static void colorband_init_from_table_rgba_simple( ColorBand *coba, const float (*array)[4], const int array_len) { /* No Re-sample, just de-duplicate. */ const float eps = (1.0f / 255.0f) + 1e-6f; BLI_assert(array_len < MAXCOLORBAND); int stops = min_ii(MAXCOLORBAND, array_len); if (stops) { const float step_size = 1.0f / (float)max_ii(stops - 1, 1); int i_curr = -1; for (int i_step = 0; i_step < stops; i_step++) { if ((i_curr != -1) && compare_v4v4(&coba->data[i_curr].r, array[i_step], eps)) { continue; } i_curr += 1; copy_v4_v4(&coba->data[i_curr].r, array[i_step]); coba->data[i_curr].pos = i_step * step_size; coba->data[i_curr].cur = i_curr; } coba->tot = i_curr + 1; coba->cur = 0; } else { /* coba is empty, set 1 black stop */ zero_v3(&coba->data[0].r); coba->data[0].a = 1.0f; coba->cur = 0; coba->tot = 1; } }
void DRW_draw_cursor(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); ARegion *ar = draw_ctx->ar; Scene *scene = draw_ctx->scene; ViewLayer *view_layer = draw_ctx->view_layer; glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); if (is_cursor_visible(draw_ctx, scene, view_layer)) { int co[2]; /* Get cursor data into quaternion form */ const View3DCursor *cursor = &scene->cursor; if (ED_view3d_project_int_global( ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK) { RegionView3D *rv3d = ar->regiondata; float cursor_quat[4]; BKE_scene_cursor_rot_to_quat(cursor, cursor_quat); /* Draw nice Anti Aliased cursor. */ GPU_line_width(1.0f); GPU_blend(true); GPU_line_smooth(true); float eps = 1e-5f; rv3d->viewquat[0] = -rv3d->viewquat[0]; bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps); if (is_aligned == false) { float tquat[4]; rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat); is_aligned = tquat[0] - eps < -1.0f; } rv3d->viewquat[0] = -rv3d->viewquat[0]; /* Draw lines */ if (is_aligned == false) { uint pos = GPU_vertformat_attr_add( immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor3(TH_VIEW_OVERLAY); immBegin(GPU_PRIM_LINES, 12); const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) * U.widget_unit; #define CURSOR_VERT(axis_vec, axis, fac) \ immVertex3f(pos, \ cursor->location[0] + axis_vec[0] * (fac), \ cursor->location[1] + axis_vec[1] * (fac), \ cursor->location[2] + axis_vec[2] * (fac)) #define CURSOR_EDGE(axis_vec, axis, sign) \ { \ CURSOR_VERT(axis_vec, axis, sign 1.0f); \ CURSOR_VERT(axis_vec, axis, sign 0.25f); \ } \ ((void)0) for (int axis = 0; axis < 3; axis++) { float axis_vec[3] = {0}; axis_vec[axis] = scale; mul_qt_v3(cursor_quat, axis_vec); CURSOR_EDGE(axis_vec, axis, +); CURSOR_EDGE(axis_vec, axis, -); } #undef CURSOR_VERT #undef CURSOR_EDGE immEnd(); immUnbindProgram(); } float original_proj[4][4]; GPU_matrix_projection_get(original_proj); GPU_matrix_push(); ED_region_pixelspace(ar); GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f); GPU_matrix_scale_2f(U.widget_unit, U.widget_unit); GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned); GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR); GPU_batch_program_set( cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader)); GPU_batch_draw(cursor_batch); GPU_blend(false); GPU_line_smooth(false); GPU_matrix_pop(); GPU_matrix_projection_set(original_proj); }