Camera background images were not shown under transparent objects. This patch performs an alpha under for background images for cycles. In order to see the difference the Film transparency needs to be turned on. Note that workbench and EEVEE still needs to be adapted as they don't write store alpha value in the viewport. Side note. This implementation is already an improvement of the current behavior, what users are requesting. (Show background images underneath cycles viewport rendering.) It is clear that this patch still needs to be extended to workbench and eevee. For now that should be marked as a known limitation. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5437
311 lines
9.1 KiB
C
311 lines
9.1 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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* Contains dynamic drawing using immediate mode
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*/
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#include "DNA_brush_types.h"
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#include "DNA_screen_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 "ED_screen.h"
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#include "ED_view3d.h"
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#include "GPU_shader.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "UI_resources.h"
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#include "WM_types.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "view3d_intern.h"
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#include "draw_manager.h"
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/* ******************** region info ***************** */
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void DRW_draw_region_info(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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DRW_draw_cursor();
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view3d_draw_region_info(draw_ctx->evil_C, ar);
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}
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/* ************************* Background ************************** */
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void DRW_clear_background()
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{
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GPU_clear_color(0.0, 0.0, 0.0, 0.0);
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GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT);
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}
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void DRW_draw_background(bool do_alpha_checker)
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{
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drw_state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL);
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if (do_alpha_checker) {
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/* Transparent render, do alpha checker. */
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GPU_matrix_push();
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GPU_matrix_identity_set();
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GPU_matrix_identity_projection_set();
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imm_draw_box_checker_2d(-1.0f, -1.0f, 1.0f, 1.0f);
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GPU_matrix_pop();
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}
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else {
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float m[4][4];
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unit_m4(m);
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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uint color = GPU_vertformat_attr_add(
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format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
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uchar col_hi[3], col_lo[3];
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GPU_matrix_push();
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GPU_matrix_identity_set();
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GPU_matrix_projection_set(m);
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immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
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UI_GetThemeColor3ubv(TH_BACK, col_hi);
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UI_GetThemeColor3ubv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_BACK_GRAD : TH_BACK, col_lo);
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immBegin(GPU_PRIM_TRI_FAN, 4);
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immAttr3ubv(color, col_lo);
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immVertex2f(pos, -1.0f, -1.0f);
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immVertex2f(pos, 1.0f, -1.0f);
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immAttr3ubv(color, col_hi);
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immVertex2f(pos, 1.0f, 1.0f);
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immVertex2f(pos, -1.0f, 1.0f);
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immEnd();
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immUnbindProgram();
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GPU_matrix_pop();
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}
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}
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GPUBatch *DRW_draw_background_clipping_batch_from_rv3d(const RegionView3D *rv3d)
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{
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const BoundBox *bb = rv3d->clipbb;
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const uint clipping_index[6][4] = {
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{0, 1, 2, 3},
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{0, 4, 5, 1},
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{4, 7, 6, 5},
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{7, 3, 2, 6},
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{1, 5, 6, 2},
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{7, 4, 0, 3},
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};
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GPUVertBuf *vbo;
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GPUIndexBuf *el;
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GPUIndexBufBuilder elb = {0};
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/* Elements */
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GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, ARRAY_SIZE(clipping_index) * 2, ARRAY_SIZE(bb->vec));
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for (int i = 0; i < ARRAY_SIZE(clipping_index); i++) {
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const uint *idx = clipping_index[i];
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GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
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GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[2], idx[3]);
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}
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el = GPU_indexbuf_build(&elb);
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GPUVertFormat format = {0};
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uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bb->vec));
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GPU_vertbuf_attr_fill(vbo, pos_id, bb->vec);
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return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, el, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
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}
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/* **************************** 3D Cursor ******************************** */
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static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
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{
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View3D *v3d = draw_ctx->v3d;
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if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) {
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return false;
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}
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/* don't draw cursor in paint modes, but with a few exceptions */
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if (draw_ctx->object_mode & OB_MODE_ALL_PAINT) {
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/* exception: object is in weight paint and has deforming armature in pose mode */
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if (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) {
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if (BKE_object_pose_armature_get(draw_ctx->obact) != NULL) {
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return true;
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}
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}
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/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
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else if (draw_ctx->object_mode & OB_MODE_TEXTURE_PAINT) {
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const Paint *p = BKE_paint_get_active(scene, view_layer);
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if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
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if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
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return true;
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}
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}
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}
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/* no exception met? then don't draw cursor! */
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return false;
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}
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else if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
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/* grease pencil hide always in some modes */
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return false;
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}
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return true;
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}
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void DRW_draw_cursor(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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Scene *scene = draw_ctx->scene;
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ViewLayer *view_layer = draw_ctx->view_layer;
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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if (is_cursor_visible(draw_ctx, scene, view_layer)) {
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int co[2];
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/* Get cursor data into quaternion form */
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const View3DCursor *cursor = &scene->cursor;
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if (ED_view3d_project_int_global(
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ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) ==
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V3D_PROJ_RET_OK) {
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RegionView3D *rv3d = ar->regiondata;
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float cursor_quat[4];
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BKE_scene_cursor_rot_to_quat(cursor, cursor_quat);
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/* Draw nice Anti Aliased cursor. */
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GPU_line_width(1.0f);
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GPU_blend(true);
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GPU_line_smooth(true);
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float eps = 1e-5f;
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rv3d->viewquat[0] = -rv3d->viewquat[0];
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bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps);
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if (is_aligned == false) {
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float tquat[4];
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rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat);
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is_aligned = tquat[0] - eps < -1.0f;
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}
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rv3d->viewquat[0] = -rv3d->viewquat[0];
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/* Draw lines */
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if (is_aligned == false) {
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uint pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immUniformThemeColor3(TH_VIEW_OVERLAY);
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immBegin(GPU_PRIM_LINES, 12);
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const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) *
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U.widget_unit;
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#define CURSOR_VERT(axis_vec, axis, fac) \
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immVertex3f(pos, \
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cursor->location[0] + axis_vec[0] * (fac), \
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cursor->location[1] + axis_vec[1] * (fac), \
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cursor->location[2] + axis_vec[2] * (fac))
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#define CURSOR_EDGE(axis_vec, axis, sign) \
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{ \
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CURSOR_VERT(axis_vec, axis, sign 1.0f); \
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CURSOR_VERT(axis_vec, axis, sign 0.25f); \
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} \
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((void)0)
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for (int axis = 0; axis < 3; axis++) {
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float axis_vec[3] = {0};
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axis_vec[axis] = scale;
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mul_qt_v3(cursor_quat, axis_vec);
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CURSOR_EDGE(axis_vec, axis, +);
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CURSOR_EDGE(axis_vec, axis, -);
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}
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#undef CURSOR_VERT
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#undef CURSOR_EDGE
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immEnd();
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immUnbindProgram();
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}
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float original_proj[4][4];
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GPU_matrix_projection_get(original_proj);
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GPU_matrix_push();
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ED_region_pixelspace(ar);
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GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
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GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
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GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
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GPU_batch_program_set(
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cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
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GPU_batch_draw(cursor_batch);
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GPU_blend(false);
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GPU_line_smooth(false);
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GPU_matrix_pop();
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GPU_matrix_projection_set(original_proj);
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}
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}
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}
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/* **************************** 3D Gizmo ******************************** */
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void DRW_draw_gizmo_3d(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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/* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */
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/* TODO depth culling gizmos is not yet supported, just drawing _3D here, should
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* later become _IN_SCENE (and draw _3D separate) */
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WM_gizmomap_draw(ar->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_3D);
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}
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void DRW_draw_gizmo_2d(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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WM_gizmomap_draw(ar->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
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glDepthMask(GL_TRUE);
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}
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