/* Draw time ! Control rendering pipeline from here */ static void EDIT_TEXT_draw_scene(void *vedata) { EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl; /* Default framebuffer and texture */ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); UNUSED_VARS(fbl, dfbl, dtxl); /* Show / hide entire passes, swap framebuffers ... whatever you fancy */ /* * DRW_framebuffer_texture_detach(dtxl->depth); * DRW_framebuffer_bind(fbl->custom_fb); * DRW_draw_pass(psl->pass); * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0); * DRW_framebuffer_bind(dfbl->default_fb); */ DRW_draw_pass(psl->wire_pass); if (!DRW_pass_is_empty(psl->text_box_pass)) { DRW_draw_pass(psl->text_box_pass); } set_inverted_drawing(1); DRW_draw_pass(psl->overlay_select_pass); DRW_draw_pass(psl->overlay_cursor_pass); set_inverted_drawing(0); /* If you changed framebuffer, double check you rebind * the default one with its textures attached before finishing */ }
/* called from drawview.c, as an extra per-window draw option */ void drawPropCircle(const struct bContext *C, TransInfo *t) { if (t->flag & T_PROP_EDIT) { RegionView3D *rv3d = CTX_wm_region_view3d(C); float tmat[4][4], imat[4][4]; int depth_test_enabled; if (t->spacetype == SPACE_VIEW3D && rv3d != NULL) { copy_m4_m4(tmat, rv3d->viewmat); invert_m4_m4(imat, tmat); } else { unit_m4(tmat); unit_m4(imat); } GPU_matrix_push(); if (t->spacetype == SPACE_VIEW3D) { /* pass */ } else if (t->spacetype == SPACE_IMAGE) { GPU_matrix_scale_2f(1.0f / t->aspect[0], 1.0f / t->aspect[1]); } else if (ELEM(t->spacetype, SPACE_GRAPH, SPACE_ACTION)) { /* only scale y */ rcti *mask = &t->ar->v2d.mask; rctf *datamask = &t->ar->v2d.cur; float xsize = BLI_rctf_size_x(datamask); float ysize = BLI_rctf_size_y(datamask); float xmask = BLI_rcti_size_x(mask); float ymask = BLI_rcti_size_y(mask); GPU_matrix_scale_2f(1.0f, (ysize / xsize) * (xmask / ymask)); } depth_test_enabled = GPU_depth_test_enabled(); if (depth_test_enabled) { GPU_depth_test(false); } uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor(TH_GRID); set_inverted_drawing(1); imm_drawcircball(t->center_global, t->prop_size, imat, pos); set_inverted_drawing(0); immUnbindProgram(); if (depth_test_enabled) { GPU_depth_test(true); } GPU_matrix_pop(); } }
void fdrawXORcirc(float xofs, float yofs, float rad) { set_inverted_drawing(1); glPushMatrix(); glTranslatef(xofs, yofs, 0.0); glutil_draw_lined_arc(0.0, M_PI * 2.0, rad, 20); glPopMatrix(); set_inverted_drawing(0); }
/* called from drawview.c, as an extra per-window draw option */ void drawPropCircle(const struct bContext *C, TransInfo *t) { if (t->flag & T_PROP_EDIT) { RegionView3D *rv3d = CTX_wm_region_view3d(C); float tmat[4][4], imat[4][4]; float center[3]; int depth_test_enabled; UI_ThemeColor(TH_GRID); if (t->spacetype == SPACE_VIEW3D && rv3d != NULL) { copy_m4_m4(tmat, rv3d->viewmat); invert_m4_m4(imat, tmat); } else { unit_m4(tmat); unit_m4(imat); } glPushMatrix(); copy_v3_v3(center, t->center); if ((t->spacetype == SPACE_VIEW3D) && t->obedit) { mul_m4_v3(t->obedit->obmat, center); /* because t->center is in local space */ } else if (t->spacetype == SPACE_IMAGE) { float aspx, aspy; if (t->options & CTX_MASK) { /* untested - mask aspect is TODO */ ED_space_image_get_aspect(t->sa->spacedata.first, &aspx, &aspy); } else { ED_space_image_get_uv_aspect(t->sa->spacedata.first, &aspx, &aspy); } glScalef(1.0f / aspx, 1.0f / aspy, 1.0); } depth_test_enabled = glIsEnabled(GL_DEPTH_TEST); if (depth_test_enabled) glDisable(GL_DEPTH_TEST); set_inverted_drawing(1); drawcircball(GL_LINE_LOOP, center, t->prop_size, imat); set_inverted_drawing(0); if (depth_test_enabled) glEnable(GL_DEPTH_TEST); glPopMatrix(); } }
void sdrawXORline(int x0, int y0, int x1, int y1) { if (x0 == x1 && y0 == y1) return; set_inverted_drawing(1); glBegin(GL_LINES); glVertex2i(x0, y0); glVertex2i(x1, y1); glEnd(); set_inverted_drawing(0); }
/* called from drawview.c, as an extra per-window draw option */ void drawPropCircle(const struct bContext *C, TransInfo *t) { if (t->flag & T_PROP_EDIT) { RegionView3D *rv3d = CTX_wm_region_view3d(C); float tmat[4][4], imat[4][4]; int depth_test_enabled; UI_ThemeColor(TH_GRID); if (t->spacetype == SPACE_VIEW3D && rv3d != NULL) { copy_m4_m4(tmat, rv3d->viewmat); invert_m4_m4(imat, tmat); } else { unit_m4(tmat); unit_m4(imat); } glPushMatrix(); if (t->spacetype == SPACE_VIEW3D) { /* pass */ } else if (t->spacetype == SPACE_IMAGE) { glScalef(1.0f / t->aspect[0], 1.0f / t->aspect[1], 1.0f); } else if (ELEM(t->spacetype, SPACE_IPO, SPACE_ACTION)) { /* only scale y */ rcti *mask = &t->ar->v2d.mask; rctf *datamask = &t->ar->v2d.cur; float xsize = BLI_rctf_size_x(datamask); float ysize = BLI_rctf_size_y(datamask); float xmask = BLI_rcti_size_x(mask); float ymask = BLI_rcti_size_y(mask); glScalef(1.0f, (ysize / xsize) * (xmask / ymask), 1.0f); } depth_test_enabled = glIsEnabled(GL_DEPTH_TEST); if (depth_test_enabled) glDisable(GL_DEPTH_TEST); set_inverted_drawing(1); drawcircball(GL_LINE_LOOP, t->center_global, t->prop_size, imat); set_inverted_drawing(0); if (depth_test_enabled) glEnable(GL_DEPTH_TEST); glPopMatrix(); } }
void fdrawXORellipse(float xofs, float yofs, float hw, float hh) { if (hw == 0) return; set_inverted_drawing(1); glPushMatrix(); glTranslatef(xofs, yofs, 0.0f); glScalef(1.0f, hh / hw, 1.0f); glutil_draw_lined_arc(0.0, M_PI * 2.0, hw, 20); glPopMatrix(); set_inverted_drawing(0); }
/* called from drawview.c, as an extra per-window draw option */ void drawPropCircle(const struct bContext *C, TransInfo *t) { if (t->flag & T_PROP_EDIT) { RegionView3D *rv3d = CTX_wm_region_view3d(C); float tmat[4][4], imat[4][4]; float center[3]; UI_ThemeColor(TH_GRID); if(t->spacetype == SPACE_VIEW3D && rv3d != NULL) { copy_m4_m4(tmat, rv3d->viewmat); invert_m4_m4(imat, tmat); } else { unit_m4(tmat); unit_m4(imat); } glPushMatrix(); VECCOPY(center, t->center); if((t->spacetype == SPACE_VIEW3D) && t->obedit) { mul_m4_v3(t->obedit->obmat, center); /* because t->center is in local space */ } else if(t->spacetype == SPACE_IMAGE) { float aspx, aspy; ED_space_image_uv_aspect(t->sa->spacedata.first, &aspx, &aspy); glScalef(1.0f/aspx, 1.0f/aspy, 1.0); } set_inverted_drawing(1); drawcircball(GL_LINE_LOOP, center, t->prop_size, imat); set_inverted_drawing(0); glPopMatrix(); } }
void sdrawXORline4(int nr, int x0, int y0, int x1, int y1) { static short old[4][2][2]; static char flags[4] = {0, 0, 0, 0}; /* with builtin memory, max 4 lines */ set_inverted_drawing(1); glBegin(GL_LINES); if (nr == -1) { /* flush */ for (nr = 0; nr < 4; nr++) { if (flags[nr]) { glVertex2sv(old[nr][0]); glVertex2sv(old[nr][1]); flags[nr] = 0; } } } else { if (nr >= 0 && nr < 4) { if (flags[nr]) { glVertex2sv(old[nr][0]); glVertex2sv(old[nr][1]); } old[nr][0][0] = x0; old[nr][0][1] = y0; old[nr][1][0] = x1; old[nr][1][1] = y1; flags[nr] = 1; } glVertex2i(x0, y0); glVertex2i(x1, y1); } glEnd(); set_inverted_drawing(0); }
void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, const int draw_flags) { DMSetDrawOptions facemask = NULL; Mesh *me = ob->data; const bool use_light = (v3d->drawtype >= OB_SOLID); /* hide faces in face select mode */ if (me->editflag & (ME_EDIT_PAINT_VERT_SEL | ME_EDIT_PAINT_FACE_SEL)) facemask = wpaint__setSolidDrawOptions_facemask; if (ob->mode & OB_MODE_WEIGHT_PAINT) { draw_mesh_paint_weight_faces(dm, use_light, facemask, me); } else if (ob->mode & OB_MODE_VERTEX_PAINT) { draw_mesh_paint_vcolor_faces(dm, use_light, facemask, me, me); } /* draw face selection on top */ if (draw_flags & DRAW_FACE_SELECT) { bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0; draw_mesh_face_select(rv3d, me, dm, draw_select_edges); } else if ((use_light == false) || (ob->dtx & OB_DRAWWIRE)) { const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) || !(ob->mode & OB_MODE_WEIGHT_PAINT); const bool use_alpha = (ob->mode & OB_MODE_VERTEX_PAINT) == 0; if (use_alpha == false) { set_inverted_drawing(1); } draw_mesh_paint_weight_edges(rv3d, dm, use_depth, use_alpha, NULL, NULL); if (use_alpha == false) { set_inverted_drawing(0); } } }