Exemple #1
0
bool view3d_get_view_aligned_coordinate(ARegion *ar, float fp[3], const int mval[2], const bool do_fallback)
{
	RegionView3D *rv3d = ar->regiondata;
	float dvec[3];
	int mval_cpy[2];
	eV3DProjStatus ret;

	ret = ED_view3d_project_int_global(ar, fp, mval_cpy, V3D_PROJ_TEST_NOP);

	if (ret == V3D_PROJ_RET_OK) {
		const float mval_f[2] = {(float)(mval_cpy[0] - mval[0]),
		                         (float)(mval_cpy[1] - mval[1])};
		const float zfac = ED_view3d_calc_zfac(rv3d, fp, NULL);
		ED_view3d_win_to_delta(ar, mval_f, dvec, zfac);
		sub_v3_v3(fp, dvec);

		return true;
	}
	else {
		/* fallback to the view center */
		if (do_fallback) {
			negate_v3_v3(fp, rv3d->ofs);
			return view3d_get_view_aligned_coordinate(ar, fp, mval, false);
		}
		else {
			return false;
		}
	}
}
Exemple #2
0
/* Convert Grease Pencil points to screen-space values
 * WARNING: This assumes that the caller has already checked whether the stroke in question can be drawn
 */
void gp_point_to_xy(GP_SpaceConversion *gsc, bGPDstroke *gps, bGPDspoint *pt,
                    int *r_x, int *r_y)
{
	ARegion *ar = gsc->ar;
	View2D *v2d = gsc->v2d;
	rctf *subrect = gsc->subrect;
	int xyval[2];
	
	/* sanity checks */
	BLI_assert(!(gps->flag & GP_STROKE_3DSPACE) || (gsc->sa->spacetype == SPACE_VIEW3D));
	BLI_assert(!(gps->flag & GP_STROKE_2DSPACE) || (gsc->sa->spacetype != SPACE_VIEW3D));
	
	
	if (gps->flag & GP_STROKE_3DSPACE) {
		if (ED_view3d_project_int_global(ar, &pt->x, xyval, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
			*r_x = xyval[0];
			*r_y = xyval[1];
		}
		else {
			*r_x = V2D_IS_CLIPPED;
			*r_y = V2D_IS_CLIPPED;
		}
	}
	else if (gps->flag & GP_STROKE_2DSPACE) {
		float vec[3] = {pt->x, pt->y, 0.0f};
		mul_m4_v3(gsc->mat, vec);
		UI_view2d_view_to_region_clip(v2d, vec[0], vec[1], r_x, r_y);
	}
	else {
		if (subrect == NULL) {
			/* normal 3D view (or view space) */
			*r_x = (int)(pt->x / 100 * ar->winx);
			*r_y = (int)(pt->y / 100 * ar->winy);
		}
		else {
			/* camera view, use subrect */
			*r_x = (int)((pt->x / 100) * BLI_rctf_size_x(subrect)) + subrect->xmin;
			*r_y = (int)((pt->y / 100) * BLI_rctf_size_y(subrect)) + subrect->ymin;
		}
	}
}
Exemple #3
0
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);
    }