/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is Copyright (C) 2009 by Nicholas Bishop * All rights reserved. * * Contributor(s): Jason Wilkins, Tom Musgrove. * * ***** END GPL LICENSE BLOCK ***** * */ /** \file blender/editors/sculpt_paint/paint_cursor.c * \ingroup edsculpt */ #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "DNA_brush_types.h" #include "DNA_color_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_userdef_types.h" #include "BKE_brush.h" #include "BKE_context.h" #include "BKE_paint.h" #include "WM_api.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "ED_view3d.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 Snapshot { float size[3]; float ofs[3]; float rot; int brush_size; int winx; int winy; int brush_map_mode; int curve_changed_timestamp; } Snapshot; static int same_snap(Snapshot *snap, Brush *brush, ViewContext *vc) { MTex *mtex = &brush->mtex; return (((mtex->tex) && equals_v3v3(mtex->ofs, snap->ofs) && equals_v3v3(mtex->size, snap->size) && mtex->rot == snap->rot) && /* make brush smaller shouldn't cause a resample */ ((mtex->brush_map_mode == MTEX_MAP_MODE_FIXED && (brush_size(vc->scene, brush) <= snap->brush_size)) || (brush_size(vc->scene, brush) == snap->brush_size)) && (mtex->brush_map_mode == snap->brush_map_mode) && (vc->ar->winx == snap->winx) && (vc->ar->winy == snap->winy)); } static void make_snap(Snapshot *snap, Brush *brush, ViewContext *vc) { if (brush->mtex.tex) { snap->brush_map_mode = brush->mtex.brush_map_mode; copy_v3_v3(snap->ofs, brush->mtex.ofs); copy_v3_v3(snap->size, brush->mtex.size); snap->rot = brush->mtex.rot; } else { snap->brush_map_mode = -1; snap->ofs[0] = snap->ofs[1] = snap->ofs[2] = -1; snap->size[0] = snap->size[1] = snap->size[2] = -1; snap->rot = -1; } snap->brush_size = brush_size(vc->scene, brush); snap->winx = vc->ar->winx; snap->winy = vc->ar->winy; } static int load_tex(Sculpt *sd, Brush *br, ViewContext *vc) { static GLuint overlay_texture = 0; static int init = 0; static int tex_changed_timestamp = -1; static int curve_changed_timestamp = -1; static Snapshot snap; static int old_size = -1; GLubyte *buffer = NULL; int size; int j; int refresh; #ifndef _OPENMP (void)sd; /* quied unused warning */ #endif if (br->mtex.brush_map_mode == MTEX_MAP_MODE_TILED && !br->mtex.tex) return 0; refresh = !overlay_texture || (br->mtex.tex && (!br->mtex.tex->preview || br->mtex.tex->preview->changed_timestamp[0] != tex_changed_timestamp)) || !br->curve || br->curve->changed_timestamp != curve_changed_timestamp || !same_snap(&snap, br, vc); if (refresh) { if (br->mtex.tex && br->mtex.tex->preview) tex_changed_timestamp = br->mtex.tex->preview->changed_timestamp[0]; if (br->curve) curve_changed_timestamp = br->curve->changed_timestamp; make_snap(&snap, br, vc); if (br->mtex.brush_map_mode == MTEX_MAP_MODE_FIXED) { int s = brush_size(vc->scene, br); int r = 1; for (s >>= 1; s > 0; s >>= 1) r++; size = (1 << r); if (size < 256) size = 256; if (size < old_size) size = old_size; } else size = 512; if (old_size != size) { if (overlay_texture) { glDeleteTextures(1, &overlay_texture); overlay_texture = 0; } init = 0; old_size = size; } buffer = MEM_mallocN(sizeof(GLubyte) * size * size, "load_tex"); #pragma omp parallel for schedule(static) if (sd->flags & SCULPT_USE_OPENMP) for (j = 0; j < size; j++) { int i; float y; float len; for (i = 0; i < size; i++) { // largely duplicated from tex_strength const float rotation = -br->mtex.rot; float radius = brush_size(vc->scene, br); int index = j * size + i; float x; float avg; x = (float)i / size; y = (float)j / size; x -= 0.5f; y -= 0.5f; if (br->mtex.brush_map_mode == MTEX_MAP_MODE_TILED) { x *= vc->ar->winx / radius; y *= vc->ar->winy / radius; } else { x *= 2; y *= 2; } len = sqrtf(x * x + y * y); if ((br->mtex.brush_map_mode == MTEX_MAP_MODE_TILED) || len <= 1) { /* 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 (br->mtex.tex && (rotation > 0.001f || rotation < -0.001f)) { const float angle = atan2f(y, x) + rotation; x = len * cosf(angle); y = len * sinf(angle); } x *= br->mtex.size[0]; y *= br->mtex.size[1]; x += br->mtex.ofs[0]; y += br->mtex.ofs[1]; avg = br->mtex.tex ? paint_get_tex_pixel(br, x, y) : 1; avg += br->texture_sample_bias; if (br->mtex.brush_map_mode == MTEX_MAP_MODE_FIXED) avg *= brush_curve_strength(br, len, 1); /* Falloff curve */ buffer[index] = 255 - (GLubyte)(255 * avg); } else { buffer[index] = 0; } } } if (!overlay_texture) glGenTextures(1, &overlay_texture); } else { size = old_size; } glBindTexture(GL_TEXTURE_2D, overlay_texture); if (refresh) { if (!init) { glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, size, size, 0, GL_ALPHA, GL_UNSIGNED_BYTE, buffer); init = 1; } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_ALPHA, GL_UNSIGNED_BYTE, buffer); } if (buffer) MEM_freeN(buffer); } glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (br->mtex.brush_map_mode == MTEX_MAP_MODE_FIXED) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); } 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 tagent 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 project_float(vc->ar, location, p1); project_float(vc->ar, offset, p2); // the distance between these points is the size of the projected brush in pixels return len_v2v2(p1, p2); } static int sculpt_get_brush_geometry(bContext *C, ViewContext *vc, int x, int y, int *pixel_radius, float location[3]) { Scene *scene = CTX_data_scene(C); Paint *paint = paint_get_active(scene); Brush *brush = paint_brush(paint); float window[2]; int hit; window[0] = x + vc->ar->winrct.xmin; window[1] = y + vc->ar->winrct.ymin; if (vc->obact->sculpt && vc->obact->sculpt->pbvh && sculpt_stroke_get_location(C, location, window)) { *pixel_radius = project_brush_radius(vc, brush_unprojected_radius(scene, brush), location); if (*pixel_radius == 0) *pixel_radius = brush_size(scene, brush); mul_m4_v3(vc->obact->obmat, location); hit = 1; } else { Sculpt *sd = CTX_data_tool_settings(C)->sculpt; Brush *brush = paint_brush(&sd->paint); *pixel_radius = brush_size(scene, brush); hit = 0; } return hit; } /* Draw an overlay that shows what effect the brush's texture will * have on brush strength */ /* TODO: sculpt only for now */ static void paint_draw_alpha_overlay(Sculpt *sd, Brush *brush, ViewContext *vc, int x, int y) { rctf quad; /* check for overlay mode */ if (!(brush->flag & BRUSH_TEXTURE_OVERLAY) || !(ELEM(brush->mtex.brush_map_mode, MTEX_MAP_MODE_FIXED, MTEX_MAP_MODE_TILED))) return; /* save lots of GL state * TODO: check on whether all of these are needed? */ glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT | GL_TRANSFORM_BIT | GL_VIEWPORT_BIT | GL_TEXTURE_BIT); if (load_tex(sd, brush, vc)) { glEnable(GL_BLEND); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_FALSE); glDepthFunc(GL_ALWAYS); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); if (brush->mtex.brush_map_mode == MTEX_MAP_MODE_FIXED) { /* brush rotation */ glTranslatef(0.5, 0.5, 0); glRotatef((double)RAD2DEGF((brush->flag & BRUSH_RAKE) ? sd->last_angle : sd->special_rotation), 0.0, 0.0, 1.0); glTranslatef(-0.5f, -0.5f, 0); /* scale based on tablet pressure */ if (sd->draw_pressure && brush_use_size_pressure(vc->scene, brush)) { glTranslatef(0.5f, 0.5f, 0); glScalef(1.0f / sd->pressure_value, 1.0f / sd->pressure_value, 1); glTranslatef(-0.5f, -0.5f, 0); } if (sd->draw_anchored) { const float *aim = sd->anchored_initial_mouse; const rcti *win = &vc->ar->winrct; quad.xmin = aim[0] - sd->anchored_size - win->xmin; quad.ymin = aim[1] - sd->anchored_size - win->ymin; quad.xmax = aim[0] + sd->anchored_size - win->xmin; quad.ymax = aim[1] + sd->anchored_size - win->ymin; } else { const int radius = brush_size(vc->scene, brush); quad.xmin = x - radius; quad.ymin = y - radius; quad.xmax = x + radius; quad.ymax = y + radius; } } else { quad.xmin = 0; quad.ymin = 0; quad.xmax = vc->ar->winrct.xmax - vc->ar->winrct.xmin; quad.ymax = vc->ar->winrct.ymax - vc->ar->winrct.ymin; } /* set quad color */ glColor4f(U.sculpt_paint_overlay_col[0], U.sculpt_paint_overlay_col[1], U.sculpt_paint_overlay_col[2], brush->texture_overlay_alpha / 100.0f); /* draw textured quad */ glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(quad.xmin, quad.ymin); glTexCoord2f(1, 0); glVertex2f(quad.xmax, quad.ymin); glTexCoord2f(1, 1); glVertex2f(quad.xmax, quad.ymax); glTexCoord2f(0, 1); glVertex2f(quad.xmin, quad.ymax); glEnd(); glPopMatrix(); } glPopAttrib(); } /* Special actions taken when paint cursor goes over mesh */ /* TODO: sculpt only for now */ static void paint_cursor_on_hit(Sculpt *sd, Brush *brush, ViewContext *vc, const float location[3]) { float unprojected_radius, projected_radius; /* update the brush's cached 3D radius */ if (!brush_use_locked_size(vc->scene, brush)) { /* get 2D brush radius */ if (sd->draw_anchored) projected_radius = sd->anchored_size; else { if (brush->flag & BRUSH_ANCHORED) projected_radius = 8; else projected_radius = brush_size(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 (sd->draw_pressure && brush_use_size_pressure(vc->scene, brush)) unprojected_radius *= sd->pressure_value; /* set cached value in either Brush or UnifiedPaintSettings */ brush_set_unprojected_radius(vc->scene, brush, unprojected_radius); } } static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused)) { Scene *scene = CTX_data_scene(C); Paint *paint = paint_get_active(scene); Brush *brush = paint_brush(paint); ViewContext vc; float final_radius; float translation[2]; float outline_alpha, *outline_col; /* set various defaults */ translation[0] = x; translation[1] = y; outline_alpha = 0.5; outline_col = brush->add_col; final_radius = brush_size(scene, brush); /* check that brush drawing is enabled */ if (!(paint->flags & PAINT_SHOW_BRUSH)) return; /* can't use stroke vc here because this will be called during * mouse over too, not just during a stroke */ view3d_set_viewcontext(C, &vc); /* TODO: as sculpt and other paint modes are unified, this * special mode of drawing will go away */ if (vc.obact->sculpt) { Sculpt *sd = CTX_data_tool_settings(C)->sculpt; float location[3]; int pixel_radius, hit; /* this is probably here so that rake takes into * account the brush movements before the stroke * starts, but this doesn't really belong in draw code * TODO) */ { const float u = 0.5f; const float v = 1 - u; const float r = 20; const float dx = sd->last_x - x; const float dy = sd->last_y - y; if (dx * dx + dy * dy >= r * r) { sd->last_angle = atan2(dx, dy); sd->last_x = u * sd->last_x + v * x; sd->last_y = u * sd->last_y + v * y; } } /* test if brush is over the mesh */ hit = sculpt_get_brush_geometry(C, &vc, x, y, &pixel_radius, location); /* draw overlay */ paint_draw_alpha_overlay(sd, brush, &vc, x, y); if (brush_use_locked_size(scene, brush)) brush_set_size(scene, brush, pixel_radius); /* check if brush is subtracting, use different color then */ /* TODO: no way currently to know state of pen flip or * invert key modifier without starting a stroke */ if ((!(brush->flag & BRUSH_INVERTED) ^ !(brush->flag & BRUSH_DIR_IN)) && ELEM5(brush->sculpt_tool, SCULPT_TOOL_DRAW, SCULPT_TOOL_INFLATE, SCULPT_TOOL_CLAY, SCULPT_TOOL_PINCH, SCULPT_TOOL_CREASE)) outline_col = brush->sub_col; /* only do if brush is over the mesh */ if (hit) paint_cursor_on_hit(sd, brush, &vc, location); if (sd->draw_anchored) { final_radius = sd->anchored_size; translation[0] = sd->anchored_initial_mouse[0] - vc.ar->winrct.xmin; translation[1] = sd->anchored_initial_mouse[1] - vc.ar->winrct.ymin; } } /* make lines pretty */ glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); /* set brush color */ glColor4f(outline_col[0], outline_col[1], outline_col[2], outline_alpha); /* draw brush outline */ glTranslatef(translation[0], translation[1], 0); glutil_draw_lined_arc(0.0, M_PI * 2.0, final_radius, 40); glTranslatef(-translation[0], -translation[1], 0); /* restore GL state */ glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); } /* Public API */ void paint_cursor_start(bContext *C, int (*poll)(bContext *C)) { Paint *p = paint_get_active(CTX_data_scene(C)); if (p && !p->paint_cursor) p->paint_cursor = WM_paint_cursor_activate(CTX_wm_manager(C), poll, paint_draw_cursor, NULL); }