While \file doesn't need an argument, it can't have another doxy command after it.
896 lines
24 KiB
C
896 lines
24 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2007 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup wm
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*
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* Handle OpenGL buffers for windowing, also paint cursor.
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "DNA_listBase.h"
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#include "DNA_object_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_windowmanager_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BIF_gl.h"
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#include "BKE_context.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_screen.h"
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#include "BKE_scene.h"
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#include "BKE_workspace.h"
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#include "GHOST_C-api.h"
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#include "ED_node.h"
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#include "ED_view3d.h"
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#include "ED_screen.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_texture.h"
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#include "GPU_viewport.h"
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#include "RE_engine.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "WM_toolsystem.h"
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#include "wm.h"
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#include "wm_draw.h"
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#include "wm_window.h"
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#include "wm_event_system.h"
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#ifdef WITH_OPENSUBDIV
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# include "BKE_subsurf.h"
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#endif
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/* ******************* paint cursor *************** */
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static void wm_paintcursor_draw(bContext *C, ScrArea *sa, ARegion *ar)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *win = CTX_wm_window(C);
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bScreen *screen = WM_window_get_active_screen(win);
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wmPaintCursor *pc;
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if (ar->visible && ar == screen->active_region) {
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for (pc = wm->paintcursors.first; pc; pc = pc->next) {
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if ((pc->space_type != SPACE_TYPE_ANY) && (sa->spacetype != pc->space_type)) {
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continue;
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}
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if ((pc->region_type != RGN_TYPE_ANY) && (ar->regiontype != pc->region_type)) {
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continue;
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}
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if (pc->poll == NULL || pc->poll(C)) {
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/* Prevent drawing outside region. */
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glEnable(GL_SCISSOR_TEST);
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glScissor(ar->winrct.xmin,
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ar->winrct.ymin,
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BLI_rcti_size_x(&ar->winrct) + 1,
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BLI_rcti_size_y(&ar->winrct) + 1);
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if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
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int x = 0, y = 0;
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wm_get_cursor_position(win, &x, &y);
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pc->draw(C, x, y, pc->customdata);
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}
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else {
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pc->draw(C, win->eventstate->x, win->eventstate->y, pc->customdata);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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}
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}
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}
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static bool wm_draw_region_stereo_set(Main *bmain, ScrArea *sa, ARegion *ar, eStereoViews sview)
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{
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/* We could detect better when stereo is actually needed, by inspecting the
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* image in the image editor and sequencer. */
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if (ar->regiontype != RGN_TYPE_WINDOW) {
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return false;
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}
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switch (sa->spacetype) {
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case SPACE_IMAGE:
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{
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SpaceImage *sima = sa->spacedata.first;
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sima->iuser.multiview_eye = sview;
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return true;
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}
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case SPACE_VIEW3D:
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{
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View3D *v3d = sa->spacedata.first;
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if (v3d->camera && v3d->camera->type == OB_CAMERA) {
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Camera *cam = v3d->camera->data;
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CameraBGImage *bgpic = cam->bg_images.first;
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v3d->multiview_eye = sview;
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if (bgpic) bgpic->iuser.multiview_eye = sview;
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return true;
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}
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return false;
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}
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case SPACE_NODE:
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{
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SpaceNode *snode = sa->spacedata.first;
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if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
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Image *ima = BKE_image_verify_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
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ima->eye = sview;
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return true;
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}
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return false;
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}
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case SPACE_SEQ:
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{
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SpaceSeq *sseq = sa->spacedata.first;
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sseq->multiview_eye = sview;
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return true;
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}
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}
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return false;
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}
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/* ********************* drawing ****************** */
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static void wm_area_mark_invalid_backbuf(ScrArea *sa)
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{
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if (sa->spacetype == SPACE_VIEW3D)
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((View3D *)sa->spacedata.first)->flag |= V3D_INVALID_BACKBUF;
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}
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static void wm_region_test_render_do_draw(const Scene *scene, struct Depsgraph *depsgraph,
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ScrArea *sa, ARegion *ar)
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{
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/* tag region for redraw from render engine preview running inside of it */
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if (sa->spacetype == SPACE_VIEW3D && ar->regiontype == RGN_TYPE_WINDOW) {
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RegionView3D *rv3d = ar->regiondata;
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RenderEngine *engine = rv3d->render_engine;
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GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
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if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
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View3D *v3d = sa->spacedata.first;
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rcti border_rect;
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/* do partial redraw when possible */
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if (ED_view3d_calc_render_border(scene, depsgraph, v3d, ar, &border_rect))
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ED_region_tag_redraw_partial(ar, &border_rect);
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else
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ED_region_tag_redraw(ar);
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engine->flag &= ~RE_ENGINE_DO_DRAW;
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}
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else if (viewport && GPU_viewport_do_update(viewport)) {
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ED_region_tag_redraw(ar);
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}
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}
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}
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static bool wm_region_use_viewport(ScrArea *sa, ARegion *ar)
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{
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return (ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_IMAGE) && ar->regiontype == RGN_TYPE_WINDOW);
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}
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/********************** draw all **************************/
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/* - reference method, draw all each time */
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typedef struct WindowDrawCB {
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struct WindowDrawCB *next, *prev;
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void(*draw)(const struct wmWindow *, void *);
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void *customdata;
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} WindowDrawCB;
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void *WM_draw_cb_activate(
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wmWindow *win,
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void(*draw)(const struct wmWindow *, void *),
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void *customdata)
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{
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WindowDrawCB *wdc = MEM_callocN(sizeof(*wdc), "WindowDrawCB");
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BLI_addtail(&win->drawcalls, wdc);
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wdc->draw = draw;
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wdc->customdata = customdata;
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return wdc;
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}
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void WM_draw_cb_exit(wmWindow *win, void *handle)
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{
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for (WindowDrawCB *wdc = win->drawcalls.first; wdc; wdc = wdc->next) {
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if (wdc == (WindowDrawCB *)handle) {
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BLI_remlink(&win->drawcalls, wdc);
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MEM_freeN(wdc);
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return;
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}
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}
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}
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static void wm_draw_callbacks(wmWindow *win)
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{
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for (WindowDrawCB *wdc = win->drawcalls.first; wdc; wdc = wdc->next) {
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wdc->draw(win, wdc->customdata);
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}
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}
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/************************* Region drawing. ********************************
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*
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* Each region draws into its own framebuffer, which is then blit on the
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* window draw buffer. This helps with fast redrawing if only some regions
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* change. It also means we can share a single context for multiple windows,
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* so that for example VAOs can be shared between windows. */
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static void wm_draw_region_buffer_free(ARegion *ar)
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{
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if (ar->draw_buffer) {
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for (int view = 0; view < 2; view++) {
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if (ar->draw_buffer->offscreen[view]) {
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GPU_offscreen_free(ar->draw_buffer->offscreen[view]);
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}
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if (ar->draw_buffer->viewport[view]) {
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GPU_viewport_free(ar->draw_buffer->viewport[view]);
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}
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}
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MEM_freeN(ar->draw_buffer);
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ar->draw_buffer = NULL;
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}
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}
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static void wm_draw_offscreen_texture_parameters(GPUOffScreen *offscreen)
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{
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/* Setup offscreen color texture for drawing. */
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GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
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/* We don't support multisample textures here. */
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BLI_assert(GPU_texture_target(texture) == GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
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/* No mipmaps or filtering. */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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/* GL_TEXTURE_BASE_LEVEL = 0 by default */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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static void wm_draw_region_buffer_create(ARegion *ar, bool stereo, bool use_viewport)
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{
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if (ar->draw_buffer) {
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if (ar->draw_buffer->stereo != stereo) {
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/* Free draw buffer on stereo changes. */
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wm_draw_region_buffer_free(ar);
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}
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else {
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/* Free offscreen buffer on size changes. Viewport auto resizes. */
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GPUOffScreen *offscreen = ar->draw_buffer->offscreen[0];
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if (offscreen && (GPU_offscreen_width(offscreen) != ar->winx ||
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GPU_offscreen_height(offscreen) != ar->winy))
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{
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wm_draw_region_buffer_free(ar);
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}
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}
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}
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if (!ar->draw_buffer) {
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if (use_viewport) {
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/* Allocate viewport which includes an offscreen buffer with depth
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* multisample, etc. */
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ar->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
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ar->draw_buffer->viewport[0] = GPU_viewport_create();
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ar->draw_buffer->viewport[1] = (stereo) ? GPU_viewport_create() : NULL;
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}
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else {
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/* Allocate offscreen buffer if it does not exist. This one has no
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* depth or multisample buffers. 3D view creates own buffers with
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* the data it needs. */
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GPUOffScreen *offscreen = GPU_offscreen_create(ar->winx, ar->winy, 0, false, false, NULL);
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if (!offscreen) {
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return;
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}
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wm_draw_offscreen_texture_parameters(offscreen);
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GPUOffScreen *offscreen_right = NULL;
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if (stereo) {
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offscreen_right = GPU_offscreen_create(ar->winx, ar->winy, 0, false, false, NULL);
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if (!offscreen_right) {
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GPU_offscreen_free(offscreen);
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return;
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}
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wm_draw_offscreen_texture_parameters(offscreen_right);
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}
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ar->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
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ar->draw_buffer->offscreen[0] = offscreen;
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ar->draw_buffer->offscreen[1] = offscreen_right;
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}
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ar->draw_buffer->bound_view = -1;
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ar->draw_buffer->stereo = stereo;
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}
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}
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static void wm_draw_region_bind(ARegion *ar, int view)
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{
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if (!ar->draw_buffer) {
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return;
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}
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if (ar->draw_buffer->viewport[view]) {
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GPU_viewport_bind(ar->draw_buffer->viewport[view], &ar->winrct);
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}
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else {
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GPU_offscreen_bind(ar->draw_buffer->offscreen[view], false);
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/* For now scissor is expected by region drawing, we could disable it
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* and do the enable/disable in the specific cases that setup scissor. */
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, 0, ar->winx, ar->winy);
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}
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ar->draw_buffer->bound_view = view;
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}
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static void wm_draw_region_unbind(ARegion *ar, int view)
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{
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if (!ar->draw_buffer) {
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return;
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}
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ar->draw_buffer->bound_view = -1;
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if (ar->draw_buffer->viewport[view]) {
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GPU_viewport_unbind(ar->draw_buffer->viewport[view]);
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}
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else {
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glDisable(GL_SCISSOR_TEST);
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GPU_offscreen_unbind(ar->draw_buffer->offscreen[view], false);
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}
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}
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static void wm_draw_region_blit(ARegion *ar, int view)
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{
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if (!ar->draw_buffer) {
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return;
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}
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if (ar->draw_buffer->viewport[view]) {
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GPU_viewport_draw_to_screen(ar->draw_buffer->viewport[view], &ar->winrct);
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}
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else {
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GPU_offscreen_draw_to_screen(ar->draw_buffer->offscreen[view], ar->winrct.xmin, ar->winrct.ymin);
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}
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}
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GPUTexture *wm_draw_region_texture(ARegion *ar, int view)
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{
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if (!ar->draw_buffer) {
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return NULL;
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}
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if (ar->draw_buffer->viewport[view]) {
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return GPU_viewport_color_texture(ar->draw_buffer->viewport[view]);
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}
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else {
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return GPU_offscreen_color_texture(ar->draw_buffer->offscreen[view]);
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}
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}
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void wm_draw_region_blend(ARegion *ar, int view, bool blend)
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{
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if (!ar->draw_buffer) {
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return;
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}
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/* Alpha is always 1, except when blend timer is running. */
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float alpha = ED_region_blend_alpha(ar);
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if (alpha <= 0.0f) {
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return;
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}
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if (!blend) {
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alpha = 1.0f;
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}
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/* setup actual texture */
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GPUTexture *texture = wm_draw_region_texture(ar, view);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
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/* wmOrtho for the screen has this same offset */
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const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(&ar->winrct) + 1);
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const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(&ar->winrct) + 1);
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if (blend) {
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/* GL_ONE because regions drawn offscreen have premultiplied alpha. */
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
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GPU_shader_bind(shader);
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rcti rect_geo = ar->winrct;
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rect_geo.xmax += 1;
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rect_geo.ymax += 1;
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rctf rect_tex;
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rect_tex.xmin = halfx;
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rect_tex.ymin = halfy;
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rect_tex.xmax = 1.0f + halfx;
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rect_tex.ymax = 1.0f + halfy;
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float alpha_easing = 1.0f - alpha;
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alpha_easing = 1.0f - alpha_easing * alpha_easing;
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/* Slide vertical panels */
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float ofs_x = BLI_rcti_size_x(&ar->winrct) * (1.0f - alpha_easing);
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if (ar->alignment == RGN_ALIGN_RIGHT) {
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rect_geo.xmin += ofs_x;
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rect_tex.xmax *= alpha_easing;
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alpha = 1.0f;
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}
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else if (ar->alignment == RGN_ALIGN_LEFT) {
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rect_geo.xmax -= ofs_x;
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rect_tex.xmin += 1.0f - alpha_easing;
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alpha = 1.0f;
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}
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glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
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glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax);
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glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, rect_geo.ymax);
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glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
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GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (blend) {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
|
|
GPUViewport *WM_draw_region_get_viewport(ARegion *ar, int view)
|
|
{
|
|
if (!ar->draw_buffer) {
|
|
return NULL;
|
|
}
|
|
|
|
return ar->draw_buffer->viewport[view];
|
|
}
|
|
|
|
GPUViewport *WM_draw_region_get_bound_viewport(ARegion *ar)
|
|
{
|
|
if (!ar->draw_buffer || ar->draw_buffer->bound_view == -1) {
|
|
return NULL;
|
|
}
|
|
|
|
int view = ar->draw_buffer->bound_view;
|
|
return ar->draw_buffer->viewport[view];
|
|
}
|
|
|
|
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, sa) {
|
|
CTX_wm_area_set(C, sa);
|
|
|
|
/* Compute UI layouts for dynamically size regions. */
|
|
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->visible && ar->do_draw && ar->type && ar->type->layout) {
|
|
CTX_wm_region_set(C, ar);
|
|
ED_region_do_layout(C, ar);
|
|
CTX_wm_region_set(C, NULL);
|
|
}
|
|
}
|
|
|
|
ED_area_update_region_sizes(wm, win, sa);
|
|
|
|
if (sa->flag & AREA_FLAG_ACTIVE_TOOL_UPDATE) {
|
|
if ((1 << sa->spacetype) & WM_TOOLSYSTEM_SPACE_MASK) {
|
|
WM_toolsystem_update_from_context(C, CTX_wm_workspace(C), CTX_data_view_layer(C), sa);
|
|
}
|
|
sa->flag &= ~AREA_FLAG_ACTIVE_TOOL_UPDATE;
|
|
}
|
|
|
|
/* Then do actual drawing of regions. */
|
|
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->visible && ar->do_draw) {
|
|
CTX_wm_region_set(C, ar);
|
|
bool use_viewport = wm_region_use_viewport(sa, ar);
|
|
|
|
if (stereo && wm_draw_region_stereo_set(bmain, sa, ar, STEREO_LEFT_ID)) {
|
|
wm_draw_region_buffer_create(ar, 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, sa, ar, sview);
|
|
}
|
|
|
|
wm_draw_region_bind(ar, view);
|
|
ED_region_do_draw(C, ar);
|
|
wm_draw_region_unbind(ar, view);
|
|
}
|
|
}
|
|
else {
|
|
wm_draw_region_buffer_create(ar, false, use_viewport);
|
|
wm_draw_region_bind(ar, 0);
|
|
ED_region_do_draw(C, ar);
|
|
wm_draw_region_unbind(ar, 0);
|
|
}
|
|
|
|
ar->do_draw = false;
|
|
CTX_wm_region_set(C, NULL);
|
|
}
|
|
}
|
|
|
|
wm_area_mark_invalid_backbuf(sa);
|
|
CTX_wm_area_set(C, NULL);
|
|
}
|
|
|
|
/* Draw menus into their own framebuffer. */
|
|
for (ARegion *ar = screen->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->visible) {
|
|
CTX_wm_menu_set(C, ar);
|
|
|
|
if (ar->type && ar->type->layout) {
|
|
/* UI code reads the OpenGL state, but we have to refresh
|
|
* the UI layout beforehand in case the menu size changes. */
|
|
wmViewport(&ar->winrct);
|
|
ar->type->layout(C, ar);
|
|
}
|
|
|
|
wm_draw_region_buffer_create(ar, false, false);
|
|
wm_draw_region_bind(ar, 0);
|
|
glClearColor(0, 0, 0, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ED_region_do_draw(C, ar);
|
|
wm_draw_region_unbind(ar, 0);
|
|
|
|
ar->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);
|
|
|
|
/* 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
|
|
glClearColor(0, 0, 0, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
#endif
|
|
|
|
/* Blit non-overlapping area regions. */
|
|
ED_screen_areas_iter(win, screen, sa) {
|
|
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->visible && ar->overlap == false) {
|
|
if (view == -1 && ar->draw_buffer && ar->draw_buffer->stereo) {
|
|
/* Stereo drawing from textures. */
|
|
if (win->stereo3d_format->display_mode == S3D_DISPLAY_ANAGLYPH) {
|
|
wm_stereo3d_draw_anaglyph(win, ar);
|
|
}
|
|
else {
|
|
wm_stereo3d_draw_interlace(win, ar);
|
|
}
|
|
}
|
|
else {
|
|
/* Blit from offscreen buffer. */
|
|
wm_draw_region_blit(ar, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Draw paint cursors. */
|
|
if (wm->paintcursors.first) {
|
|
ED_screen_areas_iter(win, screen, sa) {
|
|
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->visible && ar == screen->active_region) {
|
|
CTX_wm_area_set(C, sa);
|
|
CTX_wm_region_set(C, ar);
|
|
|
|
/* make region ready for draw, scissor, pixelspace */
|
|
wm_paintcursor_draw(C, sa, ar);
|
|
|
|
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, sa) {
|
|
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->visible && ar->overlap) {
|
|
wm_draw_region_blend(ar, 0, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* After area regions so we can do area 'overlay' drawing. */
|
|
ED_screen_draw_edges(win);
|
|
wm_draw_callbacks(win);
|
|
|
|
/* Blend in floating regions (menus). */
|
|
for (ARegion *ar = screen->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->visible) {
|
|
wm_draw_region_blend(ar, 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);
|
|
}
|
|
}
|
|
|
|
static void wm_draw_window(bContext *C, wmWindow *win)
|
|
{
|
|
bScreen *screen = WM_window_get_active_screen(win);
|
|
bool stereo = WM_stereo3d_enabled(win, false);
|
|
|
|
/* 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. */
|
|
glDrawBuffer(GL_BACK_LEFT);
|
|
wm_draw_window_onscreen(C, win, 0);
|
|
glDrawBuffer(GL_BACK_RIGHT);
|
|
wm_draw_window_onscreen(C, win, 1);
|
|
glDrawBuffer(GL_BACK);
|
|
}
|
|
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, 0, 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. */
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
|
|
|
|
if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) {
|
|
wm_stereo3d_draw_sidebyside(win, view);
|
|
}
|
|
else {
|
|
wm_stereo3d_draw_topbottom(win, view);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
GPU_offscreen_free(offscreen);
|
|
}
|
|
else {
|
|
/* Still draw something in case of allocation failure. */
|
|
wm_draw_window_onscreen(C, win, 0);
|
|
}
|
|
}
|
|
|
|
screen->do_draw = false;
|
|
}
|
|
|
|
/****************** main update call **********************/
|
|
|
|
/* quick test to prevent changing window drawable */
|
|
static bool wm_draw_update_test_window(wmWindow *win)
|
|
{
|
|
Scene *scene = WM_window_get_active_scene(win);
|
|
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
|
|
struct Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
|
|
bScreen *screen = WM_window_get_active_screen(win);
|
|
ARegion *ar;
|
|
bool do_draw = false;
|
|
|
|
for (ar = screen->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->do_draw_overlay) {
|
|
screen->do_draw_paintcursor = true;
|
|
ar->do_draw_overlay = false;
|
|
}
|
|
if (ar->visible && ar->do_draw)
|
|
do_draw = true;
|
|
}
|
|
|
|
ED_screen_areas_iter(win, screen, sa) {
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
wm_region_test_render_do_draw(scene, depsgraph, sa, ar);
|
|
|
|
if (ar->visible && ar->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;
|
|
|
|
return false;
|
|
}
|
|
|
|
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *UNUSED(ar))
|
|
{
|
|
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);
|
|
wmWindow *win;
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
BKE_subsurf_free_unused_buffers();
|
|
#endif
|
|
|
|
GPU_free_unused_buffers(bmain);
|
|
|
|
for (win = wm->windows.first; win; win = win->next) {
|
|
#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
|
|
|
|
if (wm_draw_update_test_window(win)) {
|
|
bScreen *screen = WM_window_get_active_screen(win);
|
|
|
|
CTX_wm_window_set(C, 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);
|
|
|
|
screen->do_draw_gesture = false;
|
|
screen->do_draw_paintcursor = false;
|
|
screen->do_draw_drag = false;
|
|
|
|
wm_window_swap_buffers(win);
|
|
|
|
CTX_wm_window_set(C, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
void wm_draw_region_clear(wmWindow *win, ARegion *UNUSED(ar))
|
|
{
|
|
bScreen *screen = WM_window_get_active_screen(win);
|
|
screen->do_draw = true;
|
|
}
|
|
|
|
void WM_draw_region_free(ARegion *ar)
|
|
{
|
|
wm_draw_region_buffer_free(ar);
|
|
ar->visible = 0;
|
|
}
|
|
|
|
void WM_redraw_windows(bContext *C)
|
|
{
|
|
wmWindow *win_prev = CTX_wm_window(C);
|
|
ScrArea *area_prev = CTX_wm_area(C);
|
|
ARegion *ar_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, ar_prev);
|
|
}
|