1 /*
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.
6 *
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.
11 *
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.
15 *
16 * Copyright 2016, Blender Foundation.
17 */
18
19 /** \file
20 * \ingroup draw
21 */
22
23 #include "DRW_render.h"
24
25 #include "GPU_matrix.h"
26 #include "GPU_shader.h"
27 #include "GPU_texture.h"
28
29 #include "UI_resources.h"
30
31 #include "BKE_colorband.h"
32 #include "BKE_global.h"
33 #include "BKE_object.h"
34
35 #include "draw_common.h"
36
37 #if 0
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)
40 #endif
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)
43
44 /* Colors & Constant */
45 struct DRW_Global G_draw = {{{0}}};
46
47 static bool weight_ramp_custom = false;
48 static ColorBand weight_ramp_copy;
49
50 static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
51
DRW_globals_update(void)52 void DRW_globals_update(void)
53 {
54 GlobalsUboStorage *gb = &G_draw.block;
55
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_LIGHT, gb->colorLight);
64 UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
65 UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
66 UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath);
67 UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
68 UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
69 UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
70 UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
71 UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
72 UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
73 UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
74 UI_GetThemeColor4fv(TH_GP_VERTEX, gb->colorGpencilVertex);
75 UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->colorGpencilVertexSelect);
76
77 UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
78 UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
79 UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
80 UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
81 UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
82 UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
83 UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
84 UI_GetThemeColor4fv(TH_FACE_BACK, gb->colorFaceBack);
85 UI_GetThemeColor4fv(TH_FACE_FRONT, gb->colorFaceFront);
86 UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
87 UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
88 UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
89 UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
90 UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
91 UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
92 UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
93 UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->colorCheckerPrimary);
94 UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->colorCheckerSecondary);
95 gb->sizeChecker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
96 UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);
97
98 /* Custom median color to slightly affect the edit mesh colors. */
99 interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
100 copy_v3_fl(
101 gb->colorEditMeshMiddle,
102 dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
103
104 interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f);
105 /* Was 50% in 2.7x since the background was lighter making it easier to tell the color from
106 * black, with a darker background we need a more faded color. */
107 interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f);
108
109 #ifdef WITH_FREESTYLE
110 UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
111 UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
112 #else
113 zero_v4(gb->colorEdgeFreestyle);
114 zero_v4(gb->colorFaceFreestyle);
115 #endif
116
117 UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
118 UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);
119
120 /* Bone colors */
121 UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
122 UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
123 UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
124 UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
125 UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
126 UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
127 UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
128 UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
129 UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
130 UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
131 UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
132 UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
133 copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
134 copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
135 copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);
136
137 /* Curve */
138 UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
139 UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
140 UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
141 UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
142 UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
143 UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
144 UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
145 UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
146 UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
147 UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
148 UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
149 UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
150 UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
151 UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
152 UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
153
154 UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
155
156 /* Metaball */
157 UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
158 UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
159 UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
160 UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);
161
162 /* Grid */
163 UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
164 /* emphasise division lines lighter instead of darker, if background is darker than grid */
165 UI_GetThemeColorShade4fv(
166 TH_GRID,
167 (gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
168 gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
169 20 :
170 -10,
171 gb->colorGridEmphasise);
172 /* Grid Axis */
173 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
174 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
175 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
176
177 UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
178 UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
179 UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
180
181 /* UV colors */
182 UI_GetThemeColor4fv(TH_UV_SHADOW, gb->colorUVShadow);
183
184 gb->sizePixel = U.pixelsize;
185 gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
186 gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
187 gb->sizeLightCircle = U.pixelsize * 9.0f;
188 gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
189
190 /* M_SQRT2 to be at least the same size of the old square */
191 gb->sizeVertex = U.pixelsize *
192 (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
193 gb->sizeVertexGpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
194 gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
195 gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */
196 gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
197
198 const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
199 for (int i = 0; i < 2; i++) {
200 copy_v3_v3(gb->screenVecs[i], screen_vecs[i]);
201 }
202
203 gb->pixelFac = *DRW_viewport_pixelsize_get();
204
205 copy_v2_v2(gb->sizeViewport, DRW_viewport_size_get());
206 copy_v2_v2(gb->sizeViewportInv, gb->sizeViewport);
207 invert_v2(gb->sizeViewportInv);
208
209 /* Color management. */
210 {
211 float *color = gb->UBO_FIRST_COLOR;
212 do {
213 /* TODO more accurate transform. */
214 srgb_to_linearrgb_v4(color, color);
215 color += 4;
216 } while (color <= gb->UBO_LAST_COLOR);
217 }
218
219 if (G_draw.block_ubo == NULL) {
220 G_draw.block_ubo = GPU_uniformbuf_create_ex(
221 sizeof(GlobalsUboStorage), gb, "GlobalsUboStorage");
222 }
223
224 GPU_uniformbuf_update(G_draw.block_ubo, gb);
225
226 if (!G_draw.ramp) {
227 ColorBand ramp = {0};
228 float *colors;
229 int col_size;
230
231 ramp.tot = 3;
232 ramp.data[0].a = 1.0f;
233 ramp.data[0].b = 1.0f;
234 ramp.data[0].pos = 0.0f;
235 ramp.data[1].a = 1.0f;
236 ramp.data[1].g = 1.0f;
237 ramp.data[1].pos = 0.5f;
238 ramp.data[2].a = 1.0f;
239 ramp.data[2].r = 1.0f;
240 ramp.data[2].pos = 1.0f;
241
242 BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
243
244 G_draw.ramp = GPU_texture_create_1d("ramp", col_size, 1, GPU_RGBA8, colors);
245
246 MEM_freeN(colors);
247 }
248
249 /* Weight Painting color ramp texture */
250 bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
251
252 if (weight_ramp_custom != user_weight_ramp ||
253 (user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) {
254 DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
255 }
256
257 if (G_draw.weight_ramp == NULL) {
258 weight_ramp_custom = user_weight_ramp;
259 memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
260
261 G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
262 }
263 }
264
265 /* ********************************* SHGROUP ************************************* */
266
DRW_globals_free(void)267 void DRW_globals_free(void)
268 {
269 }
270
DRW_view_create_with_zoffset(const DRWView * parent_view,const RegionView3D * rv3d,float offset)271 DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view,
272 const RegionView3D *rv3d,
273 float offset)
274 {
275 /* Create view with depth offset */
276 float viewmat[4][4], winmat[4][4];
277 DRW_view_viewmat_get(parent_view, viewmat, false);
278 DRW_view_winmat_get(parent_view, winmat, false);
279
280 float viewdist = rv3d->dist;
281
282 /* special exception for ortho camera (viewdist isnt used for perspective cameras) */
283 if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
284 viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
285 }
286
287 winmat[3][2] -= GPU_polygon_offset_calc(winmat, viewdist, offset);
288
289 return DRW_view_create_sub(parent_view, viewmat, winmat);
290 }
291
292 /* ******************************************** COLOR UTILS ************************************ */
293
294 /* TODO FINISH */
295 /**
296 * Get the wire color theme_id of an object based on its state
297 * \a r_color is a way to get a pointer to the static color var associated
298 */
DRW_object_wire_theme_get(Object * ob,ViewLayer * view_layer,float ** r_color)299 int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
300 {
301 const DRWContextState *draw_ctx = DRW_context_state_get();
302 const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
303 const bool active = (view_layer->basact && view_layer->basact->object == ob);
304 /* confusing logic here, there are 2 methods of setting the color
305 * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
306 *
307 * note: no theme yet for 'colindex' */
308 int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
309
310 if (is_edit) {
311 /* fallback to TH_WIRE */
312 }
313 else if (((G.moving & G_TRANSFORM_OBJ) != 0) && ((ob->base_flag & BASE_SELECTED) != 0)) {
314 theme_id = TH_TRANSFORM;
315 }
316 else {
317 /* Sets the 'theme_id' or fallback to wire */
318 if ((ob->base_flag & BASE_SELECTED) != 0) {
319 theme_id = (active) ? TH_ACTIVE : TH_SELECT;
320 }
321 else {
322 switch (ob->type) {
323 case OB_LAMP:
324 theme_id = TH_LIGHT;
325 break;
326 case OB_SPEAKER:
327 theme_id = TH_SPEAKER;
328 break;
329 case OB_CAMERA:
330 theme_id = TH_CAMERA;
331 break;
332 case OB_EMPTY:
333 theme_id = TH_EMPTY;
334 break;
335 case OB_LIGHTPROBE:
336 /* TODO add lightprobe color */
337 theme_id = TH_EMPTY;
338 break;
339 default:
340 /* fallback to TH_WIRE */
341 break;
342 }
343 }
344 }
345
346 if (r_color != NULL) {
347 if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
348 *r_color = G_draw.block.colorDupli;
349 }
350 else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
351 switch (theme_id) {
352 case TH_ACTIVE:
353 case TH_SELECT:
354 *r_color = G_draw.block.colorDupliSelect;
355 break;
356 case TH_TRANSFORM:
357 *r_color = G_draw.block.colorTransform;
358 break;
359 default:
360 *r_color = G_draw.block.colorDupli;
361 break;
362 }
363 }
364 else {
365 switch (theme_id) {
366 case TH_WIRE_EDIT:
367 *r_color = G_draw.block.colorWireEdit;
368 break;
369 case TH_ACTIVE:
370 *r_color = G_draw.block.colorActive;
371 break;
372 case TH_SELECT:
373 *r_color = G_draw.block.colorSelect;
374 break;
375 case TH_TRANSFORM:
376 *r_color = G_draw.block.colorTransform;
377 break;
378 case TH_SPEAKER:
379 *r_color = G_draw.block.colorSpeaker;
380 break;
381 case TH_CAMERA:
382 *r_color = G_draw.block.colorCamera;
383 break;
384 case TH_EMPTY:
385 *r_color = G_draw.block.colorEmpty;
386 break;
387 case TH_LIGHT:
388 *r_color = G_draw.block.colorLight;
389 break;
390 default:
391 *r_color = G_draw.block.colorWire;
392 break;
393 }
394 }
395 }
396
397 return theme_id;
398 }
399
400 /* XXX This is very stupid, better find something more general. */
DRW_color_background_blend_get(int theme_id)401 float *DRW_color_background_blend_get(int theme_id)
402 {
403 static float colors[11][4];
404 float *ret;
405
406 switch (theme_id) {
407 case TH_WIRE_EDIT:
408 ret = colors[0];
409 break;
410 case TH_ACTIVE:
411 ret = colors[1];
412 break;
413 case TH_SELECT:
414 ret = colors[2];
415 break;
416 case TH_TRANSFORM:
417 ret = colors[5];
418 break;
419 case TH_SPEAKER:
420 ret = colors[6];
421 break;
422 case TH_CAMERA:
423 ret = colors[7];
424 break;
425 case TH_EMPTY:
426 ret = colors[8];
427 break;
428 case TH_LIGHT:
429 ret = colors[9];
430 break;
431 default:
432 ret = colors[10];
433 break;
434 }
435
436 UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
437
438 return ret;
439 }
440
DRW_object_is_flat(Object * ob,int * r_axis)441 bool DRW_object_is_flat(Object *ob, int *r_axis)
442 {
443 float dim[3];
444
445 if (!ELEM(ob->type,
446 OB_MESH,
447 OB_CURVE,
448 OB_SURF,
449 OB_FONT,
450 OB_MBALL,
451 OB_HAIR,
452 OB_POINTCLOUD,
453 OB_VOLUME)) {
454 /* Non-meshes object cannot be considered as flat. */
455 return false;
456 }
457
458 BKE_object_dimensions_get(ob, dim);
459 if (dim[0] == 0.0f) {
460 *r_axis = 0;
461 return true;
462 }
463 if (dim[1] == 0.0f) {
464 *r_axis = 1;
465 return true;
466 }
467 if (dim[2] == 0.0f) {
468 *r_axis = 2;
469 return true;
470 }
471 return false;
472 }
473
DRW_object_axis_orthogonal_to_view(Object * ob,int axis)474 bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
475 {
476 float ob_rot[3][3], invviewmat[4][4];
477 DRW_view_viewmat_get(NULL, invviewmat, true);
478 BKE_object_rot_to_mat3(ob, ob_rot, true);
479 float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
480 if (fabsf(dot) < 1e-3) {
481 return true;
482 }
483
484 return false;
485 }
486
DRW_evaluate_weight_to_color(const float weight,float result[4])487 static void DRW_evaluate_weight_to_color(const float weight, float result[4])
488 {
489 if (U.flag & USER_CUSTOM_RANGE) {
490 BKE_colorband_evaluate(&U.coba_weight, weight, result);
491 }
492 else {
493 /* Use gamma correction to even out the color bands:
494 * increasing widens yellow/cyan vs red/green/blue.
495 * Gamma 1.0 produces the original 2.79 color ramp. */
496 const float gamma = 1.5f;
497 const float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
498
499 hsv_to_rgb_v(hsv, result);
500
501 for (int i = 0; i < 3; i++) {
502 result[i] = pow(result[i], 1.0f / gamma);
503 }
504 }
505 }
506
DRW_create_weight_colorramp_texture(void)507 static GPUTexture *DRW_create_weight_colorramp_texture(void)
508 {
509 float pixels[256][4];
510 for (int i = 0; i < 256; i++) {
511 DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
512 pixels[i][3] = 1.0f;
513 }
514
515 return GPU_texture_create_1d("weight_color_ramp", 256, 1, GPU_SRGB8_A8, pixels[0]);
516 }
517