Viewport: Disable Clipping For EEVEE and External Renderers Currently it is possible that, when using viewport clipping, the display and tools communicate different information to the user then the renderer does. The reason is that the renderer does not support viewport clipping. Both EEVEE and Cycles do not support it. This patch will disable the clipping in all the tools and drawing code when the viewport drawing mode is `Material Preview` or `Rendered`. This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if clipping is enabled for the given `rv3d` and `v3d`. Also in places where it was needed we added the `ViewContext` as a carrier for the `View3D` and `RegionView3D`. There are a few areas in the tooling (select, projection painting) that still needs to be tackled after this patch. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6047
181 lines
6.4 KiB
C++
181 lines
6.4 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#ifndef __DRW_ENGINE_H__
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#define __DRW_ENGINE_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "BLI_sys_types.h" /* for bool */
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struct ARegion;
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struct DRWInstanceDataList;
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struct Depsgraph;
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struct DrawEngineType;
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struct GPUMaterial;
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struct GPUOffScreen;
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struct GPUViewport;
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struct ID;
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struct Main;
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struct Object;
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struct RenderEngine;
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struct RenderEngineType;
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struct Scene;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct rcti;
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#include "DNA_object_enums.h"
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/* Buffer and textures used by the viewport by default */
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typedef struct DefaultFramebufferList {
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struct GPUFrameBuffer *default_fb;
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struct GPUFrameBuffer *in_front_fb;
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struct GPUFrameBuffer *color_only_fb;
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struct GPUFrameBuffer *depth_only_fb;
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struct GPUFrameBuffer *multisample_fb;
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} DefaultFramebufferList;
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typedef struct DefaultTextureList {
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struct GPUTexture *color;
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struct GPUTexture *depth;
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struct GPUTexture *depth_in_front;
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struct GPUTexture *multisample_color;
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struct GPUTexture *multisample_depth;
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} DefaultTextureList;
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void DRW_engines_register(void);
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void DRW_engines_free(void);
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bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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void DRW_engine_viewport_data_size_get(
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const void *engine_type, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
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typedef struct DRWUpdateContext {
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struct Main *bmain;
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struct Depsgraph *depsgraph;
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struct Scene *scene;
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struct ViewLayer *view_layer;
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struct ARegion *ar;
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struct View3D *v3d;
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struct RenderEngineType *engine_type;
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} DRWUpdateContext;
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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typedef enum eDRWSelectStage {
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DRW_SELECT_PASS_PRE = 1,
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DRW_SELECT_PASS_POST,
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} eDRWSelectStage;
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typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
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typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
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void DRW_draw_view(const struct bContext *C);
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void DRW_draw_region_engine_info(int xoffset, int yoffset);
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void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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const struct bContext *evil_C);
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void DRW_draw_render_loop(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar,
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struct View3D *v3d,
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const bool draw_background,
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const bool do_color_management,
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struct GPUOffScreen *ofs,
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struct GPUViewport *viewport);
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void DRW_draw_select_loop(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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bool use_obedit_skip,
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bool draw_surface,
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bool use_nearest,
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const struct rcti *rect,
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DRW_SelectPassFn select_pass_fn,
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void *select_pass_user_data,
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DRW_ObjectFilterFn object_filter_fn,
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void *object_filter_user_data);
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void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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bool use_opengl_context);
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void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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void DRW_draw_depth_object(struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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struct Object *object);
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void DRW_draw_select_id(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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const struct rcti *rect);
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/* grease pencil render */
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bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
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void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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void DRW_gpencil_freecache(struct Object *ob);
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/* This is here because GPUViewport needs it */
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struct DRWInstanceDataList *DRW_instance_data_list_create(void);
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void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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/* For garbage collection */
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void DRW_cache_free_old_batches(struct Main *bmain);
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/* Never use this. Only for closing blender. */
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void DRW_opengl_context_enable_ex(bool restore);
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void DRW_opengl_context_disable_ex(bool restore);
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void DRW_opengl_render_context_enable(void *re_gl_context);
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void DRW_opengl_render_context_disable(void *re_gl_context);
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void DRW_gpu_render_context_enable(void *re_gpu_context);
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void DRW_gpu_render_context_disable(void *re_gpu_context);
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
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void DRW_drawdata_free(struct ID *id);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __DRW_ENGINE_H__ */
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