Gizmo's now have their own popover in preparation for making transform gizmos accessible without having to use tools See: T63518
1813 lines
50 KiB
C
1813 lines
50 KiB
C
/*
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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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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup spview3d
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*/
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#include <math.h>
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#include "BLI_listbase.h"
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#include "BLI_math.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 "BLI_jitter_2d.h"
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#include "BKE_camera.h"
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#include "BKE_collection.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_key.h"
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#include "BKE_main.h"
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#include "BKE_scene.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "BKE_unit.h"
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#include "BLF_api.h"
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#include "BLT_translation.h"
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#include "DNA_armature_types.h"
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#include "DNA_brush_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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#include "DRW_engine.h"
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#include "ED_armature.h"
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#include "ED_keyframing.h"
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#include "ED_gpencil.h"
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#include "ED_screen.h"
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#include "ED_transform.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_batch.h"
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#include "GPU_batch_presets.h"
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#include "GPU_draw.h"
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#include "GPU_matrix.h"
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#include "GPU_immediate.h"
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#include "GPU_immediate_util.h"
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#include "GPU_material.h"
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#include "GPU_viewport.h"
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#include "GPU_state.h"
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#include "GPU_framebuffer.h"
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#include "MEM_guardedalloc.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "RE_engine.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "RNA_access.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "view3d_intern.h" /* own include */
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/* -------------------------------------------------------------------- */
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/** \name General Functions
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* \{ */
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/**
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* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
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*/
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void ED_view3d_update_viewmat(
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Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
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float viewmat[4][4], float winmat[4][4], const rcti *rect)
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{
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RegionView3D *rv3d = ar->regiondata;
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/* setup window matrices */
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if (winmat) {
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copy_m4_m4(rv3d->winmat, winmat);
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}
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else {
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view3d_winmatrix_set(depsgraph, ar, v3d, rect);
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}
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/* setup view matrix */
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if (viewmat) {
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copy_m4_m4(rv3d->viewmat, viewmat);
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}
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else {
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float rect_scale[2];
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if (rect) {
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rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx;
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rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
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}
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/* note: calls BKE_object_where_is_calc for camera... */
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view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
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}
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/* update utility matrices */
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mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
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invert_m4_m4(rv3d->persinv, rv3d->persmat);
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invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
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/* calculate GLSL view dependent values */
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/* store window coordinates scaling/offset */
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if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
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rctf cameraborder;
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ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &cameraborder, false);
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rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
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rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
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rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
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rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
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}
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else {
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rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
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rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
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}
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/* calculate pixelsize factor once, is used for lights and obcenters */
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{
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/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
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* because of float point precision problems at large values [#23908] */
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float v1[3], v2[3];
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float len_px, len_sc;
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v1[0] = rv3d->persmat[0][0];
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v1[1] = rv3d->persmat[1][0];
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v1[2] = rv3d->persmat[2][0];
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v2[0] = rv3d->persmat[0][1];
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v2[1] = rv3d->persmat[1][1];
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v2[2] = rv3d->persmat[2][1];
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len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
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len_sc = (float)MAX2(ar->winx, ar->winy);
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rv3d->pixsize = len_px / len_sc;
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}
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}
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static void view3d_main_region_setup_view(
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Depsgraph *depsgraph, Scene *scene,
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View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
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{
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RegionView3D *rv3d = ar->regiondata;
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ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
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/* set for opengl */
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GPU_matrix_projection_set(rv3d->winmat);
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GPU_matrix_set(rv3d->viewmat);
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}
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static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
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{
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if ((scene->r.scemode & R_MULTIVIEW) == 0) {
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return false;
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}
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if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
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return false;
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}
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switch (v3d->stereo3d_camera) {
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case STEREO_MONO_ID:
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return false;
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break;
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case STEREO_3D_ID:
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/* win will be NULL when calling this from the selection or draw loop. */
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if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
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return false;
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}
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if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
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!BKE_scene_multiview_is_stereo3d(&scene->r))
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{
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return false;
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}
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break;
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/* We always need the stereo calculation for left and right cameras. */
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case STEREO_LEFT_ID:
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case STEREO_RIGHT_ID:
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default:
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break;
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}
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return true;
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}
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/* setup the view and win matrices for the multiview cameras
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*
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* unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
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* we have no winmatrix (i.e., projection matrix) defined at that time.
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* Since the camera and the camera shift are needed for the winmat calculation
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* we do a small hack to replace it temporarily so we don't need to change the
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* view3d)main_region_setup_view() code to account for that.
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*/
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static void view3d_stereo3d_setup(
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Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
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{
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bool is_left;
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const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
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const char *viewname;
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/* show only left or right camera */
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if (v3d->stereo3d_camera != STEREO_3D_ID) {
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v3d->multiview_eye = v3d->stereo3d_camera;
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}
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is_left = v3d->multiview_eye == STEREO_LEFT_ID;
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viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
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/* update the viewport matrices with the new camera */
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if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
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Camera *data, *data_eval;
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float viewmat[4][4];
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float shiftx;
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data = (Camera *)v3d->camera->data;
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data_eval = (Camera *)DEG_get_evaluated_id(depsgraph, &data->id);
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shiftx = data_eval->shiftx;
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BLI_thread_lock(LOCK_VIEW3D);
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data_eval->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
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BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
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view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
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data_eval->shiftx = shiftx;
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BLI_thread_unlock(LOCK_VIEW3D);
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}
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else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
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float viewmat[4][4];
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Object *view_ob = v3d->camera;
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Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
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BLI_thread_lock(LOCK_VIEW3D);
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v3d->camera = camera;
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BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
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view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
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v3d->camera = view_ob;
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BLI_thread_unlock(LOCK_VIEW3D);
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}
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}
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/**
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* Set the correct matrices
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*/
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void ED_view3d_draw_setup_view(
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wmWindow *win, Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d,
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float viewmat[4][4], float winmat[4][4], const rcti *rect)
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{
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RegionView3D *rv3d = ar->regiondata;
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/* Setup the view matrix. */
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if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
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view3d_stereo3d_setup(depsgraph, scene, v3d, ar, rect);
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}
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else {
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view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw View Border
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* \{ */
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static void view3d_camera_border(
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const Scene *scene, struct Depsgraph *depsgraph,
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const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
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rctf *r_viewborder, const bool no_shift, const bool no_zoom)
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{
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CameraParams params;
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rctf rect_view, rect_camera;
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Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
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/* get viewport viewplane */
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BKE_camera_params_init(¶ms);
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BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d);
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if (no_zoom) {
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params.zoom = 1.0f;
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}
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BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f);
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rect_view = params.viewplane;
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/* get camera viewplane */
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BKE_camera_params_init(¶ms);
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/* fallback for non camera objects */
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params.clip_start = v3d->clip_start;
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params.clip_end = v3d->clip_end;
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BKE_camera_params_from_object(¶ms, camera_eval);
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if (no_shift) {
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params.shiftx = 0.0f;
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params.shifty = 0.0f;
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}
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BKE_camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
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rect_camera = params.viewplane;
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/* get camera border within viewport */
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r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
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r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
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r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
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r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
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}
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void ED_view3d_calc_camera_border_size(
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const Scene *scene, Depsgraph *depsgraph,
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const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
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float r_size[2])
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{
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rctf viewborder;
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view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, true, true);
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r_size[0] = BLI_rctf_size_x(&viewborder);
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r_size[1] = BLI_rctf_size_y(&viewborder);
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}
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void ED_view3d_calc_camera_border(
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const Scene *scene, Depsgraph *depsgraph,
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const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
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rctf *r_viewborder, const bool no_shift)
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{
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view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, r_viewborder, no_shift, false);
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}
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static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac)
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{
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float x3, y3, x4, y4;
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x3 = x1 + fac * (x2 - x1);
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y3 = y1 + fac * (y2 - y1);
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x4 = x1 + (1.0f - fac) * (x2 - x1);
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y4 = y1 + (1.0f - fac) * (y2 - y1);
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immBegin(GPU_PRIM_LINES, 8);
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immVertex2f(shdr_pos, x1, y3);
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immVertex2f(shdr_pos, x2, y3);
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immVertex2f(shdr_pos, x1, y4);
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immVertex2f(shdr_pos, x2, y4);
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immVertex2f(shdr_pos, x3, y1);
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immVertex2f(shdr_pos, x3, y2);
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immVertex2f(shdr_pos, x4, y1);
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immVertex2f(shdr_pos, x4, y2);
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immEnd();
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}
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/* harmonious triangle */
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static void drawviewborder_triangle(
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uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
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{
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float ofs;
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float w = x2 - x1;
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float h = y2 - y1;
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immBegin(GPU_PRIM_LINES, 6);
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if (w > h) {
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if (golden) {
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ofs = w * (1.0f - (1.0f / 1.61803399f));
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}
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else {
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ofs = h * (h / w);
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}
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if (dir == 'B') {
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SWAP(float, y1, y2);
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}
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immVertex2f(shdr_pos, x1, y1);
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immVertex2f(shdr_pos, x2, y2);
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immVertex2f(shdr_pos, x2, y1);
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immVertex2f(shdr_pos, x1 + (w - ofs), y2);
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immVertex2f(shdr_pos, x1, y2);
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immVertex2f(shdr_pos, x1 + ofs, y1);
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}
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else {
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if (golden) {
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ofs = h * (1.0f - (1.0f / 1.61803399f));
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}
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else {
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ofs = w * (w / h);
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}
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if (dir == 'B') {
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SWAP(float, x1, x2);
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}
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immVertex2f(shdr_pos, x1, y1);
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immVertex2f(shdr_pos, x2, y2);
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immVertex2f(shdr_pos, x2, y1);
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immVertex2f(shdr_pos, x1, y1 + ofs);
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immVertex2f(shdr_pos, x1, y2);
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immVertex2f(shdr_pos, x2, y1 + (h - ofs));
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}
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immEnd();
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}
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static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *ar, View3D *v3d)
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{
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float x1, x2, y1, y2;
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float x1i, x2i, y1i, y2i;
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rctf viewborder;
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Camera *ca = NULL;
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RegionView3D *rv3d = ar->regiondata;
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if (v3d->camera == NULL) {
|
|
return;
|
|
}
|
|
if (v3d->camera->type == OB_CAMERA) {
|
|
ca = v3d->camera->data;
|
|
}
|
|
|
|
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
|
|
/* the offsets */
|
|
x1 = viewborder.xmin;
|
|
y1 = viewborder.ymin;
|
|
x2 = viewborder.xmax;
|
|
y2 = viewborder.ymax;
|
|
|
|
GPU_line_width(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));
|
|
|
|
uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
|
|
/* First, solid lines. */
|
|
{
|
|
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) {
|
|
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
|
|
GPU_blend(true);
|
|
alpha = ca->passepartalpha;
|
|
}
|
|
|
|
immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
|
|
|
|
if (x1i > 0.0f) {
|
|
immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
|
|
}
|
|
if (x2i < winx) {
|
|
immRectf(shdr_pos, x2i, winy, winx, 0.0f);
|
|
}
|
|
if (y2i < winy) {
|
|
immRectf(shdr_pos, x1i, winy, x2i, y2i);
|
|
}
|
|
if (y2i > 0.0f) {
|
|
immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
|
|
}
|
|
|
|
GPU_blend(false);
|
|
}
|
|
|
|
immUniformThemeColor(TH_BACK);
|
|
imm_draw_box_wire_2d(shdr_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_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
|
|
view3d_camera_border_hack_test = false;
|
|
}
|
|
#endif
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
/* When overlays are disabled, only show camera outline & passepartout. */
|
|
if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
|
|
return;
|
|
}
|
|
|
|
/* And now, the dashed lines! */
|
|
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
|
|
|
|
{
|
|
float viewport_size[4];
|
|
GPU_viewport_size_get_f(viewport_size);
|
|
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
|
|
|
|
immUniform1i("colors_len", 0); /* "simple" mode */
|
|
immUniform1f("dash_width", 6.0f);
|
|
immUniform1f("dash_factor", 0.5f);
|
|
|
|
/* outer line not to confuse with object selection */
|
|
if (v3d->flag2 & V3D_LOCK_CAMERA) {
|
|
immUniformThemeColor(TH_REDALERT);
|
|
imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
|
|
}
|
|
|
|
immUniformThemeColor(TH_VIEW_OVERLAY);
|
|
imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
|
|
}
|
|
|
|
/* Render 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);
|
|
|
|
immUniformColor3f(1.0f, 0.25f, 0.25f);
|
|
imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
|
|
}
|
|
|
|
/* safety border */
|
|
if (ca) {
|
|
immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
|
|
|
|
if (ca->dtx & CAM_DTX_CENTER) {
|
|
float x3, y3;
|
|
|
|
x3 = x1 + 0.5f * (x2 - x1);
|
|
y3 = y1 + 0.5f * (y2 - y1);
|
|
|
|
immBegin(GPU_PRIM_LINES, 4);
|
|
|
|
immVertex2f(shdr_pos, x1, y3);
|
|
immVertex2f(shdr_pos, x2, y3);
|
|
|
|
immVertex2f(shdr_pos, x3, y1);
|
|
immVertex2f(shdr_pos, x3, y2);
|
|
|
|
immEnd();
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
|
|
immBegin(GPU_PRIM_LINES, 4);
|
|
|
|
immVertex2f(shdr_pos, x1, y1);
|
|
immVertex2f(shdr_pos, x2, y2);
|
|
|
|
immVertex2f(shdr_pos, x1, y2);
|
|
immVertex2f(shdr_pos, x2, y1);
|
|
|
|
immEnd();
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_THIRDS) {
|
|
drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN) {
|
|
drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
|
|
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
|
|
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
|
|
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
|
|
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
|
|
}
|
|
|
|
if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
|
|
UI_draw_safe_areas(
|
|
shdr_pos, x1, x2, y1, y2,
|
|
scene->safe_areas.title, scene->safe_areas.action);
|
|
|
|
if (ca->flag & CAM_SHOW_SAFE_CENTER) {
|
|
UI_draw_safe_areas(
|
|
shdr_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 */
|
|
immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);
|
|
|
|
/* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color).
|
|
* We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the
|
|
* 2.0f round corner effect was nearly not visible anyway... */
|
|
imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
|
|
}
|
|
}
|
|
|
|
immUnbindProgram();
|
|
/* end dashed lines */
|
|
|
|
/* camera name - draw in highlighted text color */
|
|
if (ca && ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) && (ca->flag & CAM_SHOWNAME)) {
|
|
UI_FontThemeColor(BLF_default(), 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);
|
|
}
|
|
}
|
|
|
|
static void drawrenderborder(ARegion *ar, View3D *v3d)
|
|
{
|
|
/* use the same program for everything */
|
|
uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
|
|
GPU_line_width(1.0f);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
|
|
|
|
float viewport_size[4];
|
|
GPU_viewport_size_get_f(viewport_size);
|
|
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
|
|
|
|
immUniform1i("colors_len", 0); /* "simple" mode */
|
|
immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
|
|
immUniform1f("dash_width", 6.0f);
|
|
immUniform1f("dash_factor", 0.5f);
|
|
|
|
imm_draw_box_wire_2d(shdr_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);
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
void ED_view3d_draw_depth(
|
|
Depsgraph *depsgraph,
|
|
ARegion *ar, View3D *v3d, bool alphaoverride)
|
|
{
|
|
struct bThemeState theme_state;
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
short flag = v3d->flag;
|
|
float glalphaclip = U.glalphaclip;
|
|
int obcenter_dia = U.obcenter_dia;
|
|
/* temp set drawtype to solid */
|
|
/* Setting these temporarily is not nice */
|
|
v3d->flag &= ~V3D_SELECT_OUTLINE;
|
|
|
|
/* not that nice but means we wont zoom into billboards */
|
|
U.glalphaclip = alphaoverride ? 0.5f : glalphaclip;
|
|
|
|
U.obcenter_dia = 0;
|
|
|
|
/* Tools may request depth outside of regular drawing code. */
|
|
UI_Theme_Store(&theme_state);
|
|
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
|
|
|
|
ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
|
|
|
|
GPU_clear(GPU_DEPTH_BIT);
|
|
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
ED_view3d_clipping_set(rv3d);
|
|
}
|
|
/* get surface depth without bias */
|
|
rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
|
|
|
|
GPU_depth_test(true);
|
|
|
|
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
|
|
DRW_draw_depth_loop(depsgraph, ar, v3d, viewport);
|
|
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
ED_view3d_clipping_disable();
|
|
}
|
|
rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
|
|
|
|
/* Reset default for UI */
|
|
GPU_depth_test(false);
|
|
|
|
U.glalphaclip = glalphaclip;
|
|
v3d->flag = flag;
|
|
U.obcenter_dia = obcenter_dia;
|
|
|
|
UI_Theme_Restore(&theme_state);
|
|
}
|
|
|
|
/* ******************** other elements ***************** */
|
|
|
|
/** 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);
|
|
}
|
|
|
|
/* Simulates the grid scale that is actually viewed.
|
|
* The actual code is seen in `object_grid_frag.glsl` (see `grid_res`).
|
|
* Currently the simulation is only done when RV3D_VIEW_IS_AXIS. */
|
|
float ED_view3d_grid_view_scale(
|
|
Scene *scene, View3D *v3d, RegionView3D *rv3d, const char **grid_unit)
|
|
{
|
|
float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
|
|
if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
|
|
/* Decrease the distance between grid snap points depending on zoom. */
|
|
float grid_subdiv = v3d->gridsubdiv;
|
|
if (grid_subdiv > 1) {
|
|
/* Allow 3 more subdivisions (see OBJECT_engine_init). */
|
|
grid_scale /= powf(grid_subdiv, 3);
|
|
|
|
/* `3.0` was a value obtained by trial and error in order to get
|
|
* a nice snap distance.*/
|
|
float grid_res = 3.0 * (rv3d->dist / v3d->lens);
|
|
float lvl = (logf(grid_res / grid_scale) / logf(grid_subdiv));
|
|
|
|
CLAMP_MIN(lvl, 0.0f);
|
|
|
|
grid_scale *= pow(grid_subdiv, (int)lvl);
|
|
}
|
|
}
|
|
|
|
return grid_scale;
|
|
}
|
|
|
|
static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
|
|
{
|
|
const float k = U.rvisize * U.pixelsize; /* axis size */
|
|
/* axis alpha offset (rvibright has range 0-10) */
|
|
const int bright = - 20 * (10 - U.rvibright);
|
|
|
|
/* Axis center in screen coordinates.
|
|
*
|
|
* - Unit size offset so small text doesn't draw outside the screen
|
|
* - Extra X offset because of the panel expander.
|
|
*/
|
|
const float startx = rect->xmax - (k + UI_UNIT_X * 1.5);
|
|
const float starty = rect->ymax - (k + UI_UNIT_Y);
|
|
|
|
float axis_pos[3][2];
|
|
uchar axis_col[3][4];
|
|
|
|
int axis_order[3] = {0, 1, 2};
|
|
axis_sort_v3(rv3d->viewinv[2], axis_order);
|
|
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
int i = axis_order[axis_i];
|
|
|
|
/* get position of each axis tip on screen */
|
|
float vec[3] = { 0.0f };
|
|
vec[i] = 1.0f;
|
|
mul_qt_v3(rv3d->viewquat, vec);
|
|
axis_pos[i][0] = startx + vec[0] * k;
|
|
axis_pos[i][1] = starty + vec[1] * k;
|
|
|
|
/* get color of each axis */
|
|
UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
|
|
axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
|
|
}
|
|
|
|
/* draw axis lines */
|
|
GPU_line_width(2.0f);
|
|
GPU_line_smooth(true);
|
|
GPU_blend(true);
|
|
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
|
immBegin(GPU_PRIM_LINES, 6);
|
|
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
int i = axis_order[axis_i];
|
|
|
|
immAttr4ubv(col, axis_col[i]);
|
|
immVertex2f(pos, startx, starty);
|
|
immAttr4ubv(col, axis_col[i]);
|
|
immVertex2fv(pos, axis_pos[i]);
|
|
}
|
|
|
|
immEnd();
|
|
immUnbindProgram();
|
|
GPU_line_smooth(false);
|
|
|
|
/* draw axis names */
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
int i = axis_order[axis_i];
|
|
|
|
const char axis_text[2] = {'x' + i, '\0'};
|
|
BLF_color4ubv(BLF_default(), axis_col[i]);
|
|
BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
|
|
}
|
|
}
|
|
|
|
#ifdef WITH_INPUT_NDOF
|
|
/* draw center and axis of rotation for ongoing 3D mouse navigation */
|
|
static void draw_rotation_guide(const RegionView3D *rv3d)
|
|
{
|
|
float o[3]; /* center of rotation */
|
|
float end[3]; /* endpoints for drawing */
|
|
|
|
GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
|
|
|
|
negate_v3_v3(o, rv3d->ofs);
|
|
|
|
GPU_blend(true);
|
|
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
|
|
glDepthMask(GL_FALSE); /* don't overwrite zbuf */
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
|
|
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
|
|
|
|
if (rv3d->rot_angle != 0.0f) {
|
|
/* -- draw rotation axis -- */
|
|
float scaled_axis[3];
|
|
const float scale = rv3d->dist;
|
|
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
|
|
|
|
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
color[3] = 0; /* more transparent toward the ends */
|
|
immAttr4ubv(col, color);
|
|
add_v3_v3v3(end, o, scaled_axis);
|
|
immVertex3fv(pos, end);
|
|
|
|
#if 0
|
|
color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
|
|
/* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
|
|
#endif
|
|
|
|
color[3] = 127; /* more opaque toward the center */
|
|
immAttr4ubv(col, color);
|
|
immVertex3fv(pos, o);
|
|
|
|
color[3] = 0;
|
|
immAttr4ubv(col, color);
|
|
sub_v3_v3v3(end, o, scaled_axis);
|
|
immVertex3fv(pos, end);
|
|
immEnd();
|
|
|
|
/* -- draw ring around rotation center -- */
|
|
{
|
|
#define ROT_AXIS_DETAIL 13
|
|
|
|
const float s = 0.05f * scale;
|
|
const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
|
|
|
|
float q[4]; /* rotate ring so it's perpendicular to axis */
|
|
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
|
|
if (!upright) {
|
|
const float up[3] = {0.0f, 0.0f, 1.0f};
|
|
float vis_angle, vis_axis[3];
|
|
|
|
cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
|
|
vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
|
|
axis_angle_to_quat(q, vis_axis, vis_angle);
|
|
}
|
|
|
|
immBegin(GPU_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
|
|
color[3] = 63; /* somewhat faint */
|
|
immAttr4ubv(col, color);
|
|
float angle = 0.0f;
|
|
for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
|
|
float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
|
|
|
|
if (!upright) {
|
|
mul_qt_v3(q, p);
|
|
}
|
|
|
|
add_v3_v3(p, o);
|
|
immVertex3fv(pos, p);
|
|
}
|
|
immEnd();
|
|
|
|
#undef ROT_AXIS_DETAIL
|
|
}
|
|
|
|
color[3] = 255; /* solid dot */
|
|
}
|
|
else {
|
|
color[3] = 127; /* see-through dot */
|
|
}
|
|
|
|
immUnbindProgram();
|
|
|
|
/* -- draw rotation center -- */
|
|
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
|
|
GPU_point_size(5.0f);
|
|
immBegin(GPU_PRIM_POINTS, 1);
|
|
immAttr4ubv(col, color);
|
|
immVertex3fv(pos, o);
|
|
immEnd();
|
|
immUnbindProgram();
|
|
|
|
#if 0
|
|
/* find screen coordinates for rotation center, then draw pretty icon */
|
|
mul_m4_v3(rv3d->persinv, rot_center);
|
|
UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
|
|
/* ^^ just playing around, does not work */
|
|
#endif
|
|
|
|
GPU_blend(false);
|
|
glDepthMask(GL_TRUE);
|
|
}
|
|
#endif /* WITH_INPUT_NDOF */
|
|
|
|
/**
|
|
* Render and camera border
|
|
*/
|
|
static void view3d_draw_border(const bContext *C, ARegion *ar)
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
Depsgraph *depsgraph = CTX_data_depsgraph(C);
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
drawviewborder(scene, depsgraph, ar, v3d);
|
|
}
|
|
else if (v3d->flag2 & V3D_RENDER_BORDER) {
|
|
drawrenderborder(ar, v3d);
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw Text & Info
|
|
* \{ */
|
|
|
|
/**
|
|
* Draw Info
|
|
*/
|
|
static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
|
|
{
|
|
/* TODO viewport */
|
|
}
|
|
|
|
/**
|
|
* Viewport Name
|
|
*/
|
|
static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
|
|
{
|
|
const char *name = NULL;
|
|
|
|
switch (rv3d->view) {
|
|
case RV3D_VIEW_FRONT:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Front Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Front Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_BACK:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Back Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Back Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_TOP:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Top Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Top Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_BOTTOM:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Bottom Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Bottom Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_RIGHT:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Right Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Right Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_LEFT:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Left Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Left Perspective");
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
|
|
Camera *cam;
|
|
cam = v3d->camera->data;
|
|
if (cam->type == CAM_PERSP) {
|
|
name = IFACE_("Camera Perspective");
|
|
}
|
|
else if (cam->type == CAM_ORTHO) {
|
|
name = IFACE_("Camera Orthographic");
|
|
}
|
|
else {
|
|
BLI_assert(cam->type == CAM_PANO);
|
|
name = IFACE_("Camera Panoramic");
|
|
}
|
|
}
|
|
else {
|
|
name = IFACE_("Object as Camera");
|
|
}
|
|
}
|
|
else {
|
|
name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Orthographic") : IFACE_("User Perspective");
|
|
}
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
static void draw_viewport_name(ARegion *ar, View3D *v3d, int xoffset, int *yoffset)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
const char *name = view3d_get_name(v3d, rv3d);
|
|
const int font_id = BLF_default();
|
|
|
|
/* increase size for unicode languages (Chinese in utf-8...) */
|
|
#ifdef WITH_INTERNATIONAL
|
|
char tmpstr[96];
|
|
#else
|
|
char tmpstr[32];
|
|
#endif
|
|
|
|
BLF_enable(font_id, BLF_SHADOW);
|
|
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
|
|
BLF_shadow_offset(font_id, 1, -1);
|
|
|
|
if (v3d->localvd) {
|
|
BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
|
|
name = tmpstr;
|
|
}
|
|
|
|
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
|
|
|
|
*yoffset -= U.widget_unit;
|
|
|
|
#ifdef WITH_INTERNATIONAL
|
|
BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
|
|
#else
|
|
BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
|
|
#endif
|
|
|
|
BLF_disable(font_id, BLF_SHADOW);
|
|
}
|
|
|
|
/**
|
|
* draw info beside axes in bottom left-corner:
|
|
* framenum, collection, object name, bone name (if available), marker name (if available)
|
|
*/
|
|
|
|
static void draw_selected_name(Scene *scene, ViewLayer *view_layer, Object *ob, int xoffset, int *yoffset)
|
|
{
|
|
const int cfra = CFRA;
|
|
const char *msg_pin = " (Pinned)";
|
|
const char *msg_sep = " : ";
|
|
|
|
const int font_id = BLF_default();
|
|
|
|
char info[300];
|
|
char *s = info;
|
|
|
|
s += sprintf(s, "(%d)", cfra);
|
|
|
|
if ((ob == NULL) || (ob->mode == OB_MODE_OBJECT)) {
|
|
LayerCollection *layer_collection = view_layer->active_collection;
|
|
s += sprintf(s, " %s%s", BKE_collection_ui_name_get(layer_collection->collection), (ob == NULL) ? "" : " |");
|
|
}
|
|
|
|
/*
|
|
* info can contain:
|
|
* - a frame (7 + 2)
|
|
* - a collection name (MAX_NAME + 3)
|
|
* - 3 object names (MAX_NAME)
|
|
* - 2 BREAD_CRUMB_SEPARATORs (6)
|
|
* - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
|
|
* - a marker name (MAX_NAME + 3)
|
|
*/
|
|
|
|
/* get name of marker on current frame (if available) */
|
|
const char *markern = BKE_scene_find_marker_name(scene, cfra);
|
|
|
|
/* check if there is an object */
|
|
if (ob) {
|
|
*s++ = ' ';
|
|
s += BLI_strcpy_rlen(s, ob->id.name + 2);
|
|
|
|
/* name(s) to display depends on type of object */
|
|
if (ob->type == OB_ARMATURE) {
|
|
bArmature *arm = ob->data;
|
|
|
|
/* show name of active bone too (if possible) */
|
|
if (arm->edbo) {
|
|
if (arm->act_edbone) {
|
|
s += BLI_strcpy_rlen(s, msg_sep);
|
|
s += BLI_strcpy_rlen(s, arm->act_edbone->name);
|
|
}
|
|
}
|
|
else if (ob->mode & OB_MODE_POSE) {
|
|
if (arm->act_bone) {
|
|
|
|
if (arm->act_bone->layer & arm->layer) {
|
|
s += BLI_strcpy_rlen(s, msg_sep);
|
|
s += BLI_strcpy_rlen(s, arm->act_bone->name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
|
|
/* try to display active bone and active shapekey too (if they exist) */
|
|
|
|
if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
|
|
Object *armobj = BKE_object_pose_armature_get(ob);
|
|
if (armobj && armobj->mode & OB_MODE_POSE) {
|
|
bArmature *arm = armobj->data;
|
|
if (arm->act_bone) {
|
|
if (arm->act_bone->layer & arm->layer) {
|
|
s += BLI_strcpy_rlen(s, msg_sep);
|
|
s += BLI_strcpy_rlen(s, arm->act_bone->name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Key *key = BKE_key_from_object(ob);
|
|
if (key) {
|
|
KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
|
|
if (kb) {
|
|
s += BLI_strcpy_rlen(s, msg_sep);
|
|
s += BLI_strcpy_rlen(s, kb->name);
|
|
if (ob->shapeflag & OB_SHAPE_LOCK) {
|
|
s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* color depends on whether there is a keyframe */
|
|
if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) {
|
|
UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
|
|
}
|
|
else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) {
|
|
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
|
|
}
|
|
else {
|
|
UI_FontThemeColor(font_id, TH_TEXT_HI);
|
|
}
|
|
}
|
|
else {
|
|
/* no object */
|
|
if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra)) {
|
|
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
|
|
}
|
|
else {
|
|
UI_FontThemeColor(font_id, TH_TEXT_HI);
|
|
}
|
|
}
|
|
|
|
if (markern) {
|
|
s += sprintf(s, " <%s>", markern);
|
|
}
|
|
|
|
BLF_enable(font_id, BLF_SHADOW);
|
|
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
|
|
BLF_shadow_offset(font_id, 1, -1);
|
|
|
|
*yoffset -= U.widget_unit;
|
|
BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
|
|
|
|
BLF_disable(font_id, BLF_SHADOW);
|
|
}
|
|
|
|
/**
|
|
* Information drawn on top of the solid plates and composed data
|
|
*/
|
|
void view3d_draw_region_info(const bContext *C, ARegion *ar)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
|
|
#ifdef WITH_INPUT_NDOF
|
|
if ((U.ndof_flag & NDOF_SHOW_GUIDE) &&
|
|
((rv3d->viewlock & RV3D_LOCKED) == 0) &&
|
|
(rv3d->persp != RV3D_CAMOB))
|
|
{
|
|
/* TODO: draw something else (but not this) during fly mode */
|
|
draw_rotation_guide(rv3d);
|
|
}
|
|
#endif
|
|
|
|
/* correct projection matrix */
|
|
ED_region_pixelspace(ar);
|
|
|
|
/* local coordinate visible rect inside region, to accommodate overlapping ui */
|
|
rcti rect;
|
|
ED_region_visible_rect(ar, &rect);
|
|
|
|
|
|
view3d_draw_border(C, ar);
|
|
view3d_draw_grease_pencil(C);
|
|
|
|
BLF_batch_draw_begin();
|
|
|
|
if ((U.uiflag & USER_SHOW_GIZMO_AXIS) ||
|
|
/* No need to display gizmo and this info. */
|
|
(v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_NAVIGATE)))
|
|
{
|
|
/* pass */
|
|
}
|
|
else {
|
|
draw_view_axis(rv3d, &rect);
|
|
}
|
|
|
|
int xoffset = rect.xmin + U.widget_unit;
|
|
int yoffset = rect.ymax;
|
|
|
|
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
|
|
(v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0)
|
|
{
|
|
if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
|
|
ED_scene_draw_fps(scene, xoffset, &yoffset);
|
|
}
|
|
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
|
|
draw_viewport_name(ar, v3d, xoffset, &yoffset);
|
|
}
|
|
|
|
if (U.uiflag & USER_DRAWVIEWINFO) {
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
|
Object *ob = OBACT(view_layer);
|
|
draw_selected_name(scene, view_layer, ob, xoffset, &yoffset);
|
|
}
|
|
|
|
#if 0 /* TODO */
|
|
if (grid_unit) { /* draw below the viewport name */
|
|
char numstr[32] = "";
|
|
|
|
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
|
|
if (v3d->grid != 1.0f) {
|
|
BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
|
|
}
|
|
|
|
*yoffset -= U.widget_unit;
|
|
BLF_draw_default_ascii(xoffset, *yoffset, numstr[0] ? numstr : grid_unit, sizeof(numstr));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
|
|
DRW_draw_region_engine_info(xoffset, yoffset);
|
|
}
|
|
|
|
BLF_batch_draw_end();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw Viewport Contents
|
|
* \{ */
|
|
|
|
static void view3d_draw_view(const bContext *C, ARegion *ar)
|
|
{
|
|
ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_depsgraph(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL);
|
|
|
|
/* Only 100% compliant on new spec goes below */
|
|
DRW_draw_view(C);
|
|
}
|
|
|
|
RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype)
|
|
{
|
|
/*
|
|
* Temporary viewport draw modes until we have a proper system.
|
|
* all modes are done in the draw manager, except
|
|
* cycles material as it is an external render engine.
|
|
*/
|
|
if (strcmp(scene->r.engine, RE_engine_id_CYCLES) == 0 && drawtype == OB_MATERIAL) {
|
|
return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
|
|
}
|
|
return RE_engines_find(scene->r.engine);
|
|
}
|
|
|
|
void view3d_main_region_draw(const bContext *C, ARegion *ar)
|
|
{
|
|
Main *bmain = CTX_data_main(C);
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
view3d_draw_view(C, ar);
|
|
|
|
GPU_free_images_old(bmain);
|
|
GPU_pass_cache_garbage_collect();
|
|
|
|
/* XXX This is in order to draw UI batches with the DRW
|
|
* olg context since we now use it for drawing the entire area */
|
|
gpu_batch_presets_reset();
|
|
|
|
/* No depth test for drawing action zones afterwards. */
|
|
GPU_depth_test(false);
|
|
|
|
v3d->flag |= V3D_INVALID_BACKBUF;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Offscreen Drawing
|
|
* \{ */
|
|
|
|
static void view3d_stereo3d_setup_offscreen(
|
|
Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
|
|
float winmat[4][4], const char *viewname)
|
|
{
|
|
/* update the viewport matrices with the new camera */
|
|
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
|
|
float viewmat[4][4];
|
|
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
|
|
|
|
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
|
|
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
|
|
}
|
|
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
|
|
float viewmat[4][4];
|
|
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
|
|
|
|
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
|
|
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
|
|
}
|
|
}
|
|
|
|
void ED_view3d_draw_offscreen(
|
|
Depsgraph *depsgraph, Scene *scene,
|
|
int drawtype,
|
|
View3D *v3d, ARegion *ar, int winx, int winy,
|
|
float viewmat[4][4], float winmat[4][4],
|
|
bool do_sky, bool UNUSED(is_persp), const char *viewname,
|
|
GPUFXSettings *UNUSED(fx_settings), const bool do_color_management,
|
|
GPUOffScreen *ofs, GPUViewport *viewport)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
|
|
|
|
/* set temporary new size */
|
|
int bwinx = ar->winx;
|
|
int bwiny = ar->winy;
|
|
rcti brect = ar->winrct;
|
|
|
|
ar->winx = winx;
|
|
ar->winy = winy;
|
|
ar->winrct.xmin = 0;
|
|
ar->winrct.ymin = 0;
|
|
ar->winrct.xmax = winx;
|
|
ar->winrct.ymax = winy;
|
|
|
|
struct bThemeState theme_state;
|
|
UI_Theme_Store(&theme_state);
|
|
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
|
|
|
|
/* set flags */
|
|
G.f |= G_FLAG_RENDER_VIEWPORT;
|
|
|
|
{
|
|
/* free images which can have changed on frame-change
|
|
* warning! can be slow so only free animated images - campbell */
|
|
GPU_free_images_anim(G.main); /* XXX :((( */
|
|
}
|
|
|
|
GPU_matrix_push_projection();
|
|
GPU_matrix_identity_set();
|
|
GPU_matrix_push();
|
|
GPU_matrix_identity_set();
|
|
|
|
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera) {
|
|
view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, ar, winmat, viewname);
|
|
}
|
|
else {
|
|
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
|
|
}
|
|
|
|
/* main drawing call */
|
|
DRW_draw_render_loop_offscreen(
|
|
depsgraph, engine_type, ar, v3d,
|
|
do_sky, do_color_management, ofs, viewport);
|
|
|
|
/* restore size */
|
|
ar->winx = bwinx;
|
|
ar->winy = bwiny;
|
|
ar->winrct = brect;
|
|
|
|
GPU_matrix_pop_projection();
|
|
GPU_matrix_pop();
|
|
|
|
UI_Theme_Restore(&theme_state);
|
|
|
|
G.f &= ~G_FLAG_RENDER_VIEWPORT;
|
|
}
|
|
|
|
/**
|
|
* Utility func for ED_view3d_draw_offscreen
|
|
*
|
|
* \param ofs: Optional off-screen buffer, can be NULL.
|
|
* (avoids re-creating when doing multiple GL renders).
|
|
*/
|
|
ImBuf *ED_view3d_draw_offscreen_imbuf(
|
|
Depsgraph *depsgraph, Scene *scene,
|
|
int drawtype,
|
|
View3D *v3d, ARegion *ar, int sizex, int sizey,
|
|
uint flag, uint draw_flags,
|
|
int alpha_mode, int samples, const char *viewname,
|
|
/* output vars */
|
|
GPUOffScreen *ofs, char err_out[256])
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
const bool draw_sky = (alpha_mode == R_ADDSKY);
|
|
const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE);
|
|
|
|
/* view state */
|
|
GPUFXSettings fx_settings = v3d->fx_settings;
|
|
bool is_ortho = false;
|
|
float winmat[4][4];
|
|
|
|
if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
|
|
/* sizes differ, can't reuse */
|
|
ofs = NULL;
|
|
}
|
|
|
|
GPUFrameBuffer *old_fb = GPU_framebuffer_active_get();
|
|
|
|
if (old_fb) {
|
|
GPU_framebuffer_restore();
|
|
}
|
|
|
|
const bool own_ofs = (ofs == NULL);
|
|
DRW_opengl_context_enable();
|
|
|
|
if (own_ofs) {
|
|
/* bind */
|
|
ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
|
|
if (ofs == NULL) {
|
|
DRW_opengl_context_disable();
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
GPU_offscreen_bind(ofs, true);
|
|
|
|
/* read in pixels & stamp */
|
|
ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
|
|
|
|
/* render 3d view */
|
|
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
|
|
CameraParams params;
|
|
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
|
|
const Object *camera_eval = DEG_get_evaluated_object(
|
|
depsgraph,
|
|
camera);
|
|
|
|
BKE_camera_params_init(¶ms);
|
|
/* fallback for non camera objects */
|
|
params.clip_start = v3d->clip_start;
|
|
params.clip_end = v3d->clip_end;
|
|
BKE_camera_params_from_object(¶ms, camera_eval);
|
|
BKE_camera_multiview_params(&scene->r, ¶ms, camera_eval, viewname);
|
|
BKE_camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp);
|
|
BKE_camera_params_compute_matrix(¶ms);
|
|
|
|
BKE_camera_to_gpu_dof(camera, &fx_settings);
|
|
|
|
is_ortho = params.is_ortho;
|
|
copy_m4_m4(winmat, params.winmat);
|
|
}
|
|
else {
|
|
rctf viewplane;
|
|
float clip_start, clipend;
|
|
|
|
is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clip_start, &clipend, NULL);
|
|
if (is_ortho) {
|
|
orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
|
|
}
|
|
else {
|
|
perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clip_start, clipend);
|
|
}
|
|
}
|
|
|
|
if ((samples && use_full_sample) == 0) {
|
|
const bool do_color_management = (ibuf->rect_float == NULL);
|
|
/* Single-pass render, common case */
|
|
ED_view3d_draw_offscreen(
|
|
depsgraph, scene, drawtype,
|
|
v3d, ar, sizex, sizey, NULL, winmat,
|
|
draw_sky, !is_ortho, viewname,
|
|
&fx_settings, do_color_management, ofs, NULL);
|
|
|
|
if (ibuf->rect_float) {
|
|
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
|
|
}
|
|
else if (ibuf->rect) {
|
|
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
|
|
}
|
|
}
|
|
else {
|
|
/* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
|
|
* Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
|
|
static float jit_ofs[32][2];
|
|
float winmat_jitter[4][4];
|
|
float *rect_temp = (ibuf->rect_float) ? ibuf->rect_float : MEM_mallocN(sizex * sizey * sizeof(float[4]), "rect_temp");
|
|
float *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(float[4]), "accum_buffer");
|
|
GPUViewport *viewport = GPU_viewport_create_from_offscreen(ofs);
|
|
|
|
BLI_jitter_init(jit_ofs, samples);
|
|
|
|
/* first sample buffer, also initializes 'rv3d->persmat' */
|
|
ED_view3d_draw_offscreen(
|
|
depsgraph, scene, drawtype,
|
|
v3d, ar, sizex, sizey, NULL, winmat,
|
|
draw_sky, !is_ortho, viewname,
|
|
&fx_settings, false, ofs, viewport);
|
|
GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);
|
|
|
|
/* skip the first sample */
|
|
for (int j = 1; j < samples; j++) {
|
|
copy_m4_m4(winmat_jitter, winmat);
|
|
window_translate_m4(
|
|
winmat_jitter, rv3d->persmat,
|
|
(jit_ofs[j][0] * 2.0f) / sizex,
|
|
(jit_ofs[j][1] * 2.0f) / sizey);
|
|
|
|
ED_view3d_draw_offscreen(
|
|
depsgraph, scene, drawtype,
|
|
v3d, ar, sizex, sizey, NULL, winmat_jitter,
|
|
draw_sky, !is_ortho, viewname,
|
|
&fx_settings, false, ofs, viewport);
|
|
GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);
|
|
|
|
uint i = sizex * sizey * 4;
|
|
while (i--) {
|
|
accum_buffer[i] += rect_temp[i];
|
|
}
|
|
}
|
|
|
|
{
|
|
/* don't free data owned by 'ofs' */
|
|
GPU_viewport_clear_from_offscreen(viewport);
|
|
GPU_viewport_free(viewport);
|
|
}
|
|
|
|
if (ibuf->rect_float == NULL) {
|
|
MEM_freeN(rect_temp);
|
|
}
|
|
|
|
if (ibuf->rect_float) {
|
|
float *rect_float = ibuf->rect_float;
|
|
uint i = sizex * sizey * 4;
|
|
while (i--) {
|
|
rect_float[i] = accum_buffer[i] / samples;
|
|
}
|
|
}
|
|
else {
|
|
uchar *rect_ub = (uchar *)ibuf->rect;
|
|
uint i = sizex * sizey * 4;
|
|
while (i--) {
|
|
rect_ub[i] = (uchar)(255.0f * accum_buffer[i] / samples);
|
|
}
|
|
}
|
|
|
|
MEM_freeN(accum_buffer);
|
|
}
|
|
|
|
/* unbind */
|
|
GPU_offscreen_unbind(ofs, true);
|
|
|
|
if (own_ofs) {
|
|
GPU_offscreen_free(ofs);
|
|
}
|
|
|
|
DRW_opengl_context_disable();
|
|
|
|
if (old_fb) {
|
|
GPU_framebuffer_bind(old_fb);
|
|
}
|
|
|
|
if (ibuf->rect_float && ibuf->rect) {
|
|
IMB_rect_from_float(ibuf);
|
|
}
|
|
|
|
return ibuf;
|
|
}
|
|
|
|
/**
|
|
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
|
|
*
|
|
* \param ofs: Optional off-screen buffer can be NULL.
|
|
* (avoids re-creating when doing multiple GL renders).
|
|
*
|
|
* \note used by the sequencer
|
|
*/
|
|
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
|
|
Depsgraph *depsgraph, Scene *scene,
|
|
int drawtype,
|
|
Object *camera, int width, int height,
|
|
uint flag, uint draw_flags,
|
|
int alpha_mode, int samples, const char *viewname,
|
|
GPUOffScreen *ofs, char err_out[256])
|
|
{
|
|
View3D v3d = {NULL};
|
|
ARegion ar = {NULL};
|
|
RegionView3D rv3d = {{{0}}};
|
|
|
|
/* connect data */
|
|
v3d.regionbase.first = v3d.regionbase.last = &ar;
|
|
ar.regiondata = &rv3d;
|
|
ar.regiontype = RGN_TYPE_WINDOW;
|
|
|
|
v3d.camera = camera;
|
|
v3d.shading.type = drawtype;
|
|
v3d.flag2 = V3D_HIDE_OVERLAYS;
|
|
|
|
if (draw_flags & V3D_OFSDRAW_USE_GPENCIL) {
|
|
v3d.flag2 |= V3D_SHOW_ANNOTATION;
|
|
}
|
|
|
|
v3d.shading.background_type = V3D_SHADING_BACKGROUND_WORLD;
|
|
|
|
if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) {
|
|
if (camera->type == OB_CAMERA) {
|
|
v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof;
|
|
v3d.fx_settings.fx_flag |= GPU_FX_FLAG_DOF;
|
|
}
|
|
}
|
|
|
|
rv3d.persp = RV3D_CAMOB;
|
|
|
|
copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
|
|
normalize_m4(rv3d.viewinv);
|
|
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
|
|
|
|
{
|
|
CameraParams params;
|
|
const Object *view_camera_eval = DEG_get_evaluated_object(
|
|
depsgraph,
|
|
BKE_camera_multiview_render(scene, v3d.camera, viewname));
|
|
|
|
BKE_camera_params_init(¶ms);
|
|
BKE_camera_params_from_object(¶ms, view_camera_eval);
|
|
BKE_camera_multiview_params(&scene->r, ¶ms, view_camera_eval, viewname);
|
|
BKE_camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp);
|
|
BKE_camera_params_compute_matrix(¶ms);
|
|
|
|
copy_m4_m4(rv3d.winmat, params.winmat);
|
|
v3d.clip_start = params.clip_start;
|
|
v3d.clip_end = params.clip_end;
|
|
v3d.lens = params.lens;
|
|
}
|
|
|
|
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
|
|
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
|
|
|
|
return ED_view3d_draw_offscreen_imbuf(
|
|
depsgraph, scene, drawtype,
|
|
&v3d, &ar, width, height, flag,
|
|
draw_flags, alpha_mode, samples, viewname, ofs, err_out);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Viewport Clipping
|
|
* \{ */
|
|
|
|
static bool view3d_clipping_test(const float co[3], const float clip[6][4])
|
|
{
|
|
if (plane_point_side_v3(clip[0], co) > 0.0f) {
|
|
if (plane_point_side_v3(clip[1], co) > 0.0f) {
|
|
if (plane_point_side_v3(clip[2], co) > 0.0f) {
|
|
if (plane_point_side_v3(clip[3], co) > 0.0f) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* for 'local' ED_view3d_clipping_local must run first
|
|
* then all comparisons can be done in localspace */
|
|
bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
|
|
{
|
|
return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
|
|
}
|
|
|
|
/** \} */
|