2011-02-23 10:52:22 +00:00
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/*
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2008-12-18 17:38:21 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2008-12-18 17:38:21 +00:00
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2011-02-27 20:29:51 +00:00
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/** \file blender/editors/space_view3d/view3d_draw.c
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* \ingroup spview3d
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*/
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2016-10-06 19:55:06 +00:00
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#include <math.h>
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2008-12-18 17:38:21 +00:00
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#include "BIF_gl.h"
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2016-10-14 01:24:27 +00:00
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#include "BIF_glutil.h"
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2008-12-18 17:38:21 +00:00
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2016-10-06 19:55:06 +00:00
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#include "BKE_camera.h"
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#include "BKE_context.h"
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#include "BKE_scene.h"
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2016-12-05 02:50:28 -05:00
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#include "BKE_object.h"
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#include "BKE_paint.h"
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2016-10-06 19:55:06 +00:00
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#include "BKE_unit.h"
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2016-10-14 01:38:04 +00:00
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#include "BLF_api.h"
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2016-10-06 19:55:06 +00:00
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BLI_threads.h"
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2016-12-05 02:50:28 -05:00
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#include "DNA_brush_types.h"
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2016-10-06 19:55:06 +00:00
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#include "DNA_camera_types.h"
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2016-10-07 01:45:28 +00:00
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#include "DNA_mesh_types.h"
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2016-10-06 19:55:06 +00:00
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#include "DNA_object_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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2008-12-18 17:38:21 +00:00
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#include "ED_screen.h"
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2016-10-13 02:50:42 +00:00
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#include "ED_transform.h"
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2008-12-18 17:38:21 +00:00
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2016-10-25 04:39:55 -04:00
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#include "GPU_matrix.h"
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2016-10-06 19:55:06 +00:00
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#include "GPU_immediate.h"
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2016-10-24 18:58:12 +00:00
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#include "GPU_material.h"
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2016-10-13 04:22:28 +00:00
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#include "GPU_viewport.h"
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2016-10-06 19:55:06 +00:00
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2016-10-21 20:50:00 +00:00
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#include "MEM_guardedalloc.h"
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2016-10-14 01:38:04 +00:00
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#include "UI_interface.h"
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2016-10-06 19:55:06 +00:00
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#include "UI_resources.h"
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2016-10-07 01:45:28 +00:00
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#include "RE_engine.h"
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2016-10-06 19:55:06 +00:00
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#include "WM_api.h"
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2008-12-19 12:14:58 +00:00
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2012-07-08 20:36:00 +00:00
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#include "view3d_intern.h" /* own include */
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2008-12-18 17:38:21 +00:00
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2016-10-07 01:45:28 +00:00
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/* prototypes */
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static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_depth, const bool use_depth);
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typedef struct DrawData {
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rcti border_rect;
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bool render_border;
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bool clip_border;
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bool is_render;
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2016-10-21 20:50:00 +00:00
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GPUViewport *viewport;
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2016-10-07 01:45:28 +00:00
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} DrawData;
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2016-10-21 20:50:00 +00:00
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static void view3d_draw_data_init(const bContext *C, ARegion *ar, RegionView3D *rv3d, DrawData *draw_data)
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2016-10-07 01:45:28 +00:00
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{
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Scene *scene = CTX_data_scene(C);
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View3D *v3d = CTX_wm_view3d(C);
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draw_data->is_render = (v3d->drawtype == OB_RENDER);
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draw_data->render_border = ED_view3d_calc_render_border(scene, v3d, ar, &draw_data->border_rect);
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draw_data->clip_border = (draw_data->render_border && !BLI_rcti_compare(&ar->drawrct, &draw_data->border_rect));
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2016-10-21 20:50:00 +00:00
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draw_data->viewport = rv3d->viewport;
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2016-10-07 01:45:28 +00:00
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}
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2016-10-06 19:55:06 +00:00
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/* ******************** general functions ***************** */
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2016-10-07 01:45:28 +00:00
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static bool use_depth_doit(Scene *scene, View3D *v3d)
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{
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if (v3d->drawtype > OB_WIRE)
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return true;
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/* special case (depth for wire color) */
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if (v3d->drawtype <= OB_WIRE) {
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if (scene->obedit && scene->obedit->type == OB_MESH) {
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Mesh *me = scene->obedit->data;
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if (me->drawflag & ME_DRAWEIGHT) {
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return true;
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}
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}
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}
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return false;
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}
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static bool use_depth(const bContext *C)
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{
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View3D *v3d = CTX_wm_view3d(C);
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Scene *scene = CTX_data_scene(C);
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return use_depth_doit(scene, v3d);
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}
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2016-10-06 19:55:06 +00:00
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/**
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* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
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*/
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void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
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{
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RegionView3D *rv3d = ar->regiondata;
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2009-11-21 16:44:05 +00:00
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2016-10-06 19:55:06 +00:00
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/* setup window matrices */
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if (winmat)
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copy_m4_m4(rv3d->winmat, winmat);
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else
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view3d_winmatrix_set(ar, v3d, NULL);
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/* setup view matrix */
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if (viewmat)
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copy_m4_m4(rv3d->viewmat, viewmat);
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else
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view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
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2016-12-01 10:29:46 +01:00
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/* update utility matrices */
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2016-10-06 19:55:06 +00:00
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mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
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invert_m4_m4(rv3d->persinv, rv3d->persmat);
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invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
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/* calculate GLSL view dependent values */
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/* store window coordinates scaling/offset */
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if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
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2016-12-01 10:29:46 +01:00
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rctf cameraborder;
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2016-10-06 19:55:06 +00:00
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ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false);
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rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
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rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
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rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
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rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
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}
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else {
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rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
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rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
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}
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/* calculate pixelsize factor once, is used for lamps and obcenters */
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{
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/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
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* because of float point precision problems at large values [#23908] */
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float v1[3], v2[3];
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float len_px, len_sc;
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v1[0] = rv3d->persmat[0][0];
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v1[1] = rv3d->persmat[1][0];
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v1[2] = rv3d->persmat[2][0];
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v2[0] = rv3d->persmat[0][1];
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v2[1] = rv3d->persmat[1][1];
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v2[2] = rv3d->persmat[2][1];
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len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
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len_sc = (float)MAX2(ar->winx, ar->winy);
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rv3d->pixsize = len_px / len_sc;
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}
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}
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static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
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{
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RegionView3D *rv3d = ar->regiondata;
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ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
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/* set for opengl */
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2016-12-04 20:11:12 -05:00
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/* TODO(merwin): transition to GPU_matrix API */
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2016-10-06 19:55:06 +00:00
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(rv3d->winmat);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(rv3d->viewmat);
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}
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static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
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{
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wmWindow *win = CTX_wm_window(C);
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if ((scene->r.scemode & R_MULTIVIEW) == 0)
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return false;
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if (WM_stereo3d_enabled(win, true) == false)
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return false;
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if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB)
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return false;
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if (scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) {
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if (v3d->stereo3d_camera == STEREO_MONO_ID)
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return false;
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return BKE_scene_multiview_is_stereo3d(&scene->r);
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}
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return true;
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}
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/* setup the view and win matrices for the multiview cameras
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*
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* unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
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* we have no winmatrix (i.e., projection matrix) defined at that time.
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* Since the camera and the camera shift are needed for the winmat calculation
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* we do a small hack to replace it temporarily so we don't need to change the
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* view3d)main_region_setup_view() code to account for that.
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*/
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static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
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{
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bool is_left;
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const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
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const char *viewname;
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/* show only left or right camera */
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if (v3d->stereo3d_camera != STEREO_3D_ID)
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v3d->multiview_eye = v3d->stereo3d_camera;
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is_left = v3d->multiview_eye == STEREO_LEFT_ID;
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viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
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/* update the viewport matrices with the new camera */
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if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
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Camera *data;
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float viewmat[4][4];
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float shiftx;
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data = (Camera *)v3d->camera->data;
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shiftx = data->shiftx;
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BLI_lock_thread(LOCK_VIEW3D);
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data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
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BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
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data->shiftx = shiftx;
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BLI_unlock_thread(LOCK_VIEW3D);
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}
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else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
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float viewmat[4][4];
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Object *view_ob = v3d->camera;
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Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
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BLI_lock_thread(LOCK_VIEW3D);
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v3d->camera = camera;
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BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
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v3d->camera = view_ob;
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BLI_unlock_thread(LOCK_VIEW3D);
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}
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}
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|
2016-10-21 20:50:00 +00:00
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/* ******************** debug ***************** */
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2016-10-25 04:46:07 -04:00
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#define VIEW3D_DRAW_DEBUG 1
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/* TODO: expand scope of this flag so UI reflects the underlying code */
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#if VIEW3D_DRAW_DEBUG
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|
2016-10-21 20:50:00 +00:00
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static void view3d_draw_debug_store_depth(ARegion *ar, DrawData *draw_data)
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{
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GPUViewport *viewport = draw_data->viewport;
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GLint viewport_size[4];
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glGetIntegerv(GL_VIEWPORT, viewport_size);
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const int x = viewport_size[0];
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const int y = viewport_size[1];
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const int w = viewport_size[2];
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const int h = viewport_size[3];
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if (GPU_viewport_debug_depth_is_valid(viewport)) {
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if ((GPU_viewport_debug_depth_width(viewport) != w) ||
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(GPU_viewport_debug_depth_height(viewport) != h))
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{
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GPU_viewport_debug_depth_free(viewport);
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}
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}
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if (!GPU_viewport_debug_depth_is_valid(viewport)) {
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|
char error[256];
|
|
|
|
if (!GPU_viewport_debug_depth_create(viewport, w, h, 0, error)) {
|
|
|
|
fprintf(stderr, "Failed to create depth buffer for debug: %s\n", error);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_viewport_debug_depth_store(viewport, x, y);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void view3d_draw_debug_post_solid(const bContext *C, ARegion *ar, DrawData *draw_data)
|
|
|
|
{
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
|
|
|
|
if ((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_SCENE_DEPTH) != 0) {
|
|
|
|
view3d_draw_debug_store_depth(ar, draw_data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void view3d_draw_debug(const bContext *C, ARegion *ar, DrawData *draw_data)
|
|
|
|
{
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
|
|
|
|
if ((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_COMBINED_DEPTH) != 0) {
|
|
|
|
/* store */
|
|
|
|
view3d_draw_debug_store_depth(ar, draw_data);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_SCENE_DEPTH) != 0) ||
|
|
|
|
((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_COMBINED_DEPTH) != 0))
|
|
|
|
{
|
|
|
|
/* draw */
|
|
|
|
if (GPU_viewport_debug_depth_is_valid(draw_data->viewport)) {
|
|
|
|
GPU_viewport_debug_depth_draw(draw_data->viewport, v3d->debug.znear, v3d->debug.zfar);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* cleanup */
|
|
|
|
GPU_viewport_debug_depth_free(draw_data->viewport);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-10-25 04:46:07 -04:00
|
|
|
#endif /* VIEW3D_DRAW_DEBUG */
|
|
|
|
|
2016-10-14 01:38:04 +00:00
|
|
|
/* ******************** view border ***************** */
|
|
|
|
|
|
|
|
static void view3d_camera_border(
|
|
|
|
const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
|
|
|
|
rctf *r_viewborder, const bool no_shift, const bool no_zoom)
|
|
|
|
{
|
|
|
|
CameraParams params;
|
|
|
|
rctf rect_view, rect_camera;
|
|
|
|
|
|
|
|
/* get viewport viewplane */
|
|
|
|
BKE_camera_params_init(¶ms);
|
|
|
|
BKE_camera_params_from_view3d(¶ms, v3d, rv3d);
|
|
|
|
if (no_zoom)
|
|
|
|
params.zoom = 1.0f;
|
|
|
|
BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f);
|
|
|
|
rect_view = params.viewplane;
|
|
|
|
|
|
|
|
/* get camera viewplane */
|
|
|
|
BKE_camera_params_init(¶ms);
|
|
|
|
/* fallback for non camera objects */
|
|
|
|
params.clipsta = v3d->near;
|
|
|
|
params.clipend = v3d->far;
|
|
|
|
BKE_camera_params_from_object(¶ms, v3d->camera);
|
|
|
|
if (no_shift) {
|
|
|
|
params.shiftx = 0.0f;
|
|
|
|
params.shifty = 0.0f;
|
|
|
|
}
|
|
|
|
BKE_camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
|
|
|
|
rect_camera = params.viewplane;
|
|
|
|
|
|
|
|
/* get camera border within viewport */
|
|
|
|
r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
|
|
|
|
r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
|
|
|
|
r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
|
|
|
|
r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ED_view3d_calc_camera_border_size(
|
|
|
|
const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
|
|
|
|
float r_size[2])
|
|
|
|
{
|
|
|
|
rctf viewborder;
|
|
|
|
|
|
|
|
view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, true, true);
|
|
|
|
r_size[0] = BLI_rctf_size_x(&viewborder);
|
|
|
|
r_size[1] = BLI_rctf_size_y(&viewborder);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ED_view3d_calc_camera_border(
|
|
|
|
const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
|
|
|
|
rctf *r_viewborder, const bool no_shift)
|
|
|
|
{
|
|
|
|
view3d_camera_border(scene, ar, v3d, rv3d, r_viewborder, no_shift, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void drawviewborder_grid3(unsigned pos, float x1, float x2, float y1, float y2, float fac)
|
|
|
|
{
|
|
|
|
float x3, y3, x4, y4;
|
|
|
|
|
|
|
|
x3 = x1 + fac * (x2 - x1);
|
|
|
|
y3 = y1 + fac * (y2 - y1);
|
|
|
|
x4 = x1 + (1.0f - fac) * (x2 - x1);
|
|
|
|
y4 = y1 + (1.0f - fac) * (y2 - y1);
|
|
|
|
|
|
|
|
immBegin(GL_LINES, 8);
|
|
|
|
immVertex2f(pos, x1, y3);
|
|
|
|
immVertex2f(pos, x2, y3);
|
|
|
|
|
|
|
|
immVertex2f(pos, x1, y4);
|
|
|
|
immVertex2f(pos, x2, y4);
|
|
|
|
|
|
|
|
immVertex2f(pos, x3, y1);
|
|
|
|
immVertex2f(pos, x3, y2);
|
|
|
|
|
|
|
|
immVertex2f(pos, x4, y1);
|
|
|
|
immVertex2f(pos, x4, y2);
|
|
|
|
immEnd();
|
|
|
|
}
|
|
|
|
|
|
|
|
/* harmonious triangle */
|
|
|
|
static void drawviewborder_triangle(unsigned pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
|
|
|
|
{
|
|
|
|
float ofs;
|
|
|
|
float w = x2 - x1;
|
|
|
|
float h = y2 - y1;
|
|
|
|
|
|
|
|
immBegin(GL_LINES, 6);
|
|
|
|
if (w > h) {
|
|
|
|
if (golden) {
|
|
|
|
ofs = w * (1.0f - (1.0f / 1.61803399f));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ofs = h * (h / w);
|
|
|
|
}
|
|
|
|
if (dir == 'B') SWAP(float, y1, y2);
|
|
|
|
|
|
|
|
immVertex2f(pos, x1, y1);
|
|
|
|
immVertex2f(pos, x2, y2);
|
|
|
|
|
|
|
|
immVertex2f(pos, x2, y1);
|
|
|
|
immVertex2f(pos, x1 + (w - ofs), y2);
|
|
|
|
|
|
|
|
immVertex2f(pos, x1, y2);
|
|
|
|
immVertex2f(pos, x1 + ofs, y1);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (golden) {
|
|
|
|
ofs = h * (1.0f - (1.0f / 1.61803399f));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ofs = w * (w / h);
|
|
|
|
}
|
|
|
|
if (dir == 'B') SWAP(float, x1, x2);
|
|
|
|
|
|
|
|
immVertex2f(pos, x1, y1);
|
|
|
|
immVertex2f(pos, x2, y2);
|
|
|
|
|
|
|
|
immVertex2f(pos, x2, y1);
|
|
|
|
immVertex2f(pos, x1, y1 + ofs);
|
|
|
|
|
|
|
|
immVertex2f(pos, x1, y2);
|
|
|
|
immVertex2f(pos, x2, y1 + (h - ofs));
|
|
|
|
}
|
|
|
|
immEnd();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
|
|
|
|
{
|
|
|
|
float x1, x2, y1, y2;
|
|
|
|
float x1i, x2i, y1i, y2i;
|
|
|
|
|
|
|
|
rctf viewborder;
|
|
|
|
Camera *ca = NULL;
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
|
|
|
|
if (v3d->camera == NULL)
|
|
|
|
return;
|
|
|
|
if (v3d->camera->type == OB_CAMERA)
|
|
|
|
ca = v3d->camera->data;
|
|
|
|
|
|
|
|
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
|
|
|
|
/* the offsets */
|
|
|
|
x1 = viewborder.xmin;
|
|
|
|
y1 = viewborder.ymin;
|
|
|
|
x2 = viewborder.xmax;
|
|
|
|
y2 = viewborder.ymax;
|
|
|
|
|
|
|
|
glLineWidth(1.0f);
|
|
|
|
|
|
|
|
/* apply offsets so the real 3D camera shows through */
|
|
|
|
|
|
|
|
/* note: quite un-scientific but without this bit extra
|
|
|
|
* 0.0001 on the lower left the 2D border sometimes
|
|
|
|
* obscures the 3D camera border */
|
|
|
|
/* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
|
|
|
|
* but keep it here in case we need to remove the workaround */
|
|
|
|
x1i = (int)(x1 - 1.0001f);
|
|
|
|
y1i = (int)(y1 - 1.0001f);
|
|
|
|
x2i = (int)(x2 + (1.0f - 0.0001f));
|
|
|
|
y2i = (int)(y2 + (1.0f - 0.0001f));
|
|
|
|
|
|
|
|
/* use the same program for everything */
|
2016-11-15 11:49:00 -05:00
|
|
|
unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
|
2016-10-14 01:38:04 +00:00
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
|
|
|
|
/* passepartout, specified in camera edit buttons */
|
|
|
|
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
|
|
|
|
const float winx = (ar->winx + 1);
|
|
|
|
const float winy = (ar->winy + 1);
|
|
|
|
|
|
|
|
float alpha = 1.0f;
|
|
|
|
|
|
|
|
if (ca->passepartalpha != 1.0f) {
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
alpha = ca->passepartalpha;
|
|
|
|
}
|
|
|
|
|
|
|
|
immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
|
|
|
|
|
|
|
|
if (x1i > 0.0f)
|
|
|
|
immRectf(pos, 0.0f, winy, x1i, 0.0f);
|
|
|
|
if (x2i < winx)
|
|
|
|
immRectf(pos, x2i, winy, winx, 0.0f);
|
|
|
|
if (y2i < winy)
|
|
|
|
immRectf(pos, x1i, winy, x2i, y2i);
|
|
|
|
if (y2i > 0.0f)
|
|
|
|
immRectf(pos, x1i, y1i, x2i, 0.0f);
|
|
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
}
|
|
|
|
|
|
|
|
setlinestyle(0);
|
|
|
|
|
|
|
|
immUniformThemeColor(TH_BACK);
|
|
|
|
imm_draw_line_box(pos, x1i, y1i, x2i, y2i);
|
|
|
|
|
|
|
|
#ifdef VIEW3D_CAMERA_BORDER_HACK
|
|
|
|
if (view3d_camera_border_hack_test == true) {
|
|
|
|
immUniformColor3ubv(view3d_camera_border_hack_col);
|
|
|
|
imm_draw_line_box(pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
|
|
|
|
view3d_camera_border_hack_test = false;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
setlinestyle(3);
|
|
|
|
|
|
|
|
/* outer line not to confuse with object selecton */
|
|
|
|
if (v3d->flag2 & V3D_LOCK_CAMERA) {
|
|
|
|
immUniformThemeColor(TH_REDALERT);
|
|
|
|
imm_draw_line_box(pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
immUniformThemeColor(TH_VIEW_OVERLAY);
|
|
|
|
imm_draw_line_box(pos, x1i, y1i, x2i, y2i);
|
|
|
|
|
|
|
|
/* border */
|
|
|
|
if (scene->r.mode & R_BORDER) {
|
|
|
|
float x3, y3, x4, y4;
|
|
|
|
|
|
|
|
x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
|
|
|
|
y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
|
|
|
|
x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
|
|
|
|
y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
|
|
|
|
|
|
|
|
imm_cpack(0x4040FF);
|
|
|
|
imm_draw_line_box(pos, x3, y3, x4, y4);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* safety border */
|
|
|
|
if (ca) {
|
|
|
|
if (ca->dtx & CAM_DTX_CENTER) {
|
|
|
|
float x3, y3;
|
|
|
|
|
|
|
|
x3 = x1 + 0.5f * (x2 - x1);
|
|
|
|
y3 = y1 + 0.5f * (y2 - y1);
|
|
|
|
|
|
|
|
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
|
|
|
|
immBegin(GL_LINES, 4);
|
|
|
|
|
|
|
|
immVertex2f(pos, x1, y3);
|
|
|
|
immVertex2f(pos, x2, y3);
|
|
|
|
|
|
|
|
immVertex2f(pos, x3, y1);
|
|
|
|
immVertex2f(pos, x3, y2);
|
|
|
|
|
|
|
|
immEnd();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
|
|
|
|
|
|
|
|
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
|
|
|
|
immBegin(GL_LINES, 4);
|
|
|
|
|
|
|
|
immVertex2f(pos, x1, y1);
|
|
|
|
immVertex2f(pos, x2, y2);
|
|
|
|
|
|
|
|
immVertex2f(pos, x1, y2);
|
|
|
|
immVertex2f(pos, x2, y1);
|
|
|
|
|
|
|
|
immEnd();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->dtx & CAM_DTX_THIRDS) {
|
|
|
|
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
|
|
|
|
drawviewborder_grid3(pos, x1, x2, y1, y2, 1.0f / 3.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN) {
|
|
|
|
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
|
|
|
|
drawviewborder_grid3(pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
|
|
|
|
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
|
|
|
|
drawviewborder_triangle(pos, x1, x2, y1, y2, 0, 'A');
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
|
|
|
|
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
|
|
|
|
drawviewborder_triangle(pos, x1, x2, y1, y2, 0, 'B');
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
|
|
|
|
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
|
|
|
|
drawviewborder_triangle(pos, x1, x2, y1, y2, 1, 'A');
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
|
|
|
|
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
|
|
|
|
drawviewborder_triangle(pos, x1, x2, y1, y2, 1, 'B');
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
|
|
|
|
UI_draw_safe_areas(
|
|
|
|
pos, x1, x2, y1, y2,
|
|
|
|
scene->safe_areas.title,
|
|
|
|
scene->safe_areas.action);
|
|
|
|
|
|
|
|
if (ca->flag & CAM_SHOW_SAFE_CENTER) {
|
|
|
|
UI_draw_safe_areas(
|
|
|
|
pos, x1, x2, y1, y2,
|
|
|
|
scene->safe_areas.title_center,
|
|
|
|
scene->safe_areas.action_center);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ca->flag & CAM_SHOWSENSOR) {
|
|
|
|
/* determine sensor fit, and get sensor x/y, for auto fit we
|
|
|
|
* assume and square sensor and only use sensor_x */
|
|
|
|
float sizex = scene->r.xsch * scene->r.xasp;
|
|
|
|
float sizey = scene->r.ysch * scene->r.yasp;
|
|
|
|
int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
|
|
|
|
float sensor_x = ca->sensor_x;
|
|
|
|
float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
|
|
|
|
|
|
|
|
/* determine sensor plane */
|
|
|
|
rctf rect;
|
|
|
|
|
|
|
|
if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
|
|
|
|
float sensor_scale = (x2i - x1i) / sensor_x;
|
|
|
|
float sensor_height = sensor_scale * sensor_y;
|
|
|
|
|
|
|
|
rect.xmin = x1i;
|
|
|
|
rect.xmax = x2i;
|
|
|
|
rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
|
|
|
|
rect.ymax = rect.ymin + sensor_height;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
float sensor_scale = (y2i - y1i) / sensor_y;
|
|
|
|
float sensor_width = sensor_scale * sensor_x;
|
|
|
|
|
|
|
|
rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
|
|
|
|
rect.xmax = rect.xmin + sensor_width;
|
|
|
|
rect.ymin = y1i;
|
|
|
|
rect.ymax = y2i;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* draw */
|
|
|
|
float color[4];
|
|
|
|
UI_GetThemeColorShade4fv(TH_VIEW_OVERLAY, 100, color);
|
|
|
|
UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
setlinestyle(0);
|
|
|
|
|
|
|
|
/* camera name - draw in highlighted text color */
|
|
|
|
if (ca && (ca->flag & CAM_SHOWNAME)) {
|
|
|
|
UI_ThemeColor(TH_TEXT_HI);
|
|
|
|
BLF_draw_default(
|
|
|
|
x1i, y1i - (0.7f * U.widget_unit), 0.0f,
|
|
|
|
v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
immUnbindProgram();
|
|
|
|
}
|
|
|
|
|
2016-10-16 17:28:12 +02:00
|
|
|
static void drawrenderborder(ARegion *ar, View3D *v3d)
|
2016-10-14 01:24:27 +00:00
|
|
|
{
|
|
|
|
/* use the same program for everything */
|
2016-11-15 11:49:00 -05:00
|
|
|
unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
|
2016-10-14 01:24:27 +00:00
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
|
|
|
|
glLineWidth(1.0f);
|
|
|
|
setlinestyle(3);
|
|
|
|
imm_cpack(0x4040FF);
|
|
|
|
|
|
|
|
imm_draw_line_box(
|
|
|
|
pos, v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
|
|
|
|
v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
|
|
|
|
|
|
|
|
setlinestyle(0);
|
|
|
|
|
|
|
|
immUnbindProgram();
|
|
|
|
}
|
|
|
|
|
2016-10-07 01:45:28 +00:00
|
|
|
/* ******************** offline engine ***************** */
|
|
|
|
|
|
|
|
static bool view3d_draw_render_draw(const bContext *C, Scene *scene,
|
|
|
|
ARegion *ar, View3D *v3d,
|
|
|
|
bool clip_border, const rcti *border_rect)
|
|
|
|
{
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
RenderEngineType *type;
|
|
|
|
GLint scissor[4];
|
|
|
|
|
|
|
|
/* create render engine */
|
|
|
|
if (!rv3d->render_engine) {
|
|
|
|
RenderEngine *engine;
|
|
|
|
|
|
|
|
type = RE_engines_find(scene->r.engine);
|
|
|
|
|
|
|
|
if (!(type->view_update && type->view_draw))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
engine = RE_engine_create_ex(type, true);
|
|
|
|
|
|
|
|
engine->tile_x = scene->r.tilex;
|
|
|
|
engine->tile_y = scene->r.tiley;
|
|
|
|
|
|
|
|
type->view_update(engine, C);
|
|
|
|
|
|
|
|
rv3d->render_engine = engine;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* background draw */
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glPushMatrix();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
ED_region_pixelspace(ar);
|
|
|
|
|
|
|
|
if (clip_border) {
|
|
|
|
/* for border draw, we only need to clear a subset of the 3d view */
|
|
|
|
if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
|
|
|
|
glGetIntegerv(GL_SCISSOR_BOX, scissor);
|
|
|
|
glScissor(border_rect->xmin, border_rect->ymin,
|
|
|
|
BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
/* don't change depth buffer */
|
2016-10-25 04:39:55 -04:00
|
|
|
glClear(GL_COLOR_BUFFER_BIT); /* is this necessary? -- merwin */
|
2016-10-07 01:45:28 +00:00
|
|
|
|
|
|
|
/* render result draw */
|
|
|
|
type = rv3d->render_engine->type;
|
|
|
|
type->view_draw(rv3d->render_engine, C);
|
|
|
|
|
|
|
|
if (clip_border) {
|
|
|
|
/* restore scissor as it was before */
|
|
|
|
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glPopMatrix();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2016-10-24 18:58:12 +00:00
|
|
|
/* ******************** background plates ***************** */
|
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
static void view3d_draw_background_gradient()
|
2016-10-24 18:58:12 +00:00
|
|
|
{
|
2016-10-25 04:39:55 -04:00
|
|
|
gpuMatrixBegin3D(); /* TODO: finish 2D API */
|
2016-10-24 19:40:34 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
2016-10-24 19:40:34 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
VertexFormat *format = immVertexFormat();
|
2016-11-15 11:49:00 -05:00
|
|
|
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
|
|
|
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
2016-10-25 04:39:55 -04:00
|
|
|
unsigned char col_hi[3], col_lo[3];
|
2016-10-24 19:40:34 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
|
2016-10-24 19:40:34 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
|
|
|
|
UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
|
2016-10-24 19:40:34 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
immBegin(GL_QUADS, 4);
|
|
|
|
immAttrib3ubv(color, col_lo);
|
|
|
|
immVertex2f(pos, -1.0f, -1.0f);
|
|
|
|
immVertex2f(pos, 1.0f, -1.0f);
|
2016-10-24 19:40:34 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
immAttrib3ubv(color, col_hi);
|
|
|
|
immVertex2f(pos, 1.0f, 1.0f);
|
|
|
|
immVertex2f(pos, -1.0f, 1.0f);
|
|
|
|
immEnd();
|
2016-10-24 19:40:34 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
immUnbindProgram();
|
2016-10-24 19:40:34 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
gpuMatrixEnd();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void view3d_draw_background_none()
|
|
|
|
{
|
|
|
|
if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
|
|
|
|
view3d_draw_background_gradient();
|
2016-10-24 19:40:34 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
}
|
2016-10-24 18:58:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d)
|
|
|
|
{
|
|
|
|
if (scene->world) {
|
|
|
|
GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
|
|
|
|
|
|
|
|
/* calculate full shader for background */
|
|
|
|
GPU_material_bind(gpumat, 1, 1, 1.0f, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
|
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
if (GPU_material_bound(gpumat)) {
|
2016-10-24 18:58:12 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
2016-10-24 18:58:12 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
/* TODO viewport (dfelinto): GPU_material_bind relies on immediate mode,
|
|
|
|
* we can't get rid of the following code without a bigger refactor
|
|
|
|
* or we dropping this functionality. */
|
2016-10-24 18:58:12 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
|
|
glVertex2f(-1.0f, -1.0f);
|
|
|
|
glVertex2f(1.0f, -1.0f);
|
|
|
|
glVertex2f(-1.0f, 1.0f);
|
|
|
|
glVertex2f(1.0f, 1.0f);
|
|
|
|
glEnd();
|
2016-10-24 18:58:12 +00:00
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
GPU_material_unbind(gpumat);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
view3d_draw_background_none();
|
|
|
|
}
|
2016-10-24 18:58:12 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
view3d_draw_background_none();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-10-06 14:14:41 +00:00
|
|
|
/* ******************** solid plates ***************** */
|
|
|
|
|
|
|
|
/**
|
2016-10-24 18:58:12 +00:00
|
|
|
* Clear the buffer and draw the proper shader
|
2016-10-06 14:14:41 +00:00
|
|
|
*/
|
|
|
|
static void view3d_draw_background(const bContext *C)
|
|
|
|
{
|
2016-10-24 18:58:12 +00:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(C);
|
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
glDisable(GL_DEPTH_TEST);
|
2016-10-25 11:17:53 +00:00
|
|
|
glDepthMask(GL_TRUE);
|
2016-10-25 04:39:55 -04:00
|
|
|
/* Background functions do not read or write depth, but they do clear or completely
|
|
|
|
* overwrite color buffer. It's more efficient to clear color & depth in once call, so
|
|
|
|
* background functions do this even though they don't use depth.
|
|
|
|
*/
|
|
|
|
|
2016-10-24 18:58:12 +00:00
|
|
|
switch (v3d->debug.background) {
|
|
|
|
case V3D_DEBUG_BACKGROUND_WORLD:
|
|
|
|
view3d_draw_background_world(scene, v3d, rv3d);
|
|
|
|
break;
|
|
|
|
case V3D_DEBUG_BACKGROUND_GRADIENT:
|
|
|
|
view3d_draw_background_gradient();
|
|
|
|
break;
|
|
|
|
case V3D_DEBUG_BACKGROUND_NONE:
|
|
|
|
default:
|
2016-10-25 04:39:55 -04:00
|
|
|
view3d_draw_background_none();
|
2016-10-24 18:58:12 +00:00
|
|
|
break;
|
|
|
|
}
|
2016-10-06 14:14:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
*/
|
2016-10-07 01:45:28 +00:00
|
|
|
static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, const bool run_screen_shaders)
|
2016-10-06 14:14:41 +00:00
|
|
|
{
|
|
|
|
/* TODO viewport */
|
2016-10-07 01:45:28 +00:00
|
|
|
draw_all_objects(C, ar, false, use_depth(C));
|
2016-10-06 14:14:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
*/
|
|
|
|
static void view3d_draw_render_transparent_surfaces(const bContext *C)
|
|
|
|
{
|
|
|
|
/* TODO viewport */
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
*/
|
|
|
|
static void view3d_draw_post_draw(const bContext *C)
|
|
|
|
{
|
|
|
|
/* TODO viewport */
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ******************** geometry overlay ***************** */
|
|
|
|
|
|
|
|
/**
|
2016-10-06 19:55:06 +00:00
|
|
|
* Front/back wire frames
|
|
|
|
*/
|
2016-10-06 14:14:41 +00:00
|
|
|
static void view3d_draw_wire_plates(const bContext *C)
|
|
|
|
{
|
|
|
|
/* TODO viewport */
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
2016-10-06 19:55:06 +00:00
|
|
|
* Special treatment for selected objects
|
|
|
|
*/
|
2016-10-06 14:14:41 +00:00
|
|
|
static void view3d_draw_outline_plates(const bContext *C)
|
|
|
|
{
|
|
|
|
/* TODO viewport */
|
|
|
|
}
|
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
/* ******************** other elements ***************** */
|
|
|
|
|
|
|
|
|
|
|
|
#define DEBUG_GRID 0
|
|
|
|
|
|
|
|
static void gridline_range(double x0, double dx, double max, int* first_out, int* count_out)
|
|
|
|
{
|
|
|
|
/* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
|
|
|
|
* x0 is gridline 0, the axis in screen space
|
|
|
|
* Area covers [0 .. max) pixels */
|
|
|
|
|
|
|
|
int first = (int)ceil(-x0 / dx);
|
|
|
|
int last = (int)floor((max - x0) / dx);
|
|
|
|
|
|
|
|
if (first <= last) {
|
|
|
|
*first_out = first;
|
|
|
|
*count_out = last - first + 1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
*first_out = 0;
|
|
|
|
*count_out = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if DEBUG_GRID
|
|
|
|
printf(" first %d * dx = %f\n", first, x0 + first * dx);
|
|
|
|
printf(" last %d * dx = %f\n", last, x0 + last * dx);
|
|
|
|
printf(" count = %d\n", *count_out);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
static int gridline_count(ARegion *ar, double x0, double y0, double dx)
|
|
|
|
{
|
|
|
|
/* x0 & y0 establish the "phase" of the grid within this 2D region
|
|
|
|
* dx is the frequency, shared by x & y directions
|
|
|
|
* pass in dx of smallest (highest precision) grid we want to draw */
|
|
|
|
|
|
|
|
#if DEBUG_GRID
|
|
|
|
printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
int first, x_ct, y_ct;
|
|
|
|
|
|
|
|
gridline_range(x0, dx, ar->winx, &first, &x_ct);
|
|
|
|
gridline_range(y0, dx, ar->winy, &first, &y_ct);
|
|
|
|
|
|
|
|
int total_ct = x_ct + y_ct;
|
|
|
|
|
|
|
|
#if DEBUG_GRID
|
|
|
|
printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return total_ct;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3])
|
|
|
|
{
|
|
|
|
/* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
|
|
|
|
* always skip exact x0 & y0 axes; they will be drawn later in color
|
|
|
|
*
|
|
|
|
* set grid color once, just before the first line is drawn
|
|
|
|
* it's harmless to set same color for every line, or every vertex
|
|
|
|
* but if no lines are drawn, color must not be set! */
|
|
|
|
|
|
|
|
#if DEBUG_GRID
|
|
|
|
printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
const float x_max = (float)ar->winx;
|
|
|
|
const float y_max = (float)ar->winy;
|
|
|
|
|
|
|
|
int first, ct;
|
|
|
|
int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
|
|
|
|
int lines_skipped_for_next_unit = 0;
|
|
|
|
|
|
|
|
/* draw vertical lines */
|
|
|
|
gridline_range(x0, dx, x_max, &first, &ct);
|
|
|
|
|
|
|
|
for (int i = first; i < first + ct; ++i) {
|
|
|
|
if (i == 0)
|
|
|
|
continue;
|
|
|
|
else if (skip_mod && (i % skip_mod) == 0) {
|
|
|
|
++lines_skipped_for_next_unit;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (x_ct == 0)
|
|
|
|
immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
|
|
|
|
|
|
|
|
float x = (float)(x0 + i * dx);
|
|
|
|
immVertex2f(pos, x, 0.0f);
|
|
|
|
immVertex2f(pos, x, y_max);
|
|
|
|
++x_ct;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* draw horizontal lines */
|
|
|
|
gridline_range(y0, dx, y_max, &first, &ct);
|
|
|
|
|
|
|
|
for (int i = first; i < first + ct; ++i) {
|
|
|
|
if (i == 0)
|
|
|
|
continue;
|
|
|
|
else if (skip_mod && (i % skip_mod) == 0) {
|
|
|
|
++lines_skipped_for_next_unit;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (x_ct + y_ct == 0)
|
|
|
|
immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
|
|
|
|
|
|
|
|
float y = (float)(y0 + i * dx);
|
|
|
|
immVertex2f(pos, 0.0f, y);
|
|
|
|
immVertex2f(pos, x_max, y);
|
|
|
|
++y_ct;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if DEBUG_GRID
|
|
|
|
int total_ct = x_ct + y_ct;
|
|
|
|
printf(" %d + %d = %d gridlines drawn, %d skipped for next unit\n", x_ct, y_ct, total_ct, lines_skipped_for_next_unit);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return lines_skipped_for_next_unit > 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
#define GRID_MIN_PX_D 6.0
|
|
|
|
#define GRID_MIN_PX_F 6.0f
|
|
|
|
|
|
|
|
static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
|
|
|
|
{
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
|
|
|
|
#if DEBUG_GRID
|
|
|
|
printf("%s width %d, height %d\n", __FUNCTION__, ar->winx, ar->winy);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
double fx = rv3d->persmat[3][0];
|
|
|
|
double fy = rv3d->persmat[3][1];
|
|
|
|
double fw = rv3d->persmat[3][3];
|
|
|
|
|
|
|
|
const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
|
|
|
|
const double wy = 0.5 * ar->winy;
|
|
|
|
|
|
|
|
double x = wx * fx / fw;
|
|
|
|
double y = wy * fy / fw;
|
|
|
|
|
|
|
|
double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 };
|
|
|
|
mul_m4_v4d(rv3d->persmat, vec4);
|
|
|
|
fx = vec4[0];
|
|
|
|
fy = vec4[1];
|
|
|
|
fw = vec4[3];
|
|
|
|
|
|
|
|
double dx = fabs(x - wx * fx / fw);
|
|
|
|
if (dx == 0) dx = fabs(y - wy * fy / fw);
|
|
|
|
|
|
|
|
x += wx;
|
|
|
|
y += wy;
|
|
|
|
|
|
|
|
/* now x, y, and dx have their final values
|
|
|
|
* (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
|
|
|
|
* dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
|
|
|
|
|
|
|
|
glLineWidth(1.0f);
|
|
|
|
|
2016-10-25 04:39:55 -04:00
|
|
|
#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
|
2016-10-06 19:55:06 +00:00
|
|
|
glDepthMask(GL_FALSE); /* disable write in zbuffer */
|
2016-10-25 04:39:55 -04:00
|
|
|
#endif
|
2016-10-06 19:55:06 +00:00
|
|
|
|
|
|
|
VertexFormat* format = immVertexFormat();
|
2016-11-15 11:49:00 -05:00
|
|
|
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
|
|
|
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
2016-10-06 19:55:06 +00:00
|
|
|
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
|
|
|
|
|
|
|
unsigned char col[3], col2[3];
|
|
|
|
UI_GetThemeColor3ubv(TH_GRID, col);
|
|
|
|
|
|
|
|
if (unit->system) {
|
|
|
|
const void *usys;
|
|
|
|
int len;
|
|
|
|
|
|
|
|
bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
|
|
|
|
|
|
|
|
bool first = true;
|
|
|
|
|
|
|
|
if (usys) {
|
|
|
|
int i = len;
|
|
|
|
while (i--) {
|
|
|
|
double scalar = bUnit_GetScaler(usys, i);
|
|
|
|
|
|
|
|
double dx_scalar = dx * scalar / (double)unit->scale_length;
|
|
|
|
if (dx_scalar < (GRID_MIN_PX_D * 2.0)) {
|
|
|
|
/* very very small grid items are less useful when dealing with units */
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (first) {
|
|
|
|
first = false;
|
|
|
|
|
|
|
|
/* Store the smallest drawn grid size units name so users know how big each grid cell is */
|
|
|
|
*grid_unit = bUnit_GetNameDisplay(usys, i);
|
|
|
|
rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
|
|
|
|
|
|
|
|
int gridline_ct = gridline_count(ar, x, y, dx_scalar);
|
|
|
|
if (gridline_ct == 0)
|
|
|
|
goto drawgrid_cleanup; /* nothing to draw */
|
|
|
|
|
|
|
|
immBegin(GL_LINES, gridline_ct * 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
|
|
|
|
/* tweak to have the fade a bit nicer */
|
|
|
|
blend_fac = (blend_fac * blend_fac) * 2.0f;
|
|
|
|
CLAMP(blend_fac, 0.3f, 1.0f);
|
|
|
|
|
|
|
|
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
|
|
|
|
|
|
|
|
const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar);
|
|
|
|
#if DEBUG_GRID
|
|
|
|
printf("%s %f, ", bUnit_GetNameDisplay(usys, i), scalar);
|
|
|
|
if (i > 0)
|
|
|
|
printf("next unit is %d times larger\n", skip_mod);
|
|
|
|
else
|
|
|
|
printf("largest unit\n");
|
|
|
|
#endif
|
|
|
|
if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2))
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
const double sublines = v3d->gridsubdiv;
|
|
|
|
const float sublines_fl = v3d->gridsubdiv;
|
|
|
|
|
|
|
|
int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */
|
|
|
|
|
|
|
|
if (dx < GRID_MIN_PX_D) {
|
|
|
|
rv3d->gridview *= sublines_fl;
|
|
|
|
dx *= sublines;
|
|
|
|
if (dx < GRID_MIN_PX_D) {
|
|
|
|
rv3d->gridview *= sublines_fl;
|
|
|
|
dx *= sublines;
|
|
|
|
if (dx < GRID_MIN_PX_D) {
|
|
|
|
rv3d->gridview *= sublines_fl;
|
|
|
|
dx *= sublines;
|
|
|
|
grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (dx >(GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
|
|
|
rv3d->gridview /= sublines_fl;
|
|
|
|
dx /= sublines;
|
|
|
|
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
|
|
|
rv3d->gridview /= sublines_fl;
|
|
|
|
dx /= sublines;
|
|
|
|
if (dx > (GRID_MIN_PX_D * 10.0)) {
|
|
|
|
grids_to_draw = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int gridline_ct = gridline_count(ar, x, y, dx);
|
|
|
|
if (gridline_ct == 0)
|
|
|
|
goto drawgrid_cleanup; /* nothing to draw */
|
|
|
|
|
|
|
|
immBegin(GL_LINES, gridline_ct * 2);
|
|
|
|
|
|
|
|
if (grids_to_draw == 2) {
|
|
|
|
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2);
|
|
|
|
if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2))
|
|
|
|
drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col);
|
|
|
|
}
|
|
|
|
else if (grids_to_draw == 1) {
|
|
|
|
drawgrid_draw(ar, x, y, dx, 0, pos, color, col);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* draw visible axes */
|
|
|
|
/* horizontal line */
|
|
|
|
if (0 <= y && y < ar->winy) {
|
|
|
|
UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X');
|
|
|
|
immAttrib3ub(color, col2[0], col2[1], col2[2]);
|
|
|
|
immVertex2f(pos, 0.0f, y);
|
|
|
|
immVertex2f(pos, (float)ar->winx, y);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* vertical line */
|
|
|
|
if (0 <= x && x < ar->winx) {
|
|
|
|
UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z');
|
|
|
|
immAttrib3ub(color, col2[0], col2[1], col2[2]);
|
|
|
|
immVertex2f(pos, x, 0.0f);
|
|
|
|
immVertex2f(pos, x, (float)ar->winy);
|
|
|
|
}
|
|
|
|
|
|
|
|
immEnd();
|
|
|
|
|
|
|
|
drawgrid_cleanup:
|
|
|
|
immUnbindProgram();
|
2016-10-25 04:39:55 -04:00
|
|
|
|
|
|
|
#if 0 /* depth write is left enabled above */
|
2016-10-06 19:55:06 +00:00
|
|
|
glDepthMask(GL_TRUE); /* enable write in zbuffer */
|
2016-10-25 04:39:55 -04:00
|
|
|
#endif
|
2016-10-06 19:55:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#undef DEBUG_GRID
|
|
|
|
#undef GRID_MIN_PX_D
|
|
|
|
#undef GRID_MIN_PX_F
|
|
|
|
|
|
|
|
static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
|
|
|
|
{
|
|
|
|
/* draw only if there is something to draw */
|
|
|
|
if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
|
|
|
|
/* draw how many lines?
|
|
|
|
* trunc(v3d->gridlines / 2) * 4
|
|
|
|
* + 2 for xy axes (possibly with special colors)
|
|
|
|
* + 1 for z axis (the only line not in xy plane)
|
|
|
|
* even v3d->gridlines are honored, odd rounded down */
|
|
|
|
const int gridlines = v3d->gridlines / 2;
|
|
|
|
const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
|
|
|
|
const float grid = gridlines * grid_scale;
|
|
|
|
|
|
|
|
const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1;
|
|
|
|
|
|
|
|
bool show_axis_x = v3d->gridflag & V3D_SHOW_X;
|
|
|
|
bool show_axis_y = v3d->gridflag & V3D_SHOW_Y;
|
|
|
|
bool show_axis_z = v3d->gridflag & V3D_SHOW_Z;
|
|
|
|
|
|
|
|
unsigned char col_grid[3], col_axis[3];
|
|
|
|
|
|
|
|
glLineWidth(1.0f);
|
|
|
|
|
|
|
|
UI_GetThemeColor3ubv(TH_GRID, col_grid);
|
|
|
|
|
|
|
|
if (!write_depth)
|
|
|
|
glDepthMask(GL_FALSE);
|
|
|
|
|
|
|
|
if (show_floor) {
|
|
|
|
const unsigned vertex_ct = 2 * (gridlines * 4 + 2);
|
|
|
|
const int sublines = v3d->gridsubdiv;
|
|
|
|
|
|
|
|
unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
|
|
|
|
|
|
|
|
VertexFormat* format = immVertexFormat();
|
2016-11-15 11:49:00 -05:00
|
|
|
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
|
|
|
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
2016-10-06 19:55:06 +00:00
|
|
|
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
|
|
|
|
|
|
|
|
immBegin(GL_LINES, vertex_ct);
|
|
|
|
|
|
|
|
/* draw normal grid lines */
|
|
|
|
UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
|
|
|
|
|
|
|
|
for (int a = 1; a <= gridlines; a++) {
|
|
|
|
/* skip emphasised divider lines */
|
|
|
|
if (a % sublines != 0) {
|
|
|
|
const float line = a * grid_scale;
|
|
|
|
|
2016-10-07 13:00:23 -04:00
|
|
|
immAttrib3ubv(color, col_grid_light);
|
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
immVertex2f(pos, -grid, -line);
|
|
|
|
immVertex2f(pos, +grid, -line);
|
|
|
|
immVertex2f(pos, -grid, +line);
|
|
|
|
immVertex2f(pos, +grid, +line);
|
|
|
|
|
|
|
|
immVertex2f(pos, -line, -grid);
|
|
|
|
immVertex2f(pos, -line, +grid);
|
|
|
|
immVertex2f(pos, +line, -grid);
|
|
|
|
immVertex2f(pos, +line, +grid);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* draw emphasised grid lines */
|
|
|
|
UI_GetThemeColor3ubv(TH_BACK, col_bg);
|
|
|
|
/* emphasise division lines lighter instead of darker, if background is darker than grid */
|
|
|
|
UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
|
|
|
|
(col_grid[0] + col_grid[1] + col_grid[2] + 30 >
|
|
|
|
col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10);
|
|
|
|
|
|
|
|
if (sublines <= gridlines) {
|
|
|
|
immAttrib3ubv(color, col_grid_emphasise);
|
|
|
|
|
|
|
|
for (int a = sublines; a <= gridlines; a += sublines) {
|
|
|
|
const float line = a * grid_scale;
|
|
|
|
|
|
|
|
immVertex2f(pos, -grid, -line);
|
|
|
|
immVertex2f(pos, +grid, -line);
|
|
|
|
immVertex2f(pos, -grid, +line);
|
|
|
|
immVertex2f(pos, +grid, +line);
|
|
|
|
|
|
|
|
immVertex2f(pos, -line, -grid);
|
|
|
|
immVertex2f(pos, -line, +grid);
|
|
|
|
immVertex2f(pos, +line, -grid);
|
|
|
|
immVertex2f(pos, +line, +grid);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* draw X axis */
|
|
|
|
if (show_axis_x) {
|
|
|
|
show_axis_x = false; /* drawing now, won't need to draw later */
|
|
|
|
UI_make_axis_color(col_grid, col_axis, 'X');
|
|
|
|
immAttrib3ubv(color, col_axis);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
immAttrib3ubv(color, col_grid_emphasise);
|
|
|
|
|
|
|
|
immVertex2f(pos, -grid, 0.0f);
|
|
|
|
immVertex2f(pos, +grid, 0.0f);
|
|
|
|
|
|
|
|
/* draw Y axis */
|
|
|
|
if (show_axis_y) {
|
|
|
|
show_axis_y = false; /* drawing now, won't need to draw later */
|
|
|
|
UI_make_axis_color(col_grid, col_axis, 'Y');
|
|
|
|
immAttrib3ubv(color, col_axis);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
immAttrib3ubv(color, col_grid_emphasise);
|
|
|
|
|
|
|
|
immVertex2f(pos, 0.0f, -grid);
|
|
|
|
immVertex2f(pos, 0.0f, +grid);
|
|
|
|
|
|
|
|
immEnd();
|
|
|
|
immUnbindProgram();
|
|
|
|
|
|
|
|
/* done with XY plane */
|
|
|
|
}
|
|
|
|
|
|
|
|
if (show_axis_x || show_axis_y || show_axis_z) {
|
|
|
|
/* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
|
|
|
|
|
|
|
|
VertexFormat* format = immVertexFormat();
|
2016-11-15 11:49:00 -05:00
|
|
|
unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
|
|
|
|
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
2016-10-06 19:55:06 +00:00
|
|
|
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
|
|
|
|
immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
|
|
|
|
|
|
|
|
if (show_axis_x) {
|
|
|
|
UI_make_axis_color(col_grid, col_axis, 'X');
|
|
|
|
immAttrib3ubv(color, col_axis);
|
|
|
|
immVertex3f(pos, -grid, 0.0f, 0.0f);
|
|
|
|
immVertex3f(pos, +grid, 0.0f, 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (show_axis_y) {
|
|
|
|
UI_make_axis_color(col_grid, col_axis, 'Y');
|
|
|
|
immAttrib3ubv(color, col_axis);
|
|
|
|
immVertex3f(pos, 0.0f, -grid, 0.0f);
|
|
|
|
immVertex3f(pos, 0.0f, +grid, 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (show_axis_z) {
|
|
|
|
UI_make_axis_color(col_grid, col_axis, 'Z');
|
|
|
|
immAttrib3ubv(color, col_axis);
|
|
|
|
immVertex3f(pos, 0.0f, 0.0f, -grid);
|
|
|
|
immVertex3f(pos, 0.0f, 0.0f, +grid);
|
|
|
|
}
|
|
|
|
|
|
|
|
immEnd();
|
|
|
|
immUnbindProgram();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!write_depth)
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
|
|
|
|
float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
|
|
|
|
{
|
|
|
|
/* apply units */
|
|
|
|
if (scene->unit.system) {
|
|
|
|
const void *usys;
|
|
|
|
int len;
|
|
|
|
|
|
|
|
bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
|
|
|
|
|
|
|
|
if (usys) {
|
|
|
|
int i = bUnit_GetBaseUnit(usys);
|
|
|
|
if (grid_unit)
|
|
|
|
*grid_unit = bUnit_GetNameDisplay(usys, i);
|
|
|
|
return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
|
|
|
|
{
|
|
|
|
return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
|
|
|
|
}
|
|
|
|
|
2016-12-05 02:50:28 -05:00
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
static void view3d_draw_grid(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
/* TODO viewport
|
|
|
|
* Missing is the flags to check whether to draw it
|
|
|
|
* for now now we are using the flags in v3d itself.
|
|
|
|
*
|
|
|
|
* Also for now always assume depth is there, so we
|
|
|
|
* draw on top of it.
|
|
|
|
*/
|
2016-12-01 10:29:46 +01:00
|
|
|
/**
|
|
|
|
* Calculate pixel-size factor once, is used for lamps and object centers.
|
|
|
|
* Used by #ED_view3d_pixel_size and typically not accessed directly.
|
|
|
|
*
|
|
|
|
* \note #BKE_camera_params_compute_viewplane' also calculates a pixel-size value,
|
|
|
|
* passed to #RE_SetPixelSize, in ortho mode this is compatible with this value,
|
|
|
|
* but in perspective mode its offset by the near-clip.
|
|
|
|
*
|
|
|
|
* 'RegionView3D.pixsize' is used for viewport drawing, not rendering.
|
|
|
|
*/
|
2016-10-06 19:55:06 +00:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
|
|
|
|
const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
|
|
|
|
const char *grid_unit = NULL;
|
|
|
|
|
|
|
|
/* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
|
2016-10-14 22:40:55 -04:00
|
|
|
* objects if done last
|
|
|
|
* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views.
|
|
|
|
*/
|
|
|
|
rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit);
|
2016-10-06 19:55:06 +00:00
|
|
|
|
2016-10-06 23:40:48 +00:00
|
|
|
glEnable(GL_DEPTH_TEST);
|
2016-10-25 04:39:55 -04:00
|
|
|
glDepthMask(GL_FALSE); /* read & test depth, but don't alter it. TODO: separate UI depth buffer */
|
2016-10-06 23:40:48 +00:00
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
if (!draw_floor) {
|
|
|
|
ED_region_pixelspace(ar);
|
|
|
|
*(&grid_unit) = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
|
|
|
|
drawgrid(&scene->unit, ar, v3d, &grid_unit);
|
2016-10-06 23:40:48 +00:00
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadMatrixf(rv3d->winmat);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glLoadMatrixf(rv3d->viewmat);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
drawfloor(scene, v3d, &grid_unit, false);
|
|
|
|
}
|
|
|
|
|
2016-10-06 23:40:48 +00:00
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
}
|
2016-10-06 19:55:06 +00:00
|
|
|
|
2016-12-05 02:50:28 -05:00
|
|
|
static bool is_cursor_visible(Scene *scene)
|
|
|
|
{
|
|
|
|
Object *ob = OBACT;
|
|
|
|
|
|
|
|
/* don't draw cursor in paint modes, but with a few exceptions */
|
|
|
|
if (ob && ob->mode & OB_MODE_ALL_PAINT) {
|
|
|
|
/* exception: object is in weight paint and has deforming armature in pose mode */
|
|
|
|
if (ob->mode & OB_MODE_WEIGHT_PAINT) {
|
|
|
|
if (BKE_object_pose_armature_get(ob) != NULL) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
|
|
|
|
else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
|
|
|
|
const Paint *p = BKE_paint_get_active(scene);
|
|
|
|
|
|
|
|
if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
|
|
|
|
if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* no exception met? then don't draw cursor! */
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
|
|
|
|
{
|
|
|
|
int co[2];
|
|
|
|
|
|
|
|
/* we don't want the clipping for cursor */
|
|
|
|
if (ED_view3d_project_int_global(ar, ED_view3d_cursor3d_get(scene, v3d), co, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
|
|
|
|
const float f5 = 0.25f * U.widget_unit;
|
|
|
|
const float f10 = 0.5f * U.widget_unit;
|
|
|
|
const float f20 = U.widget_unit;
|
|
|
|
|
|
|
|
glLineWidth(1.0f);
|
|
|
|
|
|
|
|
VertexFormat* format = immVertexFormat();
|
|
|
|
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
|
|
|
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
|
|
|
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
|
|
|
|
|
|
|
const int segments = 16;
|
|
|
|
|
|
|
|
immBegin(GL_LINE_LOOP, segments);
|
|
|
|
|
|
|
|
for (int i = 0; i < segments; ++i) {
|
|
|
|
float angle = 2 * M_PI * ((float)i / (float)segments);
|
|
|
|
float x = co[0] + f10 * cosf(angle);
|
|
|
|
float y = co[1] + f10 * sinf(angle);
|
|
|
|
|
|
|
|
if (i % 2 == 0)
|
|
|
|
immAttrib3ub(color, 255, 0, 0);
|
|
|
|
else
|
|
|
|
immAttrib3ub(color, 255, 255, 255);
|
|
|
|
|
|
|
|
immVertex2f(pos, x, y);
|
|
|
|
}
|
|
|
|
immEnd();
|
|
|
|
|
|
|
|
immUnbindProgram();
|
|
|
|
|
|
|
|
VertexFormat_clear(format);
|
|
|
|
pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
|
|
|
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
|
|
|
|
unsigned char crosshair_color[3];
|
|
|
|
UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
|
|
|
|
immUniformColor3ubv(crosshair_color);
|
|
|
|
|
|
|
|
immBegin(GL_LINES, 8);
|
|
|
|
immVertex2f(pos, co[0] - f20, co[1]);
|
|
|
|
immVertex2f(pos, co[0] - f5, co[1]);
|
|
|
|
immVertex2f(pos, co[0] + f5, co[1]);
|
|
|
|
immVertex2f(pos, co[0] + f20, co[1]);
|
|
|
|
immVertex2f(pos, co[0], co[1] - f20);
|
|
|
|
immVertex2f(pos, co[0], co[1] - f5);
|
|
|
|
immVertex2f(pos, co[0], co[1] + f5);
|
|
|
|
immVertex2f(pos, co[0], co[1] + f20);
|
|
|
|
immEnd();
|
|
|
|
|
|
|
|
immUnbindProgram();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
|
|
|
|
{
|
|
|
|
const float k = U.rvisize * U.pixelsize; /* axis size */
|
|
|
|
const int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
|
|
|
|
|
|
|
|
const float startx = rect->xmin + k + 1.0f; /* axis center in screen coordinates, x=y */
|
|
|
|
const float starty = rect->ymin + k + 1.0f;
|
|
|
|
|
|
|
|
float axis_pos[3][2];
|
|
|
|
unsigned char axis_col[3][4];
|
|
|
|
|
|
|
|
int axis_order[3] = {0, 1, 2};
|
|
|
|
axis_sort_v3(rv3d->viewinv[2], axis_order);
|
|
|
|
|
|
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
|
|
int i = axis_order[axis_i];
|
|
|
|
|
|
|
|
/* get position of each axis tip on screen */
|
|
|
|
float vec[3] = { 0.0f };
|
|
|
|
vec[i] = 1.0f;
|
|
|
|
mul_qt_v3(rv3d->viewquat, vec);
|
|
|
|
axis_pos[i][0] = startx + vec[0] * k;
|
|
|
|
axis_pos[i][1] = starty + vec[1] * k;
|
|
|
|
|
|
|
|
/* get color of each axis */
|
|
|
|
UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
|
|
|
|
axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
|
|
|
|
}
|
|
|
|
|
|
|
|
/* draw axis lines */
|
|
|
|
glLineWidth(2.0f);
|
|
|
|
glEnable(GL_LINE_SMOOTH);
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
VertexFormat *format = immVertexFormat();
|
|
|
|
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
|
|
|
unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
|
|
|
|
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
|
|
|
immBegin(GL_LINES, 6);
|
|
|
|
|
|
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
|
|
int i = axis_order[axis_i];
|
|
|
|
|
|
|
|
immAttrib4ubv(col, axis_col[i]);
|
|
|
|
immVertex2f(pos, startx, starty);
|
|
|
|
immVertex2fv(pos, axis_pos[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
immEnd();
|
|
|
|
immUnbindProgram();
|
|
|
|
glDisable(GL_LINE_SMOOTH);
|
|
|
|
|
|
|
|
/* draw axis names */
|
|
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
|
|
int i = axis_order[axis_i];
|
|
|
|
|
|
|
|
const char axis_text[2] = {'x' + i, '\0'};
|
|
|
|
glColor4ubv(axis_col[i]); /* text shader still uses gl_Color */
|
|
|
|
BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* BLF_draw_default disabled blending for us */
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef WITH_INPUT_NDOF
|
|
|
|
/* draw center and axis of rotation for ongoing 3D mouse navigation */
|
|
|
|
static void draw_rotation_guide(RegionView3D *rv3d)
|
|
|
|
{
|
|
|
|
float o[3]; /* center of rotation */
|
|
|
|
float end[3]; /* endpoints for drawing */
|
|
|
|
|
|
|
|
GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
|
|
|
|
|
|
|
|
negate_v3_v3(o, rv3d->ofs);
|
|
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glPointSize(5.0f);
|
|
|
|
glEnable(GL_POINT_SMOOTH);
|
|
|
|
glDepthMask(GL_FALSE); /* don't overwrite zbuf */
|
|
|
|
|
|
|
|
VertexFormat *format = immVertexFormat();
|
|
|
|
unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
|
|
|
|
unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
|
|
|
|
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
|
|
|
|
|
|
|
|
if (rv3d->rot_angle != 0.0f) {
|
|
|
|
/* -- draw rotation axis -- */
|
|
|
|
float scaled_axis[3];
|
|
|
|
const float scale = rv3d->dist;
|
|
|
|
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
|
|
|
|
|
|
|
|
|
|
|
|
immBegin(GL_LINE_STRIP, 3);
|
|
|
|
color[3] = 0; /* more transparent toward the ends */
|
|
|
|
immAttrib4ubv(col, color);
|
|
|
|
add_v3_v3v3(end, o, scaled_axis);
|
|
|
|
immVertex3fv(pos, end);
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
|
|
|
|
/* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
|
|
|
|
#endif
|
|
|
|
|
|
|
|
color[3] = 127; /* more opaque toward the center */
|
|
|
|
immAttrib4ubv(col, color);
|
|
|
|
immVertex3fv(pos, o);
|
|
|
|
|
|
|
|
color[3] = 0;
|
|
|
|
immAttrib4ubv(col, color);
|
|
|
|
sub_v3_v3v3(end, o, scaled_axis);
|
|
|
|
immVertex3fv(pos, end);
|
|
|
|
immEnd();
|
|
|
|
|
|
|
|
/* -- draw ring around rotation center -- */
|
|
|
|
{
|
|
|
|
#define ROT_AXIS_DETAIL 13
|
|
|
|
|
|
|
|
const float s = 0.05f * scale;
|
|
|
|
const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
|
|
|
|
|
|
|
|
float q[4]; /* rotate ring so it's perpendicular to axis */
|
|
|
|
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
|
|
|
|
if (!upright) {
|
|
|
|
const float up[3] = {0.0f, 0.0f, 1.0f};
|
|
|
|
float vis_angle, vis_axis[3];
|
|
|
|
|
|
|
|
cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
|
|
|
|
vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
|
|
|
|
axis_angle_to_quat(q, vis_axis, vis_angle);
|
|
|
|
}
|
|
|
|
|
|
|
|
immBegin(GL_LINE_LOOP, ROT_AXIS_DETAIL);
|
|
|
|
color[3] = 63; /* somewhat faint */
|
|
|
|
immAttrib4ubv(col, color);
|
|
|
|
float angle = 0.0f;
|
|
|
|
for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
|
|
|
|
float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
|
|
|
|
|
|
|
|
if (!upright) {
|
|
|
|
mul_qt_v3(q, p);
|
|
|
|
}
|
|
|
|
|
|
|
|
add_v3_v3(p, o);
|
|
|
|
immVertex3fv(pos, p);
|
|
|
|
}
|
|
|
|
immEnd();
|
|
|
|
|
|
|
|
#undef ROT_AXIS_DETAIL
|
|
|
|
}
|
|
|
|
|
|
|
|
color[3] = 255; /* solid dot */
|
|
|
|
}
|
|
|
|
else
|
|
|
|
color[3] = 127; /* see-through dot */
|
|
|
|
|
|
|
|
/* -- draw rotation center -- */
|
|
|
|
immBegin(GL_POINTS, 1);
|
|
|
|
immAttrib4ubv(col, color);
|
|
|
|
immVertex3fv(pos, o);
|
|
|
|
immEnd();
|
|
|
|
immUnbindProgram();
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
/* find screen coordinates for rotation center, then draw pretty icon */
|
|
|
|
mul_m4_v3(rv3d->persinv, rot_center);
|
|
|
|
UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
|
|
|
|
/* ^^ just playing around, does not work */
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_POINT_SMOOTH);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
}
|
|
|
|
#endif /* WITH_INPUT_NDOF */
|
|
|
|
|
2016-10-14 05:17:06 +00:00
|
|
|
/* ******************** non-meshes ***************** */
|
|
|
|
|
|
|
|
static void view3d_draw_non_mesh(
|
2016-10-21 17:26:42 +00:00
|
|
|
Scene *scene, Object *ob, Base *base, View3D *v3d,
|
|
|
|
RegionView3D *rv3d, const bool is_boundingbox, const unsigned char color[4])
|
2016-10-14 05:17:06 +00:00
|
|
|
{
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glPushMatrix();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
|
|
|
|
/* multiply view with object matrix.
|
|
|
|
* local viewmat and persmat, to calculate projections */
|
|
|
|
ED_view3d_init_mats_rv3d_gl(ob, rv3d);
|
|
|
|
|
|
|
|
switch (ob->type) {
|
2016-10-21 17:26:42 +00:00
|
|
|
case OB_MESH:
|
|
|
|
case OB_FONT:
|
|
|
|
case OB_CURVE:
|
|
|
|
case OB_SURF:
|
|
|
|
case OB_MBALL:
|
|
|
|
if (is_boundingbox) {
|
|
|
|
draw_bounding_volume(ob, ob->boundtype);
|
|
|
|
}
|
|
|
|
break;
|
2016-10-14 05:17:06 +00:00
|
|
|
case OB_EMPTY:
|
2016-10-19 04:01:15 -04:00
|
|
|
drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, color);
|
2016-10-14 05:17:06 +00:00
|
|
|
break;
|
|
|
|
case OB_LAMP:
|
2016-10-21 17:26:42 +00:00
|
|
|
drawlamp(v3d, rv3d, base, OB_SOLID, DRAW_CONSTCOLOR, color, ob == OBACT);
|
|
|
|
break;
|
|
|
|
case OB_CAMERA:
|
|
|
|
drawcamera(scene, v3d, rv3d, base, DRAW_CONSTCOLOR, color);
|
|
|
|
break;
|
|
|
|
case OB_SPEAKER:
|
|
|
|
drawspeaker(color);
|
|
|
|
break;
|
|
|
|
case OB_LATTICE:
|
|
|
|
/* TODO */
|
|
|
|
break;
|
|
|
|
case OB_ARMATURE:
|
|
|
|
/* TODO */
|
2016-10-14 05:17:06 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
/* TODO Viewport: handle the other cases*/
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2016-10-21 17:26:42 +00:00
|
|
|
if (ob->rigidbody_object) {
|
|
|
|
draw_rigidbody_shape(ob);
|
|
|
|
}
|
|
|
|
|
2016-10-14 05:17:06 +00:00
|
|
|
ED_view3d_clear_mats_rv3d(rv3d);
|
|
|
|
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glPopMatrix();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPopMatrix();
|
|
|
|
}
|
|
|
|
|
2016-10-14 01:38:04 +00:00
|
|
|
/* ******************** info ***************** */
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Render and camera border
|
|
|
|
*/
|
|
|
|
static void view3d_draw_border(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
|
|
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
|
|
drawviewborder(scene, ar, v3d);
|
|
|
|
}
|
|
|
|
else if (v3d->flag2 & V3D_RENDER_BORDER) {
|
|
|
|
drawrenderborder(ar, v3d);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Grease Pencil
|
|
|
|
*/
|
|
|
|
static void view3d_draw_grease_pencil(const bContext *C)
|
|
|
|
{
|
|
|
|
/* TODO viewport */
|
|
|
|
}
|
|
|
|
|
2016-10-06 14:14:41 +00:00
|
|
|
/* ******************** view loop ***************** */
|
|
|
|
|
|
|
|
/**
|
2016-10-06 19:55:06 +00:00
|
|
|
* Set the correct matrices
|
|
|
|
*/
|
|
|
|
static void view3d_draw_setup_view(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
|
|
|
|
/* setup the view matrix */
|
|
|
|
if (view3d_stereo3d_active(C, scene, v3d, rv3d))
|
|
|
|
view3d_stereo3d_setup(scene, v3d, ar);
|
|
|
|
else
|
|
|
|
view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
|
|
|
|
}
|
|
|
|
|
2016-10-07 01:45:28 +00:00
|
|
|
static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_depth, const bool use_depth)
|
|
|
|
{
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
|
|
|
|
if (only_depth)
|
|
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
|
|
|
|
if (only_depth || use_depth) {
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
2016-10-25 04:39:55 -04:00
|
|
|
glDepthFunc(GL_LESS);
|
|
|
|
glDepthMask(GL_TRUE);
|
2016-10-07 01:45:28 +00:00
|
|
|
v3d->zbuf = true;
|
|
|
|
}
|
|
|
|
|
2016-12-04 20:11:12 -05:00
|
|
|
for (Base *base = scene->base.first; base; base = base->next) {
|
2016-10-07 01:45:28 +00:00
|
|
|
if (v3d->lay & base->lay) {
|
|
|
|
/* dupli drawing */
|
|
|
|
if (base->object->transflag & OB_DUPLI)
|
|
|
|
draw_dupli_objects(scene, ar, v3d, base);
|
|
|
|
|
|
|
|
draw_object(scene, ar, v3d, base, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (only_depth)
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
|
2016-10-13 02:50:42 +00:00
|
|
|
if (only_depth || use_depth) {
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
v3d->zbuf = false;
|
|
|
|
}
|
2016-10-07 01:45:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Draw only the scene depth buffer
|
|
|
|
*/
|
|
|
|
static void draw_depth_buffer(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
draw_all_objects(C, ar, true, true);
|
|
|
|
}
|
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
/**
|
|
|
|
* Required if the shaders need it or external engines
|
|
|
|
* (e.g., Cycles requires depth buffer handled separately).
|
|
|
|
*/
|
2016-10-07 01:45:28 +00:00
|
|
|
static void view3d_draw_prerender_buffers(const bContext *C, ARegion *ar, DrawData *draw_data)
|
2016-10-06 14:14:41 +00:00
|
|
|
{
|
2016-10-12 23:31:44 +00:00
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
|
2016-10-06 14:14:41 +00:00
|
|
|
/* TODO viewport */
|
2016-10-12 23:31:44 +00:00
|
|
|
if (draw_data->is_render && ((!draw_data->clip_border) || (v3d->drawtype <= OB_WIRE))) {
|
2016-10-07 01:45:28 +00:00
|
|
|
draw_depth_buffer(C, ar);
|
|
|
|
}
|
2016-10-06 14:14:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Draw all the plates that will fill the RGBD buffer
|
|
|
|
*/
|
2016-10-07 01:45:28 +00:00
|
|
|
static void view3d_draw_solid_plates(const bContext *C, ARegion *ar, DrawData *draw_data)
|
2016-10-06 14:14:41 +00:00
|
|
|
{
|
2016-10-07 01:45:28 +00:00
|
|
|
/* realtime plates */
|
|
|
|
if ((!draw_data->is_render) || draw_data->clip_border) {
|
|
|
|
view3d_draw_background(C);
|
|
|
|
view3d_draw_render_solid_surfaces(C, ar, true);
|
|
|
|
view3d_draw_render_transparent_surfaces(C);
|
|
|
|
view3d_draw_post_draw(C);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* offline plates*/
|
|
|
|
if (draw_data->is_render) {
|
2016-12-04 20:11:12 -05:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
|
2016-10-07 01:45:28 +00:00
|
|
|
view3d_draw_render_draw(C, scene, ar, v3d, draw_data->clip_border, &draw_data->border_rect);
|
|
|
|
}
|
2016-10-21 20:50:00 +00:00
|
|
|
|
2016-10-25 04:46:07 -04:00
|
|
|
#if VIEW3D_DRAW_DEBUG
|
2016-10-21 20:50:00 +00:00
|
|
|
view3d_draw_debug_post_solid(C, ar, draw_data);
|
2016-10-25 04:46:07 -04:00
|
|
|
#endif
|
2016-10-06 14:14:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Wires, outline, ...
|
|
|
|
*/
|
|
|
|
static void view3d_draw_geometry_overlay(const bContext *C)
|
|
|
|
{
|
|
|
|
view3d_draw_wire_plates(C);
|
|
|
|
view3d_draw_outline_plates(C);
|
|
|
|
}
|
|
|
|
|
2016-10-14 05:17:06 +00:00
|
|
|
/* drawing cameras, lamps, ... */
|
|
|
|
static void view3d_draw_non_meshes(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
/* TODO viewport
|
|
|
|
* for now we draw them all, in the near future
|
|
|
|
* we filter them based on the plates/layers
|
|
|
|
*/
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
|
2016-10-21 17:26:42 +00:00
|
|
|
bool is_boundingbox = ((v3d->drawtype == OB_BOUNDBOX) ||
|
|
|
|
((v3d->drawtype == OB_RENDER) && (v3d->prev_drawtype == OB_BOUNDBOX)));
|
2016-10-14 05:17:06 +00:00
|
|
|
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
2016-10-24 12:58:23 +00:00
|
|
|
glDepthMask(GL_TRUE);
|
2016-10-14 05:17:06 +00:00
|
|
|
/* TODO Viewport
|
|
|
|
* we are already temporarily writing to zbuffer in draw_object()
|
|
|
|
* for now let's avoid writing again to zbuffer to prevent glitches
|
|
|
|
*/
|
|
|
|
|
2016-12-04 20:11:12 -05:00
|
|
|
for (Base *base = scene->base.first; base; base = base->next) {
|
2016-10-14 05:17:06 +00:00
|
|
|
if (v3d->lay & base->lay) {
|
|
|
|
Object *ob = base->object;
|
|
|
|
|
2016-12-04 20:11:12 -05:00
|
|
|
unsigned char ob_wire_col[4];
|
2016-10-21 17:26:42 +00:00
|
|
|
draw_object_wire_color(scene, base, ob_wire_col);
|
|
|
|
view3d_draw_non_mesh(scene, ob, base, v3d, rv3d, is_boundingbox, ob_wire_col);
|
2016-10-14 05:17:06 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-10-24 12:58:23 +00:00
|
|
|
glDepthMask(GL_FALSE);
|
2016-10-14 05:17:06 +00:00
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
|
2016-10-06 14:14:41 +00:00
|
|
|
/**
|
2016-10-14 05:17:06 +00:00
|
|
|
* Parent lines, grid, ...
|
2016-10-06 14:14:41 +00:00
|
|
|
*/
|
2016-10-06 19:55:06 +00:00
|
|
|
static void view3d_draw_other_elements(const bContext *C, ARegion *ar)
|
2016-10-06 14:14:41 +00:00
|
|
|
{
|
2016-12-05 02:50:28 -05:00
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
view3d_draw_grid(C, ar);
|
2016-12-05 02:50:28 -05:00
|
|
|
|
|
|
|
#ifdef WITH_INPUT_NDOF
|
|
|
|
if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((rv3d->viewlock & RV3D_LOCKED) == 0) && (rv3d->persp != RV3D_CAMOB))
|
|
|
|
/* TODO: draw something else (but not this) during fly mode */
|
|
|
|
draw_rotation_guide(rv3d);
|
|
|
|
#endif
|
2016-10-06 14:14:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
2016-10-06 19:55:06 +00:00
|
|
|
* Paint brushes, armatures, ...
|
|
|
|
*/
|
2016-10-06 14:14:41 +00:00
|
|
|
static void view3d_draw_tool_ui(const bContext *C)
|
|
|
|
{
|
|
|
|
/* TODO viewport */
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
2016-10-06 19:55:06 +00:00
|
|
|
* Blueprint images
|
|
|
|
*/
|
2016-10-06 14:14:41 +00:00
|
|
|
static void view3d_draw_reference_images(const bContext *C)
|
|
|
|
{
|
|
|
|
/* TODO viewport */
|
|
|
|
}
|
|
|
|
|
2016-10-13 02:50:42 +00:00
|
|
|
/**
|
|
|
|
* 3D manipulators
|
|
|
|
*/
|
|
|
|
static void view3d_draw_manipulator(const bContext *C)
|
|
|
|
{
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
v3d->zbuf = false;
|
|
|
|
BIF_draw_manipulator(C);
|
|
|
|
}
|
|
|
|
|
2016-10-06 14:14:41 +00:00
|
|
|
/**
|
2016-10-14 01:38:04 +00:00
|
|
|
* Information drawn on top of the solid plates and composed data
|
|
|
|
*/
|
|
|
|
static void view3d_draw_region_info(const bContext *C, ARegion *ar)
|
2016-10-06 14:14:41 +00:00
|
|
|
{
|
2016-10-14 01:38:04 +00:00
|
|
|
/* correct projection matrix */
|
|
|
|
ED_region_pixelspace(ar);
|
|
|
|
|
|
|
|
/* local coordinate visible rect inside region, to accomodate overlapping ui */
|
2016-12-05 02:50:28 -05:00
|
|
|
rcti rect;
|
2016-10-14 01:38:04 +00:00
|
|
|
ED_region_visible_rect(ar, &rect);
|
|
|
|
|
|
|
|
view3d_draw_border(C, ar);
|
|
|
|
view3d_draw_grease_pencil(C);
|
|
|
|
|
2016-12-05 02:50:28 -05:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
|
|
|
|
/* 3D cursor */
|
|
|
|
if (is_cursor_visible(scene)) {
|
|
|
|
drawcursor(scene, ar, v3d);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (U.uiflag & USER_SHOW_ROTVIEWICON) {
|
|
|
|
draw_view_axis(rv3d, &rect);
|
|
|
|
}
|
|
|
|
|
2016-10-06 14:14:41 +00:00
|
|
|
/* TODO viewport */
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
2016-10-06 19:55:06 +00:00
|
|
|
* This could run once per view, or even in parallel
|
|
|
|
* for each of them. What is a "view"?
|
|
|
|
* - a viewport with the camera elsewhere
|
|
|
|
* - left/right stereo
|
|
|
|
* - panorama / fisheye individual cubemap faces
|
|
|
|
*/
|
2016-10-07 01:45:28 +00:00
|
|
|
static void view3d_draw_view(const bContext *C, ARegion *ar, DrawData *draw_data)
|
2016-10-06 14:14:41 +00:00
|
|
|
{
|
|
|
|
/* TODO - Technically this should be drawn to a few FBO, so we can handle
|
|
|
|
* compositing better, but for now this will get the ball rolling (dfelinto) */
|
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
view3d_draw_setup_view(C, ar);
|
2016-10-07 01:45:28 +00:00
|
|
|
view3d_draw_prerender_buffers(C, ar, draw_data);
|
|
|
|
view3d_draw_solid_plates(C, ar, draw_data);
|
2016-10-06 14:14:41 +00:00
|
|
|
view3d_draw_geometry_overlay(C);
|
2016-10-14 05:17:06 +00:00
|
|
|
view3d_draw_non_meshes(C, ar);
|
2016-10-06 19:55:06 +00:00
|
|
|
view3d_draw_other_elements(C, ar);
|
2016-10-06 14:14:41 +00:00
|
|
|
view3d_draw_tool_ui(C);
|
|
|
|
view3d_draw_reference_images(C);
|
2016-10-13 02:50:42 +00:00
|
|
|
view3d_draw_manipulator(C);
|
2016-10-14 01:38:04 +00:00
|
|
|
view3d_draw_region_info(C, ar);
|
2016-10-25 04:46:07 -04:00
|
|
|
|
|
|
|
#if VIEW3D_DRAW_DEBUG
|
2016-10-21 20:50:00 +00:00
|
|
|
view3d_draw_debug(C, ar, draw_data);
|
2016-10-25 04:46:07 -04:00
|
|
|
#endif
|
2016-10-06 14:14:41 +00:00
|
|
|
}
|
|
|
|
|
2016-10-04 20:00:46 +00:00
|
|
|
void view3d_main_region_draw(const bContext *C, ARegion *ar)
|
2008-12-18 17:38:21 +00:00
|
|
|
{
|
2016-10-04 20:00:46 +00:00
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
2016-10-13 04:22:28 +00:00
|
|
|
RegionView3D *rv3d = ar->regiondata;
|
2013-02-20 08:39:31 +00:00
|
|
|
|
2016-10-04 20:00:46 +00:00
|
|
|
if (IS_VIEWPORT_LEGACY(v3d)) {
|
|
|
|
view3d_main_region_draw_legacy(C, ar);
|
|
|
|
return;
|
2008-12-18 17:38:21 +00:00
|
|
|
}
|
|
|
|
|
2016-10-13 04:22:28 +00:00
|
|
|
if (!rv3d->viewport)
|
|
|
|
rv3d->viewport = GPU_viewport_create();
|
|
|
|
|
2016-10-06 14:14:41 +00:00
|
|
|
/* TODO viewport - there is so much to be done, in fact a lot will need to happen in the space_view3d.c
|
|
|
|
* before we even call the drawing routine, but let's move on for now (dfelinto)
|
|
|
|
* but this is a provisory way to start seeing things in the viewport */
|
2016-10-07 01:45:28 +00:00
|
|
|
DrawData draw_data;
|
2016-10-21 20:50:00 +00:00
|
|
|
view3d_draw_data_init(C, ar, rv3d, &draw_data);
|
2016-10-07 01:45:28 +00:00
|
|
|
view3d_draw_view(C, ar, &draw_data);
|
|
|
|
|
|
|
|
v3d->flag |= V3D_INVALID_BACKBUF;
|
2016-10-06 19:55:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ******************** legacy interface ***************** */
|
|
|
|
/**
|
|
|
|
* This will be removed once the viewport gets replaced
|
|
|
|
* meanwhile it should keep the old viewport working.
|
|
|
|
*/
|
|
|
|
|
2016-12-05 02:50:28 -05:00
|
|
|
void VP_legacy_drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
|
|
|
|
{
|
|
|
|
if (is_cursor_visible(scene)) {
|
|
|
|
drawcursor(scene, ar, v3d);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void VP_legacy_draw_view_axis(RegionView3D *rv3d, rcti *rect)
|
|
|
|
{
|
|
|
|
draw_view_axis(rv3d, rect);
|
|
|
|
}
|
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
|
|
|
|
{
|
|
|
|
drawgrid(unit, ar, v3d, grid_unit);
|
2008-12-18 17:38:21 +00:00
|
|
|
}
|
|
|
|
|
2016-10-06 19:55:06 +00:00
|
|
|
void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
|
|
|
|
{
|
|
|
|
drawfloor(scene, v3d, grid_unit, write_depth);
|
|
|
|
}
|
|
|
|
|
|
|
|
void VP_legacy_view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
|
|
|
|
{
|
|
|
|
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool VP_legacy_view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
|
|
|
|
{
|
|
|
|
return view3d_stereo3d_active(C, scene, v3d, rv3d);
|
|
|
|
}
|
|
|
|
|
|
|
|
void VP_legacy_view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
|
|
|
|
{
|
|
|
|
view3d_stereo3d_setup(scene, v3d, ar);
|
|
|
|
}
|
2016-10-07 01:45:28 +00:00
|
|
|
|
|
|
|
bool VP_legacy_use_depth(Scene *scene, View3D *v3d)
|
|
|
|
{
|
|
|
|
return use_depth_doit(scene, v3d);
|
2012-11-16 07:56:47 +00:00
|
|
|
}
|
2016-10-14 01:24:27 +00:00
|
|
|
|
2016-10-14 01:38:04 +00:00
|
|
|
void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
|
|
|
|
{
|
|
|
|
drawviewborder(scene, ar, v3d);
|
|
|
|
}
|
|
|
|
|
2016-10-14 01:24:27 +00:00
|
|
|
void VP_drawrenderborder(ARegion *ar, View3D *v3d)
|
|
|
|
{
|
|
|
|
drawrenderborder(ar, v3d);
|
|
|
|
}
|
2016-10-24 18:58:12 +00:00
|
|
|
|
|
|
|
void VP_view3d_draw_background_none(void)
|
|
|
|
{
|
|
|
|
view3d_draw_background_none();
|
|
|
|
}
|
|
|
|
|
|
|
|
void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d)
|
|
|
|
{
|
|
|
|
view3d_draw_background_world(scene, v3d, rv3d);
|
|
|
|
}
|