pos, const float sel_col[4], BezTriple *bez) { immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f); GPU_line_width(3.0f); immBegin(GPU_PRIM_LINE_STRIP, 3); immVertex2fv(pos, bez->vec[0]); immVertex2fv(pos, bez->vec[1]); immVertex2fv(pos, bez->vec[2]); immEnd(); GPU_line_width(1.0f); if (bez->f1 || bez->f2) { immUniformColor4fv(sel_col); } else { immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f); } immBegin(GPU_PRIM_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(GPU_PRIM_LINES, 2); immVertex2fv(pos, bez->vec[1]); immVertex2fv(pos, bez->vec[2]); immEnd(); } static void paint_draw_curve_cursor(Brush *brush, ViewContext *vc) { GPU_matrix_push(); GPU_matrix_translate_2f(vc->region->winrct.xmin, vc->region->winrct.ymin); if (brush->paint_curve && brush->paint_curve->points) { PaintCurve *pc = brush->paint_curve; PaintCurvePoint *cp = pc->points; GPU_line_smooth(true); GPU_blend(GPU_BLEND_ALPHA); /* Draw the bezier handles and the curve segment between the current and next point. */ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); float selec_col[4], handle_col[4], pivot_col[4]; UI_GetThemeColorType4fv(TH_VERTEX_SELECT, SPACE_VIEW3D, selec_col); UI_GetThemeColorType4fv(TH_PAINT_CURVE_HANDLE, SPACE_VIEW3D, handle_col); UI_GetThemeColorType4fv(TH_PAINT_CURVE_PIVOT, SPACE_VIEW3D, pivot_col); for (int 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(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(cp->bez.vec[1][j], cp->bez.vec[2][j], cp_next->bez.vec[0][j], cp_next->bez.vec[1][j], data + j, PAINT_CURVE_NUM_SEGMENTS, sizeof(float[2])); } float(*v)[2] = (float(*)[2])data; immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f); GPU_line_width(3.0f); immBegin(GPU_PRIM_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1); for (j = 0; j <= PAINT_CURVE_NUM_SEGMENTS; j++) { immVertex2fv(pos, v[j]); } immEnd(); immUniformColor4f(0.9f, 0.9f, 1.0f, 0.5f); GPU_line_width(1.0f); immBegin(GPU_PRIM_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(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); GPU_blend(GPU_BLEND_NONE); GPU_line_smooth(false); immUnbindProgram(); } GPU_matrix_pop(); } /* Special actions taken when paint cursor goes over mesh */ /* TODO: sculpt only for now. */ static void paint_cursor_update_unprojected_radius(UnifiedPaintSettings *ups, Brush *brush, ViewContext *vc, const float location[3]) { float unprojected_radius, projected_radius; /* Update the brush's cached 3D radius. */ if (!BKE_brush_use_locked_size(vc->scene, brush)) { /* Get 2D brush radius. */ if (ups->draw_anchored) { projected_radius = ups->anchored_size; } else { if (brush->flag & BRUSH_ANCHORED) { projected_radius = 8; } else { projected_radius = BKE_brush_size_get(vc->scene, brush); } } /* Convert brush radius from 2D to 3D. */ unprojected_radius = paint_calc_object_space_radius(vc, location, projected_radius); /* Scale 3D brush radius by pressure. */ if (ups->stroke_active && BKE_brush_use_size_pressure(brush)) { unprojected_radius *= ups->size_pressure_value; } /* Set cached value in either Brush or UnifiedPaintSettings. */ BKE_brush_unprojected_radius_set(vc->scene, brush, unprojected_radius); } } static void cursor_draw_point_screen_space(const uint gpuattr, const ARegion *region, const float true_location[3], const float obmat[4][4], const int size) { float translation_vertex_cursor[3], location[3]; copy_v3_v3(location, true_location); mul_m4_v3(obmat, location); ED_view3d_project_v3(region, location, translation_vertex_cursor); /* Do not draw points behind the view. Z [near, far] is mapped to [-1, 1]. */ if (translation_vertex_cursor[2] <= 1.0f) { imm_draw_circle_fill_3d( gpuattr, translation_vertex_cursor[0], translation_vertex_cursor[1], size, 10); } } static void cursor_draw_tiling_preview(const uint gpuattr, const ARegion *region, const float true_location[3], Sculpt *sd, Object *ob, const float radius) { const BoundBox *bb = BKE_object_boundbox_get(ob); float orgLoc[3], location[3]; int tile_pass = 0; int start[3]; int end[3]; int cur[3]; const float *bbMin = bb->vec[0]; const float *bbMax = bb->vec[6]; const float *step = sd->paint.tile_offset; copy_v3_v3(orgLoc, true_location); for (int dim = 0; dim < 3; dim++) { if ((sd->paint.symmetry_flags & (PAINT_TILE_X << dim)) && step[dim] > 0) { start[dim] = (bbMin[dim] - orgLoc[dim] - radius) / step[dim]; end[dim] = (bbMax[dim] - orgLoc[dim] + radius) / step[dim]; } else { start[dim] = end[dim] = 0; } } copy_v3_v3_int(cur, start); for (cur[0] = start[0]; cur[0] <= end[0]; cur[0]++) { for (cur[1] = start[1]; cur[1] <= end[1]; cur[1]++) { for (cur[2] = start[2]; cur[2] <= end[2]; cur[2]++) { if (!cur[0] && !cur[1] && !cur[2]) { /* Skip tile at orgLoc, this was already handled before all others. */ continue; } tile_pass++; for (int dim = 0; dim < 3; dim++) { location[dim] = cur[dim] * step[dim] + orgLoc[dim]; } cursor_draw_point_screen_space(gpuattr, region, location, ob->object_to_world, 3); } } } } static void cursor_draw_point_with_symmetry(const uint gpuattr, const ARegion *region, const float true_location[3], Sculpt *sd, Object *ob, const float radius) { const char symm = SCULPT_mesh_symmetry_xyz_get(ob); float location[3], symm_rot_mat[4][4]; for (int i = 0; i <= symm; i++) { if (i == 0 || (symm & i && (symm != 5 || i != 3) && (symm != 6 || !ELEM(i, 3, 5)))) { /* Axis Symmetry. */ flip_v3_v3(location, true_location, (char)i); cursor_draw_point_screen_space(gpuattr, region, location, ob->object_to_world, 3); /* Tiling. */ cursor_draw_tiling_preview(gpuattr, region, location, sd, ob, radius); /* Radial Symmetry. */ for (char raxis = 0; raxis < 3; raxis++) { for (int r = 1; r < sd->radial_symm[raxis]; r++) { float angle = 2 * M_PI * r / sd->radial_symm[(int)raxis]; flip_v3_v3(location, true_location, (char)i); unit_m4(symm_rot_mat); rotate_m4(symm_rot_mat, raxis + 'X', angle); mul_m4_v3(symm_rot_mat, location); cursor_draw_tiling_preview(gpuattr, region, location, sd, ob, radius); cursor_draw_point_screen_space(gpuattr, region, location, ob->object_to_world, 3); } } } } } 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. */ const eGPUDepthTest depth_test = GPU_depth_test_get(); if (!depth_test) { GPU_depth_test(GPU_DEPTH_LESS_EQUAL); } GPU_line_width(1.0f); if (ss->preview_vert_count > 0) { immBegin(GPU_PRIM_LINES, ss->preview_vert_count); for (int i = 0; i < ss->preview_vert_count; i++) { immVertex3fv(gpuattr, SCULPT_vertex_co_for_grab_active_get(ss, ss->preview_vert_list[i])); } immEnd(); } /* Restore depth test value. */ if (!depth_test) { GPU_depth_test(GPU_DEPTH_NONE); } } static void SCULPT_layer_brush_height_preview_draw(const uint gpuattr, const Brush *brush, const float rds, const float line_width, const float outline_col[3], const float alpha) { 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_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) { if (mode >= PAINT_MODE_TEXTURE_3D) { return true; } return false; } 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; PBVHVertRef prev_active_vertex; 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 false; } 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); if (pcontext->paint == NULL) { return false; } pcontext->brush = BKE_paint_brush(pcontext->paint); if (pcontext->brush == NULL) { return false; } 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; } pcontext->x = x; pcontext->y = y; pcontext->translation[0] = (float)x; pcontext->translation[1] = (float)y; 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 inverted 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]; Object *active_object = pcontext->vc.obact; pcontext->ss = active_object ? active_object->sculpt : NULL; if (pcontext->ss && pcontext->ss->draw_faded_cursor) { pcontext->outline_alpha = 0.3f; copy_v3_fl(pcontext->outline_col, 0.8f); } const bool is_brush_tool = PAINT_brush_tool_poll(C); if (!is_brush_tool) { /* Use a default color for tools that are not brushes. */ pcontext->outline_alpha = 0.8f; copy_v3_fl(pcontext->outline_col, 0.8f); } 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->object_to_world, pcontext->scene_space_location); } else { Sculpt *sd = CTX_data_tool_settings(pcontext->C)->sculpt; Brush *brush = BKE_paint_brush(&sd->paint); pcontext->pixel_radius = BKE_brush_size_get(pcontext->scene, brush); } } 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; const float mval_fl[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 = ss->active_vertex; if (!ups->stroke_active) { pcontext->is_cursor_over_mesh = SCULPT_cursor_geometry_info_update( C, &gi, mval_fl, (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); } paint_cursor_update_pixel_radius(pcontext); 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); } pcontext->is_multires = ss->pbvh != NULL && BKE_pbvh_type(ss->pbvh) == PBVH_GRIDS; 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); } GPU_line_width(1.0f); imm_draw_circle_wire_2d(pcontext->pos, pcontext->translation[0], pcontext->translation[1], pcontext->final_radius, 40); } 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]; const float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f}; float quat[4]; copy_m4_m4(cursor_trans, pcontext->vc.obact->object_to_world); 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); 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); } 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); 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); } immEnd(); } static void paint_cursor_pose_brush_origins_draw(PaintCursorContext *pcontext) { 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->object_to_world, 3); } } static void paint_cursor_preview_boundary_data_pivot_draw(PaintCursorContext *pcontext) { if (!pcontext->ss->boundary_preview) { /* There is no guarantee that a boundary preview exists as there may be no boundaries * inside the brush radius. */ return; } immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f); cursor_draw_point_screen_space( pcontext->pos, pcontext->region, SCULPT_vertex_co_get(pcontext->ss, pcontext->ss->boundary_preview->pivot_vertex), pcontext->vc.obact->object_to_world, 3); } static void paint_cursor_preview_boundary_data_update(PaintCursorContext *pcontext, const bool update_previews) { SculptSession *ss = pcontext->ss; if (!(update_previews || !ss->boundary_preview)) { return; } /* Needed for updating the necessary SculptSession data in order to initialize the * boundary data for the preview. */ BKE_sculpt_update_object_for_edit(pcontext->depsgraph, pcontext->vc.obact, true, false, false); if (ss->boundary_preview) { SCULPT_boundary_data_free(ss->boundary_preview); } ss->boundary_preview = SCULPT_boundary_data_init( pcontext->vc.obact, pcontext->brush, ss->active_vertex, pcontext->radius); } static void paint_cursor_draw_3d_view_brush_cursor_inactive(PaintCursorContext *pcontext) { Brush *brush = pcontext->brush; /* 2D falloff 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; } 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.i != SCULPT_active_vertex_get(pcontext->ss).i; /* Setup drawing. */ wmViewport(&pcontext->region->winrct); /* Drawing of Cursor overlays in 2D screen space. */ /* Cursor location symmetry points. */ const float *active_vertex_co; if (brush->sculpt_tool == SCULPT_TOOL_GRAB && brush->flag & BRUSH_GRAB_ACTIVE_VERTEX) { active_vertex_co = SCULPT_vertex_co_for_grab_active_get( pcontext->ss, SCULPT_active_vertex_get(pcontext->ss)); } else { 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); } const bool is_brush_tool = PAINT_brush_tool_poll(pcontext->C); /* Pose brush updates and rotation origins. */ if (is_brush_tool && 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); } /* Draw the pose brush rotation origins. */ paint_cursor_pose_brush_origins_draw(pcontext); } /* Expand operation origin. */ if (pcontext->ss->expand_cache) { cursor_draw_point_screen_space( pcontext->pos, pcontext->region, SCULPT_vertex_co_get(pcontext->ss, pcontext->ss->expand_cache->initial_active_vertex), pcontext->vc.obact->object_to_world, 2); } if (is_brush_tool && brush->sculpt_tool == SCULPT_TOOL_BOUNDARY) { paint_cursor_preview_boundary_data_update(pcontext, update_previews); paint_cursor_preview_boundary_data_pivot_draw(pcontext); } /* 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); GPU_matrix_push(); GPU_matrix_mul(pcontext->vc.obact->object_to_world); /* Drawing Cursor overlays in 3D object space. */ if (is_brush_tool && 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); } if (is_brush_tool && brush->sculpt_tool == SCULPT_TOOL_POSE) { paint_cursor_pose_brush_segments_draw(pcontext); } if (is_brush_tool && brush->sculpt_tool == SCULPT_TOOL_BOUNDARY) { SCULPT_boundary_edges_preview_draw( pcontext->pos, pcontext->ss, pcontext->outline_col, pcontext->outline_alpha); SCULPT_boundary_pivot_line_preview_draw(pcontext->pos, pcontext->ss); } 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 local simulation areas. */ if (is_brush_tool && brush->sculpt_tool == SCULPT_TOOL_CLOTH && brush->cloth_simulation_area_type != BRUSH_CLOTH_SIMULATION_AREA_GLOBAL) { 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 (is_brush_tool && 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->object_to_world); /* 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); } else if (brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_RADIAL && brush->cloth_simulation_area_type == BRUSH_CLOTH_SIMULATION_AREA_LOCAL) { /* Display the simulation limits if sculpting outside them. */ /* This does not makes much sense of plane falloff as the falloff is infinite or global. */ 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); } } } GPU_matrix_pop(); 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; } 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); } } 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(GPU_BLEND_ALPHA); GPU_line_smooth(true); pcontext->pos = GPU_vertformat_attr_add( immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); } static void paint_cursor_setup_3D_drawing(PaintCursorContext *pcontext) { GPU_line_width(2.0f); GPU_blend(GPU_BLEND_ALPHA); 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(GPU_BLEND_NONE); 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 ED_paint_cursor_start(Paint *p, bool (*poll)(bContext *C)) { if (p && !p->paint_cursor) { p->paint_cursor = WM_paint_cursor_activate( SPACE_TYPE_ANY, RGN_TYPE_ANY, poll, paint_draw_cursor, NULL); } /* Invalidate the paint cursors. */ BKE_paint_invalidate_overlay_all(); }