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blender-archive/source/blender/windowmanager/intern/wm_draw.c

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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/windowmanager/intern/wm_draw.c
* \ingroup wm
*
* Handle OpenGL buffers for windowing, also paint cursor.
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_listBase.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BIF_gl.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "GHOST_C-api.h"
#include "ED_node.h"
#include "ED_view3d.h"
#include "ED_screen.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_immediate.h"
#include "GPU_viewport.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_draw.h"
#include "wm_window.h"
#include "wm_event_system.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
#endif
/* swap */
#define WIN_NONE_OK 0
#define WIN_BACK_OK 1
#define WIN_FRONT_OK 2
#define WIN_BOTH_OK 3
/* ******************* drawing, overlays *************** */
static void wm_paintcursor_draw(bContext *C, ARegion *ar)
{
wmWindowManager *wm = CTX_wm_manager(C);
if (wm->paintcursors.first) {
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
wmPaintCursor *pc;
if (ar->swinid && screen->subwinactive == ar->swinid) {
for (pc = wm->paintcursors.first; pc; pc = pc->next) {
if (pc->poll == NULL || pc->poll(C)) {
ARegion *ar_other = CTX_wm_region(C);
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
int x = 0, y = 0;
wm_get_cursor_position(win, &x, &y);
pc->draw(C,
x - ar_other->winrct.xmin,
y - ar_other->winrct.ymin,
pc->customdata);
}
else {
pc->draw(C,
win->eventstate->x - ar_other->winrct.xmin,
win->eventstate->y - ar_other->winrct.ymin,
pc->customdata);
}
}
}
}
}
}
/* ********************* drawing, swap ****************** */
static void wm_area_mark_invalid_backbuf(ScrArea *sa)
{
if (sa->spacetype == SPACE_VIEW3D)
((View3D *)sa->spacedata.first)->flag |= V3D_INVALID_BACKBUF;
}
static bool wm_area_test_invalid_backbuf(ScrArea *sa)
{
if (sa->spacetype == SPACE_VIEW3D)
return (((View3D *)sa->spacedata.first)->flag & V3D_INVALID_BACKBUF) != 0;
else
return true;
}
static void wm_region_test_render_do_draw(const Scene *scene, ScrArea *sa, ARegion *ar)
{
/* tag region for redraw from render engine preview running inside of it */
if (sa->spacetype == SPACE_VIEW3D) {
RegionView3D *rv3d = ar->regiondata;
RenderEngine *engine = (rv3d) ? rv3d->render_engine : NULL;
GPUViewport *viewport = (rv3d) ? rv3d->viewport : NULL;
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
View3D *v3d = sa->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
if (ED_view3d_calc_render_border(scene, v3d, ar, &border_rect))
ED_region_tag_redraw_partial(ar, &border_rect);
else
ED_region_tag_redraw(ar);
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
else if (viewport && GPU_viewport_do_update(viewport)) {
ED_region_tag_redraw(ar);
}
}
}
/********************** draw all **************************/
/* - reference method, draw all each time */
static void wm_method_draw_full(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
/* draw area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
ED_screen_draw(win);
screen->do_draw = false;
/* draw overlapping regions */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
if (screen->do_draw_gesture)
wm_gesture_draw(win);
}
/****************** draw overlap all **********************/
/* - redraw marked areas, and anything that overlaps it */
/* - it also handles swap exchange optionally, assuming */
/* that on swap no clearing happens and we get back the */
/* same buffer as we swapped to the front */
/* mark area-regions to redraw if overlapped with rect */
static void wm_flush_regions_down(bScreen *screen, rcti *dirty)
{
ScrArea *sa;
ARegion *ar;
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (BLI_rcti_isect(dirty, &ar->winrct, NULL)) {
ar->do_draw = RGN_DRAW;
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
ar->swap = WIN_NONE_OK;
}
}
}
}
/* mark menu-regions to redraw if overlapped with rect */
static void wm_flush_regions_up(bScreen *screen, rcti *dirty)
{
ARegion *ar;
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (BLI_rcti_isect(dirty, &ar->winrct, NULL)) {
ar->do_draw = RGN_DRAW;
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
ar->swap = WIN_NONE_OK;
}
}
}
static void wm_method_draw_overlap_all(bContext *C, wmWindow *win, int exchange)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
static rcti rect = {0, 0, 0, 0};
/* after backbuffer selection draw, we need to redraw */
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->swinid && !wm_area_test_invalid_backbuf(sa))
ED_region_tag_redraw(ar);
/* flush overlapping regions */
if (screen->regionbase.first) {
/* flush redraws of area regions up to overlapping regions */
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->swinid && ar->do_draw)
wm_flush_regions_up(screen, &ar->winrct);
/* flush between overlapping regions */
for (ar = screen->regionbase.last; ar; ar = ar->prev)
if (ar->swinid && ar->do_draw)
wm_flush_regions_up(screen, &ar->winrct);
/* flush redraws of overlapping regions down to area regions */
for (ar = screen->regionbase.last; ar; ar = ar->prev)
if (ar->swinid && ar->do_draw)
wm_flush_regions_down(screen, &ar->winrct);
}
/* flush drag item */
if (rect.xmin != rect.xmax) {
wm_flush_regions_down(screen, &rect);
rect.xmin = rect.xmax = 0;
}
if (wm->drags.first) {
/* doesnt draw, fills rect with boundbox */
wm_drags_draw(C, win, &rect);
}
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
if (ar->do_draw) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
if (exchange)
ar->swap = WIN_FRONT_OK;
}
else if (exchange) {
if (ar->swap == WIN_FRONT_OK) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
ar->swap = WIN_BOTH_OK;
}
else if (ar->swap == WIN_BACK_OK)
ar->swap = WIN_FRONT_OK;
else if (ar->swap == WIN_BOTH_OK)
ar->swap = WIN_BOTH_OK;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
if (screen->do_draw) {
ED_screen_draw(win);
screen->do_draw = false;
if (exchange)
screen->swap = WIN_FRONT_OK;
}
else if (exchange) {
if (screen->swap == WIN_FRONT_OK) {
ED_screen_draw(win);
screen->do_draw = false;
screen->swap = WIN_BOTH_OK;
}
else if (screen->swap == WIN_BACK_OK)
screen->swap = WIN_FRONT_OK;
else if (screen->swap == WIN_BOTH_OK)
screen->swap = WIN_BOTH_OK;
}
/* draw marked overlapping regions */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
if (screen->do_draw_gesture)
wm_gesture_draw(win);
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
}
/****************** draw triple buffer ********************/
/* - area regions are written into a texture, without any */
/* of the overlapping menus, brushes, gestures. these */
/* are redrawn each time. */
static void wm_draw_triple_free(wmDrawTriple *triple)
{
if (triple) {
glDeleteTextures(1, &triple->bind);
MEM_freeN(triple);
}
}
static void wm_draw_triple_fail(bContext *C, wmWindow *win)
{
wm_draw_window_clear(win);
win->drawfail = true;
wm_method_draw_overlap_all(C, win, 0);
}
static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
{
/* compute texture sizes */
triple->x = WM_window_pixels_x(win);
triple->y = WM_window_pixels_y(win);
#if USE_TEXTURE_RECTANGLE
/* GL_TEXTURE_RECTANGLE is part of GL 3.1 so we can use it soon without runtime checks */
triple->target = GL_TEXTURE_RECTANGLE;
#else
triple->target = GL_TEXTURE_2D;
#endif
/* generate texture names */
glGenTextures(1, &triple->bind);
/* proxy texture is only guaranteed to test for the cases that
* there is only one texture in use, which may not be the case */
const GLint maxsize = GPU_max_texture_size();
if (triple->x > maxsize || triple->y > maxsize) {
printf("WM: failed to allocate texture for triple buffer drawing "
"(texture too large for graphics card).\n");
return false;
}
/* setup actual texture */
glBindTexture(triple->target, triple->bind);
/* no mipmaps */
#if USE_TEXTURE_RECTANGLE
/* already has no mipmaps */
#else
glTexParameteri(triple->target, GL_TEXTURE_MAX_LEVEL, 0);
/* GL_TEXTURE_BASE_LEVEL = 0 by default */
#endif
glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(triple->target, 0, GL_RGB8, triple->x, triple->y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(triple->target, 0);
return true;
}
void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
/* wmOrtho for the screen has this same offset */
float ratiox = sizex;
float ratioy = sizey;
float halfx = GLA_PIXEL_OFS;
float halfy = GLA_PIXEL_OFS;
#if USE_TEXTURE_RECTANGLE
/* texture rectangle has unnormalized coordinates */
#else
ratiox /= triple->x;
ratioy /= triple->y;
halfx /= triple->x;
halfy /= triple->y;
#endif
Gwn_VertFormat *format = immVertexFormat();
unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
const int activeTex = 7; /* arbitrary */
glActiveTexture(GL_TEXTURE0 + activeTex);
glBindTexture(triple->target, triple->bind);
#if USE_TEXTURE_RECTANGLE
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
#else
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
/* TODO: make pure 2D version
* and a 2D_IMAGE (replace, not modulate) version for when alpha = 1.0
*/
#endif
immUniform1f("alpha", alpha);
immUniform1i("image", activeTex);
immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib2f(texcoord, halfx, halfy);
immVertex2f(pos, 0.0f, 0.0f);
immAttrib2f(texcoord, ratiox + halfx, halfy);
immVertex2f(pos, sizex, 0.0f);
immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
immVertex2f(pos, sizex, sizey);
immAttrib2f(texcoord, halfx, ratioy + halfy);
immVertex2f(pos, 0.0f, sizey);
immEnd();
immUnbindProgram();
glBindTexture(triple->target, 0);
if (activeTex != 0)
glActiveTexture(GL_TEXTURE0);
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
glBindTexture(triple->target, triple->bind);
/* what is GL_READ_BUFFER right now? */
glCopyTexSubImage2D(triple->target, 0, 0, 0, 0, 0, sizex, sizey);
glBindTexture(triple->target, 0);
}
static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *triple)
{
float fac = ED_region_blend_factor(ar);
/* region blend always is 1, except when blend timer is running */
if (fac < 1.0f) {
bScreen *screen = WM_window_get_active_screen(win);
wmSubWindowScissorSet(win, screen->mainwin, &ar->winrct, true);
glEnable(GL_BLEND);
wm_triple_draw_textures(win, triple, 1.0f - fac);
glDisable(GL_BLEND);
}
}
static void wm_method_draw_triple(bContext *C, wmWindow *win)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *dd, *dd_next, *drawdata = win->drawdata.first;
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
bool copytex = false;
if (drawdata && drawdata->triple) {
#if 0 /* why do we need to clear before overwriting? */
glClearColor(1, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
wmSubWindowSet(win, screen->mainwin);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
else {
/* we run it when we start OR when we turn stereo on */
if (drawdata == NULL) {
drawdata = MEM_callocN(sizeof(wmDrawData), "wmDrawData");
BLI_addhead(&win->drawdata, drawdata);
}
drawdata->triple = MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
if (!wm_triple_gen_textures(win, drawdata->triple)) {
wm_draw_triple_fail(C, win);
return;
}
}
/* it means stereo was just turned off */
/* note: we are removing all drawdatas that are not the first */
for (dd = drawdata->next; dd; dd = dd_next) {
dd_next = dd->next;
BLI_remlink(&win->drawdata, dd);
wm_draw_triple_free(dd->triple);
MEM_freeN(dd);
}
wmDrawTriple *triple = drawdata->triple;
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
if (ar->overlap == false) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
copytex = true;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
if (copytex) {
wmSubWindowSet(win, screen->mainwin);
wm_triple_copy_textures(win, triple);
}
if (wm->paintcursors.first) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->swinid == screen->subwinactive) {
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* make region ready for draw, scissor, pixelspace */
ED_region_set(C, ar);
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmSubWindowSet(win, screen->mainwin);
}
/* draw overlapping area regions (always like popups) */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->overlap) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
wm_draw_region_blend(win, ar, triple);
}
}
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
ED_screen_draw(win);
WM_window_get_active_screen(win)->do_draw = false;
/* draw floating regions (menus) */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
/* 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_method_draw_triple_multiview(bContext *C, wmWindow *win, eStereoViews sview)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *drawdata;
wmDrawTriple *triple_data, *triple_all;
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
int copytex = false;
int id;
/* we store the triple_data in sequence to triple_all */
for (id = 0; id < 2; id++) {
drawdata = BLI_findlink(&win->drawdata, (sview * 2) + id);
if (drawdata && drawdata->triple) {
if (id == 0) {
#if 0 /* why do we need to clear before overwriting? */
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
wmSubWindowSet(win, screen->mainwin);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
}
else {
/* we run it when we start OR when we turn stereo on */
if (drawdata == NULL) {
drawdata = MEM_callocN(sizeof(wmDrawData), "wmDrawData");
BLI_addtail(&win->drawdata, drawdata);
}
drawdata->triple = MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
if (!wm_triple_gen_textures(win, drawdata->triple)) {
wm_draw_triple_fail(C, win);
return;
}
}
}
triple_data = ((wmDrawData *) BLI_findlink(&win->drawdata, sview * 2))->triple;
triple_all = ((wmDrawData *) BLI_findlink(&win->drawdata, (sview * 2) + 1))->triple;
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
switch (sa->spacetype) {
case SPACE_IMAGE:
{
SpaceImage *sima = sa->spacedata.first;
sima->iuser.multiview_eye = sview;
break;
}
case SPACE_VIEW3D:
{
View3D *v3d = sa->spacedata.first;
BGpic *bgpic = v3d->bgpicbase.first;
v3d->multiview_eye = sview;
if (bgpic) bgpic->iuser.multiview_eye = sview;
break;
}
case SPACE_NODE:
{
SpaceNode *snode = sa->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_verify_viewer(IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
}
break;
}
case SPACE_SEQ:
{
SpaceSeq *sseq = sa->spacedata.first;
sseq->multiview_eye = sview;
break;
}
}
/* draw marked area regions */
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
if (ar->overlap == false) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
copytex = true;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
if (copytex) {
wmSubWindowSet(win, screen->mainwin);
wm_triple_copy_textures(win, triple_data);
}
if (wm->paintcursors.first) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->swinid == screen->subwinactive) {
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* make region ready for draw, scissor, pixelspace */
ED_region_set(C, ar);
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmSubWindowSet(win, screen->mainwin);
}
/* draw overlapping area regions (always like popups) */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->overlap) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
wm_draw_region_blend(win, ar, triple_data);
}
}
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
ED_screen_draw(win);
if (sview == STEREO_RIGHT_ID)
screen->do_draw = false;
/* draw floating regions (menus) */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
/* 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);
}
/* copy the ui + overlays */
wmSubWindowSet(win, screen->mainwin);
wm_triple_copy_textures(win, triple_all);
}
/****************** main update call **********************/
/* quick test to prevent changing window drawable */
static bool wm_draw_update_test_window(wmWindow *win)
{
const Scene *scene = WM_window_get_active_scene(win);
const bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
bool do_draw = false;
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->do_draw_overlay) {
wm_tag_redraw_overlay(win, ar);
ar->do_draw_overlay = false;
}
if (ar->swinid && ar->do_draw)
do_draw = true;
}
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
wm_region_test_render_do_draw(scene, sa, ar);
if (ar->swinid && 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;
}
static int wm_automatic_draw_method(wmWindow *win)
{
/* We assume all supported GPUs now support triple buffer well. */
if (win->drawmethod == USER_DRAW_AUTOMATIC) {
return USER_DRAW_TRIPLE;
}
else {
return win->drawmethod;
}
}
bool WM_is_draw_triple(wmWindow *win)
{
/* function can get called before this variable is set in drawing code below */
if (win->drawmethod != U.wmdrawmethod)
win->drawmethod = U.wmdrawmethod;
return (USER_DRAW_TRIPLE == wm_automatic_draw_method(win));
}
void wm_tag_redraw_overlay(wmWindow *win, ARegion *ar)
{
/* for draw triple gestures, paint cursors don't need region redraw */
if (ar && win) {
bScreen *screen = WM_window_get_active_screen(win);
if (wm_automatic_draw_method(win) != USER_DRAW_TRIPLE)
ED_region_tag_redraw(ar);
screen->do_draw_paintcursor = true;
}
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *ar)
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw_paintcursor = true;
wm_tag_redraw_overlay(win, ar);
}
void wm_draw_update(bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
#ifdef WITH_OPENSUBDIV
BKE_subsurf_free_unused_buffers();
#endif
GPU_free_unused_buffers();
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 (win->drawmethod != U.wmdrawmethod) {
wm_draw_window_clear(win);
win->drawmethod = U.wmdrawmethod;
}
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 */
if (screen->do_refresh)
ED_screen_refresh(wm, win);
int drawmethod = wm_automatic_draw_method(win);
if (win->drawfail)
wm_method_draw_overlap_all(C, win, 0);
else if (drawmethod == USER_DRAW_FULL)
wm_method_draw_full(C, win);
else if (drawmethod == USER_DRAW_OVERLAP)
wm_method_draw_overlap_all(C, win, 0);
else if (drawmethod == USER_DRAW_OVERLAP_FLIP)
wm_method_draw_overlap_all(C, win, 1);
else { /* USER_DRAW_TRIPLE */
if ((WM_stereo3d_enabled(win, false)) == false) {
wm_method_draw_triple(C, win);
}
else {
wm_method_draw_triple_multiview(C, win, STEREO_LEFT_ID);
wm_method_draw_triple_multiview(C, win, STEREO_RIGHT_ID);
wm_method_draw_stereo3d(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_data_free(wmWindow *win)
{
wmDrawData *dd;
for (dd = win->drawdata.first; dd; dd = dd->next) {
wm_draw_triple_free(dd->triple);
}
BLI_freelistN(&win->drawdata);
}
void wm_draw_window_clear(wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
wm_draw_data_free(win);
/* clear screen swap flags */
if (screen) {
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
ar->swap = WIN_NONE_OK;
screen->swap = WIN_NONE_OK;
}
}
void wm_draw_region_clear(wmWindow *win, ARegion *ar)
{
bScreen *screen = WM_window_get_active_screen(win);
int drawmethod = wm_automatic_draw_method(win);
if (ELEM(drawmethod, USER_DRAW_OVERLAP, USER_DRAW_OVERLAP_FLIP))
wm_flush_regions_down(screen, &ar->winrct);
screen->do_draw = true;
}
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);
}