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blender-archive/source/blender/editors/space_view3d/view3d_draw.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,
2010-02-12 13:34:04 +00:00
* 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 *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_view3d/view3d_draw.c
* \ingroup spview3d
*/
#include <math.h>
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_scene.h"
#include "BKE_unit.h"
#include "BLF_api.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_threads.h"
#include "DNA_camera_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "ED_screen.h"
2016-10-13 02:50:42 +00:00
#include "ED_transform.h"
#include "GPU_immediate.h"
#include "GPU_viewport.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RE_engine.h"
#include "WM_api.h"
2012-07-08 20:36:00 +00:00
#include "view3d_intern.h" /* own include */
/* prototypes */
static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_depth, const bool use_depth);
typedef struct DrawData {
rcti border_rect;
bool render_border;
bool clip_border;
bool is_render;
} DrawData;
static void view3d_draw_data_init(const bContext *C, ARegion *ar, DrawData *draw_data)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
draw_data->is_render = (v3d->drawtype == OB_RENDER);
draw_data->render_border = ED_view3d_calc_render_border(scene, v3d, ar, &draw_data->border_rect);
draw_data->clip_border = (draw_data->render_border && !BLI_rcti_compare(&ar->drawrct, &draw_data->border_rect));
}
/* ******************** general functions ***************** */
static bool use_depth_doit(Scene *scene, View3D *v3d)
{
if (v3d->drawtype > OB_WIRE)
return true;
/* special case (depth for wire color) */
if (v3d->drawtype <= OB_WIRE) {
if (scene->obedit && scene->obedit->type == OB_MESH) {
Mesh *me = scene->obedit->data;
if (me->drawflag & ME_DRAWEIGHT) {
return true;
}
}
}
return false;
}
static bool use_depth(const bContext *C)
{
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
return use_depth_doit(scene, v3d);
}
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
RegionView3D *rv3d = ar->regiondata;
rctf cameraborder;
/* setup window matrices */
if (winmat)
copy_m4_m4(rv3d->winmat, winmat);
else
view3d_winmatrix_set(ar, v3d, NULL);
/* setup view matrix */
if (viewmat)
copy_m4_m4(rv3d->viewmat, viewmat);
else
view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
/* update utilitity matrices */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
/* calculate GLSL view dependent values */
/* store window coordinates scaling/offset */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false);
rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
}
else {
rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
}
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
* because of float point precision problems at large values [#23908] */
float v1[3], v2[3];
float len_px, len_sc;
v1[0] = rv3d->persmat[0][0];
v1[1] = rv3d->persmat[1][0];
v1[2] = rv3d->persmat[2][0];
v2[0] = rv3d->persmat[0][1];
v2[1] = rv3d->persmat[1][1];
v2[2] = rv3d->persmat[2][1];
len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
len_sc = (float)MAX2(ar->winx, ar->winy);
rv3d->pixsize = len_px / len_sc;
}
}
static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
RegionView3D *rv3d = ar->regiondata;
ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
/* set for opengl */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(rv3d->winmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(rv3d->viewmat);
}
static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
wmWindow *win = CTX_wm_window(C);
if ((scene->r.scemode & R_MULTIVIEW) == 0)
return false;
if (WM_stereo3d_enabled(win, true) == false)
return false;
if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB)
return false;
if (scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) {
if (v3d->stereo3d_camera == STEREO_MONO_ID)
return false;
return BKE_scene_multiview_is_stereo3d(&scene->r);
}
return true;
}
/* setup the view and win matrices for the multiview cameras
*
* unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
* we have no winmatrix (i.e., projection matrix) defined at that time.
* Since the camera and the camera shift are needed for the winmat calculation
* we do a small hack to replace it temporarily so we don't need to change the
* view3d)main_region_setup_view() code to account for that.
*/
static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
{
bool is_left;
const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
const char *viewname;
/* show only left or right camera */
if (v3d->stereo3d_camera != STEREO_3D_ID)
v3d->multiview_eye = v3d->stereo3d_camera;
is_left = v3d->multiview_eye == STEREO_LEFT_ID;
viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
Camera *data;
float viewmat[4][4];
float shiftx;
data = (Camera *)v3d->camera->data;
shiftx = data->shiftx;
BLI_lock_thread(LOCK_VIEW3D);
data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
data->shiftx = shiftx;
BLI_unlock_thread(LOCK_VIEW3D);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *view_ob = v3d->camera;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BLI_lock_thread(LOCK_VIEW3D);
v3d->camera = camera;
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
v3d->camera = view_ob;
BLI_unlock_thread(LOCK_VIEW3D);
}
}
/* ******************** 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(&params);
BKE_camera_params_from_view3d(&params, v3d, rv3d);
if (no_zoom)
params.zoom = 1.0f;
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
rect_view = params.viewplane;
/* get camera viewplane */
BKE_camera_params_init(&params);
/* fallback for non camera objects */
params.clipsta = v3d->near;
params.clipend = v3d->far;
BKE_camera_params_from_object(&params, v3d->camera);
if (no_shift) {
params.shiftx = 0.0f;
params.shifty = 0.0f;
}
BKE_camera_params_compute_viewplane(&params, 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 */
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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();
}
static void drawrenderborder(ARegion *ar, View3D *v3d)
{
/* use the same program for everything */
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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();
}
/* ******************** 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 */
glClear(GL_COLOR_BUFFER_BIT);
/* 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;
}
/* ******************** solid plates ***************** */
/**
*
*/
static void view3d_draw_background(const bContext *C)
{
/* TODO viewport */
UI_ThemeClearColor(TH_HIGH_GRAD);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
/**
*
*/
static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, const bool run_screen_shaders)
{
/* TODO viewport */
draw_all_objects(C, ar, false, use_depth(C));
}
/**
*
*/
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 ***************** */
/**
* Front/back wire frames
*/
static void view3d_draw_wire_plates(const bContext *C)
{
/* TODO viewport */
}
/**
* Special treatment for selected objects
*/
static void view3d_draw_outline_plates(const bContext *C)
{
/* TODO viewport */
}
/* ******************** 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);
glDepthMask(GL_FALSE); /* disable write in zbuffer */
VertexFormat* format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
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();
glDepthMask(GL_TRUE); /* enable write in zbuffer */
}
#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();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
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;
immAttrib3ubv(color, col_grid_light);
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();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
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);
}
/**
*
*/
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.
*/
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 23:40:48 +00:00
glEnable(GL_DEPTH_TEST);
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
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);
}
/* ******************** non-meshes ***************** */
static void view3d_draw_non_mesh(
Scene *scene, Object *ob, Base *base, View3D *v3d,
RegionView3D *rv3d, const bool is_boundingbox, const unsigned char color[4])
{
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) {
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;
case OB_EMPTY:
drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, color);
break;
case OB_LAMP:
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 */
break;
default:
/* TODO Viewport: handle the other cases*/
break;
}
if (ob->rigidbody_object) {
draw_rigidbody_shape(ob);
}
ED_view3d_clear_mats_rv3d(rv3d);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
/* ******************** 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 */
}
/* ******************** view loop ***************** */
/**
* 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);
}
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);
Base *base;
if (only_depth)
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (only_depth || use_depth) {
glEnable(GL_DEPTH_TEST);
v3d->zbuf = true;
}
for (base = scene->base.first; base; base = base->next) {
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);
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if (only_depth || use_depth) {
glDisable(GL_DEPTH_TEST);
v3d->zbuf = false;
}
}
/**
* Draw only the scene depth buffer
*/
static void draw_depth_buffer(const bContext *C, ARegion *ar)
{
draw_all_objects(C, ar, true, true);
}
/**
* Required if the shaders need it or external engines
* (e.g., Cycles requires depth buffer handled separately).
*/
static void view3d_draw_prerender_buffers(const bContext *C, ARegion *ar, DrawData *draw_data)
{
View3D *v3d = CTX_wm_view3d(C);
/* TODO viewport */
if (draw_data->is_render && ((!draw_data->clip_border) || (v3d->drawtype <= OB_WIRE))) {
draw_depth_buffer(C, ar);
}
}
/**
* Draw all the plates that will fill the RGBD buffer
*/
static void view3d_draw_solid_plates(const bContext *C, ARegion *ar, DrawData *draw_data)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
/* 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) {
view3d_draw_render_draw(C, scene, ar, v3d, draw_data->clip_border, &draw_data->border_rect);
}
}
/**
* Wires, outline, ...
*/
static void view3d_draw_geometry_overlay(const bContext *C)
{
view3d_draw_wire_plates(C);
view3d_draw_outline_plates(C);
}
/* 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;
Object *ob_act = CTX_data_active_object(C);
Base *base;
bool is_boundingbox = ((v3d->drawtype == OB_BOUNDBOX) ||
((v3d->drawtype == OB_RENDER) && (v3d->prev_drawtype == OB_BOUNDBOX)));
unsigned char ob_wire_col[4]; /* dont initialize this */
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE); /* disable write in zbuffer */
/* TODO Viewport
* we are already temporarily writing to zbuffer in draw_object()
* for now let's avoid writing again to zbuffer to prevent glitches
*/
for (base = scene->base.first; base; base = base->next) {
if (v3d->lay & base->lay) {
Object *ob = base->object;
draw_object_wire_color(scene, base, ob_wire_col);
view3d_draw_non_mesh(scene, ob, base, v3d, rv3d, is_boundingbox, ob_wire_col);
}
}
glDepthMask(GL_TRUE);
glDisable(GL_DEPTH_TEST);
}
/**
* Parent lines, grid, ...
*/
static void view3d_draw_other_elements(const bContext *C, ARegion *ar)
{
/* TODO viewport */
view3d_draw_grid(C, ar);
}
/**
* Paint brushes, armatures, ...
*/
static void view3d_draw_tool_ui(const bContext *C)
{
/* TODO viewport */
}
/**
* Blueprint images
*/
static void view3d_draw_reference_images(const bContext *C)
{
/* TODO viewport */
}
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/**
* 3D manipulators
*/
static void view3d_draw_manipulator(const bContext *C)
{
View3D *v3d = CTX_wm_view3d(C);
v3d->zbuf = false;
BIF_draw_manipulator(C);
}
/**
* Information drawn on top of the solid plates and composed data
*/
static void view3d_draw_region_info(const bContext *C, ARegion *ar)
{
rcti rect;
/* correct projection matrix */
ED_region_pixelspace(ar);
/* local coordinate visible rect inside region, to accomodate overlapping ui */
ED_region_visible_rect(ar, &rect);
view3d_draw_border(C, ar);
view3d_draw_grease_pencil(C);
/* TODO viewport */
}
/**
* 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
*/
static void view3d_draw_view(const bContext *C, ARegion *ar, DrawData *draw_data)
{
/* 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) */
view3d_draw_setup_view(C, ar);
view3d_draw_prerender_buffers(C, ar, draw_data);
view3d_draw_solid_plates(C, ar, draw_data);
view3d_draw_geometry_overlay(C);
view3d_draw_non_meshes(C, ar);
view3d_draw_other_elements(C, ar);
view3d_draw_tool_ui(C);
view3d_draw_reference_images(C);
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view3d_draw_manipulator(C);
view3d_draw_region_info(C, ar);
}
void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = ar->regiondata;
if (IS_VIEWPORT_LEGACY(v3d)) {
view3d_main_region_draw_legacy(C, ar);
return;
}
if (!rv3d->viewport)
rv3d->viewport = GPU_viewport_create();
/* 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 */
DrawData draw_data;
view3d_draw_data_init(C, ar, &draw_data);
view3d_draw_view(C, ar, &draw_data);
v3d->flag |= V3D_INVALID_BACKBUF;
}
/* ******************** legacy interface ***************** */
/**
* This will be removed once the viewport gets replaced
* meanwhile it should keep the old viewport working.
*/
void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
drawgrid(unit, ar, v3d, grid_unit);
}
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);
}
bool VP_legacy_use_depth(Scene *scene, View3D *v3d)
{
return use_depth_doit(scene, v3d);
}
void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
{
drawviewborder(scene, ar, v3d);
}
void VP_drawrenderborder(ARegion *ar, View3D *v3d)
{
drawrenderborder(ar, v3d);
}