Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
122 lines
3.8 KiB
C
122 lines
3.8 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "UI_resources.h"
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#include "draw_manager_text.h"
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#include "overlay_private.h"
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#define BG_SOLID 0
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#define BG_GRADIENT 1
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#define BG_CHECKER 2
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#define BG_RADIAL 3
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#define BG_SOLID_CHECKER 4
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#define BG_MASK 5
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void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
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{
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OVERLAY_PassList *psl = vedata->psl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene = draw_ctx->scene;
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const RegionView3D *rv3d = draw_ctx->rv3d;
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const BoundBox *bb = rv3d ? rv3d->clipbb : NULL;
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const View3D *v3d = draw_ctx->v3d;
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bool draw_clipping_bounds = (pd->clipping_state != 0);
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_BACKGROUND;
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float color_override[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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int background_type;
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if (DRW_state_is_opengl_render() && !DRW_state_draw_background()) {
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background_type = BG_SOLID;
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color_override[3] = 1.0f;
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}
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else if (pd->space_type == SPACE_IMAGE) {
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background_type = BG_SOLID_CHECKER;
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}
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else if (pd->space_type == SPACE_NODE) {
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background_type = BG_MASK;
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state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_MUL;
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}
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else if (!DRW_state_draw_background()) {
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background_type = BG_CHECKER;
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}
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else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD && scene->world) {
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background_type = BG_SOLID;
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/* TODO(fclem): this is a scene referred linear color. we should convert
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* it to display linear here. */
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copy_v3_v3(color_override, &scene->world->horr);
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color_override[3] = 1.0f;
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}
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else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT &&
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v3d->shading.type <= OB_SOLID) {
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background_type = BG_SOLID;
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copy_v3_v3(color_override, v3d->shading.background_color);
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color_override[3] = 1.0f;
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}
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else {
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switch (UI_GetThemeValue(TH_BACKGROUND_TYPE)) {
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case TH_BACKGROUND_GRADIENT_LINEAR:
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background_type = BG_GRADIENT;
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break;
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case TH_BACKGROUND_GRADIENT_RADIAL:
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background_type = BG_RADIAL;
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break;
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default:
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case TH_BACKGROUND_SINGLE_COLOR:
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background_type = BG_SOLID;
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break;
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}
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}
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DRW_PASS_CREATE(psl->background_ps, state);
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GPUShader *sh = OVERLAY_shader_background();
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DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->background_ps);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &dtxl->color);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_vec4_copy(grp, "colorOverride", color_override);
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DRW_shgroup_uniform_int_copy(grp, "bgType", background_type);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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if (draw_clipping_bounds) {
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_CULL_BACK;
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DRW_PASS_CREATE(psl->clipping_frustum_ps, state);
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GPUShader *sh = OVERLAY_shader_clipbound();
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DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->clipping_frustum_ps);
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DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorClippingBorder);
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DRW_shgroup_uniform_vec3(grp, "boundbox", &bb->vec[0][0], 8);
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struct GPUBatch *cube = DRW_cache_cube_get();
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DRW_shgroup_call(grp, cube, NULL);
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}
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else {
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psl->clipping_frustum_ps = NULL;
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}
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}
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void OVERLAY_background_draw(OVERLAY_Data *vedata)
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{
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OVERLAY_PassList *psl = vedata->psl;
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if (DRW_state_is_fbo()) {
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if (psl->clipping_frustum_ps) {
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DRW_draw_pass(psl->clipping_frustum_ps);
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}
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DRW_draw_pass(psl->background_ps);
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}
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}
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