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blender-archive/source/blender/windowmanager/intern/wm_draw.c
Germano Cavalcante 1425411249 Cleanup/Refactor: Unify functions that redraw the depth buffer
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and
`ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`.

This new function replaces `ED_view3d_autodist_init`.

Also, since `ED_view3d_depth_update` depends on the render context, and
changing the context is a slow operation, that function also was removed,
and the depth buffer cached is now updated inside the new unified drawing
function when the "bool update_cache" parameter is true.

Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to
`runtime.flag`.

Differential revision: https://developer.blender.org/D10678
2021-03-30 16:23:58 -03:00

1147 lines
32 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup wm
*
* Handle OpenGL buffers for windowing, also paint cursor.
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_camera_types.h"
#include "DNA_listBase.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "GHOST_C-api.h"
#include "ED_node.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "GPU_batch_presets.h"
#include "GPU_context.h"
#include "GPU_debug.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_state.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_toolsystem.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_draw.h"
#include "wm_event_system.h"
#include "wm_surface.h"
#include "wm_window.h"
#include "UI_resources.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
#endif
/* -------------------------------------------------------------------- */
/** \name Draw Paint Cursor
* \{ */
static void wm_paintcursor_draw(bContext *C, ScrArea *area, ARegion *region)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Don't draw paint cursors with locked interface. Painting is not possible
* then, and cursor drawing can use scene data that another thread may be
* modifying. */
if (wm->is_interface_locked) {
return;
}
if (!region->visible || region != screen->active_region) {
return;
}
LISTBASE_FOREACH_MUTABLE (wmPaintCursor *, pc, &wm->paintcursors) {
if ((pc->space_type != SPACE_TYPE_ANY) && (area->spacetype != pc->space_type)) {
continue;
}
if (!ELEM(pc->region_type, RGN_TYPE_ANY, region->regiontype)) {
continue;
}
if (pc->poll == NULL || pc->poll(C)) {
/* Prevent drawing outside region. */
GPU_scissor_test(true);
GPU_scissor(region->winrct.xmin,
region->winrct.ymin,
BLI_rcti_size_x(&region->winrct) + 1,
BLI_rcti_size_y(&region->winrct) + 1);
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
int x = 0, y = 0;
wm_cursor_position_get(win, &x, &y);
pc->draw(C, x, y, pc->customdata);
}
else {
pc->draw(C, win->eventstate->x, win->eventstate->y, pc->customdata);
}
GPU_scissor_test(false);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Post Draw Region on display handlers
* \{ */
static void wm_region_draw_overlay(bContext *C, ScrArea *area, ARegion *region)
{
wmWindow *win = CTX_wm_window(C);
wmViewport(&region->winrct);
UI_SetTheme(area->spacetype, region->regiontype);
region->type->draw_overlay(C, region);
wmWindowViewport(win);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Utilities
* \{ */
static bool wm_draw_region_stereo_set(Main *bmain,
ScrArea *area,
ARegion *region,
eStereoViews sview)
{
/* We could detect better when stereo is actually needed, by inspecting the
* image in the image editor and sequencer. */
if (!ELEM(region->regiontype, RGN_TYPE_WINDOW, RGN_TYPE_PREVIEW)) {
return false;
}
switch (area->spacetype) {
case SPACE_IMAGE: {
if (region->regiontype == RGN_TYPE_WINDOW) {
SpaceImage *sima = area->spacedata.first;
sima->iuser.multiview_eye = sview;
return true;
}
break;
}
case SPACE_VIEW3D: {
if (region->regiontype == RGN_TYPE_WINDOW) {
View3D *v3d = area->spacedata.first;
if (v3d->camera && v3d->camera->type == OB_CAMERA) {
RegionView3D *rv3d = region->regiondata;
RenderEngine *engine = rv3d->render_engine;
if (engine && !(engine->type->flag & RE_USE_STEREO_VIEWPORT)) {
return false;
}
Camera *cam = v3d->camera->data;
CameraBGImage *bgpic = cam->bg_images.first;
v3d->multiview_eye = sview;
if (bgpic) {
bgpic->iuser.multiview_eye = sview;
}
return true;
}
}
break;
}
case SPACE_NODE: {
if (region->regiontype == RGN_TYPE_WINDOW) {
SpaceNode *snode = area->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
return true;
}
}
break;
}
case SPACE_SEQ: {
SpaceSeq *sseq = area->spacedata.first;
sseq->multiview_eye = sview;
if (region->regiontype == RGN_TYPE_PREVIEW) {
return true;
}
if (region->regiontype == RGN_TYPE_WINDOW) {
return (sseq->draw_flag & SEQ_DRAW_BACKDROP) != 0;
}
}
}
return false;
}
static void wm_region_test_gizmo_do_draw(bContext *C,
ScrArea *area,
ARegion *region,
bool tag_redraw)
{
if (region->gizmo_map == NULL) {
return;
}
wmGizmoMap *gzmap = region->gizmo_map;
LISTBASE_FOREACH (wmGizmoGroup *, gzgroup, WM_gizmomap_group_list(gzmap)) {
if (tag_redraw && (gzgroup->type->flag & WM_GIZMOGROUPTYPE_VR_REDRAWS)) {
ScrArea *ctx_area = CTX_wm_area(C);
ARegion *ctx_region = CTX_wm_region(C);
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
if (WM_gizmo_group_type_poll(C, gzgroup->type)) {
ED_region_tag_redraw_editor_overlays(region);
}
/* Reset. */
CTX_wm_area_set(C, ctx_area);
CTX_wm_region_set(C, ctx_region);
}
LISTBASE_FOREACH (wmGizmo *, gz, &gzgroup->gizmos) {
if (gz->do_draw) {
if (tag_redraw) {
ED_region_tag_redraw_editor_overlays(region);
}
gz->do_draw = false;
}
}
}
}
static void wm_region_test_render_do_draw(const Scene *scene,
struct Depsgraph *depsgraph,
ScrArea *area,
ARegion *region)
{
/* tag region for redraw from render engine preview running inside of it */
if (area->spacetype == SPACE_VIEW3D && region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = region->regiondata;
RenderEngine *engine = rv3d->render_engine;
GPUViewport *viewport = WM_draw_region_get_viewport(region);
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
View3D *v3d = area->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
if (ED_view3d_calc_render_border(scene, depsgraph, v3d, region, &border_rect)) {
ED_region_tag_redraw_partial(region, &border_rect, false);
}
else {
ED_region_tag_redraw_no_rebuild(region);
}
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
else if (viewport && GPU_viewport_do_update(viewport)) {
ED_region_tag_redraw_no_rebuild(region);
}
}
}
#ifdef WITH_XR_OPENXR
static void wm_region_test_xr_do_draw(const wmWindowManager *wm,
const ScrArea *area,
ARegion *region)
{
if ((area->spacetype == SPACE_VIEW3D) && (region->regiontype == RGN_TYPE_WINDOW)) {
if (ED_view3d_is_region_xr_mirror_active(wm, area->spacedata.first, region)) {
ED_region_tag_redraw_no_rebuild(region);
}
}
}
#endif
static bool wm_region_use_viewport_by_type(short space_type, short region_type)
{
return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE, SPACE_NODE) &&
region_type == RGN_TYPE_WINDOW) ||
((space_type == SPACE_SEQ) && ELEM(region_type, RGN_TYPE_PREVIEW, RGN_TYPE_WINDOW));
}
bool WM_region_use_viewport(ScrArea *area, ARegion *region)
{
return wm_region_use_viewport_by_type(area->spacetype, region->regiontype);
}
static const char *wm_area_name(ScrArea *area)
{
#define SPACE_NAME(space) \
case space: \
return #space;
switch (area->spacetype) {
SPACE_NAME(SPACE_EMPTY);
SPACE_NAME(SPACE_VIEW3D);
SPACE_NAME(SPACE_GRAPH);
SPACE_NAME(SPACE_OUTLINER);
SPACE_NAME(SPACE_PROPERTIES);
SPACE_NAME(SPACE_FILE);
SPACE_NAME(SPACE_IMAGE);
SPACE_NAME(SPACE_INFO);
SPACE_NAME(SPACE_SEQ);
SPACE_NAME(SPACE_TEXT);
SPACE_NAME(SPACE_ACTION);
SPACE_NAME(SPACE_NLA);
SPACE_NAME(SPACE_SCRIPT);
SPACE_NAME(SPACE_NODE);
SPACE_NAME(SPACE_CONSOLE);
SPACE_NAME(SPACE_USERPREF);
SPACE_NAME(SPACE_CLIP);
SPACE_NAME(SPACE_TOPBAR);
SPACE_NAME(SPACE_STATUSBAR);
default:
return "Unknown Space";
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Window Drawing (Draw All)
*
* Reference method, draw all each time.
* \{ */
typedef struct WindowDrawCB {
struct WindowDrawCB *next, *prev;
void (*draw)(const struct wmWindow *, void *);
void *customdata;
} WindowDrawCB;
void *WM_draw_cb_activate(wmWindow *win,
void (*draw)(const struct wmWindow *, void *),
void *customdata)
{
WindowDrawCB *wdc = MEM_callocN(sizeof(*wdc), "WindowDrawCB");
BLI_addtail(&win->drawcalls, wdc);
wdc->draw = draw;
wdc->customdata = customdata;
return wdc;
}
void WM_draw_cb_exit(wmWindow *win, void *handle)
{
LISTBASE_FOREACH (WindowDrawCB *, wdc, &win->drawcalls) {
if (wdc == (WindowDrawCB *)handle) {
BLI_remlink(&win->drawcalls, wdc);
MEM_freeN(wdc);
return;
}
}
}
static void wm_draw_callbacks(wmWindow *win)
{
LISTBASE_FOREACH (WindowDrawCB *, wdc, &win->drawcalls) {
wdc->draw(win, wdc->customdata);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Drawing
*
* Each region draws into its own frame-buffer, which is then blit on the
* window draw buffer. This helps with fast redrawing if only some regions
* change. It also means we can share a single context for multiple windows,
* so that for example VAOs can be shared between windows.
* \{ */
static void wm_draw_region_buffer_free(ARegion *region)
{
if (region->draw_buffer) {
if (region->draw_buffer->viewport) {
GPU_viewport_free(region->draw_buffer->viewport);
}
if (region->draw_buffer->offscreen) {
GPU_offscreen_free(region->draw_buffer->offscreen);
}
MEM_freeN(region->draw_buffer);
region->draw_buffer = NULL;
}
}
static void wm_draw_offscreen_texture_parameters(GPUOffScreen *offscreen)
{
/* Setup offscreen color texture for drawing. */
GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
/* No mipmaps or filtering. */
GPU_texture_mipmap_mode(texture, false, false);
}
static void wm_draw_region_buffer_create(ARegion *region, bool stereo, bool use_viewport)
{
if (region->draw_buffer) {
if (region->draw_buffer->stereo != stereo) {
/* Free draw buffer on stereo changes. */
wm_draw_region_buffer_free(region);
}
else {
/* Free offscreen buffer on size changes. Viewport auto resizes. */
GPUOffScreen *offscreen = region->draw_buffer->offscreen;
if (offscreen && (GPU_offscreen_width(offscreen) != region->winx ||
GPU_offscreen_height(offscreen) != region->winy)) {
wm_draw_region_buffer_free(region);
}
}
}
if (!region->draw_buffer) {
if (use_viewport) {
/* Allocate viewport which includes an offscreen buffer with depth
* multisample, etc. */
region->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
region->draw_buffer->viewport = stereo ? GPU_viewport_stereo_create() :
GPU_viewport_create();
}
else {
/* Allocate offscreen buffer if it does not exist. This one has no
* depth or multisample buffers. 3D view creates own buffers with
* the data it needs. */
GPUOffScreen *offscreen = GPU_offscreen_create(
region->winx, region->winy, false, false, NULL);
if (!offscreen) {
return;
}
wm_draw_offscreen_texture_parameters(offscreen);
region->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
region->draw_buffer->offscreen = offscreen;
}
region->draw_buffer->bound_view = -1;
region->draw_buffer->stereo = stereo;
}
}
static void wm_draw_region_bind(ARegion *region, int view)
{
if (!region->draw_buffer) {
return;
}
if (region->draw_buffer->viewport) {
GPU_viewport_bind(region->draw_buffer->viewport, view, &region->winrct);
}
else {
GPU_offscreen_bind(region->draw_buffer->offscreen, false);
/* For now scissor is expected by region drawing, we could disable it
* and do the enable/disable in the specific cases that setup scissor. */
GPU_scissor_test(true);
GPU_scissor(0, 0, region->winx, region->winy);
}
region->draw_buffer->bound_view = view;
}
static void wm_draw_region_unbind(ARegion *region)
{
if (!region->draw_buffer) {
return;
}
region->draw_buffer->bound_view = -1;
if (region->draw_buffer->viewport) {
GPU_viewport_unbind(region->draw_buffer->viewport);
}
else {
GPU_scissor_test(false);
GPU_offscreen_unbind(region->draw_buffer->offscreen, false);
}
}
static void wm_draw_region_blit(ARegion *region, int view)
{
if (!region->draw_buffer) {
return;
}
if (view == -1) {
/* Non-stereo drawing. */
view = 0;
}
else if (view > 0) {
if (region->draw_buffer->viewport == NULL) {
/* Region does not need stereo or failed to allocate stereo buffers. */
view = 0;
}
}
if (region->draw_buffer->viewport) {
GPU_viewport_draw_to_screen(region->draw_buffer->viewport, view, &region->winrct);
}
else {
GPU_offscreen_draw_to_screen(
region->draw_buffer->offscreen, region->winrct.xmin, region->winrct.ymin);
}
}
GPUTexture *wm_draw_region_texture(ARegion *region, int view)
{
if (!region->draw_buffer) {
return NULL;
}
GPUViewport *viewport = region->draw_buffer->viewport;
if (viewport) {
return GPU_viewport_color_texture(viewport, view);
}
return GPU_offscreen_color_texture(region->draw_buffer->offscreen);
}
void wm_draw_region_blend(ARegion *region, int view, bool blend)
{
if (!region->draw_buffer) {
return;
}
/* Alpha is always 1, except when blend timer is running. */
float alpha = ED_region_blend_alpha(region);
if (alpha <= 0.0f) {
return;
}
if (!blend) {
alpha = 1.0f;
}
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(&region->winrct) + 1);
const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(&region->winrct) + 1);
rcti rect_geo = region->winrct;
rect_geo.xmax += 1;
rect_geo.ymax += 1;
rctf rect_tex;
rect_tex.xmin = halfx;
rect_tex.ymin = halfy;
rect_tex.xmax = 1.0f + halfx;
rect_tex.ymax = 1.0f + halfy;
float alpha_easing = 1.0f - alpha;
alpha_easing = 1.0f - alpha_easing * alpha_easing;
/* Slide vertical panels */
float ofs_x = BLI_rcti_size_x(&region->winrct) * (1.0f - alpha_easing);
if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_RIGHT) {
rect_geo.xmin += ofs_x;
rect_tex.xmax *= alpha_easing;
alpha = 1.0f;
}
else if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_LEFT) {
rect_geo.xmax -= ofs_x;
rect_tex.xmin += 1.0f - alpha_easing;
alpha = 1.0f;
}
/* Not the same layout as rectf/recti. */
const float rectt[4] = {rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax};
const float rectg[4] = {rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, rect_geo.ymax};
if (blend) {
/* Regions drawn offscreen have premultiplied alpha. */
GPU_blend(GPU_BLEND_ALPHA_PREMULT);
}
/* setup actual texture */
GPUTexture *texture = wm_draw_region_texture(region, view);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
int color_loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR);
int rect_tex_loc = GPU_shader_get_uniform(shader, "rect_icon");
int rect_geo_loc = GPU_shader_get_uniform(shader, "rect_geom");
int texture_bind_loc = GPU_shader_get_texture_binding(shader, "image");
GPU_texture_bind(texture, texture_bind_loc);
GPU_shader_uniform_vector(shader, rect_tex_loc, 4, 1, rectt);
GPU_shader_uniform_vector(shader, rect_geo_loc, 4, 1, rectg);
GPU_shader_uniform_vector(shader, color_loc, 4, 1, (const float[4]){1, 1, 1, 1});
GPUBatch *quad = GPU_batch_preset_quad();
GPU_batch_set_shader(quad, shader);
GPU_batch_draw(quad);
GPU_texture_unbind(texture);
if (blend) {
GPU_blend(GPU_BLEND_NONE);
}
}
GPUViewport *WM_draw_region_get_viewport(ARegion *region)
{
if (!region->draw_buffer) {
return NULL;
}
GPUViewport *viewport = region->draw_buffer->viewport;
return viewport;
}
GPUViewport *WM_draw_region_get_bound_viewport(ARegion *region)
{
if (!region->draw_buffer || region->draw_buffer->bound_view == -1) {
return NULL;
}
GPUViewport *viewport = region->draw_buffer->viewport;
return viewport;
}
static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Draw screen areas into own frame buffer. */
ED_screen_areas_iter (win, screen, area) {
CTX_wm_area_set(C, area);
GPU_debug_group_begin(wm_area_name(area));
/* Compute UI layouts for dynamically size regions. */
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
/* Dynamic region may have been flagged as too small because their size on init is 0.
* ARegion.visible is false then, as expected. The layout should still be created then, so
* the region size can be updated (it may turn out to be not too small then). */
const bool ignore_visibility = (region->flag & RGN_FLAG_DYNAMIC_SIZE) &&
(region->flag & RGN_FLAG_TOO_SMALL) &&
!(region->flag & RGN_FLAG_HIDDEN);
if ((region->visible || ignore_visibility) && region->do_draw && region->type &&
region->type->layout) {
CTX_wm_region_set(C, region);
ED_region_do_layout(C, region);
CTX_wm_region_set(C, NULL);
}
}
ED_area_update_region_sizes(wm, win, area);
if (area->flag & AREA_FLAG_ACTIVE_TOOL_UPDATE) {
if ((1 << area->spacetype) & WM_TOOLSYSTEM_SPACE_MASK) {
WM_toolsystem_update_from_context(C, CTX_wm_workspace(C), CTX_data_view_layer(C), area);
}
area->flag &= ~AREA_FLAG_ACTIVE_TOOL_UPDATE;
}
/* Then do actual drawing of regions. */
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->visible && region->do_draw) {
CTX_wm_region_set(C, region);
bool use_viewport = WM_region_use_viewport(area, region);
GPU_debug_group_begin(use_viewport ? "Viewport" : "ARegion");
if (stereo && wm_draw_region_stereo_set(bmain, area, region, STEREO_LEFT_ID)) {
wm_draw_region_buffer_create(region, true, use_viewport);
for (int view = 0; view < 2; view++) {
eStereoViews sview;
if (view == 0) {
sview = STEREO_LEFT_ID;
}
else {
sview = STEREO_RIGHT_ID;
wm_draw_region_stereo_set(bmain, area, region, sview);
}
wm_draw_region_bind(region, view);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
}
if (use_viewport) {
GPUViewport *viewport = region->draw_buffer->viewport;
GPU_viewport_stereo_composite(viewport, win->stereo3d_format);
}
}
else {
wm_draw_region_buffer_create(region, false, use_viewport);
wm_draw_region_bind(region, 0);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
}
GPU_debug_group_end();
region->do_draw = false;
CTX_wm_region_set(C, NULL);
}
}
CTX_wm_area_set(C, NULL);
GPU_debug_group_end();
}
/* Draw menus into their own framebuffer. */
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (region->visible) {
CTX_wm_menu_set(C, region);
GPU_debug_group_begin("Menu");
if (region->type && region->type->layout) {
/* UI code reads the OpenGL state, but we have to refresh
* the UI layout beforehand in case the menu size changes. */
wmViewport(&region->winrct);
region->type->layout(C, region);
}
wm_draw_region_buffer_create(region, false, false);
wm_draw_region_bind(region, 0);
GPU_clear_color(0.0f, 0.0f, 0.0f, 0.0f);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
GPU_debug_group_end();
region->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
}
static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
GPU_debug_group_begin("Window Redraw");
/* Draw into the window framebuffer, in full window coordinates. */
wmWindowViewport(win);
/* We draw on all pixels of the windows so we don't need to clear them before.
* Actually this is only a problem when resizing the window.
* If it becomes a problem we should clear only when window size changes. */
#if 0
GPU_clear_color(0, 0, 0, 0);
#endif
/* Blit non-overlapping area regions. */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->visible && region->overlap == false) {
/* Blit from offscreen buffer. */
wm_draw_region_blit(region, view);
}
}
}
/* Draw overlays and paint cursors. */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->visible) {
const bool do_paint_cursor = (wm->paintcursors.first && region == screen->active_region);
const bool do_draw_overlay = (region->type && region->type->draw_overlay);
if (!(do_paint_cursor || do_draw_overlay)) {
continue;
}
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
if (do_draw_overlay) {
wm_region_draw_overlay(C, area, region);
}
if (do_paint_cursor) {
wm_paintcursor_draw(C, area, region);
}
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmWindowViewport(win);
/* Blend in overlapping area regions */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->visible && region->overlap) {
wm_draw_region_blend(region, 0, true);
}
}
}
/* After area regions so we can do area 'overlay' drawing. */
ED_screen_draw_edges(win);
wm_draw_callbacks(win);
wmWindowViewport(win);
/* Blend in floating regions (menus). */
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (region->visible) {
wm_draw_region_blend(region, 0, true);
}
}
/* always draw, not only when screen tagged */
if (win->gesture.first) {
wm_gesture_draw(win);
}
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
GPU_debug_group_end();
}
static void wm_draw_window(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
bool stereo = WM_stereo3d_enabled(win, false);
/* Avoid any BGL call issued before this to alter the window drawin. */
GPU_bgl_end();
/* Draw area regions into their own framebuffer. This way we can redraw
* the areas that need it, and blit the rest from existing framebuffers. */
wm_draw_window_offscreen(C, win, stereo);
/* Now we draw into the window framebuffer, in full window coordinates. */
if (!stereo) {
/* Regular mono drawing. */
wm_draw_window_onscreen(C, win, -1);
}
else if (win->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) {
/* For pageflip we simply draw to both back buffers. */
GPU_backbuffer_bind(GPU_BACKBUFFER_RIGHT);
wm_draw_window_onscreen(C, win, 1);
GPU_backbuffer_bind(GPU_BACKBUFFER_LEFT);
wm_draw_window_onscreen(C, win, 0);
}
else if (ELEM(win->stereo3d_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* For anaglyph and interlace, we draw individual regions with
* stereo framebuffers using different shaders. */
wm_draw_window_onscreen(C, win, -1);
}
else {
/* For side-by-side and top-bottom, we need to render each view to an
* an offscreen texture and then draw it. This used to happen for all
* stereo methods, but it's less efficient than drawing directly. */
const int width = WM_window_pixels_x(win);
const int height = WM_window_pixels_y(win);
GPUOffScreen *offscreen = GPU_offscreen_create(width, height, false, false, NULL);
if (offscreen) {
GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
wm_draw_offscreen_texture_parameters(offscreen);
for (int view = 0; view < 2; view++) {
/* Draw view into offscreen buffer. */
GPU_offscreen_bind(offscreen, false);
wm_draw_window_onscreen(C, win, view);
GPU_offscreen_unbind(offscreen, false);
/* Draw offscreen buffer to screen. */
GPU_texture_bind(texture, 0);
wmWindowViewport(win);
if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) {
wm_stereo3d_draw_sidebyside(win, view);
}
else {
wm_stereo3d_draw_topbottom(win, view);
}
GPU_texture_unbind(texture);
}
GPU_offscreen_free(offscreen);
}
else {
/* Still draw something in case of allocation failure. */
wm_draw_window_onscreen(C, win, 0);
}
}
screen->do_draw = false;
}
/**
* Draw offscreen contexts not bound to a specific window.
*/
static void wm_draw_surface(bContext *C, wmSurface *surface)
{
wm_window_clear_drawable(CTX_wm_manager(C));
wm_surface_make_drawable(surface);
surface->draw(C);
/* Avoid interference with window drawable */
wm_surface_clear_drawable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Update Call
* \{ */
/* quick test to prevent changing window drawable */
static bool wm_draw_update_test_window(Main *bmain, bContext *C, wmWindow *win)
{
const wmWindowManager *wm = CTX_wm_manager(C);
Scene *scene = WM_window_get_active_scene(win);
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
struct Depsgraph *depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
bScreen *screen = WM_window_get_active_screen(win);
bool do_draw = false;
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (region->do_draw_paintcursor) {
screen->do_draw_paintcursor = true;
region->do_draw_paintcursor = false;
}
if (region->visible && region->do_draw) {
do_draw = true;
}
}
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
wm_region_test_gizmo_do_draw(C, area, region, true);
wm_region_test_render_do_draw(scene, depsgraph, area, region);
#ifdef WITH_XR_OPENXR
wm_region_test_xr_do_draw(wm, area, region);
#endif
if (region->visible && region->do_draw) {
do_draw = true;
}
}
}
if (do_draw) {
return true;
}
if (screen->do_refresh) {
return true;
}
if (screen->do_draw) {
return true;
}
if (screen->do_draw_gesture) {
return true;
}
if (screen->do_draw_paintcursor) {
return true;
}
if (screen->do_draw_drag) {
return true;
}
#ifndef WITH_XR_OPENXR
UNUSED_VARS(wm);
#endif
return false;
}
/* Clear drawing flags, after drawing is complete so any draw flags set during
* drawing don't cause any additional redraws. */
static void wm_draw_update_clear_window(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
wm_region_test_gizmo_do_draw(C, area, region, false);
}
}
screen->do_draw_gesture = false;
screen->do_draw_paintcursor = false;
screen->do_draw_drag = false;
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *UNUSED(region))
{
if (win) {
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw_paintcursor = true;
}
}
void wm_draw_update(bContext *C)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
GPU_context_main_lock();
BKE_image_free_unused_gpu_textures();
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
#ifdef WIN32
GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin);
if (state == GHOST_kWindowStateMinimized) {
/* do not update minimized windows, gives issues on Intel (see T33223)
* and AMD (see T50856). it seems logical to skip update for invisible
* window anyway.
*/
continue;
}
#endif
CTX_wm_window_set(C, win);
if (wm_draw_update_test_window(bmain, C, win)) {
bScreen *screen = WM_window_get_active_screen(win);
/* sets context window+screen */
wm_window_make_drawable(wm, win);
/* notifiers for screen redraw */
ED_screen_ensure_updated(wm, win, screen);
wm_draw_window(C, win);
wm_draw_update_clear_window(C, win);
wm_window_swap_buffers(win);
}
}
CTX_wm_window_set(C, NULL);
/* Draw non-windows (surfaces) */
wm_surfaces_iter(C, wm_draw_surface);
GPU_context_main_unlock();
}
void wm_draw_region_clear(wmWindow *win, ARegion *UNUSED(region))
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw = true;
}
void WM_draw_region_free(ARegion *region, bool hide)
{
wm_draw_region_buffer_free(region);
if (hide) {
region->visible = 0;
}
}
void wm_draw_region_test(bContext *C, ScrArea *area, ARegion *region)
{
/* Function for redraw timer benchmark. */
bool use_viewport = WM_region_use_viewport(area, region);
wm_draw_region_buffer_create(region, false, use_viewport);
wm_draw_region_bind(region, 0);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
region->do_draw = false;
}
void WM_redraw_windows(bContext *C)
{
wmWindow *win_prev = CTX_wm_window(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *region_prev = CTX_wm_region(C);
wm_draw_update(C);
CTX_wm_window_set(C, win_prev);
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, region_prev);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Viewport Drawing
*
* This is needed for viewport drawing for operator use
* (where the viewport may not have drawn yet).
*
* Otherwise avoid using these sine they're exposing low level logic externally.
*
* \{ */
void WM_draw_region_viewport_ensure(ARegion *region, short space_type)
{
bool use_viewport = wm_region_use_viewport_by_type(space_type, region->regiontype);
wm_draw_region_buffer_create(region, false, use_viewport);
}
void WM_draw_region_viewport_bind(ARegion *region)
{
wm_draw_region_bind(region, 0);
}
void WM_draw_region_viewport_unbind(ARegion *region)
{
wm_draw_region_unbind(region);
}
/** \} */