/* * 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. */ /** \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_customdata_types.h" #include "DNA_color_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_context.h" #include "BKE_curve.h" #include "BKE_image.h" #include "BKE_node.h" #include "BKE_paint.h" #include "BKE_colortools.h" #include "BKE_object.h" #include "WM_api.h" #include "wm_cursors.h" #include "IMB_imbuf_types.h" #include "ED_view3d.h" #include "DEG_depsgraph.h" #include "GPU_draw.h" #include "GPU_immediate.h" #include "GPU_immediate_util.h" #include "GPU_matrix.h" #include "GPU_state.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 { GLuint overlay_texture; int winx; int winy; int old_size; float old_zoom; bool old_col; } TexSnapshot; typedef struct CursorSnapshot { GLuint 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}; /* delete overlay cursor textures to preserve memory and invalidate all overlay flags */ void paint_cursor_delete_textures(void) { if (primary_snap.overlay_texture) { glDeleteTextures(1, &primary_snap.overlay_texture); } if (secondary_snap.overlay_texture) { glDeleteTextures(1, &secondary_snap.overlay_texture); } if (cursor_snap.overlay_texture) { glDeleteTextures(1, &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->ar->winx == snap->winx && vc->ar->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->ar->winx; snap->winy = vc->ar->winy; } typedef struct LoadTexData { Brush *br; ViewContext *vc; MTex *mtex; GLubyte *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; GLubyte *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; 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->ar->winx / radius; y *= vc->ar->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, tls->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, tls->thread_id); avg += br->texture_sample_bias; /* clamp to avoid precision overflow */ CLAMP(avg, 0.0f, 1.0f); buffer[index] = 255 - (GLubyte)(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; eOverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags(); GLubyte *buffer = NULL; int size; bool refresh; eOverlayControlFlags 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) { if (target->overlay_texture) { glDeleteTextures(1, &target->overlay_texture); target->overlay_texture = 0; } init = false; target->old_size = size; } if (col) { buffer = MEM_mallocN(sizeof(GLubyte) * size * size * 4, "load_tex"); } else { buffer = MEM_mallocN(sizeof(GLubyte) * 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) { glGenTextures(1, &target->overlay_texture); } } else { size = target->old_size; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, target->overlay_texture); if (refresh) { GLenum format = col ? GL_RGBA : GL_RED; GLenum internalformat = col ? GL_RGBA8 : GL_R8; if (!init || (target->old_col != col)) { glTexImage2D( GL_TEXTURE_2D, 0, internalformat, size, size, 0, format, GL_UNSIGNED_BYTE, buffer); } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, format, GL_UNSIGNED_BYTE, buffer); } if (buffer) { MEM_freeN(buffer); } target->old_col = col; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); } 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; GLubyte *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) { float avg = BKE_brush_curve_strength_clamped(br, len, 1.0f); /* Falloff curve */ buffer[index] = (GLubyte)(255 * avg); } else { buffer[index] = 0; } } } static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom) { bool init; eOverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags(); GLubyte *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) { glDeleteTextures(1, &cursor_snap.overlay_texture); cursor_snap.overlay_texture = 0; } init = false; cursor_snap.size = size; } buffer = MEM_mallocN(sizeof(GLubyte) * size * size, "load_tex"); BKE_curvemapping_initialize(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) { glGenTextures(1, &cursor_snap.overlay_texture); } } else { size = cursor_snap.size; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, cursor_snap.overlay_texture); if (refresh) { if (!init) { glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size, size, 0, GL_RED, GL_UNSIGNED_BYTE, buffer); } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RED, GL_UNSIGNED_BYTE, buffer); } if (buffer) { MEM_freeN(buffer); } } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); 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->ar, location, p1, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) && (ED_view3d_project_float_global(vc->ar, 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); } else { BLI_assert(0); /* assert because the code that sets up the vectors should disallow this */ return 0; } } static bool sculpt_get_brush_geometry(bContext *C, ViewContext *vc, int x, int y, int *pixel_radius, float location[3], UnifiedPaintSettings *ups) { Scene *scene = CTX_data_scene(C); Paint *paint = BKE_paint_get_active_from_context(C); float mouse[2]; bool hit = false; mouse[0] = x; mouse[1] = y; if (vc->obact->sculpt && vc->obact->sculpt->pbvh) { if (!ups->stroke_active) { hit = sculpt_stroke_get_location(C, location, mouse); } else { hit = ups->last_hit; copy_v3_v3(location, ups->last_location); } } if (hit) { Brush *brush = BKE_paint_brush(paint); *pixel_radius = project_brush_radius( vc, BKE_brush_unprojected_radius_get(scene, brush), location); if (*pixel_radius == 0) { *pixel_radius = BKE_brush_size_get(scene, brush); } mul_m4_v3(vc->obact->obmat, location); } else { Sculpt *sd = CTX_data_tool_settings(C)->sculpt; Brush *brush = BKE_paint_brush(&sd->paint); *pixel_radius = BKE_brush_size_get(scene, brush); } return hit; } /* 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, 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 (!(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_blend(true); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_FALSE); glDepthFunc(GL_ALWAYS); 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(vc->scene, 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->ar->winrct); quad.ymax = BLI_rcti_size_y(&vc->ar->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); if (col) { immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR); immUniformColor4f(1.0f, 1.0f, 1.0f, overlay_alpha * 0.01f); } else { GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA_COLOR); immUniformColor3fvAlpha(U.sculpt_paint_overlay_col, overlay_alpha * 0.01f); } /* draw textured quad */ immUniform1i("image", 0); 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_blend_set_func(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA); 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_blend(true); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_FALSE); glDepthFunc(GL_ALWAYS); 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(vc->scene, 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_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA_COLOR); immUniformColor3fvAlpha(U.sculpt_paint_overlay_col, brush->cursor_overlay_alpha * 0.01f); /* draw textured quad */ /* draw textured quad */ immUniform1i("image", 0); 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_blend_set_func(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA); 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; eOverlayControlFlags flags = BKE_paint_get_overlay_flags(); gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_BLEND_BIT); /* Translate to region. */ GPU_matrix_push(); GPU_matrix_translate_2f(vc->ar->winrct.xmin, vc->ar->winrct.ymin); x -= vc->ar->winrct.xmin; y -= vc->ar->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, true, true); } if (!(flags & PAINT_OVERLAY_OVERRIDE_SECONDARY)) { alpha_overlay_active = paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, 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, false, true); } if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR)) { alpha_overlay_active = paint_draw_cursor_overlay(ups, brush, vc, x, y, zoom); } } GPU_matrix_pop(); gpuPopAttr(); return alpha_overlay_active; } BLI_INLINE void draw_tri_point(unsigned int pos, const float sel_col[4], 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(unsigned int pos, const float sel_col[4], float handle_col[4], 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(unsigned int pos, 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->ar->winrct.xmin, vc->ar->winrct.ymin); if (brush->paint_curve && brush->paint_curve->points) { int i; PaintCurve *pc = brush->paint_curve; PaintCurvePoint *cp = pc->points; GPU_line_smooth(true); GPU_blend(true); /* 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_2D_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 (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(false); 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_on_hit(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(vc->scene, 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 bool ommit_cursor_drawing(Paint *paint, ePaintMode mode, Brush *brush) { if (paint->flags & PAINT_SHOW_BRUSH) { if (ELEM(mode, PAINT_MODE_TEXTURE_2D, PAINT_MODE_TEXTURE_3D) && brush->imagepaint_tool == PAINT_TOOL_FILL) { return true; } return false; } return true; } static void cursor_draw_point_screen_space( const uint gpuattr, const ARegion *ar, float true_location[3], float obmat[4][4], int size) { float translation_vertex_cursor[3], location[3]; copy_v3_v3(location, true_location); mul_m4_v3(obmat, location); ED_view3d_project(ar, location, translation_vertex_cursor); 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 *ar, const float true_location[3], Sculpt *sd, Object *ob, float radius) { BoundBox *bb = BKE_object_boundbox_get(ob); float orgLoc[3], location[3]; int dim, 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 (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 (dim = 0; dim < 3; dim++) { location[dim] = cur[dim] * step[dim] + orgLoc[dim]; } cursor_draw_point_screen_space(gpuattr, ar, location, ob->obmat, 3); } } } } static void cursor_draw_point_with_symmetry(const uint gpuattr, const ARegion *ar, const float true_location[3], Sculpt *sd, Object *ob, float radius) { const char symm = sd->paint.symmetry_flags & PAINT_SYMM_AXIS_ALL; 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 || (i != 3 && i != 5)))) { /* Axis Symmetry */ flip_v3_v3(location, true_location, (char)i); cursor_draw_point_screen_space(gpuattr, ar, location, ob->obmat, 3); /* Tiling */ cursor_draw_tiling_preview(gpuattr, ar, 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, ar, location, sd, ob, radius); cursor_draw_point_screen_space(gpuattr, ar, location, ob->obmat, 3); } } } } } static void sculpt_geometry_preview_lines_draw(const uint gpuattr, SculptSession *ss) { immUniformColor4f(1.0f, 1.0f, 1.0f, 0.6f); /* Cursor normally draws on top, but for this part we need depth tests. */ const bool depth_test = GPU_depth_test_enabled(); if (!depth_test) { GPU_depth_test(true); } GPU_line_width(1.0f); if (ss->preview_vert_index_count > 0) { immBegin(GPU_PRIM_LINES, ss->preview_vert_index_count); for (int i = 0; i < ss->preview_vert_index_count; i++) { immVertex3fv(gpuattr, sculpt_vertex_co_get(ss, ss->preview_vert_index_list[i])); } immEnd(); } /* Restore depth test value. */ if (!depth_test) { GPU_depth_test(false); } } static bool paint_use_2d_cursor(ePaintMode mode) { if (mode >= PAINT_MODE_TEXTURE_3D) { return true; } return false; } static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused)) { Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C); Scene *scene = CTX_data_scene(C); ARegion *ar = CTX_wm_region(C); UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings; Paint *paint = BKE_paint_get_active_from_context(C); Brush *brush = BKE_paint_brush(paint); ePaintMode mode = BKE_paintmode_get_active_from_context(C); /* 2d or 3d painting? */ const bool use_2d_cursor = paint_use_2d_cursor(mode); /* check that brush drawing is enabled */ if (ommit_cursor_drawing(paint, mode, brush)) { return; } /* can't use stroke vc here because this will be called during * mouse over too, not just during a stroke */ ViewContext vc; ED_view3d_viewcontext_init(C, &vc, depsgraph); if (vc.rv3d && (vc.rv3d->rflag & RV3D_NAVIGATING)) { return; } /* skip everything and draw brush here */ if (brush->flag & BRUSH_CURVE) { paint_draw_curve_cursor(brush, &vc); return; } float zoomx, zoomy; get_imapaint_zoom(C, &zoomx, &zoomy); zoomx = max_ff(zoomx, zoomy); /* set various defaults */ const float *outline_col = brush->add_col; const float outline_alpha = 0.7f; float translation[2] = {x, y}; float final_radius = (BKE_brush_size_get(scene, brush) * zoomx); /* 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 (!ups->stroke_active) { paint_calculate_rake_rotation(ups, brush, translation); } /* draw overlay */ bool alpha_overlay_active = paint_draw_alpha_overlay(ups, brush, &vc, x, y, zoomx, mode); if (ups->draw_anchored) { final_radius = ups->anchored_size; copy_v2_fl2(translation, ups->anchored_initial_mouse[0] + ar->winrct.xmin, ups->anchored_initial_mouse[1] + ar->winrct.ymin); } /* make lines pretty */ GPU_line_width(2.0f); GPU_blend(true); /* TODO: also set blend mode? */ GPU_line_smooth(true); if (use_2d_cursor) { uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor3fvAlpha(outline_col, outline_alpha); /* draw brush outline */ if (ups->stroke_active && BKE_brush_use_size_pressure(scene, brush)) { imm_draw_circle_wire_2d( pos, translation[0], translation[1], final_radius * ups->size_pressure_value, 40); /* outer at half alpha */ immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f); } GPU_line_width(1.0f); imm_draw_circle_wire_2d(pos, translation[0], translation[1], final_radius, 40); } else { /* 3d painting */ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); /* TODO: as sculpt and other paint modes are unified, this * special mode of drawing will go away */ Object *obact = vc.obact; SculptSession *ss = obact ? obact->sculpt : NULL; if ((mode == PAINT_MODE_SCULPT) && ss) { float location[3]; int pixel_radius; /* test if brush is over the mesh */ bool hit = sculpt_get_brush_geometry(C, &vc, x, y, &pixel_radius, location, ups); if (BKE_brush_use_locked_size(scene, brush)) { BKE_brush_size_set(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 (((ups->draw_inverted == 0) ^ ((brush->flag & BRUSH_DIR_IN) == 0)) && BKE_brush_sculpt_has_secondary_color(brush)) { outline_col = brush->sub_col; } /* only do if brush is over the mesh */ if (hit) { paint_cursor_on_hit(ups, brush, &vc, location); } } immUniformColor3fvAlpha(outline_col, outline_alpha); if (ups->stroke_active && BKE_brush_use_size_pressure(scene, brush)) { imm_draw_circle_wire_3d( pos, translation[0], translation[1], final_radius * ups->size_pressure_value, 40); /* outer at half alpha */ immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f); } /* Only sculpt mode cursor for now */ /* Disable for PBVH_GRIDS */ bool is_multires = ss && ss->pbvh && BKE_pbvh_type(ss->pbvh) == PBVH_GRIDS; SculptCursorGeometryInfo gi; float mouse[2] = {x - ar->winrct.xmin, y - ar->winrct.ymin}; int prev_active_vertex_index = -1; bool is_cursor_over_mesh = false; /* Update the active vertex */ if ((mode == PAINT_MODE_SCULPT) && ss && !ups->stroke_active) { prev_active_vertex_index = ss->active_vertex_index; is_cursor_over_mesh = sculpt_cursor_geometry_info_update( C, &gi, mouse, (brush->falloff_shape == PAINT_FALLOFF_SHAPE_SPHERE)); } /* Use special paint crosshair cursor in all paint modes*/ wmWindow *win = CTX_wm_window(C); WM_cursor_set(win, WM_CURSOR_PAINT); if ((mode == PAINT_MODE_SCULPT) && ss && (brush->falloff_shape == PAINT_FALLOFF_SHAPE_SPHERE)) { Sculpt *sd = CTX_data_tool_settings(C)->sculpt; if (!ups->stroke_active) { bool update_previews = false; if (is_cursor_over_mesh && !alpha_overlay_active) { if (prev_active_vertex_index != ss->active_vertex_index) { update_previews = true; } float rds; if (!BKE_brush_use_locked_size(scene, brush)) { rds = paint_calc_object_space_radius( &vc, gi.location, BKE_brush_size_get(scene, brush)); } else { rds = BKE_brush_unprojected_radius_get(scene, brush); } wmViewport(&ar->winrct); /* Draw 3D active vertex preview with symmetry*/ if (len_v3v3(gi.active_vertex_co, gi.location) < rds) { cursor_draw_point_with_symmetry(pos, ar, gi.active_vertex_co, sd, vc.obact, rds); } /* Draw pose brush origin */ if (brush->sculpt_tool == SCULPT_TOOL_POSE) { immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f); if (update_previews) { BKE_sculpt_update_object_for_edit(depsgraph, vc.obact, true, false); sculpt_pose_calc_pose_data( sd, vc.obact, ss, gi.location, rds, brush->pose_offset, ss->pose_origin, NULL); } cursor_draw_point_screen_space(pos, ar, ss->pose_origin, vc.obact->obmat, 5); } /* Draw 3D brush cursor */ GPU_matrix_push_projection(); ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_depsgraph_pointer(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL); float cursor_trans[4][4], cursor_rot[4][4]; float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f}; float quat[4]; copy_m4_m4(cursor_trans, vc.obact->obmat); translate_m4(cursor_trans, gi.location[0], gi.location[1], gi.location[2]); rotation_between_vecs_to_quat(quat, z_axis, gi.normal); quat_to_mat4(cursor_rot, quat); GPU_matrix_push(); GPU_matrix_mul(cursor_trans); GPU_matrix_mul(cursor_rot); immUniformColor3fvAlpha(outline_col, outline_alpha); GPU_line_width(2.0f); imm_draw_circle_wire_3d(pos, 0, 0, rds, 80); GPU_line_width(1.0f); immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f); imm_draw_circle_wire_3d(pos, 0, 0, rds * clamp_f(brush->alpha, 0.0f, 1.0f), 80); GPU_matrix_pop(); /* Update and draw dynamic mesh preview lines */ GPU_matrix_push(); GPU_matrix_mul(vc.obact->obmat); if (brush->sculpt_tool == SCULPT_TOOL_GRAB && (brush->flag & BRUSH_GRAB_ACTIVE_VERTEX) && !is_multires) { if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES && ss->deform_modifiers_active) { sculpt_geometry_preview_lines_update(C, ss, rds); sculpt_geometry_preview_lines_draw(pos, ss); } } /* Draw pose brush line preview */ if (brush->sculpt_tool == SCULPT_TOOL_POSE) { immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f); GPU_line_width(2.0f); immBegin(GPU_PRIM_LINES, 2); immVertex3fv(pos, ss->pose_origin); immVertex3fv(pos, gi.location); immEnd(); } GPU_matrix_pop(); GPU_matrix_pop_projection(); wmWindowViewport(win); } else { /* Draw default cursor when the mouse is not over the mesh or there are no supported * overlays active */ GPU_line_width(1.0f); /* Reduce alpha to increase the contrast when the cursor is over the mesh */ immUniformColor3fvAlpha(outline_col, outline_alpha * 0.8); imm_draw_circle_wire_3d(pos, translation[0], translation[1], final_radius, 80); immUniformColor3fvAlpha(outline_col, outline_alpha * 0.35f); imm_draw_circle_wire_3d(pos, translation[0], translation[1], final_radius * clamp_f(brush->alpha, 0.0f, 1.0f), 80); } } else { if (vc.obact->sculpt->cache && !vc.obact->sculpt->cache->first_time) { /* Draw cursor location preview when the stroke is active using the data from StrokeCache */ float cursor_location[3]; wmViewport(&ar->winrct); copy_v3_v3(cursor_location, ss->cache->true_location); if (ss->cache->brush->sculpt_tool == SCULPT_TOOL_GRAB) { add_v3_v3(cursor_location, ss->cache->grab_delta); } cursor_draw_point_with_symmetry( pos, ar, cursor_location, sd, vc.obact, ss->cache->radius); /* Draw cached dynamic mesh preview lines */ if (brush->sculpt_tool == SCULPT_TOOL_GRAB && (brush->flag & BRUSH_GRAB_ACTIVE_VERTEX) && !is_multires) { if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES && ss->deform_modifiers_active) { GPU_matrix_push_projection(); ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_depsgraph_pointer(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL); GPU_matrix_push(); GPU_matrix_mul(vc.obact->obmat); sculpt_geometry_preview_lines_draw(pos, ss); GPU_matrix_pop(); GPU_matrix_pop_projection(); } } wmWindowViewport(win); } } } else { /* Draw default cursor in unsupported modes */ GPU_line_width(1.0f); imm_draw_circle_wire_3d(pos, translation[0], translation[1], final_radius, 40); } } immUnbindProgram(); /* restore GL state */ GPU_blend(false); GPU_line_smooth(false); } /* Public API */ void paint_cursor_start(bContext *C, bool (*poll)(bContext *C)) { Paint *p = BKE_paint_get_active_from_context(C); if (p && !p->paint_cursor) { p->paint_cursor = WM_paint_cursor_activate( CTX_wm_manager(C), SPACE_TYPE_ANY, RGN_TYPE_ANY, poll, paint_draw_cursor, NULL); } /* invalidate the paint cursors */ BKE_paint_invalidate_overlay_all(); } void paint_cursor_start_explicit(Paint *p, wmWindowManager *wm, bool (*poll)(bContext *C)) { if (p && !p->paint_cursor) { p->paint_cursor = WM_paint_cursor_activate( wm, SPACE_TYPE_ANY, RGN_TYPE_ANY, poll, paint_draw_cursor, NULL); } }