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blender-archive/source/blender/editors/space_view3d/view3d_draw_legacy.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
2017-02-22 18:52:07 +01:00
/** \file blender/editors/space_view3d/view3d_draw_legacy.c
* \ingroup spview3d
*/
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "DNA_brush_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_endian_switch.h"
#include "BLI_threads.h"
#include "BKE_anim.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_image.h"
#include "BKE_key.h"
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
#include "BKE_layer.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_unit.h"
#include "BKE_movieclip.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "IMB_colormanagement.h"
#include "BIF_glutil.h"
#include "WM_api.h"
#include "WM_types.h"
#include "BLF_api.h"
#include "BLT_translation.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_screen_types.h"
#include "ED_transform.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "GPU_draw.h"
#include "GPU_framebuffer.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_select.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "RE_engine.h"
#include "DRW_engine.h"
#include "view3d_intern.h" /* own include */
/* ********* custom clipping *********** */
void ED_view3d_clipping_set(RegionView3D *rv3d)
{
double plane[4];
const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
for (unsigned a = 0; a < tot; a++) {
copy_v4db_v4fl(plane, rv3d->clip[a]);
glClipPlane(GL_CLIP_PLANE0 + a, plane);
glEnable(GL_CLIP_PLANE0 + a);
}
}
/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
void ED_view3d_clipping_disable(void)
{
for (unsigned a = 0; a < 6; a++) {
glDisable(GL_CLIP_PLANE0 + a);
}
}
void ED_view3d_clipping_enable(void)
{
for (unsigned a = 0; a < 6; a++) {
glEnable(GL_CLIP_PLANE0 + a);
}
}
/* *********************** backdraw for selection *************** */
static void backdrawview3d(
struct Depsgraph *depsgraph, Scene *scene,
2018-03-08 17:42:06 +11:00
ARegion *ar, View3D *v3d,
Object *obact, Object *obedit,
short select_mode)
{
RegionView3D *rv3d = ar->regiondata;
Scene *scene_eval = (Scene *)DEG_get_evaluated_id(depsgraph, &scene->id);
Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
BKE_paint_select_face_test(obact_eval)))
{
/* do nothing */
}
/* texture paint mode sampling */
else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) &&
(v3d->shading.type > OB_WIRE))
{
/* do nothing */
}
else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) &&
V3D_IS_ZBUF(v3d))
{
/* do nothing */
}
else if ((obedit && (obedit->mode & OB_MODE_EDIT)) &&
V3D_IS_ZBUF(v3d))
{
/* do nothing */
}
else {
v3d->flag &= ~V3D_INVALID_BACKBUF;
return;
}
if (!(v3d->flag & V3D_INVALID_BACKBUF))
return;
#if 0
if (test) {
if (qtest()) {
addafterqueue(ar->win, BACKBUFDRAW, 1);
return;
}
}
#endif
#if 0 /* v3d->zbuf deprecated */
if (v3d->shading.type > OB_WIRE) v3d->zbuf = true;
#endif
/* dithering and AA break color coding, so disable */
glDisable(GL_DITHER);
if (false) {
/* for multisample we use an offscreen FBO. multisample drawing can fail
* with color coded selection drawing, and reading back depths from such
* a buffer can also cause a few seconds freeze on OS X / NVidia.
*
* NOTE: code is no longer used now, but offscreen drawing is likely
* what we will always want to do for the new viewport. */
int w = BLI_rcti_size_x(&ar->winrct);
int h = BLI_rcti_size_y(&ar->winrct);
char error[256];
if (rv3d->gpuoffscreen) {
if (GPU_offscreen_width(rv3d->gpuoffscreen) != w ||
GPU_offscreen_height(rv3d->gpuoffscreen) != h)
{
GPU_offscreen_free(rv3d->gpuoffscreen);
rv3d->gpuoffscreen = NULL;
}
}
if (!rv3d->gpuoffscreen) {
rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, true, false, error);
if (!rv3d->gpuoffscreen)
fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error);
}
}
if (rv3d->gpuoffscreen)
GPU_offscreen_bind(rv3d->gpuoffscreen, true);
else
GPU_scissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
GPU_clear_color(0.0, 0.0, 0.0, 0.0);
GPU_depth_test(true);
GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT);
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(rv3d);
G.f |= G_BACKBUFSEL;
2018-03-08 17:42:06 +11:00
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE) != 0)) {
draw_object_backbufsel(depsgraph, scene_eval, v3d, rv3d, obact_eval, select_mode);
2018-03-08 17:42:06 +11:00
}
if (rv3d->gpuoffscreen)
GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
v3d->flag &= ~V3D_INVALID_BACKBUF;
G.f &= ~G_BACKBUFSEL;
GPU_depth_test(false);
glEnable(GL_DITHER);
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
}
void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->gpuoffscreen) {
GPU_offscreen_bind(rv3d->gpuoffscreen, true);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(x, y, w, h, format, type, data);
GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
}
else {
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
}
/* XXX depth reading exception, for code not using gpu offscreen */
static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
{
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
void ED_view3d_backbuf_validate_with_select_mode(ViewContext *vc, short select_mode)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
backdrawview3d(vc->depsgraph, vc->scene, vc->ar, vc->v3d, vc->obact, vc->obedit, select_mode);
}
}
void ED_view3d_backbuf_validate(ViewContext *vc)
{
ED_view3d_backbuf_validate_with_select_mode(vc, -1);
}
/**
* allow for small values [0.5 - 2.5],
* and large values, FLT_MAX by clamping by the area size
*/
int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
{
return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
}
/* samples a single pixel (copied from vpaint) */
unsigned int ED_view3d_backbuf_sample(
ViewContext *vc, int x, int y)
{
if (x >= vc->ar->winx || y >= vc->ar->winy) {
return 0;
}
ED_view3d_backbuf_validate(vc);
unsigned int col;
view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
glReadBuffer(GL_BACK);
if (ENDIAN_ORDER == B_ENDIAN) {
BLI_endian_switch_uint32(&col);
}
return GPU_select_to_index(col);
}
/* reads full rect, converts indices */
ImBuf *ED_view3d_backbuf_read(
ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
{
/* clip */
const rcti clip = {
max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1),
max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)};
const int size_clip[2] = {
BLI_rcti_size_x(&clip) + 1,
BLI_rcti_size_y(&clip) + 1};
if (UNLIKELY((clip.xmin > clip.xmax) ||
(clip.ymin > clip.ymax)))
{
return NULL;
}
ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
ED_view3d_backbuf_validate(vc);
view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect);
glReadBuffer(GL_BACK);
if (ENDIAN_ORDER == B_ENDIAN) {
IMB_convert_rgba_to_abgr(ibuf_clip);
}
GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
if ((clip.xmin == xmin) &&
(clip.xmax == xmax) &&
(clip.ymin == ymin) &&
(clip.ymax == ymax))
{
return ibuf_clip;
}
else {
/* put clipped result into a non-clipped buffer */
const int size[2] = {
(xmax - xmin + 1),
(ymax - ymin + 1)};
ImBuf *ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
IMB_rectcpy(
ibuf_full, ibuf_clip,
clip.xmin - xmin, clip.ymin - ymin,
0, 0,
size_clip[0], size_clip[1]);
IMB_freeImBuf(ibuf_clip);
return ibuf_full;
}
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
unsigned int ED_view3d_backbuf_sample_rect(
ViewContext *vc, const int mval[2], int size,
unsigned int min, unsigned int max, float *r_dist)
{
int dirvec[4][2];
const int amount = (size - 1) / 2;
const int minx = mval[0] - (amount + 1);
const int miny = mval[1] - (amount + 1);
ImBuf *buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1);
if (!buf) return 0;
unsigned index = 0;
int rc = 0;
dirvec[0][0] = 1; dirvec[0][1] = 0;
dirvec[1][0] = 0; dirvec[1][1] = -size;
dirvec[2][0] = -1; dirvec[2][1] = 0;
dirvec[3][0] = 0; dirvec[3][1] = size;
const unsigned *bufmin = buf->rect;
const unsigned *tbuf = buf->rect;
const unsigned *bufmax = buf->rect + size * size;
tbuf += amount * size + amount;
for (int nr = 1; nr <= size; nr++) {
for (int a = 0; a < 2; a++) {
for (int b = 0; b < nr; b++) {
if (*tbuf && *tbuf >= min && *tbuf < max) {
/* we got a hit */
/* get x,y pixel coords from the offset
* (manhatten distance in keeping with other screen-based selection) */
*r_dist = (float)(
abs(((int)(tbuf - buf->rect) % size) - (size / 2)) +
abs(((int)(tbuf - buf->rect) / size) - (size / 2)));
/* indices start at 1 here */
index = (*tbuf - min) + 1;
goto exit;
}
tbuf += (dirvec[rc][0] + dirvec[rc][1]);
if (tbuf < bufmin || tbuf >= bufmax) {
goto exit;
}
}
rc++;
rc &= 3;
}
}
exit:
IMB_freeImBuf(buf);
return index;
}
/* ************************************************************* */
static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
{
if (BKE_image_is_stereo(ima)) {
iuser->flag |= IMA_SHOW_STEREO;
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
iuser->multiview_eye = STEREO_LEFT_ID;
}
else if (v3d->stereo3d_camera != STEREO_3D_ID) {
/* show only left or right camera */
iuser->multiview_eye = v3d->stereo3d_camera;
}
BKE_image_multiview_index(ima, iuser);
}
else {
iuser->flag &= ~IMA_SHOW_STEREO;
}
}
static void view3d_draw_bgpic(Scene *scene, Depsgraph *depsgraph,
ARegion *ar, View3D *v3d,
const bool do_foreground, const bool do_camera_frame)
{
RegionView3D *rv3d = ar->regiondata;
int fg_flag = do_foreground ? CAM_BGIMG_FLAG_FOREGROUND : 0;
if (v3d->camera == NULL || v3d->camera->type != OB_CAMERA) {
return;
}
Camera *cam = v3d->camera->data;
for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) {
bgpic->iuser.scene = scene; /* Needed for render results. */
if ((bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) != fg_flag)
continue;
{
float image_aspect[2];
float x1, y1, x2, y2, centx, centy;
void *lock;
Image *ima = NULL;
/* disable individual images */
if ((bgpic->flag & CAM_BGIMG_FLAG_DISABLED))
continue;
ImBuf *ibuf = NULL;
ImBuf *freeibuf = NULL;
ImBuf *releaseibuf = NULL;
if (bgpic->source == CAM_BGIMG_SOURCE_IMAGE) {
ima = bgpic->ima;
if (ima == NULL)
continue;
2018-09-10 14:05:33 +10:00
BKE_image_user_frame_calc(&bgpic->iuser, (int)DEG_get_ctime(depsgraph));
if (ima->source == IMA_SRC_SEQUENCE && !(bgpic->iuser.flag & IMA_USER_FRAME_IN_RANGE)) {
ibuf = NULL; /* frame is out of range, dont show */
}
else {
view3d_stereo_bgpic_setup(scene, v3d, ima, &bgpic->iuser);
ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, &lock);
releaseibuf = ibuf;
}
image_aspect[0] = ima->aspx;
image_aspect[1] = ima->aspy;
}
else if (bgpic->source == CAM_BGIMG_SOURCE_MOVIE) {
/* TODO: skip drawing when out of frame range (as image sequences do above) */
MovieClip *clip = NULL;
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERACLIP) {
if (scene->camera)
clip = BKE_object_movieclip_get(scene, scene->camera, true);
}
else {
clip = bgpic->clip;
}
if (clip == NULL)
continue;
BKE_movieclip_user_set_frame(&bgpic->cuser, (int)DEG_get_ctime(depsgraph));
ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
image_aspect[0] = clip->aspx;
image_aspect[1] = clip->aspy;
/* working with ibuf from image and clip has got different workflow now.
* ibuf acquired from clip is referenced by cache system and should
* be dereferenced after usage. */
freeibuf = ibuf;
}
else {
/* perhaps when loading future files... */
BLI_assert(0);
copy_v2_fl(image_aspect, 1.0f);
}
if (ibuf == NULL)
continue;
if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) {
/* invalid image format */
if (freeibuf)
IMB_freeImBuf(freeibuf);
if (releaseibuf)
BKE_image_release_ibuf(ima, releaseibuf, lock);
continue;
}
if (ibuf->rect == NULL)
IMB_rect_from_float(ibuf);
BLI_assert(rv3d->persp == RV3D_CAMOB);
{
if (do_camera_frame) {
rctf vb;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &vb, false);
x1 = vb.xmin;
y1 = vb.ymin;
x2 = vb.xmax;
y2 = vb.ymax;
}
else {
x1 = ar->winrct.xmin;
y1 = ar->winrct.ymin;
x2 = ar->winrct.xmax;
y2 = ar->winrct.ymax;
}
/* apply offset last - camera offset is different to offset in blender units */
/* so this has some sane way of working - this matches camera's shift _exactly_ */
{
const float max_dim = max_ff(x2 - x1, y2 - y1);
const float xof_scale = bgpic->offset[0] * max_dim;
const float yof_scale = bgpic->offset[1] * max_dim;
x1 += xof_scale;
y1 += yof_scale;
x2 += xof_scale;
y2 += yof_scale;
}
centx = (x1 + x2) * 0.5f;
centy = (y1 + y2) * 0.5f;
/* aspect correction */
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_ASPECT) {
/* apply aspect from clip */
const float w_src = ibuf->x * image_aspect[0];
const float h_src = ibuf->y * image_aspect[1];
/* destination aspect is already applied from the camera frame */
const float w_dst = x1 - x2;
const float h_dst = y1 - y2;
const float asp_src = w_src / h_src;
const float asp_dst = w_dst / h_dst;
if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) {
if ((asp_src > asp_dst) == ((bgpic->flag & CAM_BGIMG_FLAG_CAMERA_CROP) != 0)) {
/* fit X */
const float div = asp_src / asp_dst;
x1 = ((x1 - centx) * div) + centx;
x2 = ((x2 - centx) * div) + centx;
}
else {
/* fit Y */
const float div = asp_dst / asp_src;
y1 = ((y1 - centy) * div) + centy;
y2 = ((y2 - centy) * div) + centy;
}
}
}
}
/* complete clip? */
rctf clip_rect;
BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
if (bgpic->rotation) {
BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
}
if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx || clip_rect.ymin > ar->winy) {
if (freeibuf)
IMB_freeImBuf(freeibuf);
if (releaseibuf)
BKE_image_release_ibuf(ima, releaseibuf, lock);
continue;
}
float zoomx = (x2 - x1) / ibuf->x;
float zoomy = (y2 - y1) / ibuf->y;
/* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
if (zoomx < 1.0f || zoomy < 1.0f) {
float tzoom = min_ff(zoomx, zoomy);
int mip = 0;
if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
IMB_remakemipmap(ibuf, 0);
ibuf->userflags &= ~IB_MIPMAP_INVALID;
}
else if (ibuf->mipmap[0] == NULL)
IMB_makemipmap(ibuf, 0);
while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
tzoom *= 2.0f;
zoomx *= 2.0f;
zoomy *= 2.0f;
mip++;
}
if (mip > 0)
ibuf = ibuf->mipmap[mip - 1];
}
GPU_depth_test(!do_foreground);
glDepthMask(GL_FALSE);
GPU_blend(true);
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_matrix_push_projection();
GPU_matrix_push();
ED_region_pixelspace(ar);
GPU_matrix_translate_2f(centx, centy);
GPU_matrix_scale_1f(bgpic->scale);
GPU_matrix_rotate_2d(RAD2DEGF(-bgpic->rotation));
if (bgpic->flag & CAM_BGIMG_FLAG_FLIP_X) {
zoomx *= -1.0f;
x1 = x2;
}
if (bgpic->flag & CAM_BGIMG_FLAG_FLIP_Y) {
zoomy *= -1.0f;
y1 = y2;
}
float col[4] = {1.0f, 1.0f, 1.0f, bgpic->alpha};
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
immDrawPixelsTex(&state, x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect,
zoomx, zoomy, col);
GPU_matrix_pop_projection();
GPU_matrix_pop();
GPU_blend(false);
glDepthMask(GL_TRUE);
GPU_depth_test(true);
if (freeibuf)
IMB_freeImBuf(freeibuf);
if (releaseibuf)
BKE_image_release_ibuf(ima, releaseibuf, lock);
}
}
}
void ED_view3d_draw_bgpic_test(
Scene *scene, Depsgraph *depsgraph,
ARegion *ar, View3D *v3d,
const bool do_foreground, const bool do_camera_frame)
{
RegionView3D *rv3d = ar->regiondata;
if ((rv3d->persp == RV3D_CAMOB) && v3d->camera && (v3d->camera->type == OB_CAMERA)) {
Camera *cam = v3d->camera->data;
if ((cam->flag & CAM_SHOW_BG_IMAGE) == 0) {
return;
}
}
else {
return;
}
/* disabled - mango request, since footage /w only render is quite useful
* and this option is easy to disable all background images at once */
#if 0
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return;
#endif
if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
if (rv3d->persp == RV3D_CAMOB) {
view3d_draw_bgpic(scene, depsgraph, ar, v3d, do_foreground, do_camera_frame);
}
}
else {
view3d_draw_bgpic(scene, depsgraph, ar, v3d, do_foreground, do_camera_frame);
}
}
/* *********************** */
/* XXX warning, not using gpu offscreen here */
void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
{
/* clamp rect by region */
rcti r = {
.xmin = 0,
.xmax = ar->winx - 1,
.ymin = 0,
.ymax = ar->winy - 1,
};
/* Constrain rect to depth bounds */
BLI_rcti_isect(&r, rect, rect);
/* assign values to compare with the ViewDepths */
int x = rect->xmin;
int y = rect->ymin;
int w = BLI_rcti_size_x(rect);
int h = BLI_rcti_size_y(rect);
if (w <= 0 || h <= 0) {
if (d->depths)
MEM_freeN(d->depths);
d->depths = NULL;
d->damaged = false;
}
else if (d->w != w ||
d->h != h ||
d->x != x ||
d->y != y ||
d->depths == NULL
)
{
d->x = x;
d->y = y;
d->w = w;
d->h = h;
if (d->depths)
MEM_freeN(d->depths);
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
d->damaged = true;
}
if (d->damaged) {
/* XXX using special function here, it doesn't use the gpu offscreen system */
view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
void ED_view3d_depth_update(ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
/* Create storage for, and, if necessary, copy depth buffer */
if (!rv3d->depths) rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
if (rv3d->depths) {
ViewDepths *d = rv3d->depths;
if (d->w != ar->winx ||
d->h != ar->winy ||
!d->depths)
{
d->w = ar->winx;
d->h = ar->winy;
if (d->depths)
MEM_freeN(d->depths);
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
d->damaged = true;
}
if (d->damaged) {
view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
}
/* utility function to find the closest Z value, use for autodepth */
float view3d_depth_near(ViewDepths *d)
{
/* convert to float for comparisons */
const float near = (float)d->depth_range[0];
const float far_real = (float)d->depth_range[1];
float far = far_real;
const float *depths = d->depths;
float depth = FLT_MAX;
int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
/* far is both the starting 'far' value
* and the closest value found. */
while (i--) {
depth = *depths++;
if ((depth < far) && (depth > near)) {
far = depth;
}
}
return far == far_real ? FLT_MAX : far;
}
void ED_view3d_draw_depth_gpencil(
Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d)
{
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
/* Setup view matrix. */
ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
GPU_clear(GPU_DEPTH_BIT);
GPU_depth_test(true);
ED_gpencil_draw_view3d(NULL, scene, view_layer, depsgraph, v3d, ar, true);
GPU_depth_test(false);
}
/* *********************** customdata **************** */
CustomDataMask ED_view3d_datamask(const bContext *C, const Scene *UNUSED(scene), const View3D *v3d)
{
CustomDataMask mask = 0;
const int drawtype = view3d_effective_drawtype(v3d);
if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL)) {
mask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (drawtype == OB_MATERIAL)
mask |= CD_MASK_ORCO;
}
if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
(v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT))
{
mask |= CD_MASK_MDEFORMVERT;
}
return mask;
}
/* goes over all modes and view3d settings */
CustomDataMask ED_view3d_screen_datamask(const bContext *C, const Scene *scene, const bScreen *screen)
{
CustomDataMask mask = CD_MASK_BAREMESH;
/* check if we need tfaces & mcols due to view mode */
for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_VIEW3D) {
mask |= ED_view3d_datamask(C, scene, sa->spacedata.first);
}
}
return mask;
}
/**
* Store values from #RegionView3D, set when drawing.
* This is needed when we draw with to a viewport using a different matrix (offscreen drawing for example).
*
* Values set by #ED_view3d_update_viewmat should be handled here.
*/
struct RV3DMatrixStore {
float winmat[4][4];
float viewmat[4][4];
float viewinv[4][4];
float persmat[4][4];
float persinv[4][4];
float viewcamtexcofac[4];
float pixsize;
};
struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
{
struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
rv3dmat->pixsize = rv3d->pixsize;
return (void *)rv3dmat;
}
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
{
struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
rv3d->pixsize = rv3dmat->pixsize;
}
/**
* \note The info that this uses is updated in #ED_refresh_viewport_fps,
* which currently gets called during #SCREEN_OT_animation_step.
*/
void ED_scene_draw_fps(Scene *scene, int xoffset, int *yoffset)
{
ScreenFrameRateInfo *fpsi = scene->fps_info;
char printable[16];
if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
return;
printable[0] = '\0';
#if 0
/* this is too simple, better do an average */
fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
#else
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime));
float fps = 0.0f;
int tot = 0;
for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
if (fpsi->redrawtimes_fps[i]) {
fps += fpsi->redrawtimes_fps[i];
tot++;
}
}
if (tot) {
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
//fpsi->redrawtime_index++;
//if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
// fpsi->redrawtime = 0;
fps = fps / tot;
}
#endif
const int font_id = BLF_default();
/* is this more than half a frame behind? */
if (fps + 0.5f < (float)(FPS)) {
UI_FontThemeColor(font_id, TH_REDALERT);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
}
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
*yoffset -= U.widget_unit;
#ifdef WITH_INTERNATIONAL
BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
#else
BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
#endif
BLF_disable(font_id, BLF_SHADOW);
}
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
static bool view3d_main_region_do_render_draw(const Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->view_update && type->view_draw);
}
bool ED_view3d_calc_render_border(const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *ar, rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
bool use_border;
/* test if there is a 3d view rendering */
if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene))
return false;
/* test if there is a border render */
if (rv3d->persp == RV3D_CAMOB)
use_border = (scene->r.mode & R_BORDER) != 0;
else
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
if (!use_border)
return false;
/* compute border */
if (rv3d->persp == RV3D_CAMOB) {
rctf viewborder;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
rect->xmin = v3d->render_border.xmin * ar->winx;
rect->xmax = v3d->render_border.xmax * ar->winx;
rect->ymin = v3d->render_border.ymin * ar->winy;
rect->ymax = v3d->render_border.ymax * ar->winy;
}
BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
BLI_rcti_isect(&ar->winrct, rect, rect);
return true;
}