This solution involves adding a uniform to each fragment shader that is used by gizmo drawing and use the framebuffer state to set this uniform accordingly. This solution can also be carried to external shaders (addons). A single line of code would then be enough to fix the issue. The only trickery here is the dummy define: `#define srgb_to_framebuffer_space(a)` This is in order to avoid breaking other DRW shaders that use the same fragment shader code but do not need the tranformation. Related to T74139 Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D7261
2886 lines
82 KiB
C
2886 lines
82 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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#include <stdio.h>
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#include "BLI_alloca.h"
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#include "BLI_listbase.h"
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#include "BLI_memblock.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_colortools.h"
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#include "BKE_context.h"
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#include "BKE_curve.h"
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#include "BKE_duplilist.h"
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#include "BKE_editmesh.h"
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#include "BKE_global.h"
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#include "BKE_gpencil.h"
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#include "BKE_hair.h"
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#include "BKE_lattice.h"
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#include "BKE_main.h"
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#include "BKE_mball.h"
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#include "BKE_mesh.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "BKE_particle.h"
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#include "BKE_pbvh.h"
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#include "BKE_pointcache.h"
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#include "BKE_pointcloud.h"
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#include "BKE_volume.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 "DNA_world_types.h"
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#include "draw_manager.h"
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#include "ED_gpencil.h"
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#include "ED_screen.h"
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#include "ED_space_api.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_matrix.h"
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#include "GPU_uniformbuffer.h"
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#include "GPU_viewport.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_resources.h"
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#include "WM_api.h"
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#include "wm_window.h"
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#include "draw_color_management.h"
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#include "draw_manager_profiling.h"
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#include "draw_manager_text.h"
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/* only for callbacks */
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#include "draw_cache_impl.h"
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#include "engines/basic/basic_engine.h"
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#include "engines/eevee/eevee_engine.h"
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#include "engines/external/external_engine.h"
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#include "engines/gpencil/gpencil_engine.h"
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#include "engines/overlay/overlay_engine.h"
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#include "engines/select/select_engine.h"
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#include "engines/workbench/workbench_engine.h"
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#include "GPU_context.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "DRW_select_buffer.h"
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/** Render State: No persistent data between draw calls. */
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DRWManager DST = {NULL};
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static ListBase DRW_engines = {NULL, NULL};
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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, gl_context));
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/* Maybe not the best place for this. */
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if (!DST.uniform_names.buffer) {
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DST.uniform_names.buffer = MEM_callocN(DRW_UNIFORM_BUFFER_NAME, "Name Buffer");
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DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
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}
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else if (DST.uniform_names.buffer_len > DRW_UNIFORM_BUFFER_NAME) {
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DST.uniform_names.buffer = MEM_reallocN(DST.uniform_names.buffer, DRW_UNIFORM_BUFFER_NAME);
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DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
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}
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DST.uniform_names.buffer_ofs = 0;
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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, gl_context));
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}
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#endif
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/* -------------------------------------------------------------------- */
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/** \name Settings
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* \{ */
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bool DRW_object_is_renderable(const Object *ob)
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{
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BLI_assert((ob->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0);
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if (ob->type == OB_MESH) {
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if ((ob == DST.draw_ctx.object_edit) || DRW_object_is_in_edit_mode(ob)) {
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View3D *v3d = DST.draw_ctx.v3d;
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if (v3d && v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) {
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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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/* Does `ob` needs to be rendered in edit mode.
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*
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* When using duplicate linked meshes, objects that are not in edit-mode will be drawn as
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* it is in edit mode, when another object with the same mesh is in edit mode.
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* This will not be the case when one of the objects are influenced by modifiers. */
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bool DRW_object_is_in_edit_mode(const Object *ob)
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{
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if (BKE_object_is_in_editmode(ob)) {
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if (ob->type == OB_MESH) {
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if ((ob->mode & OB_MODE_EDIT) == 0) {
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Mesh *me = (Mesh *)ob->data;
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BMEditMesh *embm = me->edit_mesh;
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/* Sanity check when rendering in multiple windows. */
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if (embm && embm->mesh_eval_final == NULL) {
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return false;
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}
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/* Do not draw ob with edit overlay when edit data is present and is modified. */
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if (embm && embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final)) {
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return false;
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}
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/* Check if the object that we are drawing is modified. */
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if (!DEG_is_original_id(&me->id)) {
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return false;
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}
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return true;
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}
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}
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return true;
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}
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return false;
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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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int DRW_object_visibility_in_active_context(const Object *ob)
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{
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const eEvaluationMode mode = DRW_state_is_scene_render() ? DAG_EVAL_RENDER : DAG_EVAL_VIEWPORT;
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return BKE_object_visibility(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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bool DRW_object_use_hide_faces(const struct 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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switch (ob->mode) {
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case OB_MODE_SCULPT:
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return true;
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case OB_MODE_TEXTURE_PAINT:
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return (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
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case OB_MODE_VERTEX_PAINT:
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case OB_MODE_WEIGHT_PAINT:
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return (me->editflag & (ME_EDIT_PAINT_FACE_SEL | ME_EDIT_PAINT_VERT_SEL)) != 0;
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}
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}
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return false;
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}
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bool DRW_object_is_visible_psys_in_active_context(const Object *object, const ParticleSystem *psys)
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{
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const bool for_render = DRW_state_is_image_render();
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/* NOTE: psys_check_enabled is using object and particle system for only
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* reading, but is using some other functions which are more generic and
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* which are hard to make const-pointer. */
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if (!psys_check_enabled((Object *)object, (ParticleSystem *)psys, for_render)) {
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return false;
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}
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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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if (object == draw_ctx->object_edit) {
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return false;
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}
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const ParticleSettings *part = psys->part;
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const ParticleEditSettings *pset = &scene->toolsettings->particle;
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if (object->mode == OB_MODE_PARTICLE_EDIT) {
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if (psys_in_edit_mode(draw_ctx->depsgraph, psys)) {
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if ((pset->flag & PE_DRAW_PART) == 0) {
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return false;
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}
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if ((part->childtype == 0) &&
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(psys->flag & PSYS_HAIR_DYNAMICS && psys->pointcache->flag & PTCACHE_BAKED) == 0) {
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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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struct Object *DRW_object_get_dupli_parent(const Object *UNUSED(ob))
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{
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return DST.dupli_parent;
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}
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struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob))
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{
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return DST.dupli_source;
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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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static void drw_viewport_colormanagement_set(void)
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{
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Scene *scene = DST.draw_ctx.scene;
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View3D *v3d = DST.draw_ctx.v3d;
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ColorManagedDisplaySettings *display_settings = &scene->display_settings;
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ColorManagedViewSettings view_settings;
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float dither = 0.0f;
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/* TODO(fclem) This should be a render engine callback to determine if we need CM or not. */
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bool use_workbench = BKE_scene_uses_blender_workbench(scene);
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bool use_scene_lights = (!v3d ||
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((v3d->shading.type == OB_MATERIAL) &&
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(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
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((v3d->shading.type == OB_RENDER) &&
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(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)));
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bool use_scene_world =
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(!v3d ||
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((v3d->shading.type == OB_MATERIAL) && (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
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((v3d->shading.type == OB_RENDER) && (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)));
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bool use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL);
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bool use_render_settings = v3d && ((use_workbench && use_view_transform) || use_scene_lights ||
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use_scene_world);
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if (use_render_settings) {
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/* Use full render settings, for renders with scene lighting. */
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view_settings = scene->view_settings;
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dither = scene->r.dither_intensity;
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}
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else if (use_view_transform) {
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/* Use only view transform + look and nothing else for lookdev without
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* scene lighting, as exposure depends on scene light intensity. */
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BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
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STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
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STRNCPY(view_settings.look, scene->view_settings.look);
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dither = scene->r.dither_intensity;
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}
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else {
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/* For workbench use only default view transform in configuration,
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* using no scene settings. */
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BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
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}
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GPU_viewport_colorspace_set(DST.viewport, &view_settings, display_settings, dither);
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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, 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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/* WARNING: only use for custom pipeline. 99% of the time, you don't want to use this. */
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void DRW_render_viewport_size_set(int size[2])
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{
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DST.size[0] = size[0];
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DST.size[1] = size[1];
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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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/* Release Image textures. */
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BLI_memblock_iter iter;
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GPUTexture **tex;
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BLI_memblock_iternew(DST.vmempool->images, &iter);
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while ((tex = BLI_memblock_iterstep(&iter))) {
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GPU_texture_free(*tex);
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}
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BLI_memblock_clear(DST.vmempool->commands, NULL);
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BLI_memblock_clear(DST.vmempool->commands_small, NULL);
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BLI_memblock_clear(DST.vmempool->callbuffers, NULL);
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BLI_memblock_clear(DST.vmempool->obmats, NULL);
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BLI_memblock_clear(DST.vmempool->obinfos, NULL);
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BLI_memblock_clear(DST.vmempool->cullstates, NULL);
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BLI_memblock_clear(DST.vmempool->shgroups, NULL);
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BLI_memblock_clear(DST.vmempool->uniforms, NULL);
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BLI_memblock_clear(DST.vmempool->passes, NULL);
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BLI_memblock_clear(DST.vmempool->views, NULL);
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BLI_memblock_clear(DST.vmempool->images, NULL);
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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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DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_DEFAULT;
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if (RV3D_CLIPPING_ENABLED(DST.draw_ctx.v3d, DST.draw_ctx.rv3d)) {
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DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_CLIPPED;
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}
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}
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|
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static void draw_unit_state_create(void)
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{
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DRWObjectInfos *infos = BLI_memblock_alloc(DST.vmempool->obinfos);
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DRWObjectMatrix *mats = BLI_memblock_alloc(DST.vmempool->obmats);
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DRWCullingState *culling = BLI_memblock_alloc(DST.vmempool->cullstates);
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unit_m4(mats->model);
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unit_m4(mats->modelinverse);
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copy_v3_fl(infos->orcotexfac[0], 0.0f);
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copy_v3_fl(infos->orcotexfac[1], 1.0f);
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infos->ob_index = 0;
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infos->ob_random = 0.0f;
|
|
infos->ob_flag = 1.0f;
|
|
copy_v3_fl(infos->ob_color, 1.0f);
|
|
|
|
/* TODO(fclem) get rid of this. */
|
|
culling->bsphere.radius = -1.0f;
|
|
culling->user_data = NULL;
|
|
|
|
DRW_handle_increment(&DST.resource_handle);
|
|
}
|
|
|
|
/* It also stores viewport variable to an immutable place: DST
|
|
* This is because a cache uniform only store reference
|
|
* to its value. And we don't want to invalidate the cache
|
|
* if this value change per viewport */
|
|
static void drw_viewport_var_init(void)
|
|
{
|
|
RegionView3D *rv3d = DST.draw_ctx.rv3d;
|
|
/* Refresh DST.size */
|
|
if (DST.viewport) {
|
|
int size[2];
|
|
GPU_viewport_size_get(DST.viewport, size);
|
|
DST.size[0] = size[0];
|
|
DST.size[1] = size[1];
|
|
DST.inv_size[0] = 1.0f / size[0];
|
|
DST.inv_size[1] = 1.0f / size[1];
|
|
|
|
DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(
|
|
DST.viewport);
|
|
DST.default_framebuffer = fbl->default_fb;
|
|
|
|
DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
|
|
|
|
if (DST.vmempool->commands == NULL) {
|
|
DST.vmempool->commands = BLI_memblock_create(sizeof(DRWCommandChunk));
|
|
}
|
|
if (DST.vmempool->commands_small == NULL) {
|
|
DST.vmempool->commands_small = BLI_memblock_create(sizeof(DRWCommandSmallChunk));
|
|
}
|
|
if (DST.vmempool->callbuffers == NULL) {
|
|
DST.vmempool->callbuffers = BLI_memblock_create(sizeof(DRWCallBuffer));
|
|
}
|
|
if (DST.vmempool->obmats == NULL) {
|
|
uint chunk_len = sizeof(DRWObjectMatrix) * DRW_RESOURCE_CHUNK_LEN;
|
|
DST.vmempool->obmats = BLI_memblock_create_ex(sizeof(DRWObjectMatrix), chunk_len);
|
|
}
|
|
if (DST.vmempool->obinfos == NULL) {
|
|
uint chunk_len = sizeof(DRWObjectInfos) * DRW_RESOURCE_CHUNK_LEN;
|
|
DST.vmempool->obinfos = BLI_memblock_create_ex(sizeof(DRWObjectInfos), chunk_len);
|
|
}
|
|
if (DST.vmempool->cullstates == NULL) {
|
|
uint chunk_len = sizeof(DRWCullingState) * DRW_RESOURCE_CHUNK_LEN;
|
|
DST.vmempool->cullstates = BLI_memblock_create_ex(sizeof(DRWCullingState), chunk_len);
|
|
}
|
|
if (DST.vmempool->shgroups == NULL) {
|
|
DST.vmempool->shgroups = BLI_memblock_create(sizeof(DRWShadingGroup));
|
|
}
|
|
if (DST.vmempool->uniforms == NULL) {
|
|
DST.vmempool->uniforms = BLI_memblock_create(sizeof(DRWUniformChunk));
|
|
}
|
|
if (DST.vmempool->views == NULL) {
|
|
DST.vmempool->views = BLI_memblock_create(sizeof(DRWView));
|
|
}
|
|
if (DST.vmempool->passes == NULL) {
|
|
uint chunk_len = sizeof(DRWPass) * DRW_RESOURCE_CHUNK_LEN;
|
|
DST.vmempool->passes = BLI_memblock_create_ex(sizeof(DRWPass), chunk_len);
|
|
}
|
|
if (DST.vmempool->images == NULL) {
|
|
DST.vmempool->images = BLI_memblock_create(sizeof(GPUTexture *));
|
|
}
|
|
|
|
DST.resource_handle = 0;
|
|
DST.pass_handle = 0;
|
|
|
|
draw_unit_state_create();
|
|
|
|
DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
|
|
DRW_instance_data_list_reset(DST.idatalist);
|
|
}
|
|
else {
|
|
DST.size[0] = 0;
|
|
DST.size[1] = 0;
|
|
|
|
DST.inv_size[0] = 0;
|
|
DST.inv_size[1] = 0;
|
|
|
|
DST.default_framebuffer = NULL;
|
|
DST.vmempool = NULL;
|
|
}
|
|
|
|
DST.primary_view_ct = 0;
|
|
|
|
if (rv3d != NULL) {
|
|
normalize_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
|
|
normalize_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
|
|
|
|
DST.pixsize = rv3d->pixsize;
|
|
DST.view_default = DRW_view_create(rv3d->viewmat, rv3d->winmat, NULL, NULL, NULL);
|
|
DRW_view_camtexco_set(DST.view_default, rv3d->viewcamtexcofac);
|
|
|
|
if (DST.draw_ctx.sh_cfg == GPU_SHADER_CFG_CLIPPED) {
|
|
int plane_len = (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) ? 4 : 6;
|
|
DRW_view_clip_planes_set(DST.view_default, rv3d->clip, plane_len);
|
|
}
|
|
|
|
DST.view_active = DST.view_default;
|
|
DST.view_previous = NULL;
|
|
}
|
|
else {
|
|
zero_v3(DST.screenvecs[0]);
|
|
zero_v3(DST.screenvecs[1]);
|
|
|
|
DST.pixsize = 1.0f;
|
|
DST.view_default = NULL;
|
|
DST.view_active = NULL;
|
|
DST.view_previous = NULL;
|
|
}
|
|
|
|
/* fclem: Is this still needed ? */
|
|
if (DST.draw_ctx.object_edit) {
|
|
ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
|
|
}
|
|
|
|
/* Alloc array of texture reference. */
|
|
memset(&DST.RST, 0x0, sizeof(DST.RST));
|
|
|
|
if (G_draw.view_ubo == NULL) {
|
|
G_draw.view_ubo = DRW_uniformbuffer_create(sizeof(DRWViewUboStorage), NULL);
|
|
}
|
|
|
|
if (DST.draw_list == NULL) {
|
|
DST.draw_list = GPU_draw_list_create(DRW_DRAWLIST_LEN);
|
|
}
|
|
|
|
memset(DST.object_instance_data, 0x0, sizeof(DST.object_instance_data));
|
|
}
|
|
|
|
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 Duplis
|
|
* \{ */
|
|
|
|
static void drw_duplidata_load(DupliObject *dupli)
|
|
{
|
|
if (dupli == NULL) {
|
|
return;
|
|
}
|
|
|
|
if (DST.dupli_origin != dupli->ob) {
|
|
DST.dupli_origin = dupli->ob;
|
|
}
|
|
else {
|
|
/* Same data as previous iter. No need to poll ghash for this. */
|
|
return;
|
|
}
|
|
|
|
if (DST.dupli_ghash == NULL) {
|
|
DST.dupli_ghash = BLI_ghash_ptr_new(__func__);
|
|
}
|
|
|
|
void **value;
|
|
if (!BLI_ghash_ensure_p(DST.dupli_ghash, DST.dupli_origin, &value)) {
|
|
*value = MEM_callocN(sizeof(void *) * DST.enabled_engine_count, __func__);
|
|
|
|
/* TODO: Meh a bit out of place but this is nice as it is
|
|
* only done once per "original" object. */
|
|
drw_batch_cache_validate(DST.dupli_origin);
|
|
}
|
|
DST.dupli_datas = *(void ***)value;
|
|
}
|
|
|
|
static void duplidata_value_free(void *val)
|
|
{
|
|
void **dupli_datas = val;
|
|
for (int i = 0; i < DST.enabled_engine_count; i++) {
|
|
MEM_SAFE_FREE(dupli_datas[i]);
|
|
}
|
|
MEM_freeN(val);
|
|
}
|
|
|
|
static void drw_duplidata_free(void)
|
|
{
|
|
if (DST.dupli_ghash != NULL) {
|
|
BLI_ghash_free(DST.dupli_ghash,
|
|
(void (*)(void *key))drw_batch_cache_generate_requested,
|
|
duplidata_value_free);
|
|
DST.dupli_ghash = NULL;
|
|
}
|
|
}
|
|
|
|
/* Return NULL if not a dupli or a pointer of pointer to the engine data */
|
|
void **DRW_duplidata_get(void *vedata)
|
|
{
|
|
if (DST.dupli_source == NULL) {
|
|
return NULL;
|
|
}
|
|
/* XXX Search engine index by using vedata array */
|
|
for (int i = 0; i < DST.enabled_engine_count; i++) {
|
|
if (DST.vedata_array[i] == vedata) {
|
|
return &DST.dupli_datas[i];
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name ViewLayers (DRW_scenelayer)
|
|
* \{ */
|
|
|
|
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
|
|
{
|
|
LISTBASE_FOREACH (ViewLayerEngineData *, sled, &DST.draw_ctx.view_layer->drawdata) {
|
|
if (sled->engine_type == engine_type) {
|
|
return sled->storage;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void **DRW_view_layer_engine_data_ensure_ex(ViewLayer *view_layer,
|
|
DrawEngineType *engine_type,
|
|
void (*callback)(void *storage))
|
|
{
|
|
ViewLayerEngineData *sled;
|
|
|
|
for (sled = 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(&view_layer->drawdata, sled);
|
|
|
|
return &sled->storage;
|
|
}
|
|
|
|
void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type,
|
|
void (*callback)(void *storage))
|
|
{
|
|
return DRW_view_layer_engine_data_ensure_ex(DST.draw_ctx.view_layer, engine_type, callback);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw Data (DRW_drawdata)
|
|
* \{ */
|
|
|
|
/* Used for DRW_drawdata_from_id()
|
|
* All ID-data-blocks which have their own 'local' DrawData
|
|
* should have the same arrangement in their structs.
|
|
*/
|
|
typedef struct IdDdtTemplate {
|
|
ID id;
|
|
struct AnimData *adt;
|
|
DrawDataList drawdata;
|
|
} IdDdtTemplate;
|
|
|
|
/* Check if ID can have AnimData */
|
|
static bool id_type_can_have_drawdata(const short id_type)
|
|
{
|
|
/* Only some ID-blocks have this info for now */
|
|
/* TODO: finish adding this for the other blocktypes */
|
|
switch (id_type) {
|
|
/* has DrawData */
|
|
case ID_OB:
|
|
case ID_WO:
|
|
return true;
|
|
|
|
/* no DrawData */
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool id_can_have_drawdata(const ID *id)
|
|
{
|
|
/* sanity check */
|
|
if (id == NULL) {
|
|
return false;
|
|
}
|
|
|
|
return id_type_can_have_drawdata(GS(id->name));
|
|
}
|
|
|
|
/* Get DrawData from the given ID-block. In order for this to work, we assume that
|
|
* the DrawData pointer is stored in the struct in the same fashion as in IdDdtTemplate.
|
|
*/
|
|
DrawDataList *DRW_drawdatalist_from_id(ID *id)
|
|
{
|
|
/* only some ID-blocks have this info for now, so we cast the
|
|
* types that do to be of type IdDdtTemplate, and extract the
|
|
* DrawData that way
|
|
*/
|
|
if (id_can_have_drawdata(id)) {
|
|
IdDdtTemplate *idt = (IdDdtTemplate *)id;
|
|
return &idt->drawdata;
|
|
}
|
|
else {
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type)
|
|
{
|
|
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
|
|
|
|
if (drawdata == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
LISTBASE_FOREACH (DrawData *, dd, drawdata) {
|
|
if (dd->engine_type == engine_type) {
|
|
return dd;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DrawData *DRW_drawdata_ensure(ID *id,
|
|
DrawEngineType *engine_type,
|
|
size_t size,
|
|
DrawDataInitCb init_cb,
|
|
DrawDataFreeCb free_cb)
|
|
{
|
|
BLI_assert(size >= sizeof(DrawData));
|
|
BLI_assert(id_can_have_drawdata(id));
|
|
/* Try to re-use existing data. */
|
|
DrawData *dd = DRW_drawdata_get(id, engine_type);
|
|
if (dd != NULL) {
|
|
return dd;
|
|
}
|
|
|
|
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
|
|
|
|
/* Allocate new data. */
|
|
if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 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);
|
|
BLI_assert(fsize < MAX_INSTANCE_DATA_SIZE);
|
|
if (DST.object_instance_data[fsize] == NULL) {
|
|
DST.object_instance_data[fsize] = DRW_instance_data_request(DST.idatalist, fsize);
|
|
}
|
|
dd = (DrawData *)DRW_instance_data_next(DST.object_instance_data[fsize]);
|
|
memset(dd, 0, size);
|
|
}
|
|
else {
|
|
dd = MEM_callocN(size, "DrawData");
|
|
}
|
|
dd->engine_type = engine_type;
|
|
dd->free = free_cb;
|
|
/* Perform user-side initialization, if needed. */
|
|
if (init_cb != NULL) {
|
|
init_cb(dd);
|
|
}
|
|
/* Register in the list. */
|
|
BLI_addtail((ListBase *)drawdata, dd);
|
|
return dd;
|
|
}
|
|
|
|
void DRW_drawdata_free(ID *id)
|
|
{
|
|
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
|
|
|
|
if (drawdata == NULL) {
|
|
return;
|
|
}
|
|
|
|
LISTBASE_FOREACH (DrawData *, dd, drawdata) {
|
|
if (dd->free != NULL) {
|
|
dd->free(dd);
|
|
}
|
|
}
|
|
|
|
BLI_freelistN((ListBase *)drawdata);
|
|
}
|
|
|
|
/* Unlink (but don't free) the drawdata from the DrawDataList if the ID is an OB from dupli. */
|
|
static void drw_drawdata_unlink_dupli(ID *id)
|
|
{
|
|
if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
|
|
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
|
|
|
|
if (drawdata == NULL) {
|
|
return;
|
|
}
|
|
|
|
BLI_listbase_clear((ListBase *)drawdata);
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Garbage Collection
|
|
* \{ */
|
|
|
|
void DRW_cache_free_old_batches(Main *bmain)
|
|
{
|
|
Scene *scene;
|
|
ViewLayer *view_layer;
|
|
static int lasttime = 0;
|
|
int ctime = (int)PIL_check_seconds_timer();
|
|
|
|
if (U.vbotimeout == 0 || (ctime - lasttime) < U.vbocollectrate || ctime == lasttime) {
|
|
return;
|
|
}
|
|
|
|
lasttime = ctime;
|
|
|
|
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
|
|
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
|
|
Depsgraph *depsgraph = BKE_scene_get_depsgraph(bmain, scene, view_layer, false);
|
|
if (depsgraph == NULL) {
|
|
continue;
|
|
}
|
|
|
|
/* TODO(fclem): This is not optimal since it iter over all dupli instances.
|
|
* In this case only the source object should be tagged. */
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
|
|
DRW_batch_cache_free_old(ob, ctime);
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
|
|
}
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Rendering (DRW_engines)
|
|
* \{ */
|
|
|
|
static void drw_engines_init(void)
|
|
{
|
|
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
|
|
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)
|
|
{
|
|
DST.enabled_engine_count = BLI_listbase_count(&DST.enabled_engines);
|
|
DST.vedata_array = MEM_mallocN(sizeof(void *) * DST.enabled_engine_count, __func__);
|
|
|
|
int i = 0;
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next, i++) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
DST.vedata_array[i] = data;
|
|
|
|
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_world_update(Scene *scene)
|
|
{
|
|
if (scene->world == NULL) {
|
|
return;
|
|
}
|
|
|
|
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
|
|
|
|
if (engine->id_update) {
|
|
engine->id_update(data, &scene->world->id);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void drw_engines_cache_populate(Object *ob)
|
|
{
|
|
DST.ob_handle = 0;
|
|
|
|
/* HACK: DrawData is copied by COW from the duplicated object.
|
|
* This is valid for IDs that cannot be instantiated but this
|
|
* is not what we want in this case so we clear the pointer
|
|
* ourselves here. */
|
|
drw_drawdata_unlink_dupli((ID *)ob);
|
|
|
|
/* Validation for dupli objects happen elsewhere. */
|
|
if (!DST.dupli_source) {
|
|
drw_batch_cache_validate(ob);
|
|
}
|
|
|
|
int i = 0;
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next, i++) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DST.vedata_array[i];
|
|
|
|
if (engine->id_update) {
|
|
engine->id_update(data, &ob->id);
|
|
}
|
|
|
|
if (engine->cache_populate) {
|
|
engine->cache_populate(data, ob);
|
|
}
|
|
}
|
|
|
|
/* TODO: in the future it would be nice to generate once for all viewports.
|
|
* But we need threaded DRW manager first. */
|
|
if (!DST.dupli_source) {
|
|
drw_batch_cache_generate_requested(ob);
|
|
}
|
|
|
|
/* ... and clearing it here too because this draw data is
|
|
* from a mempool and must not be free individually by depsgraph. */
|
|
drw_drawdata_unlink_dupli((ID *)ob);
|
|
}
|
|
|
|
static void drw_engines_cache_finish(void)
|
|
{
|
|
int i = 0;
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next, i++) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DST.vedata_array[i];
|
|
|
|
if (engine->cache_finish) {
|
|
engine->cache_finish(data);
|
|
}
|
|
}
|
|
MEM_freeN(DST.vedata_array);
|
|
}
|
|
|
|
static void drw_engines_draw_scene(void)
|
|
{
|
|
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
|
|
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);
|
|
}
|
|
/* Reset state after drawing */
|
|
DRW_state_reset();
|
|
}
|
|
|
|
static void drw_engines_draw_text(void)
|
|
{
|
|
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
|
|
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.region, DST.draw_ctx.v3d);
|
|
}
|
|
|
|
PROFILE_END_UPDATE(data->render_time, stime);
|
|
}
|
|
}
|
|
|
|
/* Draw render engine info. */
|
|
void DRW_draw_region_engine_info(int xoffset, int yoffset)
|
|
{
|
|
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
|
|
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;
|
|
|
|
const int font_id = BLF_default();
|
|
UI_FontThemeColor(font_id, TH_TEXT_HI);
|
|
|
|
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);
|
|
|
|
while (*chr_current++ != '\0') {
|
|
line_len++;
|
|
if (*chr_current == '\n') {
|
|
char info[GPU_INFO_SIZE];
|
|
BLI_strncpy(info, chr_start, line_len + 1);
|
|
yoffset -= U.widget_unit;
|
|
BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info));
|
|
|
|
/* Re-start counting. */
|
|
chr_start = chr_current + 1;
|
|
line_len = -1;
|
|
}
|
|
}
|
|
|
|
char info[GPU_INFO_SIZE];
|
|
BLI_strncpy(info, chr_start, line_len + 1);
|
|
yoffset -= U.widget_unit;
|
|
BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info));
|
|
|
|
BLF_disable(font_id, BLF_SHADOW);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/* 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(const RenderEngineType *engine_type, eDrawType drawtype)
|
|
{
|
|
switch (drawtype) {
|
|
case OB_WIRE:
|
|
case OB_SOLID:
|
|
use_drw_engine(DRW_engine_viewport_workbench_type.draw_engine);
|
|
break;
|
|
case OB_MATERIAL:
|
|
case OB_RENDER:
|
|
default:
|
|
if (engine_type->draw_engine != NULL) {
|
|
use_drw_engine(engine_type->draw_engine);
|
|
}
|
|
else if ((engine_type->flag & RE_INTERNAL) == 0) {
|
|
use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void drw_engines_enable_overlays(void)
|
|
{
|
|
use_drw_engine(&draw_engine_overlay_type);
|
|
}
|
|
/**
|
|
* Use for select and depth-drawing.
|
|
*/
|
|
static void drw_engines_enable_basic(void)
|
|
{
|
|
use_drw_engine(&draw_engine_basic_type);
|
|
}
|
|
|
|
static void drw_engines_enable(ViewLayer *UNUSED(view_layer),
|
|
RenderEngineType *engine_type,
|
|
bool gpencil_engine_needed)
|
|
{
|
|
View3D *v3d = DST.draw_ctx.v3d;
|
|
const eDrawType drawtype = v3d->shading.type;
|
|
const bool use_xray = XRAY_ENABLED(v3d);
|
|
|
|
drw_engines_enable_from_engine(engine_type, drawtype);
|
|
if (gpencil_engine_needed && ((drawtype >= OB_SOLID) || !use_xray)) {
|
|
use_drw_engine(&draw_engine_gpencil_type);
|
|
}
|
|
drw_engines_enable_overlays();
|
|
}
|
|
|
|
static void drw_engines_disable(void)
|
|
{
|
|
BLI_freelistN(&DST.enabled_engines);
|
|
}
|
|
|
|
static void drw_engines_data_validate(void)
|
|
{
|
|
int enabled_engines = BLI_listbase_count(&DST.enabled_engines);
|
|
void **engine_handle_array = BLI_array_alloca(engine_handle_array, enabled_engines + 1);
|
|
int i = 0;
|
|
|
|
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
|
|
DrawEngineType *engine = link->data;
|
|
engine_handle_array[i++] = engine;
|
|
}
|
|
engine_handle_array[i] = NULL;
|
|
|
|
GPU_viewport_engines_data_validate(DST.viewport, engine_handle_array);
|
|
}
|
|
|
|
/* Fast check to see if gpencil drawing engine is needed.
|
|
* For slow exact check use `DRW_render_check_grease_pencil` */
|
|
static bool drw_gpencil_engine_needed(Depsgraph *depsgraph, View3D *v3d)
|
|
{
|
|
const bool exclude_gpencil_rendering = v3d ? (v3d->object_type_exclude_viewport &
|
|
(1 << OB_GPENCIL)) != 0 :
|
|
false;
|
|
return (!exclude_gpencil_rendering) && DEG_id_type_any_exists(depsgraph, ID_GD);
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name View Update
|
|
* \{ */
|
|
|
|
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
|
|
{
|
|
RenderEngineType *engine_type = update_ctx->engine_type;
|
|
ARegion *region = update_ctx->region;
|
|
View3D *v3d = update_ctx->v3d;
|
|
RegionView3D *rv3d = region->regiondata;
|
|
Depsgraph *depsgraph = update_ctx->depsgraph;
|
|
Scene *scene = update_ctx->scene;
|
|
ViewLayer *view_layer = update_ctx->view_layer;
|
|
|
|
const bool gpencil_engine_needed = drw_gpencil_engine_needed(depsgraph, v3d);
|
|
|
|
/* Separate update for each stereo view. */
|
|
for (int view = 0; view < 2; view++) {
|
|
GPUViewport *viewport = WM_draw_region_get_viewport(region);
|
|
if (!viewport) {
|
|
continue;
|
|
}
|
|
|
|
/* XXX Really nasty locking. But else this could
|
|
* be executed by the material previews thread
|
|
* while rendering a viewport. */
|
|
BLI_ticket_mutex_lock(DST.gl_context_mutex);
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
DST.viewport = viewport;
|
|
GPU_viewport_active_view_set(viewport, view);
|
|
DST.draw_ctx = (DRWContextState){
|
|
.region = region,
|
|
.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, gpencil_engine_needed);
|
|
drw_engines_data_validate();
|
|
|
|
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
|
|
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_ticket_mutex_unlock(DST.gl_context_mutex);
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Callbacks
|
|
* \{ */
|
|
|
|
void DRW_draw_callbacks_pre_scene(void)
|
|
{
|
|
RegionView3D *rv3d = DST.draw_ctx.rv3d;
|
|
|
|
GPU_matrix_projection_set(rv3d->winmat);
|
|
GPU_matrix_set(rv3d->viewmat);
|
|
|
|
if (DST.draw_ctx.evil_C) {
|
|
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_PRE_VIEW);
|
|
DRW_state_reset();
|
|
}
|
|
}
|
|
|
|
void DRW_draw_callbacks_post_scene(void)
|
|
{
|
|
RegionView3D *rv3d = DST.draw_ctx.rv3d;
|
|
ARegion *region = DST.draw_ctx.region;
|
|
View3D *v3d = DST.draw_ctx.v3d;
|
|
Depsgraph *depsgraph = DST.draw_ctx.depsgraph;
|
|
|
|
const bool do_annotations = (v3d && ((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
|
|
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
|
|
|
|
if (DST.draw_ctx.evil_C) {
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
|
|
DRW_state_reset();
|
|
|
|
GPU_framebuffer_bind(dfbl->overlay_fb);
|
|
|
|
GPU_matrix_projection_set(rv3d->winmat);
|
|
GPU_matrix_set(rv3d->viewmat);
|
|
|
|
/* annotations - temporary drawing buffer (3d space) */
|
|
/* XXX: Or should we use a proper draw/overlay engine for this case? */
|
|
if (do_annotations) {
|
|
GPU_depth_test(false);
|
|
/* XXX: as scene->gpd is not copied for COW yet */
|
|
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, true);
|
|
GPU_depth_test(true);
|
|
}
|
|
|
|
drw_debug_draw();
|
|
|
|
GPU_depth_test(false);
|
|
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_POST_VIEW);
|
|
|
|
/* Callback can be nasty and do whatever they want with the state.
|
|
* Don't trust them! */
|
|
DRW_state_reset();
|
|
|
|
/* needed so gizmo isn't obscured */
|
|
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
|
|
GPU_depth_test(false);
|
|
DRW_draw_gizmo_3d();
|
|
}
|
|
|
|
GPU_depth_test(false);
|
|
drw_engines_draw_text();
|
|
|
|
DRW_draw_region_info();
|
|
|
|
/* annotations - temporary drawing buffer (screenspace) */
|
|
/* XXX: Or should we use a proper draw/overlay engine for this case? */
|
|
if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) {
|
|
GPU_depth_test(false);
|
|
/* XXX: as scene->gpd is not copied for COW yet */
|
|
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, false);
|
|
}
|
|
|
|
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
|
|
/* 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. */
|
|
GPU_depth_test(false);
|
|
DRW_draw_gizmo_2d();
|
|
}
|
|
|
|
if (G.debug_value > 20 && G.debug_value < 30) {
|
|
GPU_depth_test(false);
|
|
/* local coordinate visible rect inside region, to accommodate overlapping ui */
|
|
const rcti *rect = ED_region_visible_rect(DST.draw_ctx.region);
|
|
DRW_stats_draw(rect);
|
|
}
|
|
|
|
GPU_depth_test(true);
|
|
}
|
|
}
|
|
|
|
struct DRWTextStore *DRW_text_cache_ensure(void)
|
|
{
|
|
BLI_assert(DST.text_store_p);
|
|
if (*DST.text_store_p == NULL) {
|
|
*DST.text_store_p = DRW_text_cache_create();
|
|
}
|
|
return *DST.text_store_p;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \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_expect_evaluated_depsgraph(C);
|
|
ARegion *region = 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->shading.type);
|
|
GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
DST.options.draw_text = ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
|
|
(v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
|
|
DST.options.draw_background = (scene->r.alphamode == R_ADDSKY) ||
|
|
(v3d->shading.type != OB_RENDER);
|
|
DST.options.do_color_management = true;
|
|
DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, 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 *region,
|
|
View3D *v3d,
|
|
GPUViewport *viewport,
|
|
const bContext *evil_C)
|
|
{
|
|
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
RegionView3D *rv3d = region->regiondata;
|
|
|
|
DST.draw_ctx.evil_C = evil_C;
|
|
DST.viewport = viewport;
|
|
/* Setup viewport */
|
|
DST.draw_ctx = (DRWContextState){
|
|
.region = region,
|
|
.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();
|
|
drw_viewport_colormanagement_set();
|
|
|
|
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
|
|
/* Check if scene needs to perform the populate loop */
|
|
const bool internal_engine = (engine_type->flag & RE_INTERNAL) != 0;
|
|
const bool draw_type_render = v3d->shading.type == OB_RENDER;
|
|
const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
|
|
const bool gpencil_engine_needed = drw_gpencil_engine_needed(depsgraph, v3d);
|
|
const bool do_populate_loop = internal_engine || overlays_on || !draw_type_render ||
|
|
gpencil_engine_needed;
|
|
|
|
/* Get list of enabled engines */
|
|
drw_engines_enable(view_layer, engine_type, gpencil_engine_needed);
|
|
drw_engines_data_validate();
|
|
|
|
/* Update ubos */
|
|
DRW_globals_update();
|
|
|
|
drw_debug_init();
|
|
DRW_hair_init();
|
|
|
|
/* No framebuffer allowed before drawing. */
|
|
BLI_assert(GPU_framebuffer_active_get() == NULL);
|
|
|
|
/* Init engines */
|
|
drw_engines_init();
|
|
|
|
/* Cache filling */
|
|
{
|
|
PROFILE_START(stime);
|
|
drw_engines_cache_init();
|
|
drw_engines_world_update(scene);
|
|
|
|
/* Only iterate over objects for internal engines or when overlays are enabled */
|
|
if (do_populate_loop) {
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
|
|
if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
|
|
continue;
|
|
}
|
|
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
|
|
continue;
|
|
}
|
|
DST.dupli_parent = data_.dupli_parent;
|
|
DST.dupli_source = data_.dupli_object_current;
|
|
drw_duplidata_load(DST.dupli_source);
|
|
drw_engines_cache_populate(ob);
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
|
|
}
|
|
|
|
drw_duplidata_free();
|
|
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();
|
|
|
|
GPU_framebuffer_bind(DST.default_framebuffer);
|
|
GPU_framebuffer_clear_depth_stencil(DST.default_framebuffer, 1.0f, 0xFF);
|
|
|
|
DRW_hair_update();
|
|
|
|
DRW_draw_callbacks_pre_scene();
|
|
|
|
drw_engines_draw_scene();
|
|
|
|
/* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
|
|
GPU_flush();
|
|
|
|
DRW_draw_callbacks_post_scene();
|
|
|
|
if (WM_draw_region_get_bound_viewport(region)) {
|
|
/* Don't unbind the framebuffer yet in this case and let
|
|
* GPU_viewport_unbind do it, so that we can still do further
|
|
* drawing of action zones on top. */
|
|
}
|
|
else {
|
|
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 *region,
|
|
View3D *v3d,
|
|
GPUViewport *viewport)
|
|
{
|
|
/* 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->shading.type);
|
|
|
|
DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, NULL);
|
|
}
|
|
|
|
/**
|
|
* \param viewport: can be NULL, in this case we create one.
|
|
*/
|
|
void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
|
|
RenderEngineType *engine_type,
|
|
ARegion *region,
|
|
View3D *v3d,
|
|
const bool is_image_render,
|
|
const bool draw_background,
|
|
const bool do_color_management,
|
|
GPUOffScreen *ofs,
|
|
GPUViewport *viewport)
|
|
{
|
|
/* Create temporary viewport if needed. */
|
|
GPUViewport *render_viewport = viewport;
|
|
if (viewport == NULL) {
|
|
render_viewport = GPU_viewport_create();
|
|
}
|
|
|
|
GPU_viewport_bind_from_offscreen(render_viewport, ofs);
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
DST.options.is_image_render = is_image_render;
|
|
DST.options.do_color_management = do_color_management;
|
|
DST.options.draw_background = draw_background;
|
|
DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, render_viewport, NULL);
|
|
|
|
if (draw_background) {
|
|
/* HACK(fclem): In this case we need to make sure the final alpha is 1.
|
|
* We use the blend mode to ensure that. A better way to fix that would
|
|
* be to do that in the colormanagmeent shader. */
|
|
GPU_offscreen_bind(ofs, false);
|
|
GPU_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
|
|
GPU_clear(GPU_COLOR_BIT);
|
|
/* Premult Alpha over black background. */
|
|
GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
|
|
GPU_blend(true);
|
|
}
|
|
|
|
GPU_matrix_identity_set();
|
|
GPU_matrix_identity_projection_set();
|
|
|
|
GPU_viewport_unbind_from_offscreen(render_viewport, ofs, do_color_management);
|
|
|
|
if (draw_background) {
|
|
/* Reset default. */
|
|
GPU_blend_set_func_separate(
|
|
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
|
|
GPU_blend(false);
|
|
}
|
|
|
|
/* Free temporary viewport. */
|
|
if (viewport == NULL) {
|
|
GPU_viewport_free(render_viewport);
|
|
}
|
|
}
|
|
|
|
/* Helper to check if exit object type to render. */
|
|
bool DRW_render_check_grease_pencil(Depsgraph *depsgraph)
|
|
{
|
|
if (!drw_gpencil_engine_needed(depsgraph, NULL)) {
|
|
return false;
|
|
}
|
|
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
|
|
if (ob->type == OB_GPENCIL) {
|
|
if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
|
|
|
|
return false;
|
|
}
|
|
|
|
static void drw_view_reset(void)
|
|
{
|
|
DST.view_default = NULL;
|
|
DST.view_active = NULL;
|
|
DST.view_previous = NULL;
|
|
}
|
|
|
|
static void DRW_render_gpencil_to_image(RenderEngine *engine,
|
|
struct RenderLayer *render_layer,
|
|
const rcti *rect)
|
|
{
|
|
if (draw_engine_gpencil_type.render_to_image) {
|
|
ViewportEngineData *gpdata = drw_viewport_engine_data_ensure(&draw_engine_gpencil_type);
|
|
draw_engine_gpencil_type.render_to_image(gpdata, engine, render_layer, rect);
|
|
}
|
|
}
|
|
|
|
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph)
|
|
{
|
|
/* Early out if there are no grease pencil objects, especially important
|
|
* to avoid failing in in background renders without OpenGL context. */
|
|
if (!DRW_render_check_grease_pencil(depsgraph)) {
|
|
return;
|
|
}
|
|
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
RenderEngineType *engine_type = engine->type;
|
|
RenderData *r = &scene->r;
|
|
Render *render = engine->re;
|
|
/* Changing Context */
|
|
if (G.background && DST.gl_context == NULL) {
|
|
WM_init_opengl(G_MAIN);
|
|
}
|
|
|
|
void *re_gl_context = RE_gl_context_get(render);
|
|
void *re_gpu_context = NULL;
|
|
|
|
/* Changing Context */
|
|
if (re_gl_context != NULL) {
|
|
DRW_opengl_render_context_enable(re_gl_context);
|
|
/* We need to query gpu context after a gl context has been bound. */
|
|
re_gpu_context = RE_gpu_context_get(render);
|
|
DRW_gpu_render_context_enable(re_gpu_context);
|
|
}
|
|
else {
|
|
DRW_opengl_context_enable();
|
|
}
|
|
|
|
/* 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.buffer_finish_called = true;
|
|
|
|
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();
|
|
|
|
/* 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]);
|
|
}
|
|
|
|
RenderResult *render_result = RE_engine_get_result(engine);
|
|
RenderLayer *render_layer = RE_GetRenderLayer(render_result, view_layer->name);
|
|
for (RenderView *render_view = render_result->views.first; render_view != NULL;
|
|
render_view = render_view->next) {
|
|
RE_SetActiveRenderView(render, render_view->name);
|
|
drw_view_reset();
|
|
DST.buffer_finish_called = false;
|
|
DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
|
|
}
|
|
|
|
/* Force cache to reset. */
|
|
drw_viewport_cache_resize();
|
|
GPU_viewport_free(DST.viewport);
|
|
DRW_state_reset();
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
/* Restore Drawing area. */
|
|
GPU_framebuffer_restore();
|
|
|
|
/* Changing Context */
|
|
if (re_gl_context != NULL) {
|
|
DRW_gpu_render_context_disable(re_gpu_context);
|
|
DRW_opengl_render_context_disable(re_gl_context);
|
|
}
|
|
else {
|
|
DRW_opengl_context_disable();
|
|
}
|
|
|
|
DST.buffer_finish_called = 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;
|
|
Render *render = engine->re;
|
|
|
|
if (G.background && DST.gl_context == NULL) {
|
|
WM_init_opengl(G_MAIN);
|
|
}
|
|
|
|
void *re_gl_context = RE_gl_context_get(render);
|
|
void *re_gpu_context = NULL;
|
|
|
|
/* Changing Context */
|
|
if (re_gl_context != NULL) {
|
|
DRW_opengl_render_context_enable(re_gl_context);
|
|
/* We need to query gpu context after a gl context has been bound. */
|
|
re_gpu_context = RE_gpu_context_get(render);
|
|
DRW_gpu_render_context_enable(re_gpu_context);
|
|
}
|
|
else {
|
|
DRW_opengl_context_enable();
|
|
}
|
|
|
|
/* IMPORTANT: We don't 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] = {engine->resolution_x, engine->resolution_y};
|
|
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]);
|
|
}
|
|
|
|
/* Set the default Blender draw state */
|
|
GPU_state_init();
|
|
/* Reset state before drawing */
|
|
DRW_state_reset();
|
|
|
|
/* 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);
|
|
drw_view_reset();
|
|
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();
|
|
|
|
GPU_viewport_free(DST.viewport);
|
|
GPU_framebuffer_restore();
|
|
|
|
#ifdef DEBUG
|
|
/* Avoid accidental reuse. */
|
|
drw_state_ensure_not_reused(&DST);
|
|
#endif
|
|
|
|
/* Reset state after drawing */
|
|
DRW_state_reset();
|
|
|
|
/* Changing Context */
|
|
if (re_gl_context != NULL) {
|
|
DRW_gpu_render_context_disable(re_gpu_context);
|
|
DRW_opengl_render_context_disable(re_gl_context);
|
|
}
|
|
else {
|
|
DRW_opengl_context_disable();
|
|
}
|
|
}
|
|
|
|
void DRW_render_object_iter(
|
|
void *vedata,
|
|
RenderEngine *engine,
|
|
struct Depsgraph *depsgraph,
|
|
void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
DRW_hair_init();
|
|
|
|
const int object_type_exclude_viewport = draw_ctx->v3d ?
|
|
draw_ctx->v3d->object_type_exclude_viewport :
|
|
0;
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
|
|
if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
|
|
DST.dupli_parent = data_.dupli_parent;
|
|
DST.dupli_source = data_.dupli_object_current;
|
|
DST.ob_handle = 0;
|
|
drw_duplidata_load(DST.dupli_source);
|
|
|
|
if (!DST.dupli_source) {
|
|
drw_batch_cache_validate(ob);
|
|
}
|
|
callback(vedata, ob, engine, depsgraph);
|
|
if (!DST.dupli_source) {
|
|
drw_batch_cache_generate_requested(ob);
|
|
}
|
|
}
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
|
|
|
|
drw_duplidata_free();
|
|
}
|
|
|
|
/* Assume a valid gl context is bound (and that the gl_context_mutex has been acquired).
|
|
* This function only setup DST and execute the given function.
|
|
* Warning: similar to DRW_render_to_image you cannot use default lists (dfbl & dtxl). */
|
|
void DRW_custom_pipeline(DrawEngineType *draw_engine_type,
|
|
struct Depsgraph *depsgraph,
|
|
void (*callback)(void *vedata, void *user_data),
|
|
void *user_data)
|
|
{
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
|
|
/* 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 = false;
|
|
|
|
DST.draw_ctx = (DRWContextState){
|
|
.scene = scene,
|
|
.view_layer = view_layer,
|
|
.engine_type = NULL,
|
|
.depsgraph = depsgraph,
|
|
.object_mode = OB_MODE_OBJECT,
|
|
};
|
|
drw_context_state_init();
|
|
|
|
DST.viewport = GPU_viewport_create();
|
|
const int size[2] = {1, 1};
|
|
GPU_viewport_size_set(DST.viewport, size);
|
|
|
|
drw_viewport_var_init();
|
|
|
|
DRW_hair_init();
|
|
|
|
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
|
|
|
|
/* Execute the callback */
|
|
callback(data, user_data);
|
|
DST.buffer_finish_called = false;
|
|
|
|
GPU_viewport_free(DST.viewport);
|
|
GPU_framebuffer_restore();
|
|
|
|
/* The use of custom pipeline in other thread using the same
|
|
* resources as the main thread (viewport) may lead to data
|
|
* races and undefined behavior on certain drivers. Using
|
|
* GPU_finish to sync seems to fix the issue. (see T62997) */
|
|
GPU_finish();
|
|
|
|
#ifdef DEBUG
|
|
/* Avoid accidental reuse. */
|
|
drw_state_ensure_not_reused(&DST);
|
|
#endif
|
|
}
|
|
|
|
static struct DRWSelectBuffer {
|
|
struct GPUFrameBuffer *framebuffer_depth_only;
|
|
struct GPUTexture *texture_depth;
|
|
} g_select_buffer = {NULL};
|
|
|
|
static void draw_select_framebuffer_depth_only_setup(const int size[2])
|
|
{
|
|
if (g_select_buffer.framebuffer_depth_only == NULL) {
|
|
g_select_buffer.framebuffer_depth_only = GPU_framebuffer_create();
|
|
}
|
|
|
|
if ((g_select_buffer.texture_depth != NULL) &&
|
|
((GPU_texture_width(g_select_buffer.texture_depth) != size[0]) ||
|
|
(GPU_texture_height(g_select_buffer.texture_depth) != size[1]))) {
|
|
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_2d(
|
|
size[0], size[1], GPU_DEPTH_COMPONENT24, NULL, NULL);
|
|
|
|
GPU_framebuffer_texture_attach(
|
|
g_select_buffer.framebuffer_depth_only, g_select_buffer.texture_depth, 0, 0);
|
|
|
|
GPU_framebuffer_check_valid(g_select_buffer.framebuffer_depth_only, NULL);
|
|
}
|
|
}
|
|
|
|
/* 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);
|
|
drw_resource_buffer_finish(DST.vmempool);
|
|
}
|
|
|
|
/**
|
|
* object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
|
|
*/
|
|
void DRW_draw_select_loop(struct Depsgraph *depsgraph,
|
|
ARegion *region,
|
|
View3D *v3d,
|
|
bool UNUSED(use_obedit_skip),
|
|
bool draw_surface,
|
|
bool UNUSED(use_nearest),
|
|
const rcti *rect,
|
|
DRW_SelectPassFn select_pass_fn,
|
|
void *select_pass_user_data,
|
|
DRW_ObjectFilterFn object_filter_fn,
|
|
void *object_filter_user_data)
|
|
{
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
|
|
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(scene, view_layer, v3d, region, rect);
|
|
#else
|
|
RegionView3D *rv3d = region->regiondata;
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
bool use_obedit = false;
|
|
/* obedit_ctx_mode is used for selecting the right draw engines */
|
|
// eContextObjectMode obedit_ctx_mode;
|
|
/* object_mode is used for filtering objects in the depsgraph */
|
|
eObjectMode object_mode;
|
|
int object_type = 0;
|
|
if (obedit != NULL) {
|
|
object_type = obedit->type;
|
|
object_mode = obedit->mode;
|
|
if (obedit->type == OB_MBALL) {
|
|
use_obedit = true;
|
|
// obedit_ctx_mode = CTX_MODE_EDIT_METABALL;
|
|
}
|
|
else if (obedit->type == OB_ARMATURE) {
|
|
use_obedit = true;
|
|
// obedit_ctx_mode = CTX_MODE_EDIT_ARMATURE;
|
|
}
|
|
}
|
|
if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) {
|
|
if (!(v3d->flag2 & V3D_HIDE_OVERLAYS)) {
|
|
/* Note: don't use "BKE_object_pose_armature_get" here, it breaks selection. */
|
|
Object *obpose = OBPOSE_FROM_OBACT(obact);
|
|
if (obpose == NULL) {
|
|
Object *obweight = OBWEIGHTPAINT_FROM_OBACT(obact);
|
|
if (obweight) {
|
|
/* Only use Armature pose selection, when connected armature is in pose mode. */
|
|
Object *ob_armature = modifiers_isDeformedByArmature(obweight);
|
|
if (ob_armature && ob_armature->mode == OB_MODE_POSE) {
|
|
obpose = ob_armature;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (obpose) {
|
|
use_obedit = true;
|
|
object_type = obpose->type;
|
|
object_mode = obpose->mode;
|
|
// obedit_ctx_mode = CTX_MODE_POSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
int viewport_size[2] = {BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)};
|
|
struct GPUViewport *viewport = GPU_viewport_create();
|
|
GPU_viewport_size_set(viewport, viewport_size);
|
|
|
|
DST.viewport = viewport;
|
|
DST.options.is_select = true;
|
|
|
|
/* Get list of enabled engines */
|
|
if (use_obedit) {
|
|
drw_engines_enable_overlays();
|
|
}
|
|
else if (!draw_surface) {
|
|
/* grease pencil selection */
|
|
use_drw_engine(&draw_engine_gpencil_type);
|
|
|
|
drw_engines_enable_overlays();
|
|
}
|
|
else {
|
|
/* Draw surface for occlusion. */
|
|
drw_engines_enable_basic();
|
|
/* grease pencil selection */
|
|
use_drw_engine(&draw_engine_gpencil_type);
|
|
|
|
drw_engines_enable_overlays();
|
|
}
|
|
drw_engines_data_validate();
|
|
|
|
/* Setup viewport */
|
|
|
|
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
|
|
DST.draw_ctx = (DRWContextState){
|
|
.region = region,
|
|
.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_hair_init();
|
|
|
|
{
|
|
drw_engines_cache_init();
|
|
drw_engines_world_update(scene);
|
|
|
|
if (use_obedit) {
|
|
FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, object_type, object_mode, ob_iter) {
|
|
drw_engines_cache_populate(ob_iter);
|
|
}
|
|
FOREACH_OBJECT_IN_MODE_END;
|
|
}
|
|
else {
|
|
/* When selecting pose-bones in pose mode, check for visibility not select-ability
|
|
* as pose-bones have their own selection restriction flag. */
|
|
const bool use_pose_exception = (DST.draw_ctx.object_pose != NULL);
|
|
|
|
const int object_type_exclude_select = (v3d->object_type_exclude_viewport |
|
|
v3d->object_type_exclude_select);
|
|
bool filter_exclude = false;
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
|
|
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
|
|
continue;
|
|
}
|
|
|
|
if (use_pose_exception && (ob->mode & OB_MODE_POSE)) {
|
|
if ((ob->base_flag & BASE_VISIBLE_VIEWLAYER) == 0) {
|
|
continue;
|
|
}
|
|
}
|
|
else {
|
|
if ((ob->base_flag & BASE_SELECTABLE) == 0) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ((object_type_exclude_select & (1 << ob->type)) == 0) {
|
|
if (object_filter_fn != NULL) {
|
|
if (ob->base_flag & BASE_FROM_DUPLI) {
|
|
/* pass (use previous filter_exclude value) */
|
|
}
|
|
else {
|
|
filter_exclude = (object_filter_fn(ob, object_filter_user_data) == false);
|
|
}
|
|
if (filter_exclude) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* This relies on dupli instances being after their instancing object. */
|
|
if ((ob->base_flag & BASE_FROM_DUPLI) == 0) {
|
|
Object *ob_orig = DEG_get_original_object(ob);
|
|
DRW_select_load_id(ob_orig->runtime.select_id);
|
|
}
|
|
DST.dupli_parent = data_.dupli_parent;
|
|
DST.dupli_source = data_.dupli_object_current;
|
|
drw_duplidata_load(DST.dupli_source);
|
|
drw_engines_cache_populate(ob);
|
|
}
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
|
|
}
|
|
|
|
drw_duplidata_free();
|
|
drw_engines_cache_finish();
|
|
|
|
DRW_render_instance_buffer_finish();
|
|
}
|
|
|
|
/* Setup framebuffer */
|
|
draw_select_framebuffer_depth_only_setup(viewport_size);
|
|
GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only);
|
|
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 1.0f);
|
|
|
|
/* Start Drawing */
|
|
DRW_state_reset();
|
|
DRW_draw_callbacks_pre_scene();
|
|
|
|
DRW_hair_update();
|
|
|
|
DRW_state_lock(DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS_EQUAL |
|
|
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_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);
|
|
#endif /* USE_GPU_SELECT */
|
|
}
|
|
|
|
/**
|
|
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
|
|
*/
|
|
static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph,
|
|
ARegion *region,
|
|
View3D *v3d,
|
|
GPUViewport *viewport,
|
|
const bool use_opengl_context)
|
|
{
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
RegionView3D *rv3d = region->regiondata;
|
|
|
|
if (use_opengl_context) {
|
|
DRW_opengl_context_enable();
|
|
}
|
|
|
|
DST.viewport = viewport;
|
|
DST.options.is_depth = true;
|
|
|
|
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
|
|
DST.draw_ctx = (DRWContextState){
|
|
.region = region,
|
|
.rv3d = rv3d,
|
|
.v3d = v3d,
|
|
.scene = scene,
|
|
.view_layer = view_layer,
|
|
.obact = OBACT(view_layer),
|
|
.engine_type = engine_type,
|
|
.depsgraph = depsgraph,
|
|
};
|
|
|
|
drw_engines_data_validate();
|
|
|
|
/* Setup framebuffer */
|
|
DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(
|
|
DST.viewport);
|
|
GPU_framebuffer_bind(fbl->depth_only_fb);
|
|
GPU_framebuffer_clear_depth(fbl->depth_only_fb, 1.0f);
|
|
|
|
/* Setup viewport */
|
|
drw_context_state_init();
|
|
drw_viewport_var_init();
|
|
|
|
/* Update ubos */
|
|
DRW_globals_update();
|
|
|
|
/* Init engines */
|
|
drw_engines_init();
|
|
DRW_hair_init();
|
|
|
|
{
|
|
drw_engines_cache_init();
|
|
drw_engines_world_update(DST.draw_ctx.scene);
|
|
|
|
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (DST.draw_ctx.depsgraph, ob) {
|
|
if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
|
|
continue;
|
|
}
|
|
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
|
|
continue;
|
|
}
|
|
DST.dupli_parent = data_.dupli_parent;
|
|
DST.dupli_source = data_.dupli_object_current;
|
|
drw_duplidata_load(DST.dupli_source);
|
|
drw_engines_cache_populate(ob);
|
|
}
|
|
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
|
|
|
|
drw_duplidata_free();
|
|
drw_engines_cache_finish();
|
|
|
|
DRW_render_instance_buffer_finish();
|
|
}
|
|
|
|
/* Start Drawing */
|
|
DRW_state_reset();
|
|
|
|
DRW_hair_update();
|
|
|
|
drw_engines_draw_scene();
|
|
|
|
DRW_state_reset();
|
|
|
|
/* TODO: Reading depth for operators should be done here. */
|
|
|
|
GPU_framebuffer_restore();
|
|
|
|
drw_engines_disable();
|
|
|
|
drw_viewport_cache_resize();
|
|
|
|
#ifdef DEBUG
|
|
/* Avoid accidental reuse. */
|
|
drw_state_ensure_not_reused(&DST);
|
|
#endif
|
|
|
|
/* Changin context */
|
|
if (use_opengl_context) {
|
|
DRW_opengl_context_disable();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
|
|
*/
|
|
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
|
|
ARegion *region,
|
|
View3D *v3d,
|
|
GPUViewport *viewport,
|
|
bool use_opengl_context)
|
|
{
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
/* Get list of enabled engines */
|
|
{
|
|
/* Required by `DRW_state_draw_support()` */
|
|
DST.draw_ctx.v3d = v3d;
|
|
|
|
drw_engines_enable_basic();
|
|
if (DRW_state_draw_support()) {
|
|
drw_engines_enable_overlays();
|
|
}
|
|
}
|
|
|
|
drw_draw_depth_loop_imp(depsgraph, region, v3d, viewport, use_opengl_context);
|
|
}
|
|
|
|
/**
|
|
* Converted from ED_view3d_draw_depth_gpencil (legacy drawing).
|
|
*/
|
|
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
|
|
ARegion *region,
|
|
View3D *v3d,
|
|
GPUViewport *viewport)
|
|
{
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
use_drw_engine(&draw_engine_gpencil_type);
|
|
|
|
drw_draw_depth_loop_imp(depsgraph, region, v3d, viewport, true);
|
|
}
|
|
|
|
void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d, const rcti *rect)
|
|
{
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
|
|
|
|
/* Reset before using it. */
|
|
drw_state_prepare_clean_for_draw(&DST);
|
|
|
|
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
|
|
DST.draw_ctx = (DRWContextState){
|
|
.region = region,
|
|
.rv3d = region->regiondata,
|
|
.v3d = v3d,
|
|
.scene = scene,
|
|
.view_layer = view_layer,
|
|
.obact = OBACT(view_layer),
|
|
.depsgraph = depsgraph,
|
|
};
|
|
|
|
drw_context_state_init();
|
|
|
|
/* Setup viewport */
|
|
DST.viewport = WM_draw_region_get_viewport(region);
|
|
drw_viewport_var_init();
|
|
|
|
/* Update ubos */
|
|
DRW_globals_update();
|
|
|
|
/* Init Select Engine */
|
|
struct SELECTID_Context *sel_ctx = DRW_select_engine_context_get();
|
|
sel_ctx->last_rect = *rect;
|
|
|
|
use_drw_engine(&draw_engine_select_type);
|
|
drw_engines_init();
|
|
{
|
|
drw_engines_cache_init();
|
|
|
|
Object **obj = &sel_ctx->objects[0];
|
|
for (uint remaining = sel_ctx->objects_len; remaining--; obj++) {
|
|
Object *obj_eval = DEG_get_evaluated_object(depsgraph, *obj);
|
|
drw_engines_cache_populate(obj_eval);
|
|
}
|
|
|
|
drw_engines_cache_finish();
|
|
|
|
#if 0 /* This is a workaround to a nasty bug that seems to be a nasty driver bug. (See T69377) */
|
|
DRW_render_instance_buffer_finish();
|
|
#else
|
|
DST.buffer_finish_called = true;
|
|
// DRW_instance_buffer_finish(DST.idatalist);
|
|
drw_resource_buffer_finish(DST.vmempool);
|
|
#endif
|
|
}
|
|
|
|
/* Start Drawing */
|
|
DRW_state_reset();
|
|
drw_engines_draw_scene();
|
|
DRW_state_reset();
|
|
|
|
drw_engines_disable();
|
|
|
|
drw_viewport_cache_resize();
|
|
|
|
#ifdef DEBUG
|
|
/* Avoid accidental reuse. */
|
|
drw_state_ensure_not_reused(&DST);
|
|
#endif
|
|
}
|
|
|
|
/** See #DRW_shgroup_world_clip_planes_from_rv3d. */
|
|
static void draw_world_clip_planes_from_rv3d(GPUBatch *batch, const float world_clip_planes[6][4])
|
|
{
|
|
GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes[0]);
|
|
}
|
|
|
|
/**
|
|
* Clears the Depth Buffer and draws only the specified object.
|
|
*/
|
|
void DRW_draw_depth_object(ARegion *region, View3D *v3d, GPUViewport *viewport, Object *object)
|
|
{
|
|
RegionView3D *rv3d = region->regiondata;
|
|
|
|
DRW_opengl_context_enable();
|
|
GPU_matrix_projection_set(rv3d->winmat);
|
|
GPU_matrix_set(rv3d->viewmat);
|
|
GPU_matrix_mul(object->obmat);
|
|
|
|
/* Setup framebuffer */
|
|
DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
|
|
|
|
GPU_framebuffer_bind(fbl->depth_only_fb);
|
|
GPU_framebuffer_clear_depth(fbl->depth_only_fb, 1.0f);
|
|
GPU_depth_test(true);
|
|
|
|
const float(*world_clip_planes)[4] = NULL;
|
|
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
|
|
ED_view3d_clipping_set(rv3d);
|
|
ED_view3d_clipping_local(rv3d, object->obmat);
|
|
world_clip_planes = rv3d->clip_local;
|
|
}
|
|
|
|
drw_batch_cache_validate(object);
|
|
|
|
switch (object->type) {
|
|
case OB_MESH: {
|
|
GPUBatch *batch;
|
|
|
|
Mesh *me = object->data;
|
|
|
|
if (object->mode & OB_MODE_EDIT) {
|
|
batch = DRW_mesh_batch_cache_get_edit_triangles(me);
|
|
}
|
|
else {
|
|
batch = DRW_mesh_batch_cache_get_surface(me);
|
|
}
|
|
|
|
DRW_mesh_batch_cache_create_requested(object, me, NULL, false, true);
|
|
|
|
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED :
|
|
GPU_SHADER_CFG_DEFAULT;
|
|
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
|
|
if (world_clip_planes != NULL) {
|
|
draw_world_clip_planes_from_rv3d(batch, world_clip_planes);
|
|
}
|
|
|
|
GPU_batch_draw(batch);
|
|
} break;
|
|
case OB_CURVE:
|
|
case OB_SURF:
|
|
break;
|
|
}
|
|
|
|
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
|
|
ED_view3d_clipping_disable();
|
|
}
|
|
|
|
GPU_matrix_set(rv3d->viewmat);
|
|
GPU_depth_test(false);
|
|
GPU_framebuffer_restore();
|
|
DRW_opengl_context_disable();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \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) &&
|
|
!DRW_state_is_depth() && !DRW_state_is_select();
|
|
}
|
|
|
|
/**
|
|
* 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 the view transform should be applied.
|
|
*/
|
|
bool DRW_state_do_color_management(void)
|
|
{
|
|
return DST.options.do_color_management;
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
bool DRW_state_is_playback(void)
|
|
{
|
|
if (DST.draw_ctx.evil_C != NULL) {
|
|
struct wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
|
|
return ED_screen_animation_playing(wm) != NULL;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Is the user navigating the region.
|
|
*/
|
|
bool DRW_state_is_navigating(void)
|
|
{
|
|
const RegionView3D *rv3d = DST.draw_ctx.rv3d;
|
|
return (rv3d) && (rv3d->rflag & (RV3D_NAVIGATING | RV3D_PAINTING));
|
|
}
|
|
|
|
/**
|
|
* 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 && (DST.options.draw_text) == 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_HIDE_OVERLAYS) == 0);
|
|
}
|
|
|
|
/**
|
|
* Whether we should render the background
|
|
*/
|
|
bool DRW_state_draw_background(void)
|
|
{
|
|
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)
|
|
{
|
|
RE_engines_register(&DRW_engine_viewport_eevee_type);
|
|
RE_engines_register(&DRW_engine_viewport_workbench_type);
|
|
|
|
DRW_engine_register(&draw_engine_gpencil_type);
|
|
|
|
DRW_engine_register(&draw_engine_overlay_type);
|
|
DRW_engine_register(&draw_engine_select_type);
|
|
DRW_engine_register(&draw_engine_basic_type);
|
|
|
|
/* setup callbacks */
|
|
{
|
|
BKE_mball_batch_cache_dirty_tag_cb = DRW_mball_batch_cache_dirty_tag;
|
|
BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
|
|
|
|
BKE_curve_batch_cache_dirty_tag_cb = DRW_curve_batch_cache_dirty_tag;
|
|
BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
|
|
|
|
BKE_mesh_batch_cache_dirty_tag_cb = DRW_mesh_batch_cache_dirty_tag;
|
|
BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
|
|
|
|
BKE_lattice_batch_cache_dirty_tag_cb = DRW_lattice_batch_cache_dirty_tag;
|
|
BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
|
|
|
|
BKE_particle_batch_cache_dirty_tag_cb = DRW_particle_batch_cache_dirty_tag;
|
|
BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
|
|
|
|
BKE_gpencil_batch_cache_dirty_tag_cb = DRW_gpencil_batch_cache_dirty_tag;
|
|
BKE_gpencil_batch_cache_free_cb = DRW_gpencil_batch_cache_free;
|
|
|
|
BKE_hair_batch_cache_dirty_tag_cb = DRW_hair_batch_cache_dirty_tag;
|
|
BKE_hair_batch_cache_free_cb = DRW_hair_batch_cache_free;
|
|
|
|
BKE_pointcloud_batch_cache_dirty_tag_cb = DRW_pointcloud_batch_cache_dirty_tag;
|
|
BKE_pointcloud_batch_cache_free_cb = DRW_pointcloud_batch_cache_free;
|
|
|
|
BKE_volume_batch_cache_dirty_tag_cb = DRW_volume_batch_cache_dirty_tag;
|
|
BKE_volume_batch_cache_free_cb = DRW_volume_batch_cache_free;
|
|
}
|
|
}
|
|
|
|
void DRW_engines_free(void)
|
|
{
|
|
if (DST.gl_context == NULL) {
|
|
/* Nothing has been setup. Nothing to clear.
|
|
* Otherwise, DRW_opengl_context_enable can
|
|
* create a context in background mode. (see T62355) */
|
|
return;
|
|
}
|
|
|
|
DRW_opengl_context_enable();
|
|
|
|
DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
|
|
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_depth_only);
|
|
|
|
DRW_hair_free();
|
|
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(G_draw.block_ubo);
|
|
DRW_UBO_FREE_SAFE(G_draw.view_ubo);
|
|
DRW_TEXTURE_FREE_SAFE(G_draw.ramp);
|
|
DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
|
|
|
|
MEM_SAFE_FREE(DST.uniform_names.buffer);
|
|
|
|
if (DST.draw_list) {
|
|
GPU_draw_list_discard(DST.draw_list);
|
|
}
|
|
|
|
DRW_opengl_context_disable();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/** \name Init/Exit (DRW_opengl_ctx)
|
|
* \{ */
|
|
|
|
void DRW_opengl_context_create(void)
|
|
{
|
|
BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */
|
|
|
|
DST.gl_context_mutex = BLI_ticket_mutex_alloc();
|
|
if (!G.background) {
|
|
immDeactivate();
|
|
}
|
|
/* This changes the active context. */
|
|
DST.gl_context = WM_opengl_context_create();
|
|
WM_opengl_context_activate(DST.gl_context);
|
|
/* Be sure to create gpu_context too. */
|
|
DST.gpu_context = GPU_context_create(0);
|
|
if (!G.background) {
|
|
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.gl_context != NULL) {
|
|
WM_opengl_context_activate(DST.gl_context);
|
|
GPU_context_active_set(DST.gpu_context);
|
|
GPU_context_discard(DST.gpu_context);
|
|
WM_opengl_context_dispose(DST.gl_context);
|
|
BLI_ticket_mutex_free(DST.gl_context_mutex);
|
|
}
|
|
}
|
|
|
|
void DRW_opengl_context_enable_ex(bool restore)
|
|
{
|
|
if (DST.gl_context != NULL) {
|
|
/* IMPORTANT: We dont support immediate mode in render mode!
|
|
* This shall remain in effect until immediate mode supports
|
|
* multiple threads. */
|
|
BLI_ticket_mutex_lock(DST.gl_context_mutex);
|
|
if (BLI_thread_is_main() && restore) {
|
|
if (!G.background) {
|
|
immDeactivate();
|
|
}
|
|
}
|
|
WM_opengl_context_activate(DST.gl_context);
|
|
GPU_context_active_set(DST.gpu_context);
|
|
if (BLI_thread_is_main() && restore) {
|
|
if (!G.background) {
|
|
immActivate();
|
|
}
|
|
BLF_batch_reset();
|
|
}
|
|
}
|
|
}
|
|
|
|
void DRW_opengl_context_disable_ex(bool restore)
|
|
{
|
|
if (DST.gl_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 */
|
|
GPU_flush();
|
|
#endif
|
|
|
|
if (BLI_thread_is_main() && restore) {
|
|
wm_window_reset_drawable();
|
|
}
|
|
else {
|
|
WM_opengl_context_release(DST.gl_context);
|
|
GPU_context_active_set(NULL);
|
|
}
|
|
|
|
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
|
|
}
|
|
}
|
|
|
|
void DRW_opengl_context_enable(void)
|
|
{
|
|
if (G.background && DST.gl_context == NULL) {
|
|
WM_init_opengl(G_MAIN);
|
|
}
|
|
DRW_opengl_context_enable_ex(true);
|
|
}
|
|
|
|
void DRW_opengl_context_disable(void)
|
|
{
|
|
DRW_opengl_context_disable_ex(true);
|
|
}
|
|
|
|
void DRW_opengl_render_context_enable(void *re_gl_context)
|
|
{
|
|
/* If thread is main you should use DRW_opengl_context_enable(). */
|
|
BLI_assert(!BLI_thread_is_main());
|
|
|
|
/* TODO get rid of the blocking. Only here because of the static global DST. */
|
|
BLI_ticket_mutex_lock(DST.gl_context_mutex);
|
|
WM_opengl_context_activate(re_gl_context);
|
|
}
|
|
|
|
void DRW_opengl_render_context_disable(void *re_gl_context)
|
|
{
|
|
GPU_flush();
|
|
WM_opengl_context_release(re_gl_context);
|
|
/* TODO get rid of the blocking. */
|
|
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
|
|
}
|
|
|
|
/* Needs to be called AFTER DRW_opengl_render_context_enable() */
|
|
void DRW_gpu_render_context_enable(void *re_gpu_context)
|
|
{
|
|
/* If thread is main you should use DRW_opengl_context_enable(). */
|
|
BLI_assert(!BLI_thread_is_main());
|
|
|
|
GPU_context_active_set(re_gpu_context);
|
|
DRW_shape_cache_reset(); /* XXX fix that too. */
|
|
}
|
|
|
|
/* Needs to be called BEFORE DRW_opengl_render_context_disable() */
|
|
void DRW_gpu_render_context_disable(void *UNUSED(re_gpu_context))
|
|
{
|
|
DRW_shape_cache_reset(); /* XXX fix that too. */
|
|
GPU_context_active_set(NULL);
|
|
}
|
|
|
|
#ifdef WITH_XR_OPENXR
|
|
|
|
/* XXX
|
|
* There should really be no such getter, but for VR we currently can't easily avoid it. OpenXR
|
|
* needs some low level info for the OpenGL context that will be used for submitting the
|
|
* final framebuffer. VR could in theory create its own context, but that would mean we have to
|
|
* switch to it just to submit the final frame, which has notable performance impact.
|
|
*
|
|
* We could "inject" a context through DRW_opengl_render_context_enable(), but that would have to
|
|
* work from the main thread, which is tricky to get working too. The preferable solution would be
|
|
* using a separate thread for VR drawing where a single context can stay active. */
|
|
void *DRW_xr_opengl_context_get(void)
|
|
{
|
|
return DST.gl_context;
|
|
}
|
|
|
|
/* XXX See comment on DRW_xr_opengl_context_get(). */
|
|
void *DRW_xr_gpu_context_get(void)
|
|
{
|
|
return DST.gpu_context;
|
|
}
|
|
|
|
/* XXX See comment on DRW_xr_opengl_context_get(). */
|
|
void DRW_xr_drawing_begin(void)
|
|
{
|
|
BLI_ticket_mutex_lock(DST.gl_context_mutex);
|
|
}
|
|
|
|
/* XXX See comment on DRW_xr_opengl_context_get(). */
|
|
void DRW_xr_drawing_end(void)
|
|
{
|
|
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
|
|
}
|
|
|
|
#endif
|
|
/** \} */
|