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