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blender-archive/source/blender/editors/space_view3d/view3d_draw.c
Campbell Barton 8e981efe38 3D View: support axis views with axis-aligned roll
Previously any of the named views could not have any roll,
this commit supports roll as long as it's axis-aligned (90,180,270 deg).

This is useful for snapping to views,
an improvement on cebd025e02.
2020-02-10 01:50:23 +11:00

2414 lines
70 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup spview3d
*/
#include <math.h>
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BLI_jitter_2d.h"
#include "BKE_camera.h"
#include "BKE_collection.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_layer.h"
#include "BKE_key.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_studiolight.h"
#include "BKE_unit.h"
#include "BLF_api.h"
#include "BLT_translation.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DRW_engine.h"
#include "DRW_select_buffer.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_screen_types.h"
#include "ED_transform.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_draw.h"
#include "GPU_matrix.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_material.h"
#include "GPU_viewport.h"
#include "GPU_state.h"
#include "GPU_framebuffer.h"
#include "MEM_guardedalloc.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "view3d_intern.h" /* own include */
/* -------------------------------------------------------------------- */
/** \name General Functions
* \{ */
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
void ED_view3d_update_viewmat(Depsgraph *depsgraph,
Scene *scene,
View3D *v3d,
ARegion *ar,
float viewmat[4][4],
float winmat[4][4],
const rcti *rect,
bool offscreen)
{
RegionView3D *rv3d = ar->regiondata;
/* setup window matrices */
if (winmat) {
copy_m4_m4(rv3d->winmat, winmat);
}
else {
view3d_winmatrix_set(depsgraph, ar, v3d, rect);
}
/* setup view matrix */
if (viewmat) {
copy_m4_m4(rv3d->viewmat, viewmat);
}
else {
float rect_scale[2];
if (rect) {
rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx;
rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
}
/* note: calls BKE_object_where_is_calc for camera... */
view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
}
/* update utility matrices */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
/* calculate GLSL view dependent values */
/* store window coordinates scaling/offset */
if (!offscreen && rv3d->persp == RV3D_CAMOB && v3d->camera) {
rctf cameraborder;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &cameraborder, false);
rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
}
else {
rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
}
/* calculate pixelsize factor once, is used for lights and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
* because of float point precision problems at large values [#23908] */
float v1[3], v2[3];
float len_px, len_sc;
v1[0] = rv3d->persmat[0][0];
v1[1] = rv3d->persmat[1][0];
v1[2] = rv3d->persmat[2][0];
v2[0] = rv3d->persmat[0][1];
v2[1] = rv3d->persmat[1][1];
v2[2] = rv3d->persmat[2][1];
len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
if (rect) {
len_sc = (float)max_ii(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect));
}
else {
len_sc = (float)MAX2(ar->winx, ar->winy);
}
rv3d->pixsize = len_px / len_sc;
}
}
static void view3d_main_region_setup_view(Depsgraph *depsgraph,
Scene *scene,
View3D *v3d,
ARegion *ar,
float viewmat[4][4],
float winmat[4][4],
const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, rect, false);
/* set for opengl */
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
static void view3d_main_region_setup_offscreen(Depsgraph *depsgraph,
Scene *scene,
View3D *v3d,
ARegion *ar,
float viewmat[4][4],
float winmat[4][4])
{
RegionView3D *rv3d = ar->regiondata;
ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, NULL, true);
/* set for opengl */
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
return false;
}
if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
return false;
}
switch (v3d->stereo3d_camera) {
case STEREO_MONO_ID:
return false;
break;
case STEREO_3D_ID:
/* win will be NULL when calling this from the selection or draw loop. */
if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
return false;
}
if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
!BKE_scene_multiview_is_stereo3d(&scene->r)) {
return false;
}
break;
/* We always need the stereo calculation for left and right cameras. */
case STEREO_LEFT_ID:
case STEREO_RIGHT_ID:
default:
break;
}
return true;
}
/* setup the view and win matrices for the multiview cameras
*
* unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
* we have no winmatrix (i.e., projection matrix) defined at that time.
* Since the camera and the camera shift are needed for the winmat calculation
* we do a small hack to replace it temporarily so we don't need to change the
* view3d)main_region_setup_view() code to account for that.
*/
static void view3d_stereo3d_setup(
Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
{
bool is_left;
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
const char *viewname;
/* show only left or right camera */
if (v3d->stereo3d_camera != STEREO_3D_ID) {
v3d->multiview_eye = v3d->stereo3d_camera;
}
is_left = v3d->multiview_eye == STEREO_LEFT_ID;
viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
Camera *data, *data_eval;
float viewmat[4][4];
float shiftx;
data = (Camera *)v3d->camera->data;
data_eval = (Camera *)DEG_get_evaluated_id(depsgraph, &data->id);
shiftx = data_eval->shiftx;
BLI_thread_lock(LOCK_VIEW3D);
data_eval->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
data_eval->shiftx = shiftx;
BLI_thread_unlock(LOCK_VIEW3D);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *view_ob = v3d->camera;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BLI_thread_lock(LOCK_VIEW3D);
v3d->camera = camera;
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
v3d->camera = view_ob;
BLI_thread_unlock(LOCK_VIEW3D);
}
}
/**
* Set the correct matrices
*/
void ED_view3d_draw_setup_view(wmWindow *win,
Depsgraph *depsgraph,
Scene *scene,
ARegion *ar,
View3D *v3d,
float viewmat[4][4],
float winmat[4][4],
const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
/* Setup the view matrix. */
if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
view3d_stereo3d_setup(depsgraph, scene, v3d, ar, rect);
}
else {
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw View Border
* \{ */
static void view3d_camera_border(const Scene *scene,
struct Depsgraph *depsgraph,
const ARegion *ar,
const View3D *v3d,
const RegionView3D *rv3d,
rctf *r_viewborder,
const bool no_shift,
const bool no_zoom)
{
CameraParams params;
rctf rect_view, rect_camera;
Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
/* get viewport viewplane */
BKE_camera_params_init(&params);
BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
if (no_zoom) {
params.zoom = 1.0f;
}
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
rect_view = params.viewplane;
/* get camera viewplane */
BKE_camera_params_init(&params);
/* fallback for non camera objects */
params.clip_start = v3d->clip_start;
params.clip_end = v3d->clip_end;
BKE_camera_params_from_object(&params, camera_eval);
if (no_shift) {
params.shiftx = 0.0f;
params.shifty = 0.0f;
}
BKE_camera_params_compute_viewplane(
&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
rect_camera = params.viewplane;
/* get camera border within viewport */
r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
ar->winx;
r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
ar->winx;
r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
ar->winy;
r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
ar->winy;
}
void ED_view3d_calc_camera_border_size(const Scene *scene,
Depsgraph *depsgraph,
const ARegion *ar,
const View3D *v3d,
const RegionView3D *rv3d,
float r_size[2])
{
rctf viewborder;
view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, true, true);
r_size[0] = BLI_rctf_size_x(&viewborder);
r_size[1] = BLI_rctf_size_y(&viewborder);
}
void ED_view3d_calc_camera_border(const Scene *scene,
Depsgraph *depsgraph,
const ARegion *ar,
const View3D *v3d,
const RegionView3D *rv3d,
rctf *r_viewborder,
const bool no_shift)
{
view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, r_viewborder, no_shift, false);
}
static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac)
{
float x3, y3, x4, y4;
x3 = x1 + fac * (x2 - x1);
y3 = y1 + fac * (y2 - y1);
x4 = x1 + (1.0f - fac) * (x2 - x1);
y4 = y1 + (1.0f - fac) * (y2 - y1);
immBegin(GPU_PRIM_LINES, 8);
immVertex2f(shdr_pos, x1, y3);
immVertex2f(shdr_pos, x2, y3);
immVertex2f(shdr_pos, x1, y4);
immVertex2f(shdr_pos, x2, y4);
immVertex2f(shdr_pos, x3, y1);
immVertex2f(shdr_pos, x3, y2);
immVertex2f(shdr_pos, x4, y1);
immVertex2f(shdr_pos, x4, y2);
immEnd();
}
/* harmonious triangle */
static void drawviewborder_triangle(
uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
{
float ofs;
float w = x2 - x1;
float h = y2 - y1;
immBegin(GPU_PRIM_LINES, 6);
if (w > h) {
if (golden) {
ofs = w * (1.0f - (1.0f / 1.61803399f));
}
else {
ofs = h * (h / w);
}
if (dir == 'B') {
SWAP(float, y1, y2);
}
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
immVertex2f(shdr_pos, x2, y1);
immVertex2f(shdr_pos, x1 + (w - ofs), y2);
immVertex2f(shdr_pos, x1, y2);
immVertex2f(shdr_pos, x1 + ofs, y1);
}
else {
if (golden) {
ofs = h * (1.0f - (1.0f / 1.61803399f));
}
else {
ofs = w * (w / h);
}
if (dir == 'B') {
SWAP(float, x1, x2);
}
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
immVertex2f(shdr_pos, x2, y1);
immVertex2f(shdr_pos, x1, y1 + ofs);
immVertex2f(shdr_pos, x1, y2);
immVertex2f(shdr_pos, x2, y1 + (h - ofs));
}
immEnd();
}
static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *ar, View3D *v3d)
{
float x1, x2, y1, y2;
float x1i, x2i, y1i, y2i;
rctf viewborder;
Camera *ca = NULL;
RegionView3D *rv3d = ar->regiondata;
if (v3d->camera == NULL) {
return;
}
if (v3d->camera->type == OB_CAMERA) {
ca = v3d->camera->data;
}
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
/* the offsets */
x1 = viewborder.xmin;
y1 = viewborder.ymin;
x2 = viewborder.xmax;
y2 = viewborder.ymax;
GPU_line_width(1.0f);
/* apply offsets so the real 3D camera shows through */
/* note: quite un-scientific but without this bit extra
* 0.0001 on the lower left the 2D border sometimes
* obscures the 3D camera border */
/* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
* but keep it here in case we need to remove the workaround */
x1i = (int)(x1 - 1.0001f);
y1i = (int)(y1 - 1.0001f);
x2i = (int)(x2 + (1.0f - 0.0001f));
y2i = (int)(y2 + (1.0f - 0.0001f));
uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* First, solid lines. */
{
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
const float winx = (ar->winx + 1);
const float winy = (ar->winy + 1);
float alpha = 1.0f;
if (ca->passepartalpha != 1.0f) {
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
alpha = ca->passepartalpha;
}
immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
if (x1i > 0.0f) {
immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
}
if (x2i < winx) {
immRectf(shdr_pos, x2i, winy, winx, 0.0f);
}
if (y2i < winy) {
immRectf(shdr_pos, x1i, winy, x2i, y2i);
}
if (y2i > 0.0f) {
immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
}
GPU_blend(false);
}
immUniformThemeColor(TH_BACK);
imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (view3d_camera_border_hack_test == true) {
immUniformColor3ubv(view3d_camera_border_hack_col);
imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
view3d_camera_border_hack_test = false;
}
#endif
immUnbindProgram();
}
/* When overlays are disabled, only show camera outline & passepartout. */
if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
return;
}
/* And now, the dashed lines! */
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
{
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("colors_len", 0); /* "simple" mode */
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
/* outer line not to confuse with object selection */
if (v3d->flag2 & V3D_LOCK_CAMERA) {
immUniformThemeColor(TH_REDALERT);
imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
}
immUniformThemeColor(TH_VIEW_OVERLAY);
imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
}
/* Render Border. */
if (scene->r.mode & R_BORDER) {
float x3, y3, x4, y4;
x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
immUniformColor3f(1.0f, 0.25f, 0.25f);
imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
}
/* safety border */
if (ca) {
immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
if (ca->dtx & CAM_DTX_CENTER) {
float x3, y3;
x3 = x1 + 0.5f * (x2 - x1);
y3 = y1 + 0.5f * (y2 - y1);
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(shdr_pos, x1, y3);
immVertex2f(shdr_pos, x2, y3);
immVertex2f(shdr_pos, x3, y1);
immVertex2f(shdr_pos, x3, y2);
immEnd();
}
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
immVertex2f(shdr_pos, x1, y2);
immVertex2f(shdr_pos, x2, y1);
immEnd();
}
if (ca->dtx & CAM_DTX_THIRDS) {
drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
}
if (ca->dtx & CAM_DTX_GOLDEN) {
drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
}
if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
UI_draw_safe_areas(
shdr_pos, x1, x2, y1, y2, scene->safe_areas.title, scene->safe_areas.action);
if (ca->flag & CAM_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(shdr_pos,
x1,
x2,
y1,
y2,
scene->safe_areas.title_center,
scene->safe_areas.action_center);
}
}
if (ca->flag & CAM_SHOWSENSOR) {
/* determine sensor fit, and get sensor x/y, for auto fit we
* assume and square sensor and only use sensor_x */
float sizex = scene->r.xsch * scene->r.xasp;
float sizey = scene->r.ysch * scene->r.yasp;
int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
float sensor_x = ca->sensor_x;
float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
/* determine sensor plane */
rctf rect;
if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
float sensor_scale = (x2i - x1i) / sensor_x;
float sensor_height = sensor_scale * sensor_y;
rect.xmin = x1i;
rect.xmax = x2i;
rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
rect.ymax = rect.ymin + sensor_height;
}
else {
float sensor_scale = (y2i - y1i) / sensor_y;
float sensor_width = sensor_scale * sensor_x;
rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
rect.xmax = rect.xmin + sensor_width;
rect.ymin = y1i;
rect.ymax = y2i;
}
/* draw */
immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);
/* TODO Was using:
* UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color);
* We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the
* 2.0f round corner effect was nearly not visible anyway... */
imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
}
}
immUnbindProgram();
/* end dashed lines */
/* camera name - draw in highlighted text color */
if (ca && ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) && (ca->flag & CAM_SHOWNAME)) {
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
BLF_draw_default(x1i,
y1i - (0.7f * U.widget_unit),
0.0f,
v3d->camera->id.name + 2,
sizeof(v3d->camera->id.name) - 2);
}
}
static void drawrenderborder(ARegion *ar, View3D *v3d)
{
/* use the same program for everything */
uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_line_width(1.0f);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("colors_len", 0); /* "simple" mode */
immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
imm_draw_box_wire_2d(shdr_pos,
v3d->render_border.xmin * ar->winx,
v3d->render_border.ymin * ar->winy,
v3d->render_border.xmax * ar->winx,
v3d->render_border.ymax * ar->winy);
immUnbindProgram();
}
void ED_view3d_draw_depth(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, bool alphaoverride)
{
struct bThemeState theme_state;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RegionView3D *rv3d = ar->regiondata;
short flag = v3d->flag;
float glalphaclip = U.glalphaclip;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
v3d->flag &= ~V3D_SELECT_OUTLINE;
/* not that nice but means we wont zoom into billboards */
U.glalphaclip = alphaoverride ? 0.5f : glalphaclip;
/* Tools may request depth outside of regular drawing code. */
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
GPU_clear(GPU_DEPTH_BIT);
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
ED_view3d_clipping_set(rv3d);
}
/* get surface depth without bias */
rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
GPU_depth_test(true);
/* Needed in cases the view-port isn't already setup. */
WM_draw_region_viewport_ensure(ar, SPACE_VIEW3D);
WM_draw_region_viewport_bind(ar);
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
/* When Blender is starting, a click event can trigger a depth test while the viewport is not
* yet available. */
if (viewport != NULL) {
DRW_draw_depth_loop(depsgraph, ar, v3d, viewport, false);
}
WM_draw_region_viewport_unbind(ar);
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
ED_view3d_clipping_disable();
}
rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
/* Reset default for UI */
GPU_depth_test(false);
U.glalphaclip = glalphaclip;
v3d->flag = flag;
UI_Theme_Restore(&theme_state);
}
/* ******************** other elements ***************** */
/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
{
/* apply units */
if (scene->unit.system) {
const void *usys;
int len;
bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
if (usys) {
int i = bUnit_GetBaseUnit(usys);
if (grid_unit) {
*grid_unit = bUnit_GetNameDisplay(usys, i);
}
return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
}
}
return 1.0f;
}
float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
{
return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
}
#define STEPS_LEN 8
void ED_view3d_grid_steps(Scene *scene,
View3D *v3d,
RegionView3D *rv3d,
float r_grid_steps[STEPS_LEN])
{
const void *usys;
int i, len;
bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
float grid_scale = v3d->grid;
BLI_assert(STEPS_LEN >= len);
if (usys) {
if (rv3d->view == RV3D_VIEW_USER) {
/* Skip steps */
len = bUnit_GetBaseUnit(usys) + 1;
}
grid_scale /= scene->unit.scale_length;
for (i = 0; i < len; i++) {
r_grid_steps[i] = (float)bUnit_GetScaler(usys, len - 1 - i) * grid_scale;
}
for (; i < STEPS_LEN; i++) {
/* Fill last slots */
r_grid_steps[i] = 10.0f * r_grid_steps[i - 1];
}
}
else {
if (rv3d->view != RV3D_VIEW_USER) {
/* Allow 3 more subdivisions. */
grid_scale /= powf(v3d->gridsubdiv, 3);
}
int subdiv = 1;
for (i = 0;; i++) {
r_grid_steps[i] = grid_scale * subdiv;
if (i == STEPS_LEN - 1) {
break;
}
subdiv *= v3d->gridsubdiv;
}
}
}
/* Simulates the grid scale that is actually viewed.
* The actual code is seen in `object_grid_frag.glsl` (see `grid_res`).
* Currently the simulation is only done when RV3D_VIEW_IS_AXIS. */
float ED_view3d_grid_view_scale(Scene *scene,
View3D *v3d,
RegionView3D *rv3d,
const char **grid_unit)
{
float grid_scale;
if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
/* Decrease the distance between grid snap points depending on zoom. */
/* `0.38` was a value visually obtained in order to get a snap distance
* that matches previous versions Blender.*/
float min_dist = 0.38f * (rv3d->dist / v3d->lens);
float grid_steps[STEPS_LEN];
ED_view3d_grid_steps(scene, v3d, rv3d, grid_steps);
/* Skip last item, in case the 'mid_dist' is greater than the largest unit. */
int i;
for (i = 0; i < ARRAY_SIZE(grid_steps) - 1; i++) {
grid_scale = grid_steps[i];
if (grid_scale > min_dist) {
break;
}
}
if (grid_unit) {
const void *usys;
int len;
bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
if (usys) {
*grid_unit = bUnit_GetNameDisplay(usys, len - i - 1);
}
}
}
else {
grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
}
return grid_scale;
}
#undef STEPS_LEN
static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
{
const float k = U.rvisize * U.pixelsize; /* axis size */
/* axis alpha offset (rvibright has range 0-10) */
const int bright = -20 * (10 - U.rvibright);
/* Axis center in screen coordinates.
*
* - Unit size offset so small text doesn't draw outside the screen
* - Extra X offset because of the panel expander.
*/
const float startx = rect->xmax - (k + UI_UNIT_X * 1.5);
const float starty = rect->ymax - (k + UI_UNIT_Y);
float axis_pos[3][2];
uchar axis_col[3][4];
int axis_order[3] = {0, 1, 2};
axis_sort_v3(rv3d->viewinv[2], axis_order);
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
/* get position of each axis tip on screen */
float vec[3] = {0.0f};
vec[i] = 1.0f;
mul_qt_v3(rv3d->viewquat, vec);
axis_pos[i][0] = startx + vec[0] * k;
axis_pos[i][1] = starty + vec[1] * k;
/* get color of each axis */
UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
}
/* draw axis lines */
GPU_line_width(2.0f);
GPU_line_smooth(true);
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GPU_PRIM_LINES, 6);
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
immAttr4ubv(col, axis_col[i]);
immVertex2f(pos, startx, starty);
immAttr4ubv(col, axis_col[i]);
immVertex2fv(pos, axis_pos[i]);
}
immEnd();
immUnbindProgram();
GPU_line_smooth(false);
/* draw axis names */
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
const char axis_text[2] = {'x' + i, '\0'};
BLF_color4ubv(BLF_default(), axis_col[i]);
BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
}
}
#ifdef WITH_INPUT_NDOF
/* draw center and axis of rotation for ongoing 3D mouse navigation */
static void draw_rotation_guide(const RegionView3D *rv3d)
{
float o[3]; /* center of rotation */
float end[3]; /* endpoints for drawing */
GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
negate_v3_v3(o, rv3d->ofs);
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE); /* don't overwrite zbuf */
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
if (rv3d->rot_angle != 0.0f) {
/* -- draw rotation axis -- */
float scaled_axis[3];
const float scale = rv3d->dist;
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
immBegin(GPU_PRIM_LINE_STRIP, 3);
color[3] = 0; /* more transparent toward the ends */
immAttr4ubv(col, color);
add_v3_v3v3(end, o, scaled_axis);
immVertex3fv(pos, end);
# if 0
color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
/* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
# endif
color[3] = 127; /* more opaque toward the center */
immAttr4ubv(col, color);
immVertex3fv(pos, o);
color[3] = 0;
immAttr4ubv(col, color);
sub_v3_v3v3(end, o, scaled_axis);
immVertex3fv(pos, end);
immEnd();
/* -- draw ring around rotation center -- */
{
# define ROT_AXIS_DETAIL 13
const float s = 0.05f * scale;
const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
float q[4]; /* rotate ring so it's perpendicular to axis */
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
if (!upright) {
const float up[3] = {0.0f, 0.0f, 1.0f};
float vis_angle, vis_axis[3];
cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
axis_angle_to_quat(q, vis_axis, vis_angle);
}
immBegin(GPU_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
color[3] = 63; /* somewhat faint */
immAttr4ubv(col, color);
float angle = 0.0f;
for (int i = 0; i < ROT_AXIS_DETAIL; i++, angle += step) {
float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
if (!upright) {
mul_qt_v3(q, p);
}
add_v3_v3(p, o);
immVertex3fv(pos, p);
}
immEnd();
# undef ROT_AXIS_DETAIL
}
color[3] = 255; /* solid dot */
}
else {
color[3] = 127; /* see-through dot */
}
immUnbindProgram();
/* -- draw rotation center -- */
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
GPU_point_size(5.0f);
immBegin(GPU_PRIM_POINTS, 1);
immAttr4ubv(col, color);
immVertex3fv(pos, o);
immEnd();
immUnbindProgram();
GPU_blend(false);
glDepthMask(GL_TRUE);
}
#endif /* WITH_INPUT_NDOF */
/**
* Render and camera border
*/
static void view3d_draw_border(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
RegionView3D *rv3d = ar->regiondata;
View3D *v3d = CTX_wm_view3d(C);
if (rv3d->persp == RV3D_CAMOB) {
drawviewborder(scene, depsgraph, ar, v3d);
}
else if (v3d->flag2 & V3D_RENDER_BORDER) {
drawrenderborder(ar, v3d);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Text & Info
* \{ */
/**
* Draw Info
*/
static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
{
/* TODO viewport */
}
/**
* Viewport Name
*/
static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
{
const char *name = NULL;
switch (rv3d->view) {
case RV3D_VIEW_FRONT:
if (rv3d->persp == RV3D_ORTHO) {
name = IFACE_("Front Orthographic");
}
else {
name = IFACE_("Front Perspective");
}
break;
case RV3D_VIEW_BACK:
if (rv3d->persp == RV3D_ORTHO) {
name = IFACE_("Back Orthographic");
}
else {
name = IFACE_("Back Perspective");
}
break;
case RV3D_VIEW_TOP:
if (rv3d->persp == RV3D_ORTHO) {
name = IFACE_("Top Orthographic");
}
else {
name = IFACE_("Top Perspective");
}
break;
case RV3D_VIEW_BOTTOM:
if (rv3d->persp == RV3D_ORTHO) {
name = IFACE_("Bottom Orthographic");
}
else {
name = IFACE_("Bottom Perspective");
}
break;
case RV3D_VIEW_RIGHT:
if (rv3d->persp == RV3D_ORTHO) {
name = IFACE_("Right Orthographic");
}
else {
name = IFACE_("Right Perspective");
}
break;
case RV3D_VIEW_LEFT:
if (rv3d->persp == RV3D_ORTHO) {
name = IFACE_("Left Orthographic");
}
else {
name = IFACE_("Left Perspective");
}
break;
default:
if (rv3d->persp == RV3D_CAMOB) {
if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
Camera *cam;
cam = v3d->camera->data;
if (cam->type == CAM_PERSP) {
name = IFACE_("Camera Perspective");
}
else if (cam->type == CAM_ORTHO) {
name = IFACE_("Camera Orthographic");
}
else {
BLI_assert(cam->type == CAM_PANO);
name = IFACE_("Camera Panoramic");
}
}
else {
name = IFACE_("Object as Camera");
}
}
else {
name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Orthographic") :
IFACE_("User Perspective");
}
}
return name;
}
static void draw_viewport_name(ARegion *ar, View3D *v3d, int xoffset, int *yoffset)
{
RegionView3D *rv3d = ar->regiondata;
const char *name = view3d_get_name(v3d, rv3d);
const char *name_array[3] = {name, NULL, NULL};
int name_array_len = 1;
const int font_id = BLF_default();
/* 6 is the maximum size of the axis roll text. */
/* increase size for unicode languages (Chinese in utf-8...) */
#ifdef WITH_INTERNATIONAL
char tmpstr[96 + 6];
#else
char tmpstr[32 + 6];
#endif
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
if (RV3D_VIEW_IS_AXIS(rv3d->view) && (rv3d->view_axis_roll != RV3D_VIEW_AXIS_ROLL_0)) {
const char *axis_roll;
switch (rv3d->view_axis_roll) {
case RV3D_VIEW_AXIS_ROLL_90:
axis_roll = " 90\xC2\xB0";
break;
case RV3D_VIEW_AXIS_ROLL_180:
axis_roll = " 180\xC2\xB0";
break;
default:
axis_roll = " -90\xC2\xB0";
break;
}
name_array[name_array_len++] = axis_roll;
}
if (v3d->localvd) {
name_array[name_array_len++] = IFACE_(" (Local)");
}
if (name_array_len > 1) {
BLI_string_join_array(tmpstr, sizeof(tmpstr), name_array, name_array_len);
name = tmpstr;
}
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
*yoffset -= U.widget_unit;
BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
BLF_disable(font_id, BLF_SHADOW);
}
/**
* Draw info beside axes in bottom left-corner:
* frame-number, collection, object name, bone name (if available), marker name (if available).
*/
static void draw_selected_name(
Scene *scene, ViewLayer *view_layer, Object *ob, int xoffset, int *yoffset)
{
const int cfra = CFRA;
const char *msg_pin = " (Pinned)";
const char *msg_sep = " : ";
const int font_id = BLF_default();
char info[300];
char *s = info;
s += sprintf(s, "(%d)", cfra);
if ((ob == NULL) || (ob->mode == OB_MODE_OBJECT)) {
LayerCollection *layer_collection = view_layer->active_collection;
s += sprintf(s,
" %s%s",
BKE_collection_ui_name_get(layer_collection->collection),
(ob == NULL) ? "" : " |");
}
/*
* info can contain:
* - a frame (7 + 2)
* - a collection name (MAX_NAME + 3)
* - 3 object names (MAX_NAME)
* - 2 BREAD_CRUMB_SEPARATORs (6)
* - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
* - a marker name (MAX_NAME + 3)
*/
/* get name of marker on current frame (if available) */
const char *markern = BKE_scene_find_marker_name(scene, cfra);
/* check if there is an object */
if (ob) {
*s++ = ' ';
s += BLI_strcpy_rlen(s, ob->id.name + 2);
/* name(s) to display depends on type of object */
if (ob->type == OB_ARMATURE) {
bArmature *arm = ob->data;
/* show name of active bone too (if possible) */
if (arm->edbo) {
if (arm->act_edbone) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_edbone->name);
}
}
else if (ob->mode & OB_MODE_POSE) {
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
/* try to display active bone and active shapekey too (if they exist) */
if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
Object *armobj = BKE_object_pose_armature_get(ob);
if (armobj && armobj->mode & OB_MODE_POSE) {
bArmature *arm = armobj->data;
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
Key *key = BKE_key_from_object(ob);
if (key) {
KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
if (kb) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, kb->name);
if (ob->shapeflag & OB_SHAPE_LOCK) {
s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
}
}
}
}
/* color depends on whether there is a keyframe */
if (id_frame_has_keyframe(
(ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) {
UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
}
else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) {
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
}
}
else {
/* no object */
if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra)) {
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
}
}
if (markern) {
s += sprintf(s, " <%s>", markern);
}
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
*yoffset -= U.widget_unit;
BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
BLF_disable(font_id, BLF_SHADOW);
}
static void draw_grid_unit_name(
Scene *scene, RegionView3D *rv3d, View3D *v3d, int xoffset, int *yoffset)
{
if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
const char *grid_unit = NULL;
int font_id = BLF_default();
ED_view3d_grid_view_scale(scene, v3d, rv3d, &grid_unit);
if (grid_unit) {
char numstr[32] = "";
UI_FontThemeColor(font_id, TH_TEXT_HI);
if (v3d->grid != 1.0f) {
BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
}
*yoffset -= U.widget_unit;
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
BLF_draw_default_ascii(
xoffset, *yoffset, 0.0f, numstr[0] ? numstr : grid_unit, sizeof(numstr));
BLF_disable(font_id, BLF_SHADOW);
}
}
}
/**
* Information drawn on top of the solid plates and composed data
*/
void view3d_draw_region_info(const bContext *C, ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
wmWindowManager *wm = CTX_wm_manager(C);
#ifdef WITH_INPUT_NDOF
if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((rv3d->viewlock & RV3D_LOCKED) == 0) &&
(rv3d->persp != RV3D_CAMOB)) {
/* TODO: draw something else (but not this) during fly mode */
draw_rotation_guide(rv3d);
}
#endif
/* correct projection matrix */
ED_region_pixelspace(ar);
/* local coordinate visible rect inside region, to accommodate overlapping ui */
const rcti *rect = ED_region_visible_rect(ar);
view3d_draw_border(C, ar);
view3d_draw_grease_pencil(C);
BLF_batch_draw_begin();
if (v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_NAVIGATE)) {
/* pass */
}
else {
switch ((eUserpref_MiniAxisType)U.mini_axis_type) {
case USER_MINI_AXIS_TYPE_GIZMO:
/* The gizmo handles it's own drawing. */
break;
case USER_MINI_AXIS_TYPE_MINIMAL:
draw_view_axis(rv3d, rect);
case USER_MINI_AXIS_TYPE_NONE:
break;
}
}
int xoffset = rect->xmin + U.widget_unit;
int yoffset = rect->ymax;
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 && (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
ED_scene_draw_fps(scene, xoffset, &yoffset);
}
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(ar, v3d, xoffset, &yoffset);
}
if (U.uiflag & USER_DRAWVIEWINFO) {
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
draw_selected_name(scene, view_layer, ob, xoffset, &yoffset);
}
if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
/* draw below the viewport name */
draw_grid_unit_name(scene, rv3d, v3d, xoffset, &yoffset);
}
}
if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
DRW_draw_region_engine_info(xoffset, yoffset);
}
BLF_batch_draw_end();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Viewport Contents
* \{ */
static void view3d_draw_view(const bContext *C, ARegion *ar)
{
ED_view3d_draw_setup_view(CTX_wm_window(C),
CTX_data_expect_evaluated_depsgraph(C),
CTX_data_scene(C),
ar,
CTX_wm_view3d(C),
NULL,
NULL,
NULL);
/* Only 100% compliant on new spec goes below */
DRW_draw_view(C);
}
RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype)
{
/*
* Temporary viewport draw modes until we have a proper system.
* all modes are done in the draw manager, except external render
* engines like Cycles.
*/
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (drawtype == OB_MATERIAL && (type->flag & RE_USE_EEVEE_VIEWPORT)) {
return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
}
else {
return type;
}
}
void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
Main *bmain = CTX_data_main(C);
View3D *v3d = CTX_wm_view3d(C);
view3d_draw_view(C, ar);
DRW_cache_free_old_batches(bmain);
GPU_free_images_old(bmain);
GPU_pass_cache_garbage_collect();
/* XXX This is in order to draw UI batches with the DRW
* old context since we now use it for drawing the entire area. */
gpu_batch_presets_reset();
/* No depth test for drawing action zones afterwards. */
GPU_depth_test(false);
v3d->flag |= V3D_INVALID_BACKBUF;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Offscreen Drawing
* \{ */
static void view3d_stereo3d_setup_offscreen(Depsgraph *depsgraph,
Scene *scene,
View3D *v3d,
ARegion *ar,
float winmat[4][4],
const char *viewname)
{
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
float viewmat[4][4];
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
view3d_main_region_setup_offscreen(depsgraph, scene, v3d, ar, viewmat, winmat);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_offscreen(depsgraph, scene, v3d, ar, viewmat, winmat);
}
}
void ED_view3d_draw_offscreen(Depsgraph *depsgraph,
Scene *scene,
int drawtype,
View3D *v3d,
ARegion *ar,
int winx,
int winy,
float viewmat[4][4],
float winmat[4][4],
bool do_sky,
bool UNUSED(is_persp),
const char *viewname,
const bool do_color_management,
GPUOffScreen *ofs,
GPUViewport *viewport)
{
RegionView3D *rv3d = ar->regiondata;
RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
/* set temporary new size */
int bwinx = ar->winx;
int bwiny = ar->winy;
rcti brect = ar->winrct;
ar->winx = winx;
ar->winy = winy;
ar->winrct.xmin = 0;
ar->winrct.ymin = 0;
ar->winrct.xmax = winx;
ar->winrct.ymax = winy;
struct bThemeState theme_state;
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
/* set flags */
G.f |= G_FLAG_RENDER_VIEWPORT;
{
/* free images which can have changed on frame-change
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim(G.main); /* XXX :((( */
}
GPU_matrix_push_projection();
GPU_matrix_identity_set();
GPU_matrix_push();
GPU_matrix_identity_set();
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) &&
rv3d->persp == RV3D_CAMOB && v3d->camera) {
view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, ar, winmat, viewname);
}
else {
view3d_main_region_setup_offscreen(depsgraph, scene, v3d, ar, viewmat, winmat);
}
/* main drawing call */
DRW_draw_render_loop_offscreen(
depsgraph, engine_type, ar, v3d, do_sky, do_color_management, ofs, viewport);
/* restore size */
ar->winx = bwinx;
ar->winy = bwiny;
ar->winrct = brect;
GPU_matrix_pop_projection();
GPU_matrix_pop();
UI_Theme_Restore(&theme_state);
G.f &= ~G_FLAG_RENDER_VIEWPORT;
}
/**
* Utility func for ED_view3d_draw_offscreen
*
* \param ofs: Optional off-screen buffer, can be NULL.
* (avoids re-creating when doing multiple GL renders).
*/
ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph,
Scene *scene,
int drawtype,
View3D *v3d,
ARegion *ar,
int sizex,
int sizey,
uint flag,
int alpha_mode,
const char *viewname,
/* output vars */
GPUOffScreen *ofs,
char err_out[256])
{
RegionView3D *rv3d = ar->regiondata;
const bool draw_sky = (alpha_mode == R_ADDSKY);
/* view state */
bool is_ortho = false;
float winmat[4][4];
if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
/* sizes differ, can't reuse */
ofs = NULL;
}
GPUFrameBuffer *old_fb = GPU_framebuffer_active_get();
if (old_fb) {
GPU_framebuffer_restore();
}
const bool own_ofs = (ofs == NULL);
DRW_opengl_context_enable();
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, 0, true, false, err_out);
if (ofs == NULL) {
DRW_opengl_context_disable();
return NULL;
}
}
GPU_offscreen_bind(ofs, true);
/* read in pixels & stamp */
ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
/* render 3d view */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
CameraParams params;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
const Object *camera_eval = DEG_get_evaluated_object(depsgraph, camera);
BKE_camera_params_init(&params);
/* fallback for non camera objects */
params.clip_start = v3d->clip_start;
params.clip_end = v3d->clip_end;
BKE_camera_params_from_object(&params, camera_eval);
BKE_camera_multiview_params(&scene->r, &params, camera_eval, viewname);
BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
is_ortho = params.is_ortho;
copy_m4_m4(winmat, params.winmat);
}
else {
rctf viewplane;
float clip_start, clipend;
is_ortho = ED_view3d_viewplane_get(
depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clip_start, &clipend, NULL);
if (is_ortho) {
orthographic_m4(winmat,
viewplane.xmin,
viewplane.xmax,
viewplane.ymin,
viewplane.ymax,
-clipend,
clipend);
}
else {
perspective_m4(winmat,
viewplane.xmin,
viewplane.xmax,
viewplane.ymin,
viewplane.ymax,
clip_start,
clipend);
}
}
const bool do_color_management = (ibuf->rect_float == NULL);
ED_view3d_draw_offscreen(depsgraph,
scene,
drawtype,
v3d,
ar,
sizex,
sizey,
NULL,
winmat,
draw_sky,
!is_ortho,
viewname,
do_color_management,
ofs,
NULL);
if (ibuf->rect_float) {
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
}
else if (ibuf->rect) {
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
}
/* unbind */
GPU_offscreen_unbind(ofs, true);
if (own_ofs) {
GPU_offscreen_free(ofs);
}
DRW_opengl_context_disable();
if (old_fb) {
GPU_framebuffer_bind(old_fb);
}
if (ibuf->rect_float && ibuf->rect) {
IMB_rect_from_float(ibuf);
}
return ibuf;
}
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
*
* \param ofs: Optional off-screen buffer can be NULL.
* (avoids re-creating when doing multiple GL renders).
*
* \note used by the sequencer
*/
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph,
Scene *scene,
View3DShading *shading_override,
int drawtype,
Object *camera,
int width,
int height,
uint flag,
uint draw_flags,
int alpha_mode,
const char *viewname,
GPUOffScreen *ofs,
char err_out[256])
{
View3D v3d = {NULL};
ARegion ar = {NULL};
RegionView3D rv3d = {{{0}}};
/* connect data */
v3d.regionbase.first = v3d.regionbase.last = &ar;
ar.regiondata = &rv3d;
ar.regiontype = RGN_TYPE_WINDOW;
v3d.camera = camera;
View3DShading *source_shading_settings = &scene->display.shading;
if (draw_flags & V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS && shading_override != NULL) {
source_shading_settings = shading_override;
}
memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading));
v3d.shading.type = drawtype;
if (drawtype == OB_MATERIAL) {
v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS;
v3d.shading.render_pass = SCE_PASS_COMBINED;
}
else if (drawtype == OB_RENDER) {
v3d.shading.flag = V3D_SHADING_SCENE_WORLD_RENDER | V3D_SHADING_SCENE_LIGHTS_RENDER;
v3d.shading.render_pass = SCE_PASS_COMBINED;
}
v3d.flag2 = V3D_HIDE_OVERLAYS;
if (draw_flags & V3D_OFSDRAW_SHOW_ANNOTATION) {
v3d.flag2 |= V3D_SHOW_ANNOTATION;
}
v3d.shading.background_type = V3D_SHADING_BACKGROUND_WORLD;
rv3d.persp = RV3D_CAMOB;
copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
normalize_m4(rv3d.viewinv);
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
{
CameraParams params;
const Object *view_camera_eval = DEG_get_evaluated_object(
depsgraph, BKE_camera_multiview_render(scene, v3d.camera, viewname));
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, view_camera_eval);
BKE_camera_multiview_params(&scene->r, &params, view_camera_eval, viewname);
BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
copy_m4_m4(rv3d.winmat, params.winmat);
v3d.clip_start = params.clip_start;
v3d.clip_end = params.clip_end;
v3d.lens = params.lens;
}
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(depsgraph,
scene,
drawtype,
&v3d,
&ar,
width,
height,
flag,
alpha_mode,
viewname,
ofs,
err_out);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Viewport Clipping
* \{ */
static bool view3d_clipping_test(const float co[3], const float clip[6][4])
{
if (plane_point_side_v3(clip[0], co) > 0.0f) {
if (plane_point_side_v3(clip[1], co) > 0.0f) {
if (plane_point_side_v3(clip[2], co) > 0.0f) {
if (plane_point_side_v3(clip[3], co) > 0.0f) {
return false;
}
}
}
}
return true;
}
/* For 'local' ED_view3d_clipping_local must run first
* then all comparisons can be done in localspace. */
bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
{
return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
}
void ED_view3d_clipping_set(RegionView3D *UNUSED(rv3d))
{
for (uint a = 0; a < 6; a++) {
glEnable(GL_CLIP_DISTANCE0 + a);
}
}
/* Use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set. */
void ED_view3d_clipping_disable(void)
{
for (uint a = 0; a < 6; a++) {
glDisable(GL_CLIP_DISTANCE0 + a);
}
}
void ED_view3d_clipping_enable(void)
{
for (uint a = 0; a < 6; a++) {
glEnable(GL_CLIP_DISTANCE0 + a);
}
}
/* *********************** backdraw for selection *************** */
/**
* \note Only use in object mode.
*/
static void validate_object_select_id(
struct Depsgraph *depsgraph, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Object *obact)
{
Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
UNUSED_VARS_NDEBUG(ar);
if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
BKE_paint_select_face_test(obact_eval))) {
/* do nothing */
}
/* texture paint mode sampling */
else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) &&
(v3d->shading.type > OB_WIRE)) {
/* do nothing */
}
else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) && !XRAY_ENABLED(v3d)) {
/* do nothing */
}
else {
v3d->flag &= ~V3D_INVALID_BACKBUF;
return;
}
if (!(v3d->flag & V3D_INVALID_BACKBUF)) {
return;
}
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
Base *base = BKE_view_layer_base_find(view_layer, obact);
DRW_select_buffer_context_create(&base, 1, -1);
}
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the backbuffer in this case. */
v3d->flag &= ~V3D_INVALID_BACKBUF;
}
/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
* Calling this function should be avoided during interactive drawing. */
static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data)
{
DefaultTextureList *dtxl = (DefaultTextureList *)GPU_viewport_texture_list_get(viewport);
GPUFrameBuffer *tmp_fb = GPU_framebuffer_create();
GPU_framebuffer_texture_attach(tmp_fb, dtxl->depth, 0, 0);
GPU_framebuffer_bind(tmp_fb);
glReadPixels(rect->xmin,
rect->ymin,
BLI_rcti_size_x(rect),
BLI_rcti_size_y(rect),
GL_DEPTH_COMPONENT,
GL_FLOAT,
data);
GPU_framebuffer_restore();
GPU_framebuffer_free(tmp_fb);
}
void ED_view3d_select_id_validate(ViewContext *vc)
{
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the backbuffer in this case. */
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
validate_object_select_id(vc->depsgraph, vc->view_layer, vc->ar, vc->v3d, vc->obact);
}
}
void ED_view3d_backbuf_depth_validate(ViewContext *vc)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
ARegion *ar = vc->ar;
Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
DRW_draw_depth_object(vc->ar, vc->v3d, viewport, obact_eval);
}
vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
}
}
/**
* allow for small values [0.5 - 2.5],
* and large values, FLT_MAX by clamping by the area size
*/
int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
{
return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
}
/* *********************** */
void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
{
/* clamp rect by region */
rcti r = {
.xmin = 0,
.xmax = ar->winx - 1,
.ymin = 0,
.ymax = ar->winy - 1,
};
/* Constrain rect to depth bounds */
BLI_rcti_isect(&r, rect, rect);
/* assign values to compare with the ViewDepths */
int x = rect->xmin;
int y = rect->ymin;
int w = BLI_rcti_size_x(rect);
int h = BLI_rcti_size_y(rect);
if (w <= 0 || h <= 0) {
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = NULL;
d->damaged = false;
}
else if (d->w != w || d->h != h || d->x != x || d->y != y || d->depths == NULL) {
d->x = x;
d->y = y;
d->w = w;
d->h = h;
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
d->damaged = true;
}
if (d->damaged) {
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
view3d_opengl_read_Z_pixels(viewport, rect, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
/* Note, with nouveau drivers the glReadPixels() is very slow. [#24339]. */
void ED_view3d_depth_update(ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
/* Create storage for, and, if necessary, copy depth buffer. */
if (!rv3d->depths) {
rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
}
if (rv3d->depths) {
ViewDepths *d = rv3d->depths;
if (d->w != ar->winx || d->h != ar->winy || !d->depths) {
d->w = ar->winx;
d->h = ar->winy;
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
d->damaged = true;
}
if (d->damaged) {
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
rcti r = {
.xmin = 0,
.xmax = d->w,
.ymin = 0,
.ymax = d->h,
};
view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
}
/* Utility function to find the closest Z value, use for autodepth. */
float view3d_depth_near(ViewDepths *d)
{
/* Convert to float for comparisons. */
const float near = (float)d->depth_range[0];
const float far_real = (float)d->depth_range[1];
float far = far_real;
const float *depths = d->depths;
float depth = FLT_MAX;
int i = (int)d->w * (int)d->h; /* Cast to avoid short overflow. */
/* Far is both the starting 'far' value
* and the closest value found. */
while (i--) {
depth = *depths++;
if ((depth < far) && (depth > near)) {
far = depth;
}
}
return far == far_real ? FLT_MAX : far;
}
void ED_view3d_draw_depth_gpencil(Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d)
{
/* Setup view matrix. */
ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
GPU_clear(GPU_DEPTH_BIT);
GPU_depth_test(true);
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
DRW_draw_depth_loop_gpencil(depsgraph, ar, v3d, viewport);
GPU_depth_test(false);
}
/* *********************** customdata **************** */
void ED_view3d_datamask(const bContext *C,
const Scene *UNUSED(scene),
const View3D *v3d,
CustomData_MeshMasks *r_cddata_masks)
{
if (ELEM(v3d->shading.type, OB_TEXTURE, OB_MATERIAL, OB_RENDER)) {
r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
r_cddata_masks->vmask |= CD_MASK_ORCO;
}
else if (v3d->shading.type == OB_SOLID) {
if (v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
r_cddata_masks->lmask |= CD_MASK_MLOOPUV;
}
if (v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR) {
r_cddata_masks->lmask |= CD_MASK_MLOOPCOL;
}
}
if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
(v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) {
r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
}
}
/* Goes over all modes and view3d settings. */
void ED_view3d_screen_datamask(const bContext *C,
const Scene *scene,
const bScreen *screen,
CustomData_MeshMasks *r_cddata_masks)
{
CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH);
/* Check if we need tfaces & mcols due to view mode. */
for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_VIEW3D) {
ED_view3d_datamask(C, scene, sa->spacedata.first, r_cddata_masks);
}
}
}
/**
* Store values from #RegionView3D, set when drawing.
* This is needed when we draw with to a viewport using a different matrix
* (offscreen drawing for example).
*
* Values set by #ED_view3d_update_viewmat should be handled here.
*/
struct RV3DMatrixStore {
float winmat[4][4];
float viewmat[4][4];
float viewinv[4][4];
float persmat[4][4];
float persinv[4][4];
float viewcamtexcofac[4];
float pixsize;
};
struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
{
struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
rv3dmat->pixsize = rv3d->pixsize;
return (void *)rv3dmat;
}
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
{
struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
rv3d->pixsize = rv3dmat->pixsize;
}
/**
* \note The info that this uses is updated in #ED_refresh_viewport_fps,
* which currently gets called during #SCREEN_OT_animation_step.
*/
void ED_scene_draw_fps(Scene *scene, int xoffset, int *yoffset)
{
ScreenFrameRateInfo *fpsi = scene->fps_info;
char printable[16];
if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) {
return;
}
printable[0] = '\0';
/* Doing an average for a more robust calculation. */
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 /
(fpsi->lredrawtime - fpsi->redrawtime));
float fps = 0.0f;
int tot = 0;
for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
if (fpsi->redrawtimes_fps[i]) {
fps += fpsi->redrawtimes_fps[i];
tot++;
}
}
if (tot) {
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
fps = fps / tot;
}
const int font_id = BLF_default();
/* Is this more than half a frame behind? */
if (fps + 0.5f < (float)(FPS)) {
UI_FontThemeColor(font_id, TH_REDALERT);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
}
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
*yoffset -= U.widget_unit;
#ifdef WITH_INTERNATIONAL
BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
#else
BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
#endif
BLF_disable(font_id, BLF_SHADOW);
}
static bool view3d_main_region_do_render_draw(const Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->view_update && type->view_draw);
}
bool ED_view3d_calc_render_border(
const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *ar, rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
bool use_border;
/* Test if there is a 3d view rendering. */
if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene)) {
return false;
}
/* Test if there is a border render. */
if (rv3d->persp == RV3D_CAMOB) {
use_border = (scene->r.mode & R_BORDER) != 0;
}
else {
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
}
if (!use_border) {
return false;
}
/* Compute border. */
if (rv3d->persp == RV3D_CAMOB) {
rctf viewborder;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
rect->xmin = v3d->render_border.xmin * ar->winx;
rect->xmax = v3d->render_border.xmax * ar->winx;
rect->ymin = v3d->render_border.ymin * ar->winy;
rect->ymax = v3d->render_border.ymax * ar->winy;
}
BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
BLI_rcti_isect(&ar->winrct, rect, rect);
return true;
}
/** \} */