2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 * Copyright 2016, Blender Foundation.
19 /** \file blender/draw/intern/draw_common.c
23 #include "DRW_render.h"
25 #include "GPU_shader.h"
26 #include "GPU_texture.h"
28 #include "UI_resources.h"
30 #include "BKE_object.h"
31 #include "BKE_global.h"
32 #include "BKE_colorband.h"
34 #include "draw_common.h"
35 #include "draw_builtin_shader.h"
38 #define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
39 ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
41 #define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
42 ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
44 /* Colors & Constant */
45 struct DRW_Global G_draw = {0};
47 static bool weight_ramp_custom = false;
48 static ColorBand weight_ramp_copy;
50 static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
52 void DRW_globals_update(void)
54 GlobalsUboStorage *gb = &G_draw.block;
56 UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
57 UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
58 UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
59 UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
60 UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
61 UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
62 UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
63 UI_GetThemeColor4fv(TH_LAMP, gb->colorLamp);
64 UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
65 UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
66 UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
67 UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
68 UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
69 UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
70 UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
71 UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
72 UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
74 UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
75 UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
76 UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
77 UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
78 UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
79 UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
80 UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
81 UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
82 UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
83 UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
84 UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
85 UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
87 /* Custom median color to slightly affect the edit mesh colors. */
88 interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
89 copy_v3_fl(gb->colorEditMeshMiddle, dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
91 interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f);
92 /* Was 50% in 2.7x since the background was lighter making it easier to tell the color from black,
93 * with a darker background we need a more faded color. */
94 interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f);
97 UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
98 UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
100 zero_v4(gb->colorEdgeFreestyle);
101 zero_v4(gb->colorFaceFreestyle);
105 UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
106 UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
107 UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
108 UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
109 UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
110 UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
111 UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
112 UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
113 UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
114 UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
115 UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
116 UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
117 UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
118 UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
119 UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
121 UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
123 UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
126 UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
127 /* emphasise division lines lighter instead of darker, if background is darker than grid */
128 UI_GetThemeColorShade4fv(
130 (gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
131 gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
132 20 : -10, gb->colorGridEmphasise);
134 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
135 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
136 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
138 UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
139 UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
140 UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, gb->colorLampNoAlpha);
142 gb->sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
143 gb->sizeLampCircle = U.pixelsize * 9.0f;
144 gb->sizeLampCircleShadow = gb->sizeLampCircle + U.pixelsize * 3.0f;
146 /* M_SQRT2 to be at least the same size of the old square */
147 gb->sizeVertex = U.pixelsize * (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
148 gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
149 gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */
150 gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
152 /* Color management. */
153 if (DRW_state_is_image_render()) {
154 float *color = gb->UBO_FIRST_COLOR;
156 /* TODO more accurate transform. */
157 srgb_to_linearrgb_v4(color, color);
159 } while (color != gb->UBO_LAST_COLOR);
162 if (G_draw.block_ubo == NULL) {
163 G_draw.block_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), gb);
166 DRW_uniformbuffer_update(G_draw.block_ubo, gb);
169 ColorBand ramp = {0};
174 ramp.data[0].a = 1.0f;
175 ramp.data[0].b = 1.0f;
176 ramp.data[0].pos = 0.0f;
177 ramp.data[1].a = 1.0f;
178 ramp.data[1].g = 1.0f;
179 ramp.data[1].pos = 0.5f;
180 ramp.data[2].a = 1.0f;
181 ramp.data[2].r = 1.0f;
182 ramp.data[2].pos = 1.0f;
184 BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
186 G_draw.ramp = GPU_texture_create_1D(col_size, GPU_RGBA8, colors, NULL);
191 /* Weight Painting color ramp texture */
192 bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
194 if (weight_ramp_custom != user_weight_ramp ||
195 (user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0))
197 DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
200 if (G_draw.weight_ramp == NULL) {
201 weight_ramp_custom = user_weight_ramp;
202 memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
204 G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
208 /* ********************************* SHGROUP ************************************* */
210 extern char datatoc_animviz_mpath_lines_vert_glsl[];
211 extern char datatoc_animviz_mpath_lines_geom_glsl[];
212 extern char datatoc_animviz_mpath_points_vert_glsl[];
214 extern char datatoc_volume_velocity_vert_glsl[];
216 extern char datatoc_armature_axes_vert_glsl[];
217 extern char datatoc_armature_sphere_solid_vert_glsl[];
218 extern char datatoc_armature_sphere_solid_frag_glsl[];
219 extern char datatoc_armature_sphere_outline_vert_glsl[];
220 extern char datatoc_armature_envelope_solid_vert_glsl[];
221 extern char datatoc_armature_envelope_solid_frag_glsl[];
222 extern char datatoc_armature_envelope_outline_vert_glsl[];
223 extern char datatoc_armature_envelope_distance_frag_glsl[];
224 extern char datatoc_armature_shape_solid_vert_glsl[];
225 extern char datatoc_armature_shape_solid_frag_glsl[];
226 extern char datatoc_armature_shape_outline_vert_glsl[];
227 extern char datatoc_armature_shape_outline_geom_glsl[];
228 extern char datatoc_armature_stick_vert_glsl[];
229 extern char datatoc_armature_stick_frag_glsl[];
230 extern char datatoc_armature_dof_vert_glsl[];
232 extern char datatoc_common_globals_lib_glsl[];
233 extern char datatoc_common_world_clip_lib_glsl[];
235 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
236 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
237 extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
239 extern char datatoc_object_mball_handles_vert_glsl[];
240 extern char datatoc_object_empty_axes_vert_glsl[];
242 typedef struct COMMON_Shaders {
243 struct GPUShader *shape_outline;
244 struct GPUShader *shape_solid;
245 struct GPUShader *bone_axes;
246 struct GPUShader *bone_envelope;
247 struct GPUShader *bone_envelope_distance;
248 struct GPUShader *bone_envelope_outline;
249 struct GPUShader *bone_sphere;
250 struct GPUShader *bone_sphere_outline;
251 struct GPUShader *bone_stick;
252 struct GPUShader *bone_dofs;
254 struct GPUShader *mpath_line_sh;
255 struct GPUShader *mpath_points_sh;
257 struct GPUShader *volume_velocity_needle_sh;
258 struct GPUShader *volume_velocity_sh;
259 struct GPUShader *empty_axes_sh;
261 struct GPUShader *mball_handles;
264 static COMMON_Shaders g_shaders[DRW_SHADER_SLOT_LEN] = {{NULL}};
267 struct GPUVertFormat *instance_screenspace;
268 struct GPUVertFormat *instance_color;
269 struct GPUVertFormat *instance_screen_aligned;
270 struct GPUVertFormat *instance_scaled;
271 struct GPUVertFormat *instance_sized;
272 struct GPUVertFormat *instance_outline;
273 struct GPUVertFormat *instance;
274 struct GPUVertFormat *instance_camera;
275 struct GPUVertFormat *instance_distance_lines;
276 struct GPUVertFormat *instance_spot;
277 struct GPUVertFormat *instance_bone;
278 struct GPUVertFormat *instance_bone_dof;
279 struct GPUVertFormat *instance_bone_stick;
280 struct GPUVertFormat *instance_bone_outline;
281 struct GPUVertFormat *instance_bone_envelope;
282 struct GPUVertFormat *instance_bone_envelope_distance;
283 struct GPUVertFormat *instance_bone_envelope_outline;
284 struct GPUVertFormat *instance_mball_handles;
285 struct GPUVertFormat *dynlines_color;
286 } g_formats = {NULL};
288 void DRW_globals_free(void)
290 struct GPUVertFormat **format = &g_formats.instance_screenspace;
291 for (int i = 0; i < sizeof(g_formats) / sizeof(void *); ++i, ++format) {
292 MEM_SAFE_FREE(*format);
295 for (int j = 0; j < DRW_SHADER_SLOT_LEN; j++) {
296 struct GPUShader **shader = &g_shaders[j].shape_outline;
297 for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); ++i, ++shader) {
298 DRW_SHADER_FREE_SAFE(*shader);
303 void DRW_shgroup_world_clip_planes_from_rv3d(DRWShadingGroup *shgrp, const RegionView3D *rv3d)
305 int world_clip_planes_len = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
306 DRW_shgroup_uniform_vec4(shgrp, "WorldClipPlanes", rv3d->clip[0], world_clip_planes_len);
307 DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
310 DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass)
312 GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
314 DRW_shgroup_instance_format(g_formats.dynlines_color, {
315 {"pos", DRW_ATTR_FLOAT, 3},
316 {"color", DRW_ATTR_FLOAT, 4},
319 DRWShadingGroup *grp = DRW_shgroup_line_batch_create_with_format(sh, pass, g_formats.dynlines_color);
324 DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const float color[4])
326 GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
328 static float dash_width = 6.0f;
329 static float dash_factor = 0.5f;
330 DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
331 DRW_shgroup_uniform_vec4(grp, "color", color, 1);
332 DRW_shgroup_uniform_vec2(grp, "viewport_size", DRW_viewport_size_get(), 1);
333 DRW_shgroup_uniform_float(grp, "dash_width", &dash_width, 1);
334 DRW_shgroup_uniform_float(grp, "dash_factor", &dash_factor, 1);
335 DRW_shgroup_uniform_int_copy(grp, "colors_len", 0); /* "simple" mode */
340 DRWShadingGroup *shgroup_dynpoints_uniform_color(
341 DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot)
343 GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_slot);
345 DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
346 DRW_shgroup_uniform_vec4(grp, "color", color, 1);
347 DRW_shgroup_uniform_float(grp, "size", size, 1);
348 DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
349 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
350 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
355 DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot)
357 GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE, shader_slot);
359 DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
360 DRW_shgroup_uniform_vec4(grp, "color", color, 1);
361 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
362 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
367 DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot)
369 GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT, shader_slot);
371 DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
372 DRW_shgroup_uniform_vec4(grp, "color", color, 1);
373 DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
374 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
375 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
380 DRWShadingGroup *shgroup_instance_screenspace(
381 DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot)
383 GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_slot);
385 DRW_shgroup_instance_format(g_formats.instance_screenspace, {
386 {"world_pos", DRW_ATTR_FLOAT, 3},
387 {"color", DRW_ATTR_FLOAT, 3},
390 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screenspace);
391 DRW_shgroup_uniform_float(grp, "size", size, 1);
392 DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
393 DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
394 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
395 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
400 DRWShadingGroup *shgroup_instance_solid(DRWPass *pass, struct GPUBatch *geom)
402 static float light[3] = {0.0f, 0.0f, 1.0f};
403 GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR);
405 DRW_shgroup_instance_format(g_formats.instance_color, {
406 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
407 {"color", DRW_ATTR_FLOAT, 4},
410 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color);
411 DRW_shgroup_uniform_vec3(grp, "light", light, 1);
416 DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom)
418 GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
420 DRW_shgroup_instance_format(g_formats.instance_color, {
421 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
422 {"color", DRW_ATTR_FLOAT, 4},
425 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color);
430 DRWShadingGroup *shgroup_instance_screen_aligned(
431 DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
433 GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_slot);
435 DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
436 {"color", DRW_ATTR_FLOAT, 3},
437 {"size", DRW_ATTR_FLOAT, 1},
438 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
441 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
442 DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
443 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
444 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
449 DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
451 GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, shader_slot);
453 DRW_shgroup_instance_format(g_formats.instance_scaled, {
454 {"color", DRW_ATTR_FLOAT, 3},
455 {"size", DRW_ATTR_FLOAT, 3},
456 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
459 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_scaled);
460 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
461 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
466 DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
468 GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_slot);
470 DRW_shgroup_instance_format(g_formats.instance_sized, {
471 {"color", DRW_ATTR_FLOAT, 4},
472 {"size", DRW_ATTR_FLOAT, 1},
473 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
476 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
477 DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
478 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
479 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
484 DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
486 GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_slot);
488 DRW_shgroup_instance_format(g_formats.instance_sized, {
489 {"color", DRW_ATTR_FLOAT, 4},
490 {"size", DRW_ATTR_FLOAT, 1},
491 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
494 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
495 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
496 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
501 DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
503 COMMON_Shaders *sh_data = &g_shaders[shader_slot];
504 const char *world_clip_lib_or_empty = (shader_slot == DRW_SHADER_SLOT_CLIPPED) ? datatoc_common_world_clip_lib_glsl : "";
505 const char *world_clip_def_or_empty = (shader_slot == DRW_SHADER_SLOT_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
506 if (sh_data->empty_axes_sh == NULL) {
507 sh_data->empty_axes_sh = DRW_shader_create_from_arrays({
508 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_axes_vert_glsl, NULL},
509 .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
510 .defs = (const char *[]){world_clip_def_or_empty, NULL},
514 DRW_shgroup_instance_format(g_formats.instance_sized, {
515 {"color", DRW_ATTR_FLOAT, 3},
516 {"size", DRW_ATTR_FLOAT, 1},
517 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
520 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_data->empty_axes_sh, pass, geom, g_formats.instance_sized);
521 DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
522 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
523 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
528 DRWShadingGroup *shgroup_instance_outline(DRWPass *pass, struct GPUBatch *geom, int *baseid)
530 GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE);
532 DRW_shgroup_instance_format(g_formats.instance_outline, {
533 {"callId", DRW_ATTR_INT, 1},
534 {"size", DRW_ATTR_FLOAT, 1},
535 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
538 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_outline);
539 DRW_shgroup_uniform_int(grp, "baseId", baseid, 1);
544 DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
546 GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_CAMERA, shader_slot);
548 DRW_shgroup_instance_format(g_formats.instance_camera, {
549 {"color", DRW_ATTR_FLOAT, 3},
550 {"corners", DRW_ATTR_FLOAT, 8},
551 {"depth", DRW_ATTR_FLOAT, 1},
552 {"tria", DRW_ATTR_FLOAT, 4},
553 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
556 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_camera);
557 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
558 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
563 DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
565 GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES, shader_slot);
566 static float point_size = 4.0f;
568 DRW_shgroup_instance_format(g_formats.instance_distance_lines, {
569 {"color", DRW_ATTR_FLOAT, 3},
570 {"start", DRW_ATTR_FLOAT, 1},
571 {"end", DRW_ATTR_FLOAT, 1},
572 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
575 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_distance_lines);
576 DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
577 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
578 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
583 DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
585 GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, shader_slot);
586 static const int True = true;
587 static const int False = false;
589 DRW_shgroup_instance_format(g_formats.instance_spot, {
590 {"color", DRW_ATTR_FLOAT, 3},
591 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
594 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_spot);
595 DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
596 DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
597 DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
598 if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
599 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
604 DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass)
606 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
607 if (sh_data->bone_axes == NULL) {
608 sh_data->bone_axes = DRW_shader_create(
609 datatoc_armature_axes_vert_glsl, NULL,
610 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
613 DRW_shgroup_instance_format(g_formats.instance_color, {
614 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
615 {"color", DRW_ATTR_FLOAT, 4},
618 DRWShadingGroup *grp = DRW_shgroup_instance_create(
620 pass, DRW_cache_bone_arrows_get(),
621 g_formats.instance_color);
622 DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
627 DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass)
629 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
630 if (sh_data->bone_envelope_outline == NULL) {
631 sh_data->bone_envelope_outline = DRW_shader_create(
632 datatoc_armature_envelope_outline_vert_glsl, NULL,
633 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
636 DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, {
637 {"headSphere", DRW_ATTR_FLOAT, 4},
638 {"tailSphere", DRW_ATTR_FLOAT, 4},
639 {"outlineColorSize", DRW_ATTR_FLOAT, 4},
640 {"xAxis", DRW_ATTR_FLOAT, 3},
643 DRWShadingGroup *grp = DRW_shgroup_instance_create(
644 sh_data->bone_envelope_outline,
645 pass, DRW_cache_bone_envelope_outline_get(),
646 g_formats.instance_bone_envelope_outline);
647 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
652 DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass)
654 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
655 if (sh_data->bone_envelope_distance == NULL) {
656 sh_data->bone_envelope_distance = DRW_shader_create(
657 datatoc_armature_envelope_solid_vert_glsl, NULL,
658 datatoc_armature_envelope_distance_frag_glsl, NULL);
661 DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, {
662 {"headSphere", DRW_ATTR_FLOAT, 4},
663 {"tailSphere", DRW_ATTR_FLOAT, 4},
664 {"xAxis", DRW_ATTR_FLOAT, 3},
667 DRWShadingGroup *grp = DRW_shgroup_instance_create(
668 sh_data->bone_envelope_distance,
669 pass, DRW_cache_bone_envelope_solid_get(),
670 g_formats.instance_bone_envelope_distance);
675 DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp)
677 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
678 if (sh_data->bone_envelope == NULL) {
679 sh_data->bone_envelope = DRW_shader_create(
680 datatoc_armature_envelope_solid_vert_glsl, NULL,
681 datatoc_armature_envelope_solid_frag_glsl, "#define SMOOTH_ENVELOPE\n");
684 DRW_shgroup_instance_format(g_formats.instance_bone_envelope, {
685 {"headSphere", DRW_ATTR_FLOAT, 4},
686 {"tailSphere", DRW_ATTR_FLOAT, 4},
687 {"boneColor", DRW_ATTR_FLOAT, 3},
688 {"stateColor", DRW_ATTR_FLOAT, 3},
689 {"xAxis", DRW_ATTR_FLOAT, 3},
692 DRWShadingGroup *grp = DRW_shgroup_instance_create(
693 sh_data->bone_envelope,
694 pass, DRW_cache_bone_envelope_solid_get(),
695 g_formats.instance_bone_envelope);
696 DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
701 DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass)
703 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
704 if (sh_data->mball_handles == NULL) {
705 sh_data->mball_handles = DRW_shader_create(
706 datatoc_object_mball_handles_vert_glsl, NULL,
707 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
710 DRW_shgroup_instance_format(g_formats.instance_mball_handles, {
711 {"ScaleTranslationMatrix", DRW_ATTR_FLOAT, 12},
712 {"radius", DRW_ATTR_FLOAT, 1},
713 {"color", DRW_ATTR_FLOAT, 3},
716 DRWShadingGroup *grp = DRW_shgroup_instance_create(
717 sh_data->mball_handles, pass,
718 DRW_cache_screenspace_circle_get(),
719 g_formats.instance_mball_handles);
720 DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
725 /* Only works with batches with adjacency infos. */
726 DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass, struct GPUBatch *geom)
728 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
729 if (sh_data->shape_outline == NULL) {
730 sh_data->shape_outline = DRW_shader_create(
731 datatoc_armature_shape_outline_vert_glsl,
732 datatoc_armature_shape_outline_geom_glsl,
733 datatoc_gpu_shader_flat_color_frag_glsl,
737 DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
738 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
739 {"outlineColorSize", DRW_ATTR_FLOAT, 4},
742 DRWShadingGroup *grp = DRW_shgroup_instance_create(
743 sh_data->shape_outline,
744 pass, geom, g_formats.instance_bone_outline);
745 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
750 DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatch *geom, bool transp)
752 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
753 if (sh_data->shape_solid == NULL) {
754 sh_data->shape_solid = DRW_shader_create(
755 datatoc_armature_shape_solid_vert_glsl, NULL,
756 datatoc_armature_shape_solid_frag_glsl, NULL);
759 DRW_shgroup_instance_format(g_formats.instance_bone, {
760 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
761 {"boneColor", DRW_ATTR_FLOAT, 3},
762 {"stateColor", DRW_ATTR_FLOAT, 3},
765 DRWShadingGroup *grp = DRW_shgroup_instance_create(
766 sh_data->shape_solid,
767 pass, geom, g_formats.instance_bone);
768 DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
773 DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp)
775 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
776 if (sh_data->bone_sphere == NULL) {
777 sh_data->bone_sphere = DRW_shader_create(
778 datatoc_armature_sphere_solid_vert_glsl, NULL,
779 datatoc_armature_sphere_solid_frag_glsl, NULL);
782 DRW_shgroup_instance_format(g_formats.instance_bone, {
783 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
784 {"boneColor", DRW_ATTR_FLOAT, 3},
785 {"stateColor", DRW_ATTR_FLOAT, 3},
788 DRWShadingGroup *grp = DRW_shgroup_instance_create(
789 sh_data->bone_sphere,
790 pass, DRW_cache_bone_point_get(), g_formats.instance_bone);
791 /* More transparent than the shape to be less distractive. */
792 DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.4f : 1.0f);
797 DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass)
799 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
800 if (sh_data->bone_sphere_outline == NULL) {
801 sh_data->bone_sphere_outline = DRW_shader_create(
802 datatoc_armature_sphere_outline_vert_glsl, NULL,
803 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
806 DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
807 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
808 {"outlineColorSize", DRW_ATTR_FLOAT, 4},
811 DRWShadingGroup *grp = DRW_shgroup_instance_create(
812 sh_data->bone_sphere_outline,
813 pass, DRW_cache_bone_point_wire_outline_get(),
814 g_formats.instance_bone_outline);
815 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
820 DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass)
822 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
823 if (sh_data->bone_stick == NULL) {
824 sh_data->bone_stick = DRW_shader_create(
825 datatoc_armature_stick_vert_glsl, NULL,
826 datatoc_armature_stick_frag_glsl, NULL);
829 DRW_shgroup_instance_format(g_formats.instance_bone_stick, {
830 {"boneStart", DRW_ATTR_FLOAT, 3},
831 {"boneEnd", DRW_ATTR_FLOAT, 3},
832 {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port theses to uchar color */
833 {"boneColor", DRW_ATTR_FLOAT, 4},
834 {"headColor", DRW_ATTR_FLOAT, 4},
835 {"tailColor", DRW_ATTR_FLOAT, 4},
838 DRWShadingGroup *grp = DRW_shgroup_instance_create(
840 pass, DRW_cache_bone_stick_get(),
841 g_formats.instance_bone_stick);
842 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
843 DRW_shgroup_uniform_float_copy(grp, "stickSize", 5.0f * U.pixelsize);
848 struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom)
850 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
851 if (sh_data->bone_dofs == NULL) {
852 sh_data->bone_dofs = DRW_shader_create(
853 datatoc_armature_dof_vert_glsl, NULL,
854 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
857 DRW_shgroup_instance_format(g_formats.instance_bone_dof, {
858 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
859 {"color", DRW_ATTR_FLOAT, 4},
860 {"amin", DRW_ATTR_FLOAT, 2},
861 {"amax", DRW_ATTR_FLOAT, 2},
864 DRWShadingGroup *grp = DRW_shgroup_instance_create(
867 g_formats.instance_bone_dof);
872 struct GPUShader *mpath_line_shader_get(void)
874 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
875 if (sh_data->mpath_line_sh == NULL) {
876 sh_data->mpath_line_sh = DRW_shader_create_with_lib(
877 datatoc_animviz_mpath_lines_vert_glsl,
878 datatoc_animviz_mpath_lines_geom_glsl,
879 datatoc_gpu_shader_3D_smooth_color_frag_glsl,
880 datatoc_common_globals_lib_glsl,
883 return sh_data->mpath_line_sh;
887 struct GPUShader *mpath_points_shader_get(void)
889 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
890 if (sh_data->mpath_points_sh == NULL) {
891 sh_data->mpath_points_sh = DRW_shader_create_with_lib(
892 datatoc_animviz_mpath_points_vert_glsl,
894 datatoc_gpu_shader_point_varying_color_frag_glsl,
895 datatoc_common_globals_lib_glsl,
898 return sh_data->mpath_points_sh;
901 struct GPUShader *volume_velocity_shader_get(bool use_needle)
903 COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT];
905 if (sh_data->volume_velocity_needle_sh == NULL) {
906 sh_data->volume_velocity_needle_sh = DRW_shader_create(
907 datatoc_volume_velocity_vert_glsl, NULL,
908 datatoc_gpu_shader_flat_color_frag_glsl, "#define USE_NEEDLE");
910 return sh_data->volume_velocity_needle_sh;
913 if (sh_data->volume_velocity_sh == NULL) {
914 sh_data->volume_velocity_sh = DRW_shader_create(
915 datatoc_volume_velocity_vert_glsl, NULL,
916 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
918 return sh_data->volume_velocity_sh;
922 /* ******************************************** COLOR UTILS *********************************************** */
926 * Get the wire color theme_id of an object based on it's state
927 * \a r_color is a way to get a pointer to the static color var associated
929 int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
931 const DRWContextState *draw_ctx = DRW_context_state_get();
932 const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
933 const bool active = (view_layer->basact && view_layer->basact->object == ob);
934 /* confusing logic here, there are 2 methods of setting the color
935 * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
937 * note: no theme yet for 'colindex' */
938 int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
941 /* fallback to TH_WIRE */
943 else if (((G.moving & G_TRANSFORM_OBJ) != 0) &&
944 ((ob->base_flag & BASE_SELECTED) != 0))
946 theme_id = TH_TRANSFORM;
949 /* Sets the 'theme_id' or fallback to wire */
950 if ((ob->base_flag & BASE_SELECTED) != 0) {
951 theme_id = (active) ? TH_ACTIVE : TH_SELECT;
954 if (ob->type == OB_LAMP) theme_id = TH_LAMP;
955 else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
956 else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
957 else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
958 else if (ob->type == OB_LIGHTPROBE) theme_id = TH_EMPTY; /* TODO add lightprobe color */
959 /* fallback to TH_WIRE */
963 if (r_color != NULL) {
964 if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
965 *r_color = G_draw.block.colorDupli;
967 else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
970 case TH_SELECT: *r_color = G_draw.block.colorDupliSelect; break;
971 case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break;
972 default: *r_color = G_draw.block.colorDupli; break;
977 case TH_WIRE_EDIT: *r_color = G_draw.block.colorWireEdit; break;
978 case TH_ACTIVE: *r_color = G_draw.block.colorActive; break;
979 case TH_SELECT: *r_color = G_draw.block.colorSelect; break;
980 case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break;
981 case TH_SPEAKER: *r_color = G_draw.block.colorSpeaker; break;
982 case TH_CAMERA: *r_color = G_draw.block.colorCamera; break;
983 case TH_EMPTY: *r_color = G_draw.block.colorEmpty; break;
984 case TH_LAMP: *r_color = G_draw.block.colorLamp; break;
985 default: *r_color = G_draw.block.colorWire; break;
993 /* XXX This is very stupid, better find something more general. */
994 float *DRW_color_background_blend_get(int theme_id)
996 static float colors[11][4];
1000 case TH_WIRE_EDIT: ret = colors[0]; break;
1001 case TH_ACTIVE: ret = colors[1]; break;
1002 case TH_SELECT: ret = colors[2]; break;
1003 case TH_TRANSFORM: ret = colors[5]; break;
1004 case TH_SPEAKER: ret = colors[6]; break;
1005 case TH_CAMERA: ret = colors[7]; break;
1006 case TH_EMPTY: ret = colors[8]; break;
1007 case TH_LAMP: ret = colors[9]; break;
1008 default: ret = colors[10]; break;
1011 UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
1017 bool DRW_object_is_flat(Object *ob, int *axis)
1021 if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
1022 /* Non-meshes object cannot be considered as flat. */
1026 BKE_object_dimensions_get(ob, dim);
1027 if (dim[0] == 0.0f) {
1031 else if (dim[1] == 0.0f) {
1035 else if (dim[2] == 0.0f) {
1042 bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
1044 float ob_rot[3][3], invviewmat[4][4];
1045 DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
1046 BKE_object_rot_to_mat3(ob, ob_rot, true);
1047 float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
1048 if (fabsf(dot) < 1e-3) {
1055 static void DRW_evaluate_weight_to_color(const float weight, float result[4])
1057 if (U.flag & USER_CUSTOM_RANGE) {
1058 BKE_colorband_evaluate(&U.coba_weight, weight, result);
1061 /* Use gamma correction to even out the color bands:
1062 * increasing widens yellow/cyan vs red/green/blue.
1063 * Gamma 1.0 produces the original 2.79 color ramp. */
1064 const float gamma = 1.5f;
1065 float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
1067 hsv_to_rgb_v(hsv, result);
1069 for (int i = 0; i < 3; i++) {
1070 result[i] = pow(result[i], 1.0f / gamma);
1075 static GPUTexture *DRW_create_weight_colorramp_texture(void)
1078 float pixels[256][4];
1079 for (int i = 0 ; i < 256 ; i ++) {
1080 DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
1081 pixels[i][3] = 1.0f;
1084 return GPU_texture_create_1D(256, GPU_RGBA8, pixels[0], error);