Welcome to mirror list, hosted at ThFree Co, Russian Federation.

draw_common.c « intern « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 2cbea2ae6d56fcff05a9d0aaf3fda7cc09b6a8f4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Copyright 2016, Blender Foundation.
 */

/** \file
 * \ingroup draw
 */

#include "DRW_render.h"

#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"

#include "UI_resources.h"

#include "BKE_colorband.h"
#include "BKE_global.h"
#include "BKE_object.h"

#include "draw_common.h"

#if 0
#  define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
    ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
#endif
#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
  ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)

/* Colors & Constant */
struct DRW_Global G_draw = {{{0}}};

static bool weight_ramp_custom = false;
static ColorBand weight_ramp_copy;

static struct GPUTexture *DRW_create_weight_colorramp_texture(void);

void DRW_globals_update(void)
{
  GlobalsUboStorage *gb = &G_draw.block;

  UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
  UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
  UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
  UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
  UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
  UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
  UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
  UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
  UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
  UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
  UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath);
  UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
  UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
  UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
  UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
  UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
  UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
  UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
  UI_GetThemeColor4fv(TH_GP_VERTEX, gb->colorGpencilVertex);
  UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->colorGpencilVertexSelect);

  UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
  UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
  UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
  UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
  UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
  UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
  UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
  UI_GetThemeColor4fv(TH_FACE_BACK, gb->colorFaceBack);
  UI_GetThemeColor4fv(TH_FACE_FRONT, gb->colorFaceFront);
  UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
  UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
  UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
  UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
  UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
  UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
  UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
  UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->colorCheckerPrimary);
  UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->colorCheckerSecondary);
  gb->sizeChecker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
  UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);

  /* Custom median color to slightly affect the edit mesh colors. */
  interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
  copy_v3_fl(
      gb->colorEditMeshMiddle,
      dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */

#ifdef WITH_FREESTYLE
  UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
  UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
#else
  zero_v4(gb->colorEdgeFreestyle);
  zero_v4(gb->colorFaceFreestyle);
#endif

  UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
  UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);

  /* Bone colors */
  UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
  UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
  UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
  UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
  UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
  UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
  UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
  UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
  UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
  UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
  UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
  UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
  copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
  copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
  copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);

  /* Curve */
  UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
  UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
  UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
  UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
  UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
  UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
  UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
  UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
  UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
  UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
  UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
  UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
  UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
  UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
  UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);

  UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);

  /* Metaball */
  UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
  UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
  UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
  UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);

  /* Grid */
  UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
  /* Emphasize division lines lighter instead of darker, if background is darker than grid. */
  UI_GetThemeColorShade4fv(
      TH_GRID,
      (gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
       gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
          20 :
          -10,
      gb->colorGridEmphasis);
  /* Grid Axis */
  UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
  UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
  UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);

  UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
  UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
  UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);

  /* UV colors */
  UI_GetThemeColor4fv(TH_UV_SHADOW, gb->colorUVShadow);

  gb->sizePixel = U.pixelsize;
  gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
  gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
  gb->sizeLightCircle = U.pixelsize * 9.0f;
  gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;

  /* M_SQRT2 to be at least the same size of the old square */
  gb->sizeVertex = U.pixelsize *
                   (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
  gb->sizeVertexGpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
  gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
  gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO: Theme. */
  gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));

  const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
  for (int i = 0; i < 2; i++) {
    copy_v3_v3(gb->screenVecs[i], screen_vecs[i]);
  }

  gb->pixelFac = *DRW_viewport_pixelsize_get();

  copy_v2_v2(gb->sizeViewport, DRW_viewport_size_get());
  copy_v2_v2(gb->sizeViewportInv, gb->sizeViewport);
  invert_v2(gb->sizeViewportInv);

  /* Color management. */
  {
    float *color = gb->UBO_FIRST_COLOR;
    do {
      /* TODO: more accurate transform. */
      srgb_to_linearrgb_v4(color, color);
      color += 4;
    } while (color <= gb->UBO_LAST_COLOR);
  }

  if (G_draw.block_ubo == NULL) {
    G_draw.block_ubo = GPU_uniformbuf_create_ex(
        sizeof(GlobalsUboStorage), gb, "GlobalsUboStorage");
  }

  GPU_uniformbuf_update(G_draw.block_ubo, gb);

  if (!G_draw.ramp) {
    ColorBand ramp = {0};
    float *colors;
    int col_size;

    ramp.tot = 3;
    ramp.data[0].a = 1.0f;
    ramp.data[0].b = 1.0f;
    ramp.data[0].pos = 0.0f;
    ramp.data[1].a = 1.0f;
    ramp.data[1].g = 1.0f;
    ramp.data[1].pos = 0.5f;
    ramp.data[2].a = 1.0f;
    ramp.data[2].r = 1.0f;
    ramp.data[2].pos = 1.0f;

    BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);

    G_draw.ramp = GPU_texture_create_1d("ramp", col_size, 1, GPU_RGBA8, colors);

    MEM_freeN(colors);
  }

  /* Weight Painting color ramp texture */
  bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;

  if (weight_ramp_custom != user_weight_ramp ||
      (user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) {
    DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
  }

  if (G_draw.weight_ramp == NULL) {
    weight_ramp_custom = user_weight_ramp;
    memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));

    G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
  }
}

/* ********************************* SHGROUP ************************************* */

void DRW_globals_free(void)
{
}

DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view,
                                      const RegionView3D *rv3d,
                                      float offset)
{
  /* Create view with depth offset */
  float viewmat[4][4], winmat[4][4];
  DRW_view_viewmat_get(parent_view, viewmat, false);
  DRW_view_winmat_get(parent_view, winmat, false);

  float viewdist = rv3d->dist;

  /* special exception for ortho camera (`viewdist` isn't used for perspective cameras). */
  if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
    viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
  }

  winmat[3][2] -= GPU_polygon_offset_calc(winmat, viewdist, offset);

  return DRW_view_create_sub(parent_view, viewmat, winmat);
}

/* ******************************************** COLOR UTILS ************************************ */

/* TODO: FINISH. */
/**
 * Get the wire color theme_id of an object based on its state
 * \a r_color is a way to get a pointer to the static color var associated
 */
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
{
  const DRWContextState *draw_ctx = DRW_context_state_get();
  const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
  const bool active = view_layer->basact &&
                      ((ob->base_flag & BASE_FROM_DUPLI) ?
                           (DRW_object_get_dupli_parent(ob) == view_layer->basact->object) :
                           (view_layer->basact->object == ob));

  /* confusing logic here, there are 2 methods of setting the color
   * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
   *
   * NOTE: no theme yet for 'colindex'. */
  int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;

  if (is_edit) {
    /* fallback to TH_WIRE */
  }
  else if (((G.moving & G_TRANSFORM_OBJ) != 0) && ((ob->base_flag & BASE_SELECTED) != 0)) {
    theme_id = TH_TRANSFORM;
  }
  else {
    /* Sets the 'theme_id' or fallback to wire */
    if ((ob->base_flag & BASE_SELECTED) != 0) {
      theme_id = (active) ? TH_ACTIVE : TH_SELECT;
    }
    else {
      switch (ob->type) {
        case OB_LAMP:
          theme_id = TH_LIGHT;
          break;
        case OB_SPEAKER:
          theme_id = TH_SPEAKER;
          break;
        case OB_CAMERA:
          theme_id = TH_CAMERA;
          break;
        case OB_EMPTY:
          theme_id = TH_EMPTY;
          break;
        case OB_LIGHTPROBE:
          /* TODO: add light-probe color. */
          theme_id = TH_EMPTY;
          break;
        default:
          /* fallback to TH_WIRE */
          break;
      }
    }
  }

  if (r_color != NULL) {
    if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
      *r_color = G_draw.block.colorWire;
    }
    else {
      switch (theme_id) {
        case TH_WIRE_EDIT:
          *r_color = G_draw.block.colorWireEdit;
          break;
        case TH_ACTIVE:
          *r_color = G_draw.block.colorActive;
          break;
        case TH_SELECT:
          *r_color = G_draw.block.colorSelect;
          break;
        case TH_TRANSFORM:
          *r_color = G_draw.block.colorTransform;
          break;
        case TH_SPEAKER:
          *r_color = G_draw.block.colorSpeaker;
          break;
        case TH_CAMERA:
          *r_color = G_draw.block.colorCamera;
          break;
        case TH_EMPTY:
          *r_color = G_draw.block.colorEmpty;
          break;
        case TH_LIGHT:
          *r_color = G_draw.block.colorLight;
          break;
        default:
          *r_color = G_draw.block.colorWire;
          break;
      }
    }
  }

  return theme_id;
}

/* XXX This is very stupid, better find something more general. */
float *DRW_color_background_blend_get(int theme_id)
{
  static float colors[11][4];
  float *ret;

  switch (theme_id) {
    case TH_WIRE_EDIT:
      ret = colors[0];
      break;
    case TH_ACTIVE:
      ret = colors[1];
      break;
    case TH_SELECT:
      ret = colors[2];
      break;
    case TH_TRANSFORM:
      ret = colors[5];
      break;
    case TH_SPEAKER:
      ret = colors[6];
      break;
    case TH_CAMERA:
      ret = colors[7];
      break;
    case TH_EMPTY:
      ret = colors[8];
      break;
    case TH_LIGHT:
      ret = colors[9];
      break;
    default:
      ret = colors[10];
      break;
  }

  UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);

  return ret;
}

bool DRW_object_is_flat(Object *ob, int *r_axis)
{
  float dim[3];

  if (!ELEM(ob->type,
            OB_MESH,
            OB_CURVE,
            OB_SURF,
            OB_FONT,
            OB_MBALL,
            OB_HAIR,
            OB_POINTCLOUD,
            OB_VOLUME)) {
    /* Non-meshes object cannot be considered as flat. */
    return false;
  }

  BKE_object_dimensions_get(ob, dim);
  if (dim[0] == 0.0f) {
    *r_axis = 0;
    return true;
  }
  if (dim[1] == 0.0f) {
    *r_axis = 1;
    return true;
  }
  if (dim[2] == 0.0f) {
    *r_axis = 2;
    return true;
  }
  return false;
}

bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
{
  float ob_rot[3][3], invviewmat[4][4];
  DRW_view_viewmat_get(NULL, invviewmat, true);
  BKE_object_rot_to_mat3(ob, ob_rot, true);
  float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
  if (fabsf(dot) < 1e-3) {
    return true;
  }

  return false;
}

static void DRW_evaluate_weight_to_color(const float weight, float result[4])
{
  if (U.flag & USER_CUSTOM_RANGE) {
    BKE_colorband_evaluate(&U.coba_weight, weight, result);
  }
  else {
    /* Use gamma correction to even out the color bands:
     * increasing widens yellow/cyan vs red/green/blue.
     * Gamma 1.0 produces the original 2.79 color ramp. */
    const float gamma = 1.5f;
    const float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};

    hsv_to_rgb_v(hsv, result);

    for (int i = 0; i < 3; i++) {
      result[i] = pow(result[i], 1.0f / gamma);
    }
  }
}

static GPUTexture *DRW_create_weight_colorramp_texture(void)
{
  float pixels[256][4];
  for (int i = 0; i < 256; i++) {
    DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
    pixels[i][3] = 1.0f;
  }

  return GPU_texture_create_1d("weight_color_ramp", 256, 1, GPU_SRGB8_A8, pixels[0]);
}