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blender-archive/source/blender/windowmanager/intern/wm_draw.c
Julian Eisel d52551401e Fix wrong usages of region align enumerations
`ARegion.alignment` unfortunately is a mixture of value and bitflag
enumerations. When checking for left/right/top/bottom region alignment,
the flags have to be masked out usually.
Most of the fixed cases here probably didn't cause issues in practice,
but could in fact break at any point when surrounding logic changes.

In fact the assert in #region_visible_rect_calc() failed in an older
file from https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=949035. This
fixes it.
2020-01-16 16:13:15 +01:00

1025 lines
29 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) 2007 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup wm
*
* Handle OpenGL buffers for windowing, also paint cursor.
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_listBase.h"
#include "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_screen.h"
#include "BKE_scene.h"
#include "GHOST_C-api.h"
#include "ED_node.h"
#include "ED_view3d.h"
#include "ED_screen.h"
#include "GPU_draw.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_state.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "WM_toolsystem.h"
#include "wm.h"
#include "wm_draw.h"
#include "wm_window.h"
#include "wm_event_system.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
#endif
/* ******************* paint cursor *************** */
static void wm_paintcursor_draw(bContext *C, ScrArea *sa, ARegion *ar)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
wmPaintCursor *pc;
if (ar->visible && ar == screen->active_region) {
for (pc = wm->paintcursors.first; pc; pc = pc->next) {
if ((pc->space_type != SPACE_TYPE_ANY) && (sa->spacetype != pc->space_type)) {
continue;
}
if ((pc->region_type != RGN_TYPE_ANY) && (ar->regiontype != pc->region_type)) {
continue;
}
if (pc->poll == NULL || pc->poll(C)) {
/* Prevent drawing outside region. */
glEnable(GL_SCISSOR_TEST);
glScissor(ar->winrct.xmin,
ar->winrct.ymin,
BLI_rcti_size_x(&ar->winrct) + 1,
BLI_rcti_size_y(&ar->winrct) + 1);
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
int x = 0, y = 0;
wm_get_cursor_position(win, &x, &y);
pc->draw(C, x, y, pc->customdata);
}
else {
pc->draw(C, win->eventstate->x, win->eventstate->y, pc->customdata);
}
glDisable(GL_SCISSOR_TEST);
}
}
}
}
static bool wm_draw_region_stereo_set(Main *bmain, ScrArea *sa, ARegion *ar, eStereoViews sview)
{
/* We could detect better when stereo is actually needed, by inspecting the
* image in the image editor and sequencer. */
if (!ELEM(ar->regiontype, RGN_TYPE_WINDOW, RGN_TYPE_PREVIEW)) {
return false;
}
switch (sa->spacetype) {
case SPACE_IMAGE: {
if (ar->regiontype == RGN_TYPE_WINDOW) {
SpaceImage *sima = sa->spacedata.first;
sima->iuser.multiview_eye = sview;
return true;
}
break;
}
case SPACE_VIEW3D: {
if (ar->regiontype == RGN_TYPE_WINDOW) {
View3D *v3d = sa->spacedata.first;
if (v3d->camera && v3d->camera->type == OB_CAMERA) {
Camera *cam = v3d->camera->data;
CameraBGImage *bgpic = cam->bg_images.first;
v3d->multiview_eye = sview;
if (bgpic) {
bgpic->iuser.multiview_eye = sview;
}
return true;
}
}
break;
}
case SPACE_NODE: {
if (ar->regiontype == RGN_TYPE_WINDOW) {
SpaceNode *snode = sa->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_verify_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
return true;
}
}
break;
}
case SPACE_SEQ: {
SpaceSeq *sseq = sa->spacedata.first;
sseq->multiview_eye = sview;
if (ar->regiontype == RGN_TYPE_PREVIEW) {
return true;
}
else if (ar->regiontype == RGN_TYPE_WINDOW) {
return (sseq->draw_flag & SEQ_DRAW_BACKDROP) != 0;
}
}
}
return false;
}
/* ********************* drawing ****************** */
static void wm_area_mark_invalid_backbuf(ScrArea *sa)
{
if (sa->spacetype == SPACE_VIEW3D) {
((View3D *)sa->spacedata.first)->flag |= V3D_INVALID_BACKBUF;
}
}
static void wm_region_test_gizmo_do_draw(ARegion *ar, bool tag_redraw)
{
if (ar->gizmo_map == NULL) {
return;
}
wmGizmoMap *gzmap = ar->gizmo_map;
for (wmGizmoGroup *gzgroup = WM_gizmomap_group_list(gzmap)->first; gzgroup;
gzgroup = gzgroup->next) {
for (wmGizmo *gz = gzgroup->gizmos.first; gz; gz = gz->next) {
if (gz->do_draw) {
if (tag_redraw) {
ED_region_tag_redraw_no_rebuild(ar);
}
gz->do_draw = false;
}
}
}
}
static void wm_region_test_render_do_draw(const Scene *scene,
struct Depsgraph *depsgraph,
ScrArea *sa,
ARegion *ar)
{
/* tag region for redraw from render engine preview running inside of it */
if (sa->spacetype == SPACE_VIEW3D && ar->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = ar->regiondata;
RenderEngine *engine = rv3d->render_engine;
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
View3D *v3d = sa->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
if (ED_view3d_calc_render_border(scene, depsgraph, v3d, ar, &border_rect)) {
ED_region_tag_redraw_partial(ar, &border_rect, false);
}
else {
ED_region_tag_redraw_no_rebuild(ar);
}
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
else if (viewport && GPU_viewport_do_update(viewport)) {
ED_region_tag_redraw_no_rebuild(ar);
}
}
}
static bool wm_region_use_viewport_by_type(short space_type, short region_type)
{
return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE) && region_type == RGN_TYPE_WINDOW);
}
static bool wm_region_use_viewport(ScrArea *sa, ARegion *ar)
{
return wm_region_use_viewport_by_type(sa->spacetype, ar->regiontype);
}
/********************** draw all **************************/
/* - reference method, draw all each time */
typedef struct WindowDrawCB {
struct WindowDrawCB *next, *prev;
void (*draw)(const struct wmWindow *, void *);
void *customdata;
} WindowDrawCB;
void *WM_draw_cb_activate(wmWindow *win,
void (*draw)(const struct wmWindow *, void *),
void *customdata)
{
WindowDrawCB *wdc = MEM_callocN(sizeof(*wdc), "WindowDrawCB");
BLI_addtail(&win->drawcalls, wdc);
wdc->draw = draw;
wdc->customdata = customdata;
return wdc;
}
void WM_draw_cb_exit(wmWindow *win, void *handle)
{
for (WindowDrawCB *wdc = win->drawcalls.first; wdc; wdc = wdc->next) {
if (wdc == (WindowDrawCB *)handle) {
BLI_remlink(&win->drawcalls, wdc);
MEM_freeN(wdc);
return;
}
}
}
static void wm_draw_callbacks(wmWindow *win)
{
for (WindowDrawCB *wdc = win->drawcalls.first; wdc; wdc = wdc->next) {
wdc->draw(win, wdc->customdata);
}
}
/************************* Region drawing. ********************************
*
* Each region draws into its own framebuffer, which is then blit on the
* window draw buffer. This helps with fast redrawing if only some regions
* change. It also means we can share a single context for multiple windows,
* so that for example VAOs can be shared between windows. */
static void wm_draw_region_buffer_free(ARegion *ar)
{
if (ar->draw_buffer) {
for (int view = 0; view < 2; view++) {
if (ar->draw_buffer->offscreen[view]) {
GPU_offscreen_free(ar->draw_buffer->offscreen[view]);
}
if (ar->draw_buffer->viewport[view]) {
GPU_viewport_free(ar->draw_buffer->viewport[view]);
}
}
MEM_freeN(ar->draw_buffer);
ar->draw_buffer = NULL;
}
}
static void wm_draw_offscreen_texture_parameters(GPUOffScreen *offscreen)
{
/* Setup offscreen color texture for drawing. */
GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
/* We don't support multisample textures here. */
BLI_assert(GPU_texture_target(texture) == GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
/* No mipmaps or filtering. */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
/* GL_TEXTURE_BASE_LEVEL = 0 by default */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
static void wm_draw_region_buffer_create(ARegion *ar, bool stereo, bool use_viewport)
{
if (ar->draw_buffer) {
if (ar->draw_buffer->stereo != stereo) {
/* Free draw buffer on stereo changes. */
wm_draw_region_buffer_free(ar);
}
else {
/* Free offscreen buffer on size changes. Viewport auto resizes. */
GPUOffScreen *offscreen = ar->draw_buffer->offscreen[0];
if (offscreen && (GPU_offscreen_width(offscreen) != ar->winx ||
GPU_offscreen_height(offscreen) != ar->winy)) {
wm_draw_region_buffer_free(ar);
}
}
}
if (!ar->draw_buffer) {
if (use_viewport) {
/* Allocate viewport which includes an offscreen buffer with depth
* multisample, etc. */
ar->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
ar->draw_buffer->viewport[0] = GPU_viewport_create();
ar->draw_buffer->viewport[1] = (stereo) ? GPU_viewport_create() : NULL;
}
else {
/* Allocate offscreen buffer if it does not exist. This one has no
* depth or multisample buffers. 3D view creates own buffers with
* the data it needs. */
GPUOffScreen *offscreen = GPU_offscreen_create(ar->winx, ar->winy, 0, false, false, NULL);
if (!offscreen) {
return;
}
wm_draw_offscreen_texture_parameters(offscreen);
GPUOffScreen *offscreen_right = NULL;
if (stereo) {
offscreen_right = GPU_offscreen_create(ar->winx, ar->winy, 0, false, false, NULL);
if (!offscreen_right) {
GPU_offscreen_free(offscreen);
return;
}
wm_draw_offscreen_texture_parameters(offscreen_right);
}
ar->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
ar->draw_buffer->offscreen[0] = offscreen;
ar->draw_buffer->offscreen[1] = offscreen_right;
}
ar->draw_buffer->bound_view = -1;
ar->draw_buffer->stereo = stereo;
}
}
static void wm_draw_region_bind(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return;
}
if (ar->draw_buffer->viewport[view]) {
GPU_viewport_bind(ar->draw_buffer->viewport[view], &ar->winrct);
}
else {
GPU_offscreen_bind(ar->draw_buffer->offscreen[view], false);
/* For now scissor is expected by region drawing, we could disable it
* and do the enable/disable in the specific cases that setup scissor. */
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, ar->winx, ar->winy);
}
ar->draw_buffer->bound_view = view;
}
static void wm_draw_region_unbind(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return;
}
ar->draw_buffer->bound_view = -1;
if (ar->draw_buffer->viewport[view]) {
GPU_viewport_unbind(ar->draw_buffer->viewport[view]);
}
else {
glDisable(GL_SCISSOR_TEST);
GPU_offscreen_unbind(ar->draw_buffer->offscreen[view], false);
}
}
static void wm_draw_region_blit(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return;
}
if (view == -1) {
/* Non-stereo drawing. */
view = 0;
}
else if (view > 0) {
if (ar->draw_buffer->viewport[view] == NULL && ar->draw_buffer->offscreen[view] == NULL) {
/* Region does not need stereo or failed to allocate stereo buffers. */
view = 0;
}
}
if (ar->draw_buffer->viewport[view]) {
GPU_viewport_draw_to_screen(ar->draw_buffer->viewport[view], &ar->winrct);
}
else {
GPU_offscreen_draw_to_screen(
ar->draw_buffer->offscreen[view], ar->winrct.xmin, ar->winrct.ymin);
}
}
GPUTexture *wm_draw_region_texture(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return NULL;
}
if (ar->draw_buffer->viewport[view]) {
return GPU_viewport_color_texture(ar->draw_buffer->viewport[view]);
}
else {
return GPU_offscreen_color_texture(ar->draw_buffer->offscreen[view]);
}
}
void wm_draw_region_blend(ARegion *ar, int view, bool blend)
{
if (!ar->draw_buffer) {
return;
}
/* Alpha is always 1, except when blend timer is running. */
float alpha = ED_region_blend_alpha(ar);
if (alpha <= 0.0f) {
return;
}
if (!blend) {
alpha = 1.0f;
}
/* setup actual texture */
GPUTexture *texture = wm_draw_region_texture(ar, view);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(&ar->winrct) + 1);
const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(&ar->winrct) + 1);
if (blend) {
/* GL_ONE because regions drawn offscreen have premultiplied alpha. */
GPU_blend(true);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
rcti rect_geo = ar->winrct;
rect_geo.xmax += 1;
rect_geo.ymax += 1;
rctf rect_tex;
rect_tex.xmin = halfx;
rect_tex.ymin = halfy;
rect_tex.xmax = 1.0f + halfx;
rect_tex.ymax = 1.0f + halfy;
float alpha_easing = 1.0f - alpha;
alpha_easing = 1.0f - alpha_easing * alpha_easing;
/* Slide vertical panels */
float ofs_x = BLI_rcti_size_x(&ar->winrct) * (1.0f - alpha_easing);
if (RGN_ALIGN_ENUM_FROM_MASK(ar->alignment) == RGN_ALIGN_RIGHT) {
rect_geo.xmin += ofs_x;
rect_tex.xmax *= alpha_easing;
alpha = 1.0f;
}
else if (RGN_ALIGN_ENUM_FROM_MASK(ar->alignment) == RGN_ALIGN_LEFT) {
rect_geo.xmax -= ofs_x;
rect_tex.xmin += 1.0f - alpha_easing;
alpha = 1.0f;
}
glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"),
rect_tex.xmin,
rect_tex.ymin,
rect_tex.xmax,
rect_tex.ymax);
glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"),
rect_geo.xmin,
rect_geo.ymin,
rect_geo.xmax,
rect_geo.ymax);
glUniform4f(
GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
glBindTexture(GL_TEXTURE_2D, 0);
if (blend) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GPU_blend(false);
}
}
GPUViewport *WM_draw_region_get_viewport(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return NULL;
}
return ar->draw_buffer->viewport[view];
}
GPUViewport *WM_draw_region_get_bound_viewport(ARegion *ar)
{
if (!ar->draw_buffer || ar->draw_buffer->bound_view == -1) {
return NULL;
}
int view = ar->draw_buffer->bound_view;
return ar->draw_buffer->viewport[view];
}
static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Draw screen areas into own frame buffer. */
ED_screen_areas_iter(win, screen, sa)
{
CTX_wm_area_set(C, sa);
/* Compute UI layouts for dynamically size regions. */
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
/* Dynamic region may have been flagged as too small because their size on init is 0.
* ARegion.visible is false then, as expected. The layout should still be created then, so
* the region size can be updated (it may turn out to be not too small then). */
const bool ignore_visibility = (ar->flag & RGN_FLAG_DYNAMIC_SIZE) &&
(ar->flag & RGN_FLAG_TOO_SMALL) &&
!(ar->flag & RGN_FLAG_HIDDEN);
if ((ar->visible || ignore_visibility) && ar->do_draw && ar->type && ar->type->layout) {
CTX_wm_region_set(C, ar);
ED_region_do_layout(C, ar);
CTX_wm_region_set(C, NULL);
}
}
ED_area_update_region_sizes(wm, win, sa);
if (sa->flag & AREA_FLAG_ACTIVE_TOOL_UPDATE) {
if ((1 << sa->spacetype) & WM_TOOLSYSTEM_SPACE_MASK) {
WM_toolsystem_update_from_context(C, CTX_wm_workspace(C), CTX_data_view_layer(C), sa);
}
sa->flag &= ~AREA_FLAG_ACTIVE_TOOL_UPDATE;
}
/* Then do actual drawing of regions. */
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->do_draw) {
CTX_wm_region_set(C, ar);
bool use_viewport = wm_region_use_viewport(sa, ar);
if (stereo && wm_draw_region_stereo_set(bmain, sa, ar, STEREO_LEFT_ID)) {
wm_draw_region_buffer_create(ar, true, use_viewport);
for (int view = 0; view < 2; view++) {
eStereoViews sview;
if (view == 0) {
sview = STEREO_LEFT_ID;
}
else {
sview = STEREO_RIGHT_ID;
wm_draw_region_stereo_set(bmain, sa, ar, sview);
}
wm_draw_region_bind(ar, view);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, view);
}
}
else {
wm_draw_region_buffer_create(ar, false, use_viewport);
wm_draw_region_bind(ar, 0);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, 0);
}
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
/* Draw menus into their own framebuffer. */
for (ARegion *ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
CTX_wm_menu_set(C, ar);
if (ar->type && ar->type->layout) {
/* UI code reads the OpenGL state, but we have to refresh
* the UI layout beforehand in case the menu size changes. */
wmViewport(&ar->winrct);
ar->type->layout(C, ar);
}
wm_draw_region_buffer_create(ar, false, false);
wm_draw_region_bind(ar, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, 0);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
}
static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Draw into the window framebuffer, in full window coordinates. */
wmWindowViewport(win);
/* We draw on all pixels of the windows so we don't need to clear them before.
* Actually this is only a problem when resizing the window.
* If it becomes a problem we should clear only when window size changes. */
#if 0
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
#endif
/* Blit non-overlapping area regions. */
ED_screen_areas_iter(win, screen, sa)
{
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->overlap == false) {
if (view == -1 && ar->draw_buffer && ar->draw_buffer->stereo) {
/* Stereo drawing from textures. */
if (win->stereo3d_format->display_mode == S3D_DISPLAY_ANAGLYPH) {
wm_stereo3d_draw_anaglyph(win, ar);
}
else {
wm_stereo3d_draw_interlace(win, ar);
}
}
else {
/* Blit from offscreen buffer. */
wm_draw_region_blit(ar, view);
}
}
}
}
/* Draw paint cursors. */
if (wm->paintcursors.first) {
ED_screen_areas_iter(win, screen, sa)
{
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar == screen->active_region) {
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* make region ready for draw, scissor, pixelspace */
wm_paintcursor_draw(C, sa, ar);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmWindowViewport(win);
}
/* Blend in overlapping area regions */
ED_screen_areas_iter(win, screen, sa)
{
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->overlap) {
wm_draw_region_blend(ar, 0, true);
}
}
}
/* After area regions so we can do area 'overlay' drawing. */
ED_screen_draw_edges(win);
wm_draw_callbacks(win);
/* Blend in floating regions (menus). */
for (ARegion *ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
wm_draw_region_blend(ar, 0, true);
}
}
/* always draw, not only when screen tagged */
if (win->gesture.first) {
wm_gesture_draw(win);
}
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
}
static void wm_draw_window(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
bool stereo = WM_stereo3d_enabled(win, false);
/* Draw area regions into their own framebuffer. This way we can redraw
* the areas that need it, and blit the rest from existing framebuffers. */
wm_draw_window_offscreen(C, win, stereo);
/* Now we draw into the window framebuffer, in full window coordinates. */
if (!stereo) {
/* Regular mono drawing. */
wm_draw_window_onscreen(C, win, -1);
}
else if (win->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) {
/* For pageflip we simply draw to both back buffers. */
glDrawBuffer(GL_BACK_LEFT);
wm_draw_window_onscreen(C, win, 0);
glDrawBuffer(GL_BACK_RIGHT);
wm_draw_window_onscreen(C, win, 1);
glDrawBuffer(GL_BACK);
}
else if (ELEM(win->stereo3d_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* For anaglyph and interlace, we draw individual regions with
* stereo framebuffers using different shaders. */
wm_draw_window_onscreen(C, win, -1);
}
else {
/* For side-by-side and top-bottom, we need to render each view to an
* an offscreen texture and then draw it. This used to happen for all
* stereo methods, but it's less efficient than drawing directly. */
const int width = WM_window_pixels_x(win);
const int height = WM_window_pixels_y(win);
GPUOffScreen *offscreen = GPU_offscreen_create(width, height, 0, false, false, NULL);
if (offscreen) {
GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
wm_draw_offscreen_texture_parameters(offscreen);
for (int view = 0; view < 2; view++) {
/* Draw view into offscreen buffer. */
GPU_offscreen_bind(offscreen, false);
wm_draw_window_onscreen(C, win, view);
GPU_offscreen_unbind(offscreen, false);
/* Draw offscreen buffer to screen. */
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) {
wm_stereo3d_draw_sidebyside(win, view);
}
else {
wm_stereo3d_draw_topbottom(win, view);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
GPU_offscreen_free(offscreen);
}
else {
/* Still draw something in case of allocation failure. */
wm_draw_window_onscreen(C, win, 0);
}
}
screen->do_draw = false;
}
/****************** main update call **********************/
/* quick test to prevent changing window drawable */
static bool wm_draw_update_test_window(Main *bmain, wmWindow *win)
{
Scene *scene = WM_window_get_active_scene(win);
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
struct Depsgraph *depsgraph = BKE_scene_get_depsgraph(bmain, scene, view_layer, true);
bScreen *screen = WM_window_get_active_screen(win);
ARegion *ar;
bool do_draw = false;
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->do_draw_overlay) {
screen->do_draw_paintcursor = true;
ar->do_draw_overlay = false;
}
if (ar->visible && ar->do_draw) {
do_draw = true;
}
}
ED_screen_areas_iter(win, screen, sa)
{
for (ar = sa->regionbase.first; ar; ar = ar->next) {
wm_region_test_gizmo_do_draw(ar, true);
wm_region_test_render_do_draw(scene, depsgraph, sa, ar);
if (ar->visible && ar->do_draw) {
do_draw = true;
}
}
}
if (do_draw) {
return true;
}
if (screen->do_refresh) {
return true;
}
if (screen->do_draw) {
return true;
}
if (screen->do_draw_gesture) {
return true;
}
if (screen->do_draw_paintcursor) {
return true;
}
if (screen->do_draw_drag) {
return true;
}
return false;
}
/* Clear drawing flags, after drawing is complete so any draw flags set during
* drawing don't cause any additional redraws. */
static void wm_draw_update_clear_window(wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ED_screen_areas_iter(win, screen, sa)
{
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
wm_region_test_gizmo_do_draw(ar, false);
}
}
screen->do_draw_gesture = false;
screen->do_draw_paintcursor = false;
screen->do_draw_drag = false;
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *UNUSED(ar))
{
if (win) {
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw_paintcursor = true;
}
}
void wm_draw_update(bContext *C)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
#ifdef WITH_OPENSUBDIV
BKE_subsurf_free_unused_buffers();
#endif
GPU_free_unused_buffers(bmain);
for (win = wm->windows.first; win; win = win->next) {
#ifdef WIN32
GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin);
if (state == GHOST_kWindowStateMinimized) {
/* do not update minimized windows, gives issues on Intel (see T33223)
* and AMD (see T50856). it seems logical to skip update for invisible
* window anyway.
*/
continue;
}
#endif
if (wm_draw_update_test_window(bmain, win)) {
bScreen *screen = WM_window_get_active_screen(win);
CTX_wm_window_set(C, win);
/* sets context window+screen */
wm_window_make_drawable(wm, win);
/* notifiers for screen redraw */
ED_screen_ensure_updated(wm, win, screen);
wm_draw_window(C, win);
wm_draw_update_clear_window(win);
wm_window_swap_buffers(win);
CTX_wm_window_set(C, NULL);
}
}
}
void wm_draw_region_clear(wmWindow *win, ARegion *UNUSED(ar))
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw = true;
}
void WM_draw_region_free(ARegion *ar)
{
wm_draw_region_buffer_free(ar);
ar->visible = 0;
}
void wm_draw_region_test(bContext *C, ScrArea *sa, ARegion *ar)
{
/* Function for redraw timer benchmark. */
bool use_viewport = wm_region_use_viewport(sa, ar);
wm_draw_region_buffer_create(ar, false, use_viewport);
wm_draw_region_bind(ar, 0);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, 0);
ar->do_draw = false;
}
void WM_redraw_windows(bContext *C)
{
wmWindow *win_prev = CTX_wm_window(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *ar_prev = CTX_wm_region(C);
wm_draw_update(C);
CTX_wm_window_set(C, win_prev);
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, ar_prev);
}
/* -------------------------------------------------------------------- */
/** \name Region Viewport Drawing
*
* This is needed for viewport drawing for operator use
* (where the viewport may not have drawn yet).
*
* Otherwise avoid using these sine they're exposing low level logic externally.
*
* \{ */
void WM_draw_region_viewport_ensure(ARegion *ar, short space_type)
{
bool use_viewport = wm_region_use_viewport_by_type(space_type, ar->regiontype);
wm_draw_region_buffer_create(ar, false, use_viewport);
}
void WM_draw_region_viewport_bind(ARegion *ar)
{
wm_draw_region_bind(ar, 0);
}
void WM_draw_region_viewport_unbind(ARegion *ar)
{
wm_draw_region_unbind(ar, 0);
}
/** \} */