2126 lines
55 KiB
C
2126 lines
55 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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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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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/intern/draw_manager.c
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* \ingroup draw
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*/
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#include <stdio.h>
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#include "BLI_listbase.h"
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#include "BLI_mempool.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BLI_threads.h"
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#include "BLF_api.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "BKE_object.h"
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#include "BKE_workspace.h"
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#include "draw_manager.h"
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#include "DNA_camera_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_uniformbuffer.h"
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#include "GPU_viewport.h"
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#include "GPU_matrix.h"
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#include "IMB_colormanagement.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "WM_api.h"
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#include "wm_window.h"
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#include "draw_manager_text.h"
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#include "draw_manager_profiling.h"
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/* only for callbacks */
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#include "draw_cache_impl.h"
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#include "draw_mode_engines.h"
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#include "engines/clay/clay_engine.h"
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#include "engines/eevee/eevee_engine.h"
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#include "engines/basic/basic_engine.h"
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#include "engines/workbench/workbench_engine.h"
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#include "engines/external/external_engine.h"
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#include "../../../intern/gawain/gawain/gwn_context.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#ifdef USE_GPU_SELECT
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# include "GPU_select.h"
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#endif
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/** Render State: No persistent data between draw calls. */
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DRWManager DST = {NULL};
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ListBase DRW_engines = {NULL, NULL};
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extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */
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static void drw_state_prepare_clean_for_draw(DRWManager *dst)
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{
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memset(dst, 0x0, offsetof(DRWManager, ogl_context));
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}
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/* This function is used to reset draw manager to a state
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* where we don't re-use data by accident across different
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* draw calls.
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*/
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#ifdef DEBUG
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static void drw_state_ensure_not_reused(DRWManager *dst)
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{
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memset(dst, 0xff, offsetof(DRWManager, ogl_context));
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}
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#endif
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/* -------------------------------------------------------------------- */
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void DRW_draw_callbacks_pre_scene(void)
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{
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RegionView3D *rv3d = DST.draw_ctx.rv3d;
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gpuLoadProjectionMatrix(rv3d->winmat);
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gpuLoadMatrix(rv3d->viewmat);
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}
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void DRW_draw_callbacks_post_scene(void)
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{
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RegionView3D *rv3d = DST.draw_ctx.rv3d;
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gpuLoadProjectionMatrix(rv3d->winmat);
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gpuLoadMatrix(rv3d->viewmat);
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}
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struct DRWTextStore *DRW_text_cache_ensure(void)
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{
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BLI_assert(DST.text_store_p);
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if (*DST.text_store_p == NULL) {
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*DST.text_store_p = DRW_text_cache_create();
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}
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return *DST.text_store_p;
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}
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/* -------------------------------------------------------------------- */
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/** \name Settings
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* \{ */
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bool DRW_object_is_renderable(Object *ob)
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{
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BLI_assert(BKE_object_is_visible(ob, OB_VISIBILITY_CHECK_UNKNOWN_RENDER_MODE));
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if (ob->type == OB_MESH) {
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if (ob == DST.draw_ctx.object_edit) {
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IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_EDIT, "");
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bool do_show_occlude_wire = BKE_collection_engine_property_value_get_bool(props, "show_occlude_wire");
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if (do_show_occlude_wire) {
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return false;
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}
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bool do_show_weight = BKE_collection_engine_property_value_get_bool(props, "show_weight");
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if (do_show_weight) {
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return false;
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}
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}
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}
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return true;
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}
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/**
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* Return whether this object is visible depending if
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* we are rendering or drawing in the viewport.
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*/
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bool DRW_check_object_visible_within_active_context(Object *ob)
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{
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const eObjectVisibilityCheck mode = DRW_state_is_scene_render() ?
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OB_VISIBILITY_CHECK_FOR_RENDER :
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OB_VISIBILITY_CHECK_FOR_VIEWPORT;
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return BKE_object_is_visible(ob, mode);
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}
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bool DRW_object_is_flat_normal(const Object *ob)
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{
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if (ob->type == OB_MESH) {
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const Mesh *me = ob->data;
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if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
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return false;
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}
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}
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return true;
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}
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/**
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* Return true if the object has its own draw mode.
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* Caller must check this is active */
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int DRW_object_is_mode_shade(const Object *ob)
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{
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BLI_assert(ob == DST.draw_ctx.obact);
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UNUSED_VARS_NDEBUG(ob);
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if ((DST.draw_ctx.object_mode & OB_MODE_EDIT) == 0) {
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if (DST.draw_ctx.object_mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) {
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if ((DST.draw_ctx.v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0) {
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return true;
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}
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else {
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return false;
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}
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}
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}
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return -1;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Color Management
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* \{ */
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/* Use color management profile to draw texture to framebuffer */
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void DRW_transform_to_display(GPUTexture *tex)
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{
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drw_state_set(DRW_STATE_WRITE_COLOR);
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Gwn_VertFormat *vert_format = immVertexFormat();
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unsigned int pos = GWN_vertformat_attr_add(vert_format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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unsigned int texco = GWN_vertformat_attr_add(vert_format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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const float dither = 1.0f;
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bool use_ocio = false;
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/* View transform is already applied for offscreen, don't apply again, see: T52046 */
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if (!(DST.options.is_image_render && !DST.options.is_scene_render)) {
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Scene *scene = DST.draw_ctx.scene;
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use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(
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&scene->view_settings, &scene->display_settings, NULL, dither, false);
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}
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if (!use_ocio) {
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/* View transform is already applied for offscreen, don't apply again, see: T52046 */
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if (DST.options.is_image_render && !DST.options.is_scene_render) {
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immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
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immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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else {
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immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB);
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}
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immUniform1i("image", 0);
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}
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GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */
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float mat[4][4];
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unit_m4(mat);
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immUniformMatrix4fv("ModelViewProjectionMatrix", mat);
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/* Full screen triangle */
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immBegin(GWN_PRIM_TRIS, 3);
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immAttrib2f(texco, 0.0f, 0.0f);
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immVertex2f(pos, -1.0f, -1.0f);
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immAttrib2f(texco, 2.0f, 0.0f);
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immVertex2f(pos, 3.0f, -1.0f);
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immAttrib2f(texco, 0.0f, 2.0f);
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immVertex2f(pos, -1.0f, 3.0f);
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immEnd();
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GPU_texture_unbind(tex);
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if (use_ocio) {
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IMB_colormanagement_finish_glsl_draw();
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}
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else {
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immUnbindProgram();
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Viewport (DRW_viewport)
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* \{ */
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void *drw_viewport_engine_data_ensure(void *engine_type)
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{
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void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type);
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if (data == NULL) {
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data = GPU_viewport_engine_data_create(DST.viewport, engine_type);
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}
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return data;
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}
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void DRW_engine_viewport_data_size_get(
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const void *engine_type_v,
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int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len)
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{
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const DrawEngineType *engine_type = engine_type_v;
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if (r_fbl_len) {
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*r_fbl_len = engine_type->vedata_size->fbl_len;
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}
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if (r_txl_len) {
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*r_txl_len = engine_type->vedata_size->txl_len;
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}
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if (r_psl_len) {
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*r_psl_len = engine_type->vedata_size->psl_len;
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}
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if (r_stl_len) {
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*r_stl_len = engine_type->vedata_size->stl_len;
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}
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}
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const float *DRW_viewport_size_get(void)
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{
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return DST.size;
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}
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const float *DRW_viewport_invert_size_get(void)
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{
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return DST.inv_size;
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}
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const float *DRW_viewport_screenvecs_get(void)
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{
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return &DST.screenvecs[0][0];
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}
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const float *DRW_viewport_pixelsize_get(void)
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{
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return &DST.pixsize;
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}
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static void drw_viewport_cache_resize(void)
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{
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/* Release the memiter before clearing the mempools that references them */
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GPU_viewport_cache_release(DST.viewport);
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if (DST.vmempool != NULL) {
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BLI_mempool_clear_ex(DST.vmempool->calls, BLI_mempool_len(DST.vmempool->calls));
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BLI_mempool_clear_ex(DST.vmempool->states, BLI_mempool_len(DST.vmempool->states));
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BLI_mempool_clear_ex(DST.vmempool->shgroups, BLI_mempool_len(DST.vmempool->shgroups));
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BLI_mempool_clear_ex(DST.vmempool->uniforms, BLI_mempool_len(DST.vmempool->uniforms));
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BLI_mempool_clear_ex(DST.vmempool->passes, BLI_mempool_len(DST.vmempool->passes));
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}
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DRW_instance_data_list_free_unused(DST.idatalist);
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DRW_instance_data_list_resize(DST.idatalist);
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}
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/* Not a viewport variable, we could split this out. */
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static void drw_context_state_init(void)
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{
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if (DST.draw_ctx.obact) {
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DST.draw_ctx.object_mode = DST.draw_ctx.obact->mode;
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}
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else {
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DST.draw_ctx.object_mode = OB_MODE_OBJECT;
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}
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/* Edit object. */
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if (DST.draw_ctx.object_mode & OB_MODE_EDIT) {
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DST.draw_ctx.object_edit = DST.draw_ctx.obact;
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}
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else {
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DST.draw_ctx.object_edit = NULL;
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}
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/* Pose object. */
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if (DST.draw_ctx.object_mode & OB_MODE_POSE) {
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DST.draw_ctx.object_pose = DST.draw_ctx.obact;
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}
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else if (DST.draw_ctx.object_mode & OB_MODE_WEIGHT_PAINT) {
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DST.draw_ctx.object_pose = BKE_object_pose_armature_get(DST.draw_ctx.obact);
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}
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else {
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DST.draw_ctx.object_pose = NULL;
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}
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}
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/* It also stores viewport variable to an immutable place: DST
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* This is because a cache uniform only store reference
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* to its value. And we don't want to invalidate the cache
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* if this value change per viewport */
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static void drw_viewport_var_init(void)
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{
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RegionView3D *rv3d = DST.draw_ctx.rv3d;
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/* Refresh DST.size */
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if (DST.viewport) {
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int size[2];
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GPU_viewport_size_get(DST.viewport, size);
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DST.size[0] = size[0];
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DST.size[1] = size[1];
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DST.inv_size[0] = 1.0f / size[0];
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DST.inv_size[1] = 1.0f / size[1];
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DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport);
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DST.default_framebuffer = fbl->default_fb;
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DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
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if (DST.vmempool->calls == NULL) {
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DST.vmempool->calls = BLI_mempool_create(sizeof(DRWCall), 0, 512, 0);
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}
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if (DST.vmempool->states == NULL) {
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DST.vmempool->states = BLI_mempool_create(sizeof(DRWCallState), 0, 512, BLI_MEMPOOL_ALLOW_ITER);
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}
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if (DST.vmempool->shgroups == NULL) {
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DST.vmempool->shgroups = BLI_mempool_create(sizeof(DRWShadingGroup), 0, 256, 0);
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}
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if (DST.vmempool->uniforms == NULL) {
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DST.vmempool->uniforms = BLI_mempool_create(sizeof(DRWUniform), 0, 512, 0);
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}
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if (DST.vmempool->passes == NULL) {
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DST.vmempool->passes = BLI_mempool_create(sizeof(DRWPass), 0, 64, 0);
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}
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DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
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DRW_instance_data_list_reset(DST.idatalist);
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}
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else {
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DST.size[0] = 0;
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DST.size[1] = 0;
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DST.inv_size[0] = 0;
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DST.inv_size[1] = 0;
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DST.default_framebuffer = NULL;
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DST.vmempool = NULL;
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}
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if (rv3d != NULL) {
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/* Refresh DST.screenvecs */
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copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
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copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
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normalize_v3(DST.screenvecs[0]);
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normalize_v3(DST.screenvecs[1]);
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/* Refresh DST.pixelsize */
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DST.pixsize = rv3d->pixsize;
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copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERS], rv3d->persmat);
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copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERSINV], rv3d->persinv);
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copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEW], rv3d->viewmat);
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copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEWINV], rv3d->viewinv);
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copy_m4_m4(DST.original_mat.mat[DRW_MAT_WIN], rv3d->winmat);
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invert_m4_m4(DST.original_mat.mat[DRW_MAT_WININV], rv3d->winmat);
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memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DST.original_mat.mat));
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copy_v4_v4(DST.view_data.viewcamtexcofac, rv3d->viewcamtexcofac);
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}
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else {
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copy_v4_fl4(DST.view_data.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
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}
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/* Reset facing */
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DST.frontface = GL_CCW;
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DST.backface = GL_CW;
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glFrontFace(DST.frontface);
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if (DST.draw_ctx.object_edit) {
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ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
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}
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/* Alloc array of texture reference. */
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if (DST.RST.bound_texs == NULL) {
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DST.RST.bound_texs = MEM_callocN(sizeof(GPUTexture *) * GPU_max_textures(), "Bound GPUTexture refs");
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}
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if (DST.RST.bound_tex_slots == NULL) {
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DST.RST.bound_tex_slots = MEM_callocN(sizeof(char) * GPU_max_textures(), "Bound Texture Slots");
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}
|
|
if (DST.RST.bound_ubos == NULL) {
|
|
DST.RST.bound_ubos = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_ubo_binds(), "Bound GPUUniformBuffer refs");
|
|
}
|
|
if (DST.RST.bound_ubo_slots == NULL) {
|
|
DST.RST.bound_ubo_slots = MEM_callocN(sizeof(char) * GPU_max_ubo_binds(), "Bound Ubo Slots");
|
|
}
|
|
|
|
if (view_ubo == NULL) {
|
|
view_ubo = DRW_uniformbuffer_create(sizeof(ViewUboStorage), NULL);
|
|
}
|
|
|
|
DST.override_mat = 0;
|
|
DST.dirty_mat = true;
|
|
DST.state_cache_id = 1;
|
|
|
|
DST.clipping.updated = false;
|
|
|
|
memset(DST.common_instance_data, 0x0, sizeof(DST.common_instance_data));
|
|
}
|
|
|
|
void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
|
|
{
|
|
BLI_assert(type >= 0 && type < DRW_MAT_COUNT);
|
|
BLI_assert(((DST.override_mat & (1 << type)) != 0) || DST.draw_ctx.rv3d != NULL); /* Can't use this in render mode. */
|
|
|
|
copy_m4_m4(mat, DST.view_data.matstate.mat[type]);
|
|
}
|
|
|
|
void DRW_viewport_matrix_get_all(DRWMatrixState *state)
|
|
{
|
|
memcpy(state, DST.view_data.matstate.mat, sizeof(DRWMatrixState));
|
|
}
|
|
|
|
void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type)
|
|
{
|
|
BLI_assert(type < DRW_MAT_COUNT);
|
|
copy_m4_m4(DST.view_data.matstate.mat[type], mat);
|
|
DST.override_mat |= (1 << type);
|
|
DST.dirty_mat = true;
|
|
DST.clipping.updated = false;
|
|
}
|
|
|
|
void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type)
|
|
{
|
|
BLI_assert(type < DRW_MAT_COUNT);
|
|
copy_m4_m4(DST.view_data.matstate.mat[type], DST.original_mat.mat[type]);
|
|
DST.override_mat &= ~(1 << type);
|
|
DST.dirty_mat = true;
|
|
DST.clipping.updated = false;
|
|
}
|
|
|
|
void DRW_viewport_matrix_override_set_all(DRWMatrixState *state)
|
|
{
|
|
memcpy(DST.view_data.matstate.mat, state, sizeof(DRWMatrixState));
|
|
DST.override_mat = 0xFFFFFF;
|
|
DST.dirty_mat = true;
|
|
DST.clipping.updated = false;
|
|
}
|
|
|
|
void DRW_viewport_matrix_override_unset_all(void)
|
|
{
|
|
memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DRWMatrixState));
|
|
DST.override_mat = 0;
|
|
DST.dirty_mat = true;
|
|
DST.clipping.updated = false;
|
|
}
|
|
|
|
bool DRW_viewport_is_persp_get(void)
|
|
{
|
|
RegionView3D *rv3d = DST.draw_ctx.rv3d;
|
|
if (rv3d) {
|
|
return rv3d->is_persp;
|
|
}
|
|
else {
|
|
return DST.view_data.matstate.mat[DRW_MAT_WIN][3][3] == 0.0f;
|
|
}
|
|
BLI_assert(0);
|
|
return false;
|
|
}
|
|
|
|
DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)
|
|
{
|
|
return GPU_viewport_framebuffer_list_get(DST.viewport);
|
|
}
|
|
|
|
DefaultTextureList *DRW_viewport_texture_list_get(void)
|
|
{
|
|
return GPU_viewport_texture_list_get(DST.viewport);
|
|
}
|
|
|
|
void DRW_viewport_request_redraw(void)
|
|
{
|
|
GPU_viewport_tag_update(DST.viewport);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name ViewLayers (DRW_scenelayer)
|
|
* \{ */
|
|
|
|
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
|
|
{
|
|
for (ViewLayerEngineData *sled = DST.draw_ctx.view_layer->drawdata.first; sled; sled = sled->next) {
|
|
if (sled->engine_type == engine_type) {
|
|
return sled->storage;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type, void (*callback)(void *storage))
|
|
{
|
|
ViewLayerEngineData *sled;
|
|
|
|
for (sled = DST.draw_ctx.view_layer->drawdata.first; sled; sled = sled->next) {
|
|
if (sled->engine_type == engine_type) {
|
|
return &sled->storage;
|
|
}
|
|
}
|
|
|
|
sled = MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData");
|
|
sled->engine_type = engine_type;
|
|
sled->free = callback;
|
|
BLI_addtail(&DST.draw_ctx.view_layer->drawdata, sled);
|
|
|
|
return &sled->storage;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
/** \name Objects (DRW_object)
|
|
* \{ */
|
|
|
|
ObjectEngineData *DRW_object_engine_data_get(Object *ob, DrawEngineType *engine_type)
|
|
{
|
|
for (ObjectEngineData *oed = ob->drawdata.first; oed; oed = oed->next) {
|
|
if (oed->engine_type == engine_type) {
|
|
return oed;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
ObjectEngineData *DRW_object_engine_data_ensure(
|
|
Object *ob,
|
|
DrawEngineType *engine_type,
|
|
size_t size,
|
|
ObjectEngineDataInitCb init_cb,
|
|
ObjectEngineDataFreeCb free_cb)
|
|
{
|
|
BLI_assert(size >= sizeof(ObjectEngineData));
|
|
/* Try to re-use existing data. */
|
|
ObjectEngineData *oed = DRW_object_engine_data_get(ob, engine_type);
|
|
if (oed != NULL) {
|
|
return oed;
|
|
}
|
|
/* Allocate new data. */
|
|
if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
|
|
/* NOTE: data is not persistent in this case. It is reset each redraw. */
|
|
BLI_assert(free_cb == NULL); /* No callback allowed. */
|
|
/* Round to sizeof(float) for DRW_instance_data_request(). */
|
|
const size_t t = sizeof(float) - 1;
|
|
size = (size + t) & ~t;
|
|
size_t fsize = size / sizeof(float);
|
|
if (DST.common_instance_data[fsize] == NULL) {
|
|
DST.common_instance_data[fsize] = DRW_instance_data_request(DST.idatalist, fsize, 16);
|
|
}
|
|
oed = (ObjectEngineData *)DRW_instance_data_next(DST.common_instance_data[fsize]);
|
|
memset(oed, 0, size);
|
|
}
|
|
else {
|
|
oed = MEM_callocN(size, "ObjectEngineData");
|
|
}
|
|
oed->engine_type = engine_type;
|
|
oed->free = free_cb;
|
|
/* Perform user-side initialization, if needed. */
|
|
if (init_cb != NULL) {
|
|
init_cb(oed);
|
|
}
|
|
/* Register in the list. */
|
|
BLI_addtail(&ob->drawdata, oed);
|
|
return oed;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
/** \name Rendering (DRW_engines)
|
|
* \{ */
|
|
|
|
static void drw_engines_init(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
PROFILE_START(stime);
|
|
|
|
if (engine->engine_init) {
|
|
engine->engine_init(data);
|
|
}
|
|
|
|
PROFILE_END_UPDATE(data->init_time, stime);
|
|
}
|
|
}
|
|
|
|
static void drw_engines_cache_init(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
|
|
if (data->text_draw_cache) {
|
|
DRW_text_cache_destroy(data->text_draw_cache);
|
|
data->text_draw_cache = NULL;
|
|
}
|
|
if (DST.text_store_p == NULL) {
|
|
DST.text_store_p = &data->text_draw_cache;
|
|
}
|
|
|
|
if (engine->cache_init) {
|
|
engine->cache_init(data);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void drw_engines_cache_populate(Object *ob)
|
|
{
|
|
DST.ob_state = NULL;
|
|
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
|
|
if (engine->id_update) {
|
|
engine->id_update(data, &ob->id);
|
|
}
|
|
|
|
if (engine->cache_populate) {
|
|
engine->cache_populate(data, ob);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void drw_engines_cache_finish(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
|
|
if (engine->cache_finish) {
|
|
engine->cache_finish(data);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void drw_engines_draw_background(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
|
|
if (engine->draw_background) {
|
|
PROFILE_START(stime);
|
|
|
|
DRW_stats_group_start(engine->idname);
|
|
engine->draw_background(data);
|
|
DRW_stats_group_end();
|
|
|
|
PROFILE_END_UPDATE(data->background_time, stime);
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* No draw_background found, doing default background */
|
|
if (DRW_state_draw_background()) {
|
|
DRW_draw_background();
|
|
}
|
|
}
|
|
|
|
static void drw_engines_draw_scene(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
PROFILE_START(stime);
|
|
|
|
if (engine->draw_scene) {
|
|
DRW_stats_group_start(engine->idname);
|
|
engine->draw_scene(data);
|
|
/* Restore for next engine */
|
|
if (DRW_state_is_fbo()) {
|
|
GPU_framebuffer_bind(DST.default_framebuffer);
|
|
}
|
|
DRW_stats_group_end();
|
|
}
|
|
|
|
PROFILE_END_UPDATE(data->render_time, stime);
|
|
}
|
|
}
|
|
|
|
static void drw_engines_draw_text(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
PROFILE_START(stime);
|
|
|
|
if (data->text_draw_cache) {
|
|
DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.v3d, DST.draw_ctx.ar, false);
|
|
}
|
|
|
|
PROFILE_END_UPDATE(data->render_time, stime);
|
|
}
|
|
}
|
|
|
|
#define MAX_INFO_LINES 10
|
|
|
|
/**
|
|
* Returns the offset required for the drawing of engines info.
|
|
*/
|
|
int DRW_draw_region_engine_info_offset(void)
|
|
{
|
|
int lines = 0;
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
|
|
/* Count the number of lines. */
|
|
if (data->info[0] != '\0') {
|
|
lines++;
|
|
char *c = data->info;
|
|
while (*c++ != '\0') {
|
|
if (*c == '\n') {
|
|
lines++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return MIN2(MAX_INFO_LINES, lines) * UI_UNIT_Y;
|
|
}
|
|
|
|
/**
|
|
* Actual drawing;
|
|
*/
|
|
void DRW_draw_region_engine_info(void)
|
|
{
|
|
const char *info_array_final[MAX_INFO_LINES + 1];
|
|
/* This should be maxium number of engines running at the same time. */
|
|
char info_array[MAX_INFO_LINES][GPU_INFO_SIZE];
|
|
int i = 0;
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
ARegion *ar = draw_ctx->ar;
|
|
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
|
|
|
|
UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
|
|
mul_v3_fl(fill_color, fill_color[3]);
|
|
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
|
|
if (data->info[0] != '\0') {
|
|
char *chr_current = data->info;
|
|
char *chr_start = chr_current;
|
|
int line_len = 0;
|
|
|
|
while (*chr_current++ != '\0') {
|
|
line_len++;
|
|
if (*chr_current == '\n') {
|
|
BLI_strncpy(info_array[i++], chr_start, line_len + 1);
|
|
/* Re-start counting. */
|
|
chr_start = chr_current + 1;
|
|
line_len = -1;
|
|
}
|
|
}
|
|
|
|
BLI_strncpy(info_array[i++], chr_start, line_len + 1);
|
|
|
|
if (i >= MAX_INFO_LINES) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int j = 0; j < i; j++) {
|
|
info_array_final[j] = info_array[j];
|
|
}
|
|
info_array_final[i] = NULL;
|
|
|
|
if (info_array[0] != NULL) {
|
|
ED_region_info_draw_multiline(ar, info_array_final, fill_color, true);
|
|
}
|
|
}
|
|
|
|
#undef MAX_INFO_LINES
|
|
|
|
static void use_drw_engine(DrawEngineType *engine)
|
|
{
|
|
LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data");
|
|
ld->data = engine;
|
|
BLI_addtail(&DST.enabled_engines, ld);
|
|
}
|
|
|
|
/**
|
|
* Use for external render engines.
|
|
*/
|
|
static void drw_engines_enable_external(void)
|
|
{
|
|
use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
|
|
}
|
|
|
|
/* TODO revisit this when proper layering is implemented */
|
|
/* Gather all draw engines needed and store them in DST.enabled_engines
|
|
* That also define the rendering order of engines */
|
|
static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int drawtype_lighting)
|
|
{
|
|
switch (drawtype) {
|
|
case OB_WIRE:
|
|
break;
|
|
|
|
case OB_SOLID:
|
|
if (drawtype_lighting == V3D_LIGHTING_FLAT) {
|
|
use_drw_engine(&draw_engine_workbench_solid_flat);
|
|
|
|
}
|
|
else if (drawtype_lighting == V3D_LIGHTING_STUDIO) {
|
|
use_drw_engine(&draw_engine_workbench_solid_studio);
|
|
|
|
}
|
|
break;
|
|
|
|
case OB_TEXTURE:
|
|
case OB_MATERIAL:
|
|
case OB_RENDER:
|
|
default:
|
|
/* TODO layers */
|
|
if (engine_type->draw_engine != NULL) {
|
|
use_drw_engine(engine_type->draw_engine);
|
|
}
|
|
|
|
if ((engine_type->flag & RE_INTERNAL) == 0) {
|
|
drw_engines_enable_external();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void drw_engines_enable_from_object_mode(void)
|
|
{
|
|
use_drw_engine(&draw_engine_object_type);
|
|
}
|
|
|
|
static void drw_engines_enable_from_mode(int mode)
|
|
{
|
|
switch (mode) {
|
|
case CTX_MODE_EDIT_MESH:
|
|
use_drw_engine(&draw_engine_edit_mesh_type);
|
|
break;
|
|
case CTX_MODE_EDIT_CURVE:
|
|
use_drw_engine(&draw_engine_edit_curve_type);
|
|
break;
|
|
case CTX_MODE_EDIT_SURFACE:
|
|
use_drw_engine(&draw_engine_edit_surface_type);
|
|
break;
|
|
case CTX_MODE_EDIT_TEXT:
|
|
use_drw_engine(&draw_engine_edit_text_type);
|
|
break;
|
|
case CTX_MODE_EDIT_ARMATURE:
|
|
use_drw_engine(&draw_engine_edit_armature_type);
|
|
break;
|
|
case CTX_MODE_EDIT_METABALL:
|
|
use_drw_engine(&draw_engine_edit_metaball_type);
|
|
break;
|
|
case CTX_MODE_EDIT_LATTICE:
|
|
use_drw_engine(&draw_engine_edit_lattice_type);
|
|
break;
|
|
case CTX_MODE_POSE:
|
|
use_drw_engine(&draw_engine_pose_type);
|
|
break;
|
|
case CTX_MODE_SCULPT:
|
|
use_drw_engine(&draw_engine_sculpt_type);
|
|
break;
|
|
case CTX_MODE_PAINT_WEIGHT:
|
|
use_drw_engine(&draw_engine_pose_type);
|
|
use_drw_engine(&draw_engine_paint_weight_type);
|
|
break;
|
|
case CTX_MODE_PAINT_VERTEX:
|
|
use_drw_engine(&draw_engine_paint_vertex_type);
|
|
break;
|
|
case CTX_MODE_PAINT_TEXTURE:
|
|
use_drw_engine(&draw_engine_paint_texture_type);
|
|
break;
|
|
case CTX_MODE_PARTICLE:
|
|
use_drw_engine(&draw_engine_particle_type);
|
|
break;
|
|
case CTX_MODE_OBJECT:
|
|
break;
|
|
default:
|
|
BLI_assert(!"Draw mode invalid");
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void drw_engines_enable_from_overlays(int draw_overlays)
|
|
{
|
|
if (draw_overlays) {
|
|
use_drw_engine(&draw_engine_overlay_type);
|
|
}
|
|
}
|
|
/**
|
|
* Use for select and depth-drawing.
|
|
*/
|
|
static void drw_engines_enable_basic(void)
|
|
{
|
|
use_drw_engine(DRW_engine_viewport_basic_type.draw_engine);
|
|
}
|
|
|
|
static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_type)
|
|
{
|
|
Object *obact = OBACT(view_layer);
|
|
const int mode = CTX_data_mode_enum_ex(DST.draw_ctx.object_edit, obact, DST.draw_ctx.object_mode);
|
|
View3D * v3d = DST.draw_ctx.v3d;
|
|
const int drawtype = v3d->drawtype;
|
|
const int drawtype_lighting = v3d->drawtype_lighting;
|
|
|
|
drw_engines_enable_from_engine(engine_type, drawtype, drawtype_lighting);
|
|
|
|
if (DRW_state_draw_support()) {
|
|
drw_engines_enable_from_overlays(v3d->overlays);
|
|
drw_engines_enable_from_object_mode();
|
|
drw_engines_enable_from_mode(mode);
|
|
}
|
|
}
|
|
|
|
static void drw_engines_disable(void)
|
|
{
|
|
BLI_freelistN(&DST.enabled_engines);
|
|
}
|
|
|
|
static unsigned int DRW_engines_get_hash(void)
|
|
{
|
|
unsigned int hash = 0;
|
|
/* The cache depends on enabled engines */
|
|
/* FIXME : if collision occurs ... segfault */
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
hash += BLI_ghashutil_strhash_p(engine->idname);
|
|
}
|
|
|
|
return hash;
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
/** \name View Update
|
|
* \{ */
|
|
|
|
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
|
|
{
|
|
RenderEngineType *engine_type = update_ctx->engine_type;
|
|
ARegion *ar = update_ctx->ar;
|
|
View3D *v3d = update_ctx->v3d;
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
Depsgraph *depsgraph = update_ctx->depsgraph;
|
|
Scene *scene = update_ctx->scene;
|
|
ViewLayer *view_layer = update_ctx->view_layer;
|
|
|
|
if (rv3d->viewport == NULL) {
|
|
return;
|
|
}
|
|
|
|
/* XXX Really nasty locking. But else this could
|
|
* be executed by the material previews thread
|
|
* while rendering a viewport. */
|
|
BLI_mutex_lock(&DST.ogl_context_mutex);
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
DST.viewport = rv3d->viewport;
|
|
DST.draw_ctx = (DRWContextState){
|
|
.ar = ar, .rv3d = rv3d, .v3d = v3d,
|
|
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
|
|
.engine_type = engine_type,
|
|
.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
|
|
};
|
|
|
|
drw_engines_enable(view_layer, engine_type);
|
|
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *draw_engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine);
|
|
|
|
if (draw_engine->view_update) {
|
|
draw_engine->view_update(data);
|
|
}
|
|
}
|
|
|
|
DST.viewport = NULL;
|
|
|
|
drw_engines_disable();
|
|
|
|
BLI_mutex_unlock(&DST.ogl_context_mutex);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/** \name ID Update
|
|
* \{ */
|
|
|
|
/* TODO(sergey): This code is run for each changed ID (including the ones which
|
|
* are changed indirectly via update flush. Need to find a way to make this to
|
|
* run really fast, hopefully without any memory allocations on a heap
|
|
* Idea here could be to run every known engine's id_update() and make them
|
|
* do nothing if there is no engine-specific data yet.
|
|
*/
|
|
void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
|
|
{
|
|
RenderEngineType *engine_type = update_ctx->engine_type;
|
|
ARegion *ar = update_ctx->ar;
|
|
View3D *v3d = update_ctx->v3d;
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
Depsgraph *depsgraph = update_ctx->depsgraph;
|
|
Scene *scene = update_ctx->scene;
|
|
ViewLayer *view_layer = update_ctx->view_layer;
|
|
if (rv3d->viewport == NULL) {
|
|
return;
|
|
}
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
DST.viewport = rv3d->viewport;
|
|
DST.draw_ctx = (DRWContextState){
|
|
.ar = ar, .rv3d = rv3d, .v3d = v3d,
|
|
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
|
|
.engine_type = engine_type,
|
|
.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
|
|
};
|
|
drw_engines_enable(view_layer, engine_type);
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *draw_engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine);
|
|
if (draw_engine->id_update) {
|
|
draw_engine->id_update(data, id);
|
|
}
|
|
}
|
|
DST.viewport = NULL;
|
|
drw_engines_disable();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
/** \name Main Draw Loops (DRW_draw)
|
|
* \{ */
|
|
|
|
/* Everything starts here.
|
|
* This function takes care of calling all cache and rendering functions
|
|
* for each relevant engine / mode engine. */
|
|
void DRW_draw_view(const bContext *C)
|
|
{
|
|
Depsgraph *depsgraph = CTX_data_depsgraph(C);
|
|
ARegion *ar = CTX_wm_region(C);
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, C);
|
|
}
|
|
|
|
/**
|
|
* Used for both regular and off-screen drawing.
|
|
* Need to reset DST before calling this function
|
|
*/
|
|
void DRW_draw_render_loop_ex(
|
|
struct Depsgraph *depsgraph,
|
|
RenderEngineType *engine_type,
|
|
ARegion *ar, View3D *v3d,
|
|
const bContext *evil_C)
|
|
{
|
|
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
DST.draw_ctx.evil_C = evil_C;
|
|
|
|
DST.viewport = rv3d->viewport;
|
|
v3d->zbuf = true;
|
|
|
|
/* Setup viewport */
|
|
GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
|
|
|
|
DST.draw_ctx = (DRWContextState){
|
|
.ar = ar, .rv3d = rv3d, .v3d = v3d,
|
|
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
|
|
.engine_type = engine_type,
|
|
.depsgraph = depsgraph,
|
|
|
|
/* reuse if caller sets */
|
|
.evil_C = DST.draw_ctx.evil_C,
|
|
};
|
|
drw_context_state_init();
|
|
drw_viewport_var_init();
|
|
|
|
/* Get list of enabled engines */
|
|
drw_engines_enable(view_layer, engine_type);
|
|
|
|
/* Update ubos */
|
|
DRW_globals_update();
|
|
|
|
/* No framebuffer allowed before drawing. */
|
|
BLI_assert(GPU_framebuffer_current_get() == 0);
|
|
|
|
/* Init engines */
|
|
drw_engines_init();
|
|
|
|
/* Cache filling */
|
|
{
|
|
PROFILE_START(stime);
|
|
drw_engines_cache_init();
|
|
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
|
|
{
|
|
drw_engines_cache_populate(ob);
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
|
|
|
|
drw_engines_cache_finish();
|
|
|
|
DRW_render_instance_buffer_finish();
|
|
|
|
#ifdef USE_PROFILE
|
|
double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
|
|
PROFILE_END_UPDATE(*cache_time, stime);
|
|
#endif
|
|
}
|
|
|
|
DRW_stats_begin();
|
|
|
|
GPU_framebuffer_bind(DST.default_framebuffer);
|
|
|
|
/* Start Drawing */
|
|
DRW_state_reset();
|
|
|
|
drw_engines_draw_background();
|
|
|
|
/* WIP, single image drawn over the camera view (replace) */
|
|
bool do_bg_image = false;
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
Object *cam_ob = v3d->camera;
|
|
if (cam_ob && cam_ob->type == OB_CAMERA) {
|
|
Camera *cam = cam_ob->data;
|
|
if (!BLI_listbase_is_empty(&cam->bg_images)) {
|
|
do_bg_image = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (do_bg_image) {
|
|
ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, true);
|
|
}
|
|
|
|
|
|
DRW_draw_callbacks_pre_scene();
|
|
if (DST.draw_ctx.evil_C) {
|
|
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
|
|
}
|
|
|
|
drw_engines_draw_scene();
|
|
|
|
DRW_draw_callbacks_post_scene();
|
|
if (DST.draw_ctx.evil_C) {
|
|
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
|
|
}
|
|
|
|
DRW_state_reset();
|
|
|
|
drw_engines_draw_text();
|
|
|
|
if (DST.draw_ctx.evil_C) {
|
|
/* needed so manipulator isn't obscured */
|
|
glDisable(GL_DEPTH_TEST);
|
|
DRW_draw_manipulator_3d();
|
|
|
|
DRW_draw_region_info();
|
|
|
|
/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
|
|
* 'DRW_draw_region_info' sets the projection in pixel-space. */
|
|
DRW_draw_manipulator_2d();
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
DRW_stats_reset();
|
|
|
|
if (do_bg_image) {
|
|
ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, true, true);
|
|
}
|
|
|
|
if (G.debug_value > 20) {
|
|
glDisable(GL_DEPTH_TEST);
|
|
rcti rect; /* local coordinate visible rect inside region, to accomodate overlapping ui */
|
|
ED_region_visible_rect(DST.draw_ctx.ar, &rect);
|
|
DRW_stats_draw(&rect);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
GPU_framebuffer_restore();
|
|
|
|
DRW_state_reset();
|
|
drw_engines_disable();
|
|
|
|
drw_viewport_cache_resize();
|
|
|
|
#ifdef DEBUG
|
|
/* Avoid accidental reuse. */
|
|
drw_state_ensure_not_reused(&DST);
|
|
#endif
|
|
}
|
|
|
|
void DRW_draw_render_loop(
|
|
struct Depsgraph *depsgraph,
|
|
ARegion *ar, View3D *v3d)
|
|
{
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
|
|
|
|
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, NULL);
|
|
}
|
|
|
|
/* @viewport CAN be NULL, in this case we create one. */
|
|
void DRW_draw_render_loop_offscreen(
|
|
struct Depsgraph *depsgraph, RenderEngineType *engine_type,
|
|
ARegion *ar, View3D *v3d,
|
|
const bool draw_background, GPUOffScreen *ofs,
|
|
GPUViewport *viewport)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
/* backup */
|
|
void *backup_viewport = rv3d->viewport;
|
|
{
|
|
/* backup (_never_ use rv3d->viewport) */
|
|
if (viewport == NULL) {
|
|
rv3d->viewport = GPU_viewport_create_from_offscreen(ofs);
|
|
}
|
|
else {
|
|
rv3d->viewport = viewport;
|
|
}
|
|
}
|
|
|
|
GPU_framebuffer_restore();
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
DST.options.is_image_render = true;
|
|
DST.options.draw_background = draw_background;
|
|
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, NULL);
|
|
|
|
/* restore */
|
|
{
|
|
if (viewport == NULL) {
|
|
/* don't free data owned by 'ofs' */
|
|
GPU_viewport_clear_from_offscreen(rv3d->viewport);
|
|
GPU_viewport_free(rv3d->viewport);
|
|
}
|
|
|
|
rv3d->viewport = backup_viewport;
|
|
}
|
|
|
|
/* we need to re-bind (annoying!) */
|
|
GPU_offscreen_bind(ofs, false);
|
|
}
|
|
|
|
void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
|
|
{
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
RenderEngineType *engine_type = engine->type;
|
|
DrawEngineType *draw_engine_type = engine_type->draw_engine;
|
|
RenderData *r = &scene->r;
|
|
Render *render = engine->re;
|
|
/* Changing Context */
|
|
DRW_opengl_context_enable();
|
|
/* IMPORTANT: We dont support immediate mode in render mode!
|
|
* This shall remain in effect until immediate mode supports
|
|
* multiple threads. */
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
DST.options.is_image_render = true;
|
|
DST.options.is_scene_render = true;
|
|
DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
|
|
|
|
DST.draw_ctx = (DRWContextState){
|
|
.scene = scene, .view_layer = view_layer,
|
|
.engine_type = engine_type,
|
|
.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
|
|
};
|
|
drw_context_state_init();
|
|
|
|
DST.viewport = GPU_viewport_create();
|
|
const int size[2] = {(r->size * r->xsch) / 100, (r->size * r->ysch) / 100};
|
|
GPU_viewport_size_set(DST.viewport, size);
|
|
|
|
drw_viewport_var_init();
|
|
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
|
|
|
|
/* set default viewport */
|
|
glViewport(0, 0, size[0], size[1]);
|
|
|
|
/* Main rendering. */
|
|
rctf view_rect;
|
|
rcti render_rect;
|
|
RE_GetViewPlane(render, &view_rect, &render_rect);
|
|
if (BLI_rcti_is_empty(&render_rect)) {
|
|
BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
|
|
}
|
|
|
|
/* Init render result. */
|
|
RenderResult *render_result = RE_engine_begin_result(
|
|
engine,
|
|
0,
|
|
0,
|
|
(int)size[0],
|
|
(int)size[1],
|
|
view_layer->name,
|
|
/* RR_ALL_VIEWS */ NULL);
|
|
|
|
RenderLayer *render_layer = render_result->layers.first;
|
|
for (RenderView *render_view = render_result->views.first;
|
|
render_view != NULL;
|
|
render_view = render_view->next)
|
|
{
|
|
RE_SetActiveRenderView(render, render_view->name);
|
|
engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
|
|
DST.buffer_finish_called = false;
|
|
}
|
|
|
|
RE_engine_end_result(engine, render_result, false, false, false);
|
|
|
|
/* Force cache to reset. */
|
|
drw_viewport_cache_resize();
|
|
|
|
/* TODO grease pencil */
|
|
|
|
GPU_viewport_free(DST.viewport);
|
|
GPU_framebuffer_restore();
|
|
|
|
/* Changing Context */
|
|
DRW_opengl_context_disable();
|
|
|
|
#ifdef DEBUG
|
|
/* Avoid accidental reuse. */
|
|
drw_state_ensure_not_reused(&DST);
|
|
#endif
|
|
}
|
|
|
|
void DRW_render_object_iter(
|
|
void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph,
|
|
void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
|
|
{
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
|
|
{
|
|
DST.ob_state = NULL;
|
|
callback(vedata, ob, engine, depsgraph);
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
|
|
}
|
|
|
|
static struct DRWSelectBuffer {
|
|
struct GPUFrameBuffer *framebuffer;
|
|
struct GPUTexture *texture_depth;
|
|
} g_select_buffer = {NULL};
|
|
|
|
static void draw_select_framebuffer_setup(const rcti *rect)
|
|
{
|
|
if (g_select_buffer.framebuffer == NULL) {
|
|
g_select_buffer.framebuffer = GPU_framebuffer_create();
|
|
}
|
|
|
|
/* If size mismatch recreate the texture. */
|
|
if ((g_select_buffer.texture_depth != NULL) &&
|
|
((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) ||
|
|
(GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect))))
|
|
{
|
|
GPU_texture_free(g_select_buffer.texture_depth);
|
|
g_select_buffer.texture_depth = NULL;
|
|
}
|
|
|
|
if (g_select_buffer.texture_depth == NULL) {
|
|
g_select_buffer.texture_depth = GPU_texture_create_depth(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), NULL);
|
|
|
|
GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0);
|
|
|
|
if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) {
|
|
printf("Error invalid selection framebuffer\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Must run after all instance datas have been added. */
|
|
void DRW_render_instance_buffer_finish(void)
|
|
{
|
|
BLI_assert(!DST.buffer_finish_called && "DRW_render_instance_buffer_finish called twice!");
|
|
DST.buffer_finish_called = true;
|
|
DRW_instance_buffer_finish(DST.idatalist);
|
|
}
|
|
|
|
/**
|
|
* object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
|
|
*/
|
|
void DRW_draw_select_loop(
|
|
struct Depsgraph *depsgraph,
|
|
ARegion *ar, View3D *v3d,
|
|
bool UNUSED(use_obedit_skip), bool UNUSED(use_nearest), const rcti *rect,
|
|
DRW_SelectPassFn select_pass_fn, void *select_pass_user_data)
|
|
{
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
Object *obact = OBACT(view_layer);
|
|
Object *obedit = OBEDIT_FROM_OBACT(obact);
|
|
#ifndef USE_GPU_SELECT
|
|
UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect);
|
|
#else
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
/* backup (_never_ use rv3d->viewport) */
|
|
void *backup_viewport = rv3d->viewport;
|
|
rv3d->viewport = NULL;
|
|
|
|
bool use_obedit = false;
|
|
int obedit_mode = 0;
|
|
if (obedit != NULL) {
|
|
if (obedit->type == OB_MBALL) {
|
|
use_obedit = true;
|
|
obedit_mode = CTX_MODE_EDIT_METABALL;
|
|
}
|
|
else if (obedit->type == OB_ARMATURE) {
|
|
use_obedit = true;
|
|
obedit_mode = CTX_MODE_EDIT_ARMATURE;
|
|
}
|
|
}
|
|
|
|
struct GPUViewport *viewport = GPU_viewport_create();
|
|
GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
|
|
|
|
DST.viewport = viewport;
|
|
v3d->zbuf = true;
|
|
|
|
DST.options.is_select = true;
|
|
|
|
/* Get list of enabled engines */
|
|
if (use_obedit) {
|
|
drw_engines_enable_from_mode(obedit_mode);
|
|
}
|
|
else {
|
|
drw_engines_enable_basic();
|
|
drw_engines_enable_from_object_mode();
|
|
}
|
|
|
|
/* Setup viewport */
|
|
|
|
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
|
|
DST.draw_ctx = (DRWContextState){
|
|
.ar = ar, .rv3d = rv3d, .v3d = v3d,
|
|
.scene = scene, .view_layer = view_layer, .obact = obact,
|
|
.engine_type = engine_type,
|
|
.depsgraph = depsgraph,
|
|
};
|
|
drw_context_state_init();
|
|
drw_viewport_var_init();
|
|
|
|
/* Update ubos */
|
|
DRW_globals_update();
|
|
|
|
/* Init engines */
|
|
drw_engines_init();
|
|
|
|
{
|
|
drw_engines_cache_init();
|
|
|
|
if (use_obedit) {
|
|
#if 0
|
|
drw_engines_cache_populate(obact);
|
|
#else
|
|
FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, obact->mode, ob_iter) {
|
|
drw_engines_cache_populate(ob_iter);
|
|
}
|
|
FOREACH_OBJECT_IN_MODE_END;
|
|
#endif
|
|
}
|
|
else {
|
|
DEG_OBJECT_ITER_BEGIN(
|
|
depsgraph, ob, DRW_iterator_mode_get(),
|
|
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
|
|
DEG_ITER_OBJECT_FLAG_VISIBLE |
|
|
DEG_ITER_OBJECT_FLAG_DUPLI)
|
|
{
|
|
if ((ob->base_flag & BASE_SELECTABLED) != 0) {
|
|
DRW_select_load_id(ob->select_color);
|
|
drw_engines_cache_populate(ob);
|
|
}
|
|
}
|
|
DEG_OBJECT_ITER_END;
|
|
}
|
|
|
|
drw_engines_cache_finish();
|
|
|
|
DRW_render_instance_buffer_finish();
|
|
}
|
|
|
|
/* Setup framebuffer */
|
|
draw_select_framebuffer_setup(rect);
|
|
GPU_framebuffer_bind(g_select_buffer.framebuffer);
|
|
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
|
|
|
|
/* Start Drawing */
|
|
DRW_state_reset();
|
|
DRW_draw_callbacks_pre_scene();
|
|
|
|
DRW_state_lock(
|
|
DRW_STATE_WRITE_DEPTH |
|
|
DRW_STATE_DEPTH_ALWAYS |
|
|
DRW_STATE_DEPTH_LESS |
|
|
DRW_STATE_DEPTH_EQUAL |
|
|
DRW_STATE_DEPTH_GREATER |
|
|
DRW_STATE_DEPTH_ALWAYS);
|
|
|
|
/* Only 1-2 passes. */
|
|
while (true) {
|
|
if (!select_pass_fn(DRW_SELECT_PASS_PRE, select_pass_user_data)) {
|
|
break;
|
|
}
|
|
|
|
drw_engines_draw_scene();
|
|
|
|
if (!select_pass_fn(DRW_SELECT_PASS_POST, select_pass_user_data)) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
DRW_state_lock(0);
|
|
|
|
DRW_draw_callbacks_post_scene();
|
|
|
|
DRW_state_reset();
|
|
drw_engines_disable();
|
|
|
|
#ifdef DEBUG
|
|
/* Avoid accidental reuse. */
|
|
drw_state_ensure_not_reused(&DST);
|
|
#endif
|
|
GPU_framebuffer_restore();
|
|
|
|
/* Cleanup for selection state */
|
|
GPU_viewport_free(viewport);
|
|
|
|
/* restore */
|
|
rv3d->viewport = backup_viewport;
|
|
#endif /* USE_GPU_SELECT */
|
|
}
|
|
|
|
static void draw_depth_texture_to_screen(GPUTexture *texture)
|
|
{
|
|
const float w = (float)GPU_texture_width(texture);
|
|
const float h = (float)GPU_texture_height(texture);
|
|
|
|
Gwn_VertFormat *format = immVertexFormat();
|
|
unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
|
|
unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY);
|
|
|
|
GPU_texture_bind(texture, 0);
|
|
|
|
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
|
|
|
|
immBegin(GWN_PRIM_TRI_STRIP, 4);
|
|
|
|
immAttrib2f(texcoord, 0.0f, 0.0f);
|
|
immVertex2f(pos, 0.0f, 0.0f);
|
|
|
|
immAttrib2f(texcoord, 1.0f, 0.0f);
|
|
immVertex2f(pos, w, 0.0f);
|
|
|
|
immAttrib2f(texcoord, 0.0f, 1.0f);
|
|
immVertex2f(pos, 0.0f, h);
|
|
|
|
immAttrib2f(texcoord, 1.0f, 1.0f);
|
|
immVertex2f(pos, w, h);
|
|
|
|
immEnd();
|
|
|
|
GPU_texture_unbind(texture);
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
/**
|
|
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
|
|
*/
|
|
void DRW_draw_depth_loop(
|
|
Depsgraph *depsgraph,
|
|
ARegion *ar, View3D *v3d)
|
|
{
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
DRW_opengl_context_enable();
|
|
|
|
/* backup (_never_ use rv3d->viewport) */
|
|
void *backup_viewport = rv3d->viewport;
|
|
rv3d->viewport = NULL;
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
struct GPUViewport *viewport = GPU_viewport_create();
|
|
GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy});
|
|
|
|
/* Setup framebuffer */
|
|
draw_select_framebuffer_setup(&ar->winrct);
|
|
GPU_framebuffer_bind(g_select_buffer.framebuffer);
|
|
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
|
|
|
|
bool cache_is_dirty;
|
|
DST.viewport = viewport;
|
|
v3d->zbuf = true;
|
|
|
|
DST.options.is_depth = true;
|
|
|
|
/* Get list of enabled engines */
|
|
{
|
|
drw_engines_enable_basic();
|
|
drw_engines_enable_from_object_mode();
|
|
}
|
|
|
|
/* Setup viewport */
|
|
cache_is_dirty = true;
|
|
|
|
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
|
|
DST.draw_ctx = (DRWContextState){
|
|
.ar = ar, .rv3d = rv3d, .v3d = v3d,
|
|
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
|
|
.engine_type = engine_type,
|
|
.depsgraph = depsgraph,
|
|
};
|
|
drw_context_state_init();
|
|
drw_viewport_var_init();
|
|
|
|
/* Update ubos */
|
|
DRW_globals_update();
|
|
|
|
/* Init engines */
|
|
drw_engines_init();
|
|
|
|
/* TODO : tag to refresh by the dependency graph */
|
|
/* ideally only refresh when objects are added/removed */
|
|
/* or render properties / materials change */
|
|
if (cache_is_dirty) {
|
|
drw_engines_cache_init();
|
|
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
|
|
{
|
|
drw_engines_cache_populate(ob);
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
|
|
|
|
drw_engines_cache_finish();
|
|
|
|
DRW_render_instance_buffer_finish();
|
|
}
|
|
|
|
/* Start Drawing */
|
|
DRW_state_reset();
|
|
DRW_draw_callbacks_pre_scene();
|
|
drw_engines_draw_scene();
|
|
DRW_draw_callbacks_post_scene();
|
|
|
|
DRW_state_reset();
|
|
drw_engines_disable();
|
|
|
|
#ifdef DEBUG
|
|
/* Avoid accidental reuse. */
|
|
drw_state_ensure_not_reused(&DST);
|
|
#endif
|
|
|
|
/* TODO: Reading depth for operators should be done here. */
|
|
|
|
GPU_framebuffer_restore();
|
|
|
|
/* Cleanup for selection state */
|
|
GPU_viewport_free(viewport);
|
|
|
|
/* Changin context */
|
|
DRW_opengl_context_disable();
|
|
|
|
/* XXX Drawing the resulting buffer to the BACK_BUFFER */
|
|
gpuPushMatrix();
|
|
gpuPushProjectionMatrix();
|
|
wmOrtho2_region_pixelspace(ar);
|
|
gpuLoadIdentity();
|
|
|
|
glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */
|
|
glDepthFunc(GL_ALWAYS);
|
|
draw_depth_texture_to_screen(g_select_buffer.texture_depth);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
gpuPopMatrix();
|
|
gpuPopProjectionMatrix();
|
|
|
|
/* restore */
|
|
rv3d->viewport = backup_viewport;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
/** \name Draw Manager State (DRW_state)
|
|
* \{ */
|
|
|
|
void DRW_state_dfdy_factors_get(float dfdyfac[2])
|
|
{
|
|
GPU_get_dfdy_factors(dfdyfac);
|
|
}
|
|
|
|
/**
|
|
* When false, drawing doesn't output to a pixel buffer
|
|
* eg: Occlusion queries, or when we have setup a context to draw in already.
|
|
*/
|
|
bool DRW_state_is_fbo(void)
|
|
{
|
|
return ((DST.default_framebuffer != NULL) || DST.options.is_image_render);
|
|
}
|
|
|
|
/**
|
|
* For when engines need to know if this is drawing for selection or not.
|
|
*/
|
|
bool DRW_state_is_select(void)
|
|
{
|
|
return DST.options.is_select;
|
|
}
|
|
|
|
bool DRW_state_is_depth(void)
|
|
{
|
|
return DST.options.is_depth;
|
|
}
|
|
|
|
/**
|
|
* Whether we are rendering for an image
|
|
*/
|
|
bool DRW_state_is_image_render(void)
|
|
{
|
|
return DST.options.is_image_render;
|
|
}
|
|
|
|
/**
|
|
* Whether we are rendering only the render engine,
|
|
* or if we should also render the mode engines.
|
|
*/
|
|
bool DRW_state_is_scene_render(void)
|
|
{
|
|
BLI_assert(DST.options.is_scene_render ?
|
|
DST.options.is_image_render : true);
|
|
return DST.options.is_scene_render;
|
|
}
|
|
|
|
/**
|
|
* Whether we are rendering simple opengl render
|
|
*/
|
|
bool DRW_state_is_opengl_render(void)
|
|
{
|
|
return DST.options.is_image_render && !DST.options.is_scene_render;
|
|
}
|
|
|
|
/**
|
|
* Gives you the iterator mode to use for depsgraph.
|
|
*/
|
|
eDepsObjectIteratorMode DRW_iterator_mode_get(void)
|
|
{
|
|
return DRW_state_is_scene_render() ? DEG_ITER_OBJECT_MODE_RENDER :
|
|
DEG_ITER_OBJECT_MODE_VIEWPORT;
|
|
}
|
|
|
|
/**
|
|
* Should text draw in this mode?
|
|
*/
|
|
bool DRW_state_show_text(void)
|
|
{
|
|
return (DST.options.is_select) == 0 &&
|
|
(DST.options.is_depth) == 0 &&
|
|
(DST.options.is_scene_render) == 0;
|
|
}
|
|
|
|
/**
|
|
* Should draw support elements
|
|
* Objects center, selection outline, probe data, ...
|
|
*/
|
|
bool DRW_state_draw_support(void)
|
|
{
|
|
View3D *v3d = DST.draw_ctx.v3d;
|
|
return (DRW_state_is_scene_render() == false) &&
|
|
(v3d != NULL) &&
|
|
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0);
|
|
}
|
|
|
|
/**
|
|
* Whether we should render the background
|
|
*/
|
|
bool DRW_state_draw_background(void)
|
|
{
|
|
if (DRW_state_is_image_render() == false) {
|
|
return true;
|
|
}
|
|
return DST.options.draw_background;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
/** \name Context State (DRW_context_state)
|
|
* \{ */
|
|
|
|
const DRWContextState *DRW_context_state_get(void)
|
|
{
|
|
return &DST.draw_ctx;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
/** \name Init/Exit (DRW_engines)
|
|
* \{ */
|
|
|
|
bool DRW_engine_render_support(DrawEngineType *draw_engine_type)
|
|
{
|
|
return draw_engine_type->render_to_image;
|
|
}
|
|
|
|
void DRW_engine_register(DrawEngineType *draw_engine_type)
|
|
{
|
|
BLI_addtail(&DRW_engines, draw_engine_type);
|
|
}
|
|
|
|
void DRW_engines_register(void)
|
|
{
|
|
#ifdef WITH_CLAY_ENGINE
|
|
RE_engines_register(NULL, &DRW_engine_viewport_clay_type);
|
|
#endif
|
|
RE_engines_register(NULL, &DRW_engine_viewport_eevee_type);
|
|
RE_engines_register(NULL, &DRW_engine_viewport_workbench_type);
|
|
|
|
DRW_engine_register(&draw_engine_workbench_solid_flat);
|
|
DRW_engine_register(&draw_engine_workbench_solid_studio);
|
|
|
|
DRW_engine_register(&draw_engine_object_type);
|
|
DRW_engine_register(&draw_engine_edit_armature_type);
|
|
DRW_engine_register(&draw_engine_edit_curve_type);
|
|
DRW_engine_register(&draw_engine_edit_lattice_type);
|
|
DRW_engine_register(&draw_engine_edit_mesh_type);
|
|
DRW_engine_register(&draw_engine_edit_metaball_type);
|
|
DRW_engine_register(&draw_engine_edit_surface_type);
|
|
DRW_engine_register(&draw_engine_edit_text_type);
|
|
DRW_engine_register(&draw_engine_overlay_type);
|
|
DRW_engine_register(&draw_engine_paint_texture_type);
|
|
DRW_engine_register(&draw_engine_paint_vertex_type);
|
|
DRW_engine_register(&draw_engine_paint_weight_type);
|
|
DRW_engine_register(&draw_engine_particle_type);
|
|
DRW_engine_register(&draw_engine_pose_type);
|
|
DRW_engine_register(&draw_engine_sculpt_type);
|
|
|
|
/* setup callbacks */
|
|
{
|
|
/* BKE: mball.c */
|
|
extern void *BKE_mball_batch_cache_dirty_cb;
|
|
extern void *BKE_mball_batch_cache_free_cb;
|
|
/* BKE: curve.c */
|
|
extern void *BKE_curve_batch_cache_dirty_cb;
|
|
extern void *BKE_curve_batch_cache_free_cb;
|
|
/* BKE: mesh.c */
|
|
extern void *BKE_mesh_batch_cache_dirty_cb;
|
|
extern void *BKE_mesh_batch_cache_free_cb;
|
|
/* BKE: lattice.c */
|
|
extern void *BKE_lattice_batch_cache_dirty_cb;
|
|
extern void *BKE_lattice_batch_cache_free_cb;
|
|
/* BKE: particle.c */
|
|
extern void *BKE_particle_batch_cache_dirty_cb;
|
|
extern void *BKE_particle_batch_cache_free_cb;
|
|
|
|
BKE_mball_batch_cache_dirty_cb = DRW_mball_batch_cache_dirty;
|
|
BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
|
|
|
|
BKE_curve_batch_cache_dirty_cb = DRW_curve_batch_cache_dirty;
|
|
BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
|
|
|
|
BKE_mesh_batch_cache_dirty_cb = DRW_mesh_batch_cache_dirty;
|
|
BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
|
|
|
|
BKE_lattice_batch_cache_dirty_cb = DRW_lattice_batch_cache_dirty;
|
|
BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
|
|
|
|
BKE_particle_batch_cache_dirty_cb = DRW_particle_batch_cache_dirty;
|
|
BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
|
|
}
|
|
}
|
|
|
|
extern struct Gwn_VertFormat *g_pos_format; /* draw_shgroup.c */
|
|
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
|
|
extern struct GPUTexture *globals_ramp; /* draw_common.c */
|
|
void DRW_engines_free(void)
|
|
{
|
|
DRW_opengl_context_enable();
|
|
|
|
DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
|
|
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer);
|
|
|
|
DRW_shape_cache_free();
|
|
DRW_stats_free();
|
|
DRW_globals_free();
|
|
|
|
DrawEngineType *next;
|
|
for (DrawEngineType *type = DRW_engines.first; type; type = next) {
|
|
next = type->next;
|
|
BLI_remlink(&R_engines, type);
|
|
|
|
if (type->engine_free) {
|
|
type->engine_free();
|
|
}
|
|
}
|
|
|
|
DRW_UBO_FREE_SAFE(globals_ubo);
|
|
DRW_UBO_FREE_SAFE(view_ubo);
|
|
DRW_TEXTURE_FREE_SAFE(globals_ramp);
|
|
MEM_SAFE_FREE(g_pos_format);
|
|
|
|
MEM_SAFE_FREE(DST.RST.bound_texs);
|
|
MEM_SAFE_FREE(DST.RST.bound_tex_slots);
|
|
MEM_SAFE_FREE(DST.RST.bound_ubos);
|
|
MEM_SAFE_FREE(DST.RST.bound_ubo_slots);
|
|
|
|
DRW_opengl_context_disable();
|
|
|
|
#ifdef WITH_CLAY_ENGINE
|
|
BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type);
|
|
#endif
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/** \name Init/Exit (DRW_opengl_ctx)
|
|
* \{ */
|
|
|
|
void DRW_opengl_context_create(void)
|
|
{
|
|
BLI_assert(DST.ogl_context == NULL); /* Ensure it's called once */
|
|
|
|
BLI_mutex_init(&DST.ogl_context_mutex);
|
|
|
|
immDeactivate();
|
|
/* This changes the active context. */
|
|
DST.ogl_context = WM_opengl_context_create();
|
|
/* Be sure to create gawain.context too. */
|
|
DST.gwn_context = GWN_context_create();
|
|
immActivate();
|
|
/* Set default Blender OpenGL state */
|
|
GPU_state_init();
|
|
/* So we activate the window's one afterwards. */
|
|
wm_window_reset_drawable();
|
|
}
|
|
|
|
void DRW_opengl_context_destroy(void)
|
|
{
|
|
BLI_assert(BLI_thread_is_main());
|
|
if (DST.ogl_context != NULL) {
|
|
WM_opengl_context_activate(DST.ogl_context);
|
|
GWN_context_active_set(DST.gwn_context);
|
|
GWN_context_discard(DST.gwn_context);
|
|
WM_opengl_context_dispose(DST.ogl_context);
|
|
BLI_mutex_end(&DST.ogl_context_mutex);
|
|
}
|
|
}
|
|
|
|
void DRW_opengl_context_enable(void)
|
|
{
|
|
if (DST.ogl_context != NULL) {
|
|
/* IMPORTANT: We dont support immediate mode in render mode!
|
|
* This shall remain in effect until immediate mode supports
|
|
* multiple threads. */
|
|
BLI_mutex_lock(&DST.ogl_context_mutex);
|
|
if (BLI_thread_is_main()) {
|
|
immDeactivate();
|
|
}
|
|
WM_opengl_context_activate(DST.ogl_context);
|
|
GWN_context_active_set(DST.gwn_context);
|
|
if (BLI_thread_is_main()) {
|
|
immActivate();
|
|
BLF_batch_reset();
|
|
}
|
|
}
|
|
}
|
|
|
|
void DRW_opengl_context_disable(void)
|
|
{
|
|
if (DST.ogl_context != NULL) {
|
|
#ifdef __APPLE__
|
|
/* Need to flush before disabling draw context, otherwise it does not
|
|
* always finish drawing and viewport can be empty or partially drawn */
|
|
glFlush();
|
|
#endif
|
|
|
|
if (BLI_thread_is_main()) {
|
|
wm_window_reset_drawable();
|
|
}
|
|
else {
|
|
WM_opengl_context_release(DST.ogl_context);
|
|
GWN_context_active_set(NULL);
|
|
}
|
|
|
|
BLI_mutex_unlock(&DST.ogl_context_mutex);
|
|
}
|
|
}
|
|
|
|
/** \} */
|