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blender-archive/source/blender/draw/intern/draw_manager.c
Campbell Barton 65b0312904 3D View: move gizmo draw options out of overlays
Gizmo's now have their own popover in preparation
for making transform gizmos accessible without having to use tools

See: T63518
2019-04-13 12:45:02 +02:00

2923 lines
78 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include <stdio.h>
#include "BLI_listbase.h"
#include "BLI_mempool.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLF_api.h"
#include "BKE_colortools.h"
#include "BKE_curve.h"
#include "BKE_global.h"
#include "BKE_gpencil.h"
#include "BKE_lattice.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "draw_manager.h"
#include "DNA_camera_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_world_types.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "ED_gpencil.h"
#include "ED_view3d.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_uniformbuffer.h"
#include "GPU_viewport.h"
#include "GPU_matrix.h"
#include "GPU_select.h"
#include "IMB_colormanagement.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "UI_resources.h"
#include "WM_api.h"
#include "wm_window.h"
#include "draw_manager_text.h"
#include "draw_manager_profiling.h"
/* only for callbacks */
#include "draw_cache_impl.h"
#include "draw_mode_engines.h"
#include "engines/eevee/eevee_engine.h"
#include "engines/basic/basic_engine.h"
#include "engines/workbench/workbench_engine.h"
#include "engines/external/external_engine.h"
#include "GPU_context.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#ifdef USE_GPU_SELECT
# include "GPU_select.h"
#endif
/** Render State: No persistent data between draw calls. */
DRWManager DST = {NULL};
static ListBase DRW_engines = {NULL, NULL};
static void drw_state_prepare_clean_for_draw(DRWManager *dst)
{
memset(dst, 0x0, offsetof(DRWManager, gl_context));
/* Maybe not the best place for this. */
if (!DST.uniform_names.buffer) {
DST.uniform_names.buffer = MEM_callocN(DRW_UNIFORM_BUFFER_NAME, "Name Buffer");
DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
}
else if (DST.uniform_names.buffer_len > DRW_UNIFORM_BUFFER_NAME) {
DST.uniform_names.buffer = MEM_reallocN(DST.uniform_names.buffer, DRW_UNIFORM_BUFFER_NAME);
DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
}
DST.uniform_names.buffer_ofs = 0;
}
/* This function is used to reset draw manager to a state
* where we don't re-use data by accident across different
* draw calls.
*/
#ifdef DEBUG
static void drw_state_ensure_not_reused(DRWManager *dst)
{
memset(dst, 0xff, offsetof(DRWManager, gl_context));
}
#endif
/* -------------------------------------------------------------------- */
void DRW_draw_callbacks_pre_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
void DRW_draw_callbacks_post_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
struct DRWTextStore *DRW_text_cache_ensure(void)
{
BLI_assert(DST.text_store_p);
if (*DST.text_store_p == NULL) {
*DST.text_store_p = DRW_text_cache_create();
}
return *DST.text_store_p;
}
/* -------------------------------------------------------------------- */
/** \name Settings
* \{ */
bool DRW_object_is_renderable(const Object *ob)
{
BLI_assert((ob->base_flag & BASE_VISIBLE) != 0);
if (ob->type == OB_MESH) {
if ((ob == DST.draw_ctx.object_edit) || BKE_object_is_in_editmode(ob)) {
View3D *v3d = DST.draw_ctx.v3d;
const int mask = (V3D_OVERLAY_EDIT_OCCLUDE_WIRE | V3D_OVERLAY_EDIT_WEIGHT);
if (v3d && v3d->overlay.edit_flag & mask) {
return false;
}
}
}
return true;
}
/**
* Return whether this object is visible depending if
* we are rendering or drawing in the viewport.
*/
int DRW_object_visibility_in_active_context(const Object *ob)
{
const eEvaluationMode mode = DRW_state_is_scene_render() ?
DAG_EVAL_RENDER :
DAG_EVAL_VIEWPORT;
return BKE_object_visibility(ob, mode);
}
bool DRW_object_is_flat_normal(const Object *ob)
{
if (ob->type == OB_MESH) {
const Mesh *me = ob->data;
if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
return false;
}
}
return true;
}
bool DRW_object_use_hide_faces(const struct Object *ob)
{
if (ob->type == OB_MESH) {
const Mesh *me = ob->data;
switch (ob->mode) {
case OB_MODE_TEXTURE_PAINT:
return (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
case OB_MODE_VERTEX_PAINT:
case OB_MODE_WEIGHT_PAINT:
return (me->editflag & (ME_EDIT_PAINT_FACE_SEL | ME_EDIT_PAINT_VERT_SEL)) != 0;
}
}
return false;
}
bool DRW_object_is_visible_psys_in_active_context(
const Object *object,
const ParticleSystem *psys)
{
const bool for_render = DRW_state_is_image_render();
/* NOTE: psys_check_enabled is using object and particle system for only
* reading, but is using some other functions which are more generic and
* which are hard to make const-pointer. */
if (!psys_check_enabled((Object *)object, (ParticleSystem *)psys, for_render)) {
return false;
}
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
if (object == draw_ctx->object_edit) {
return false;
}
const ParticleSettings *part = psys->part;
const ParticleEditSettings *pset = &scene->toolsettings->particle;
if (object->mode == OB_MODE_PARTICLE_EDIT) {
if (psys_in_edit_mode(draw_ctx->depsgraph, psys)) {
if ((pset->flag & PE_DRAW_PART) == 0) {
return false;
}
if ((part->childtype == 0) &&
(psys->flag & PSYS_HAIR_DYNAMICS &&
psys->pointcache->flag & PTCACHE_BAKED) == 0)
{
return false;
}
}
}
return true;
}
struct Object *DRW_object_get_dupli_parent(const Object *UNUSED(ob))
{
return DST.dupli_parent;
}
struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob))
{
return DST.dupli_source;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Color Management
* \{ */
/* Use color management profile to draw texture to framebuffer */
void DRW_transform_to_display(GPUTexture *tex, bool use_view_transform, bool use_render_settings)
{
drw_state_set(DRW_STATE_WRITE_COLOR);
GPUVertFormat *vert_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const float dither = 1.0f;
bool use_ocio = false;
/* View transform is already applied for offscreen, don't apply again, see: T52046 */
if (!(DST.options.is_image_render && !DST.options.is_scene_render)) {
Scene *scene = DST.draw_ctx.scene;
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings view_settings;
if (use_render_settings) {
/* Use full render settings, for renders with scene lighting. */
view_settings = scene->view_settings;
}
else if (use_view_transform) {
/* Use only view transform + look and nothing else for lookdev without
* scene lighting, as exposure depends on scene light intensity. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
STRNCPY(view_settings.look, scene->view_settings.look);
}
else {
/* For workbench use only default view transform in configuration,
* using no scene settings. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
}
use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(
&view_settings, display_settings, NULL, dither, false);
}
if (!use_ocio) {
/* View transform is already applied for offscreen, don't apply again, see: T52046 */
if (DST.options.is_image_render && !DST.options.is_scene_render) {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
else {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB);
}
immUniform1i("image", 0);
}
GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */
float mat[4][4];
unit_m4(mat);
immUniformMatrix4fv("ModelViewProjectionMatrix", mat);
/* Full screen triangle */
immBegin(GPU_PRIM_TRIS, 3);
immAttr2f(texco, 0.0f, 0.0f);
immVertex2f(pos, -1.0f, -1.0f);
immAttr2f(texco, 2.0f, 0.0f);
immVertex2f(pos, 3.0f, -1.0f);
immAttr2f(texco, 0.0f, 2.0f);
immVertex2f(pos, -1.0f, 3.0f);
immEnd();
GPU_texture_unbind(tex);
if (use_ocio) {
IMB_colormanagement_finish_glsl_draw();
}
else {
immUnbindProgram();
}
}
/* Draw texture to framebuffer without any color transforms */
void DRW_transform_none(GPUTexture *tex)
{
drw_state_set(DRW_STATE_WRITE_COLOR);
/* Draw as texture for final render (without immediate mode). */
GPUBatch *geom = DRW_cache_fullscreen_quad_get();
GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_IMAGE_COLOR);
GPU_texture_bind(tex, 0);
const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GPU_batch_uniform_4fv(geom, "color", white);
float mat[4][4];
unit_m4(mat);
GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
GPU_batch_program_use_begin(geom);
GPU_batch_draw_range_ex(geom, 0, 0, false);
GPU_batch_program_use_end(geom);
GPU_texture_unbind(tex);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Multisample Resolve
* \{ */
/**
* Use manual multisample resolve pass.
* Much quicker than blitting back and forth.
* Assume destination fb is bound.
*/
void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth)
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL;
if (use_depth) {
state |= DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
}
drw_state_set(state);
int samples = GPU_texture_samples(src_depth);
BLI_assert(samples > 0);
BLI_assert(GPU_texture_samples(src_color) == samples);
GPUBatch *geom = DRW_cache_fullscreen_quad_get();
int builtin;
if (use_depth) {
switch (samples) {
case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST; break;
case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST; break;
case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST; break;
case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST; break;
default:
BLI_assert("Mulisample count unsupported by blit shader.");
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST;
break;
}
}
else {
switch (samples) {
case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2; break;
case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4; break;
case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8; break;
case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16; break;
default:
BLI_assert("Mulisample count unsupported by blit shader.");
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2;
break;
}
}
GPU_batch_program_set_builtin(geom, builtin);
if (use_depth) {
GPU_texture_bind(src_depth, 0);
GPU_batch_uniform_1i(geom, "depthMulti", 0);
}
GPU_texture_bind(src_color, 1);
GPU_batch_uniform_1i(geom, "colorMulti", 1);
float mat[4][4];
unit_m4(mat);
GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
/* avoid gpuMatrix calls */
GPU_batch_program_use_begin(geom);
GPU_batch_draw_range_ex(geom, 0, 0, false);
GPU_batch_program_use_end(geom);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Viewport (DRW_viewport)
* \{ */
void *drw_viewport_engine_data_ensure(void *engine_type)
{
void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type);
if (data == NULL) {
data = GPU_viewport_engine_data_create(DST.viewport, engine_type);
}
return data;
}
void DRW_engine_viewport_data_size_get(
const void *engine_type_v,
int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len)
{
const DrawEngineType *engine_type = engine_type_v;
if (r_fbl_len) {
*r_fbl_len = engine_type->vedata_size->fbl_len;
}
if (r_txl_len) {
*r_txl_len = engine_type->vedata_size->txl_len;
}
if (r_psl_len) {
*r_psl_len = engine_type->vedata_size->psl_len;
}
if (r_stl_len) {
*r_stl_len = engine_type->vedata_size->stl_len;
}
}
/* WARNING: only use for custom pipeline. 99% of the time, you don't want to use this. */
void DRW_render_viewport_size_set(int size[2])
{
DST.size[0] = size[0];
DST.size[1] = size[1];
}
const float *DRW_viewport_size_get(void)
{
return DST.size;
}
const float *DRW_viewport_invert_size_get(void)
{
return DST.inv_size;
}
const float *DRW_viewport_screenvecs_get(void)
{
return &DST.screenvecs[0][0];
}
const float *DRW_viewport_pixelsize_get(void)
{
return &DST.pixsize;
}
static void drw_viewport_cache_resize(void)
{
/* Release the memiter before clearing the mempools that references them */
GPU_viewport_cache_release(DST.viewport);
if (DST.vmempool != NULL) {
BLI_mempool_clear_ex(DST.vmempool->calls, BLI_mempool_len(DST.vmempool->calls));
BLI_mempool_clear_ex(DST.vmempool->states, BLI_mempool_len(DST.vmempool->states));
BLI_mempool_clear_ex(DST.vmempool->shgroups, BLI_mempool_len(DST.vmempool->shgroups));
BLI_mempool_clear_ex(DST.vmempool->uniforms, BLI_mempool_len(DST.vmempool->uniforms));
BLI_mempool_clear_ex(DST.vmempool->passes, BLI_mempool_len(DST.vmempool->passes));
}
DRW_instance_data_list_free_unused(DST.idatalist);
DRW_instance_data_list_resize(DST.idatalist);
}
/* Not a viewport variable, we could split this out. */
static void drw_context_state_init(void)
{
if (DST.draw_ctx.obact) {
DST.draw_ctx.object_mode = DST.draw_ctx.obact->mode;
}
else {
DST.draw_ctx.object_mode = OB_MODE_OBJECT;
}
/* Edit object. */
if (DST.draw_ctx.object_mode & OB_MODE_EDIT) {
DST.draw_ctx.object_edit = DST.draw_ctx.obact;
}
else {
DST.draw_ctx.object_edit = NULL;
}
/* Pose object. */
if (DST.draw_ctx.object_mode & OB_MODE_POSE) {
DST.draw_ctx.object_pose = DST.draw_ctx.obact;
}
else if (DST.draw_ctx.object_mode & OB_MODE_WEIGHT_PAINT) {
DST.draw_ctx.object_pose = BKE_object_pose_armature_get(DST.draw_ctx.obact);
}
else {
DST.draw_ctx.object_pose = NULL;
}
DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_DEFAULT;
if (DST.draw_ctx.rv3d && DST.draw_ctx.rv3d->rflag & RV3D_CLIPPING) {
DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_CLIPPED;
}
}
/* It also stores viewport variable to an immutable place: DST
* This is because a cache uniform only store reference
* to its value. And we don't want to invalidate the cache
* if this value change per viewport */
static void drw_viewport_var_init(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
/* Refresh DST.size */
if (DST.viewport) {
int size[2];
GPU_viewport_size_get(DST.viewport, size);
DST.size[0] = size[0];
DST.size[1] = size[1];
DST.inv_size[0] = 1.0f / size[0];
DST.inv_size[1] = 1.0f / size[1];
DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport);
DST.default_framebuffer = fbl->default_fb;
DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
if (DST.vmempool->calls == NULL) {
DST.vmempool->calls = BLI_mempool_create(sizeof(DRWCall), 0, 512, 0);
}
if (DST.vmempool->states == NULL) {
DST.vmempool->states = BLI_mempool_create(sizeof(DRWCallState), 0, 512, BLI_MEMPOOL_ALLOW_ITER);
}
if (DST.vmempool->shgroups == NULL) {
DST.vmempool->shgroups = BLI_mempool_create(sizeof(DRWShadingGroup), 0, 256, 0);
}
if (DST.vmempool->uniforms == NULL) {
DST.vmempool->uniforms = BLI_mempool_create(sizeof(DRWUniform), 0, 512, 0);
}
if (DST.vmempool->passes == NULL) {
DST.vmempool->passes = BLI_mempool_create(sizeof(DRWPass), 0, 64, 0);
}
DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
DRW_instance_data_list_reset(DST.idatalist);
}
else {
DST.size[0] = 0;
DST.size[1] = 0;
DST.inv_size[0] = 0;
DST.inv_size[1] = 0;
DST.default_framebuffer = NULL;
DST.vmempool = NULL;
}
if (rv3d != NULL) {
/* Refresh DST.screenvecs */
copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
normalize_v3(DST.screenvecs[0]);
normalize_v3(DST.screenvecs[1]);
/* Refresh DST.pixelsize */
DST.pixsize = rv3d->pixsize;
copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERS], rv3d->persmat);
copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERSINV], rv3d->persinv);
copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEW], rv3d->viewmat);
copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEWINV], rv3d->viewinv);
copy_m4_m4(DST.original_mat.mat[DRW_MAT_WIN], rv3d->winmat);
invert_m4_m4(DST.original_mat.mat[DRW_MAT_WININV], rv3d->winmat);
memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DST.original_mat.mat));
copy_v4_v4(DST.view_data.viewcamtexcofac, rv3d->viewcamtexcofac);
}
else {
copy_v4_fl4(DST.view_data.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
}
/* Reset facing */
DST.frontface = GL_CCW;
DST.backface = GL_CW;
glFrontFace(DST.frontface);
if (DST.draw_ctx.object_edit) {
ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
}
/* Alloc array of texture reference. */
memset(&DST.RST, 0x0, sizeof(DST.RST));
if (G_draw.view_ubo == NULL) {
G_draw.view_ubo = DRW_uniformbuffer_create(sizeof(ViewUboStorage), NULL);
}
DST.override_mat = 0;
DST.dirty_mat = true;
DST.state_cache_id = 1;
DST.clipping.updated = false;
memset(DST.object_instance_data, 0x0, sizeof(DST.object_instance_data));
}
void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
{
BLI_assert(type >= 0 && type < DRW_MAT_COUNT);
/* Can't use this in render mode. */
BLI_assert(((DST.override_mat & (1 << type)) != 0) || DST.draw_ctx.rv3d != NULL);
copy_m4_m4(mat, DST.view_data.matstate.mat[type]);
}
void DRW_viewport_matrix_get_all(DRWMatrixState *state)
{
memcpy(state, DST.view_data.matstate.mat, sizeof(DRWMatrixState));
}
void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type)
{
BLI_assert(type < DRW_MAT_COUNT);
copy_m4_m4(DST.view_data.matstate.mat[type], mat);
DST.override_mat |= (1 << type);
DST.dirty_mat = true;
DST.clipping.updated = false;
}
void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type)
{
BLI_assert(type < DRW_MAT_COUNT);
copy_m4_m4(DST.view_data.matstate.mat[type], DST.original_mat.mat[type]);
DST.override_mat &= ~(1 << type);
DST.dirty_mat = true;
DST.clipping.updated = false;
}
void DRW_viewport_matrix_override_set_all(DRWMatrixState *state)
{
memcpy(DST.view_data.matstate.mat, state, sizeof(DRWMatrixState));
DST.override_mat = 0xFFFFFF;
DST.dirty_mat = true;
DST.clipping.updated = false;
}
void DRW_viewport_matrix_override_unset_all(void)
{
memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DRWMatrixState));
DST.override_mat = 0;
DST.dirty_mat = true;
DST.clipping.updated = false;
}
bool DRW_viewport_is_persp_get(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
if (rv3d) {
return rv3d->is_persp;
}
else {
return DST.view_data.matstate.mat[DRW_MAT_WIN][3][3] == 0.0f;
}
}
float DRW_viewport_near_distance_get(void)
{
float projmat[4][4];
DRW_viewport_matrix_get(projmat, DRW_MAT_WIN);
if (DRW_viewport_is_persp_get()) {
return -projmat[3][2] / (projmat[2][2] - 1.0f);
}
else {
return -(projmat[3][2] + 1.0f) / projmat[2][2];
}
}
float DRW_viewport_far_distance_get(void)
{
float projmat[4][4];
DRW_viewport_matrix_get(projmat, DRW_MAT_WIN);
if (DRW_viewport_is_persp_get()) {
return -projmat[3][2] / (projmat[2][2] + 1.0f);
}
else {
return -(projmat[3][2] - 1.0f) / projmat[2][2];
}
}
DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)
{
return GPU_viewport_framebuffer_list_get(DST.viewport);
}
DefaultTextureList *DRW_viewport_texture_list_get(void)
{
return GPU_viewport_texture_list_get(DST.viewport);
}
void DRW_viewport_request_redraw(void)
{
GPU_viewport_tag_update(DST.viewport);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name ViewLayers (DRW_scenelayer)
* \{ */
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
{
for (ViewLayerEngineData *sled = DST.draw_ctx.view_layer->drawdata.first; sled; sled = sled->next) {
if (sled->engine_type == engine_type) {
return sled->storage;
}
}
return NULL;
}
void **DRW_view_layer_engine_data_ensure_ex(
ViewLayer *view_layer, DrawEngineType *engine_type, void (*callback)(void *storage))
{
ViewLayerEngineData *sled;
for (sled = view_layer->drawdata.first; sled; sled = sled->next) {
if (sled->engine_type == engine_type) {
return &sled->storage;
}
}
sled = MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData");
sled->engine_type = engine_type;
sled->free = callback;
BLI_addtail(&view_layer->drawdata, sled);
return &sled->storage;
}
void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type, void (*callback)(void *storage))
{
return DRW_view_layer_engine_data_ensure_ex(DST.draw_ctx.view_layer, engine_type, callback);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Data (DRW_drawdata)
* \{ */
/* Used for DRW_drawdata_from_id()
* All ID-datablocks which have their own 'local' DrawData
* should have the same arrangement in their structs.
*/
typedef struct IdDdtTemplate {
ID id;
struct AnimData *adt;
DrawDataList drawdata;
} IdDdtTemplate;
/* Check if ID can have AnimData */
static bool id_type_can_have_drawdata(const short id_type)
{
/* Only some ID-blocks have this info for now */
/* TODO: finish adding this for the other blocktypes */
switch (id_type) {
/* has DrawData */
case ID_OB:
case ID_WO:
return true;
/* no DrawData */
default:
return false;
}
}
static bool id_can_have_drawdata(const ID *id)
{
/* sanity check */
if (id == NULL) {
return false;
}
return id_type_can_have_drawdata(GS(id->name));
}
/* Get DrawData from the given ID-block. In order for this to work, we assume that
* the DrawData pointer is stored in the struct in the same fashion as in IdDdtTemplate.
*/
DrawDataList *DRW_drawdatalist_from_id(ID *id)
{
/* only some ID-blocks have this info for now, so we cast the
* types that do to be of type IdDdtTemplate, and extract the
* DrawData that way
*/
if (id_can_have_drawdata(id)) {
IdDdtTemplate *idt = (IdDdtTemplate *)id;
return &idt->drawdata;
}
else {
return NULL;
}
}
DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type)
{
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == NULL) {
return NULL;
}
LISTBASE_FOREACH(DrawData *, dd, drawdata) {
if (dd->engine_type == engine_type) {
return dd;
}
}
return NULL;
}
DrawData *DRW_drawdata_ensure(
ID *id,
DrawEngineType *engine_type,
size_t size,
DrawDataInitCb init_cb,
DrawDataFreeCb free_cb)
{
BLI_assert(size >= sizeof(DrawData));
BLI_assert(id_can_have_drawdata(id));
/* Try to re-use existing data. */
DrawData *dd = DRW_drawdata_get(id, engine_type);
if (dd != NULL) {
return dd;
}
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
/* Allocate new data. */
if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
/* NOTE: data is not persistent in this case. It is reset each redraw. */
BLI_assert(free_cb == NULL); /* No callback allowed. */
/* Round to sizeof(float) for DRW_instance_data_request(). */
const size_t t = sizeof(float) - 1;
size = (size + t) & ~t;
size_t fsize = size / sizeof(float);
BLI_assert(fsize < MAX_INSTANCE_DATA_SIZE);
if (DST.object_instance_data[fsize] == NULL) {
DST.object_instance_data[fsize] = DRW_instance_data_request(DST.idatalist, fsize);
}
dd = (DrawData *)DRW_instance_data_next(DST.object_instance_data[fsize]);
memset(dd, 0, size);
}
else {
dd = MEM_callocN(size, "DrawData");
}
dd->engine_type = engine_type;
dd->free = free_cb;
/* Perform user-side initialization, if needed. */
if (init_cb != NULL) {
init_cb(dd);
}
/* Register in the list. */
BLI_addtail((ListBase *)drawdata, dd);
return dd;
}
void DRW_drawdata_free(ID *id)
{
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == NULL) {
return;
}
LISTBASE_FOREACH(DrawData *, dd, drawdata) {
if (dd->free != NULL) {
dd->free(dd);
}
}
BLI_freelistN((ListBase *)drawdata);
}
/* Unlink (but don't free) the drawdata from the DrawDataList if the ID is an OB from dupli. */
static void drw_drawdata_unlink_dupli(ID *id)
{
if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == NULL) {
return;
}
BLI_listbase_clear((ListBase *)drawdata);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Rendering (DRW_engines)
* \{ */
static void drw_engines_init(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
PROFILE_START(stime);
if (engine->engine_init) {
engine->engine_init(data);
}
PROFILE_END_UPDATE(data->init_time, stime);
}
}
static void drw_engines_cache_init(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (data->text_draw_cache) {
DRW_text_cache_destroy(data->text_draw_cache);
data->text_draw_cache = NULL;
}
if (DST.text_store_p == NULL) {
DST.text_store_p = &data->text_draw_cache;
}
if (engine->cache_init) {
engine->cache_init(data);
}
}
}
static void drw_engines_world_update(Scene *scene)
{
if (scene->world == NULL) {
return;
}
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (engine->id_update) {
engine->id_update(data, &scene->world->id);
}
}
}
static void drw_engines_cache_populate(Object *ob)
{
DST.ob_state = NULL;
/* HACK: DrawData is copied by COW from the duplicated object.
* This is valid for IDs that cannot be instantiated but this
* is not what we want in this case so we clear the pointer
* ourselves here. */
drw_drawdata_unlink_dupli((ID *)ob);
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (engine->id_update) {
engine->id_update(data, &ob->id);
}
if (engine->cache_populate) {
engine->cache_populate(data, ob);
}
}
/* TODO: in the future it would be nice to generate once for all viewports.
* But we need threaded DRW manager first. */
drw_batch_cache_generate_requested(ob);
/* ... and clearing it here too because theses draw data are
* from a mempool and must not be free individually by depsgraph. */
drw_drawdata_unlink_dupli((ID *)ob);
}
static void drw_engines_cache_finish(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (engine->cache_finish) {
engine->cache_finish(data);
}
}
}
static void drw_engines_draw_background(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (engine->draw_background) {
PROFILE_START(stime);
DRW_stats_group_start(engine->idname);
engine->draw_background(data);
DRW_stats_group_end();
PROFILE_END_UPDATE(data->background_time, stime);
return;
}
}
/* No draw_background found, doing default background */
if (DRW_state_draw_background()) {
DRW_draw_background();
}
}
static void drw_engines_draw_scene(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
PROFILE_START(stime);
if (engine->draw_scene) {
DRW_stats_group_start(engine->idname);
engine->draw_scene(data);
/* Restore for next engine */
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(DST.default_framebuffer);
}
DRW_stats_group_end();
}
PROFILE_END_UPDATE(data->render_time, stime);
}
/* Reset state after drawing */
DRW_state_reset();
}
static void drw_engines_draw_text(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
PROFILE_START(stime);
if (data->text_draw_cache) {
DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.ar);
}
PROFILE_END_UPDATE(data->render_time, stime);
}
}
/* Draw render engine info. */
void DRW_draw_region_engine_info(int xoffset, int yoffset)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (data->info[0] != '\0') {
char *chr_current = data->info;
char *chr_start = chr_current;
int line_len = 0;
const int font_id = BLF_default();
UI_FontThemeColor(font_id, TH_TEXT_HI);
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);
while (*chr_current++ != '\0') {
line_len++;
if (*chr_current == '\n') {
char info[GPU_INFO_SIZE];
BLI_strncpy(info, chr_start, line_len + 1);
yoffset -= U.widget_unit;
BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info));
/* Re-start counting. */
chr_start = chr_current + 1;
line_len = -1;
}
}
char info[GPU_INFO_SIZE];
BLI_strncpy(info, chr_start, line_len + 1);
yoffset -= U.widget_unit;
BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info));
BLF_disable(font_id, BLF_SHADOW);
}
}
}
static void use_drw_engine(DrawEngineType *engine)
{
LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data");
ld->data = engine;
BLI_addtail(&DST.enabled_engines, ld);
}
/**
* Use for external render engines.
*/
static void drw_engines_enable_external(void)
{
use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
}
/* TODO revisit this when proper layering is implemented */
/* Gather all draw engines needed and store them in DST.enabled_engines
* That also define the rendering order of engines */
static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, bool use_xray)
{
switch (drawtype) {
case OB_WIRE:
use_drw_engine(&draw_engine_workbench_transparent);
break;
case OB_SOLID:
if (use_xray) {
use_drw_engine(&draw_engine_workbench_transparent);
}
else {
use_drw_engine(&draw_engine_workbench_solid);
}
break;
case OB_MATERIAL:
case OB_RENDER:
default:
/* TODO layers */
if (engine_type->draw_engine != NULL) {
use_drw_engine(engine_type->draw_engine);
}
if ((engine_type->flag & RE_INTERNAL) == 0) {
drw_engines_enable_external();
}
break;
}
}
static void drw_engines_enable_from_object_mode(void)
{
use_drw_engine(&draw_engine_object_type);
/* TODO(fclem) remove this, it does not belong to it's own engine. */
use_drw_engine(&draw_engine_motion_path_type);
}
static void drw_engines_enable_from_paint_mode(int mode)
{
switch (mode) {
case CTX_MODE_SCULPT:
use_drw_engine(&draw_engine_sculpt_type);
break;
case CTX_MODE_PAINT_WEIGHT:
case CTX_MODE_PAINT_VERTEX:
use_drw_engine(&draw_engine_paint_vertex_type);
break;
case CTX_MODE_PAINT_TEXTURE:
use_drw_engine(&draw_engine_paint_texture_type);
break;
default:
break;
}
}
static void drw_engines_enable_from_mode(int mode)
{
switch (mode) {
case CTX_MODE_EDIT_MESH:
use_drw_engine(&draw_engine_edit_mesh_type);
break;
case CTX_MODE_EDIT_SURFACE:
case CTX_MODE_EDIT_CURVE:
use_drw_engine(&draw_engine_edit_curve_type);
break;
case CTX_MODE_EDIT_TEXT:
use_drw_engine(&draw_engine_edit_text_type);
break;
case CTX_MODE_EDIT_ARMATURE:
use_drw_engine(&draw_engine_edit_armature_type);
break;
case CTX_MODE_EDIT_METABALL:
use_drw_engine(&draw_engine_edit_metaball_type);
break;
case CTX_MODE_EDIT_LATTICE:
use_drw_engine(&draw_engine_edit_lattice_type);
break;
case CTX_MODE_PARTICLE:
use_drw_engine(&draw_engine_particle_type);
break;
case CTX_MODE_POSE:
case CTX_MODE_PAINT_WEIGHT:
/* The pose engine clears the depth of the default framebuffer
* to draw an object with `OB_DRAWXRAY`.
* (different of workbench that has its own framebuffer).
* So make sure you call its `draw_scene` after all the other engines. */
use_drw_engine(&draw_engine_pose_type);
break;
case CTX_MODE_SCULPT:
case CTX_MODE_PAINT_VERTEX:
case CTX_MODE_PAINT_TEXTURE:
case CTX_MODE_OBJECT:
case CTX_MODE_PAINT_GPENCIL:
case CTX_MODE_EDIT_GPENCIL:
case CTX_MODE_SCULPT_GPENCIL:
case CTX_MODE_WEIGHT_GPENCIL:
break;
default:
BLI_assert(!"Draw mode invalid");
break;
}
}
static void drw_engines_enable_from_overlays(int UNUSED(overlay_flag))
{
use_drw_engine(&draw_engine_overlay_type);
}
/**
* Use for select and depth-drawing.
*/
static void drw_engines_enable_basic(void)
{
use_drw_engine(DRW_engine_viewport_basic_type.draw_engine);
}
static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_type)
{
Object *obact = OBACT(view_layer);
const enum eContextObjectMode mode = CTX_data_mode_enum_ex(
DST.draw_ctx.object_edit, obact, DST.draw_ctx.object_mode);
View3D *v3d = DST.draw_ctx.v3d;
const int drawtype = v3d->shading.type;
const bool use_xray = XRAY_ENABLED(v3d);
drw_engines_enable_from_engine(engine_type, drawtype, use_xray);
/* grease pencil */
use_drw_engine(&draw_engine_gpencil_type);
if (DRW_state_draw_support()) {
/* Draw paint modes first so that they are drawn below the wireframes. */
drw_engines_enable_from_paint_mode(mode);
drw_engines_enable_from_overlays(v3d->overlay.flag);
drw_engines_enable_from_object_mode();
drw_engines_enable_from_mode(mode);
}
else {
/* Force enable overlays engine for wireframe mode */
if (v3d->shading.type == OB_WIRE) {
drw_engines_enable_from_overlays(v3d->overlay.flag);
}
}
}
static void drw_engines_disable(void)
{
BLI_freelistN(&DST.enabled_engines);
}
static uint DRW_engines_get_hash(void)
{
uint hash = 0;
/* The cache depends on enabled engines */
/* FIXME : if collision occurs ... segfault */
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
hash += BLI_ghashutil_strhash_p(engine->idname);
}
return hash;
}
/* -------------------------------------------------------------------- */
/** \name View Update
* \{ */
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
{
RenderEngineType *engine_type = update_ctx->engine_type;
ARegion *ar = update_ctx->ar;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = ar->regiondata;
Depsgraph *depsgraph = update_ctx->depsgraph;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
/* Separate update for each stereo view. */
for (int view = 0; view < 2; view++) {
GPUViewport *viewport = WM_draw_region_get_viewport(ar, view);
if (!viewport) {
continue;
}
/* XXX Really nasty locking. But else this could
* be executed by the material previews thread
* while rendering a viewport. */
BLI_ticket_mutex_lock(DST.gl_context_mutex);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.viewport = viewport;
DST.draw_ctx = (DRWContextState){
.ar = ar, .rv3d = rv3d, .v3d = v3d,
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
.engine_type = engine_type,
.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
};
drw_engines_enable(view_layer, engine_type);
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *draw_engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine);
if (draw_engine->view_update) {
draw_engine->view_update(data);
}
}
DST.viewport = NULL;
drw_engines_disable();
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Draw Loops (DRW_draw)
* \{ */
/* Everything starts here.
* This function takes care of calling all cache and rendering functions
* for each relevant engine / mode engine. */
void DRW_draw_view(const bContext *C)
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
ARegion *ar = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.draw_text = (
(v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
(v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C);
}
/**
* Used for both regular and off-screen drawing.
* Need to reset DST before calling this function
*/
void DRW_draw_render_loop_ex(
struct Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *ar, View3D *v3d,
GPUViewport *viewport,
const bContext *evil_C)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
const bool do_annotations = (
((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
const bool do_camera_frame = !DST.options.is_image_render;
DST.draw_ctx.evil_C = evil_C;
DST.viewport = viewport;
/* Setup viewport */
GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
DST.draw_ctx = (DRWContextState){
.ar = ar, .rv3d = rv3d, .v3d = v3d,
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
.engine_type = engine_type,
.depsgraph = depsgraph,
/* reuse if caller sets */
.evil_C = DST.draw_ctx.evil_C,
};
drw_context_state_init();
drw_viewport_var_init();
/* Get list of enabled engines */
drw_engines_enable(view_layer, engine_type);
/* Update ubos */
DRW_globals_update();
drw_debug_init();
DRW_hair_init();
/* No framebuffer allowed before drawing. */
BLI_assert(GPU_framebuffer_active_get() == NULL);
/* Init engines */
drw_engines_init();
/* Cache filling */
{
PROFILE_START(stime);
drw_engines_cache_init();
drw_engines_world_update(scene);
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
DEG_OBJECT_ITER_BEGIN(depsgraph, ob,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI)
{
if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
continue;
}
if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
continue;
}
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
drw_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_END;
drw_engines_cache_finish();
DRW_render_instance_buffer_finish();
#ifdef USE_PROFILE
double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
PROFILE_END_UPDATE(*cache_time, stime);
#endif
}
DRW_stats_begin();
GPU_framebuffer_bind(DST.default_framebuffer);
/* Start Drawing */
DRW_state_reset();
DRW_hair_update();
drw_engines_draw_background();
/* WIP, single image drawn over the camera view (replace) */
bool do_bg_image = false;
if (rv3d->persp == RV3D_CAMOB) {
Object *cam_ob = v3d->camera;
if (cam_ob && cam_ob->type == OB_CAMERA) {
Camera *cam = cam_ob->data;
if (!BLI_listbase_is_empty(&cam->bg_images)) {
do_bg_image = true;
}
}
}
GPU_framebuffer_bind(DST.default_framebuffer);
if (do_bg_image) {
ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, do_camera_frame);
}
DRW_draw_callbacks_pre_scene();
if (DST.draw_ctx.evil_C) {
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
}
drw_engines_draw_scene();
#ifdef __APPLE__
/* Fix 3D view being "laggy" on macos. (See T56996) */
GPU_flush();
#endif
/* annotations - temporary drawing buffer (3d space) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (do_annotations) {
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true);
GPU_depth_test(true);
}
DRW_draw_callbacks_post_scene();
if (DST.draw_ctx.evil_C) {
DRW_state_reset();
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
DRW_state_reset();
}
DRW_state_reset();
drw_debug_draw();
GPU_depth_test(false);
drw_engines_draw_text();
GPU_depth_test(true);
if (DST.draw_ctx.evil_C) {
/* needed so gizmo isn't obscured */
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
glDisable(GL_DEPTH_TEST);
DRW_draw_gizmo_3d();
}
DRW_draw_region_info();
/* annotations - temporary drawing buffer (screenspace) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) &&
(do_annotations))
{
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false);
GPU_depth_test(true);
}
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
* 'DRW_draw_region_info' sets the projection in pixel-space. */
GPU_depth_test(false);
DRW_draw_gizmo_2d();
GPU_depth_test(true);
}
}
DRW_stats_reset();
if (do_bg_image) {
ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, true, do_camera_frame);
}
if (G.debug_value > 20 && G.debug_value < 30) {
GPU_depth_test(false);
rcti rect; /* local coordinate visible rect inside region, to accommodate overlapping ui */
ED_region_visible_rect(DST.draw_ctx.ar, &rect);
DRW_stats_draw(&rect);
GPU_depth_test(true);
}
if (WM_draw_region_get_bound_viewport(ar)) {
/* Don't unbind the framebuffer yet in this case and let
* GPU_viewport_unbind do it, so that we can still do further
* drawing of action zones on top. */
}
else {
GPU_framebuffer_restore();
}
DRW_state_reset();
drw_engines_disable();
drw_viewport_cache_resize();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
}
void DRW_draw_render_loop(
struct Depsgraph *depsgraph,
ARegion *ar, View3D *v3d,
GPUViewport *viewport)
{
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, NULL);
}
/* @viewport CAN be NULL, in this case we create one. */
void DRW_draw_render_loop_offscreen(
struct Depsgraph *depsgraph, RenderEngineType *engine_type,
ARegion *ar, View3D *v3d,
const bool draw_background,
const bool do_color_management,
GPUOffScreen *ofs,
GPUViewport *viewport)
{
/* Create temporary viewport if needed. */
GPUViewport *render_viewport = viewport;
if (viewport == NULL) {
render_viewport = GPU_viewport_create_from_offscreen(ofs);
}
GPU_framebuffer_restore();
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
/* WATCH: Force color management to output CManaged byte buffer by
* forcing is_image_render to false. */
DST.options.is_image_render = !do_color_management;
DST.options.draw_background = draw_background;
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL);
/* Free temporary viewport. */
if (viewport == NULL) {
/* don't free data owned by 'ofs' */
GPU_viewport_clear_from_offscreen(render_viewport);
GPU_viewport_free(render_viewport);
}
/* we need to re-bind (annoying!) */
GPU_offscreen_bind(ofs, false);
}
/* Helper to check if exit object type to render. */
bool DRW_render_check_grease_pencil(Depsgraph *depsgraph)
{
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob)
{
if (ob->type == OB_GPENCIL) {
if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) {
return true;
}
}
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
return false;
}
static void DRW_render_gpencil_to_image(RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
{
if (draw_engine_gpencil_type.render_to_image) {
ViewportEngineData *gpdata = drw_viewport_engine_data_ensure(&draw_engine_gpencil_type);
draw_engine_gpencil_type.render_to_image(gpdata, engine, render_layer, rect);
}
}
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph)
{
/* This function is only valid for Cycles
* Eevee done all work in the Eevee render directly.
* Maybe it can be done equal for both engines?
*/
if (STREQ(engine->type->name, "Eevee")) {
return;
}
/* Early out if there are no grease pencil objects, especially important
* to avoid failing in in background renders without OpenGL context. */
if (!DRW_render_check_grease_pencil(depsgraph)) {
return;
}
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RenderEngineType *engine_type = engine->type;
RenderData *r = &scene->r;
Render *render = engine->re;
/* Changing Context */
if (G.background && DST.gl_context == NULL) {
WM_init_opengl(G_MAIN);
}
void *re_gl_context = RE_gl_context_get(render);
void *re_gpu_context = NULL;
/* Changing Context */
if (re_gl_context != NULL) {
DRW_opengl_render_context_enable(re_gl_context);
/* We need to query gpu context after a gl context has been bound. */
re_gpu_context = RE_gpu_context_get(render);
DRW_gawain_render_context_enable(re_gpu_context);
}
else {
DRW_opengl_context_enable();
}
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.is_image_render = true;
DST.options.is_scene_render = true;
DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
DST.buffer_finish_called = true;
DST.draw_ctx = (DRWContextState) {
.scene = scene, .view_layer = view_layer,
.engine_type = engine_type,
.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
};
drw_context_state_init();
DST.viewport = GPU_viewport_create();
const int size[2] = { (r->size * r->xsch) / 100, (r->size * r->ysch) / 100 };
GPU_viewport_size_set(DST.viewport, size);
drw_viewport_var_init();
/* Main rendering. */
rctf view_rect;
rcti render_rect;
RE_GetViewPlane(render, &view_rect, &render_rect);
if (BLI_rcti_is_empty(&render_rect)) {
BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
}
RenderResult *render_result = RE_engine_get_result(engine);
RenderLayer *render_layer = render_result->layers.first;
DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
/* Force cache to reset. */
drw_viewport_cache_resize();
GPU_viewport_free(DST.viewport);
DRW_state_reset();
glDisable(GL_DEPTH_TEST);
/* Restore Drawing area. */
GPU_framebuffer_restore();
/* Changing Context */
/* GPXX Review this context */
DRW_opengl_context_disable();
DST.buffer_finish_called = false;
}
void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RenderEngineType *engine_type = engine->type;
DrawEngineType *draw_engine_type = engine_type->draw_engine;
Render *render = engine->re;
if (G.background && DST.gl_context == NULL) {
WM_init_opengl(G_MAIN);
}
void *re_gl_context = RE_gl_context_get(render);
void *re_gpu_context = NULL;
/* Changing Context */
if (re_gl_context != NULL) {
DRW_opengl_render_context_enable(re_gl_context);
/* We need to query gpu context after a gl context has been bound. */
re_gpu_context = RE_gpu_context_get(render);
DRW_gawain_render_context_enable(re_gpu_context);
}
else {
DRW_opengl_context_enable();
}
/* IMPORTANT: We dont support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.is_image_render = true;
DST.options.is_scene_render = true;
DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
DST.draw_ctx = (DRWContextState){
.scene = scene, .view_layer = view_layer,
.engine_type = engine_type,
.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
};
drw_context_state_init();
DST.viewport = GPU_viewport_create();
const int size[2] = {engine->resolution_x, engine->resolution_y};
GPU_viewport_size_set(DST.viewport, size);
drw_viewport_var_init();
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
/* set default viewport */
glViewport(0, 0, size[0], size[1]);
/* Main rendering. */
rctf view_rect;
rcti render_rect;
RE_GetViewPlane(render, &view_rect, &render_rect);
if (BLI_rcti_is_empty(&render_rect)) {
BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
}
/* Reset state before drawing */
DRW_state_reset();
/* Init render result. */
RenderResult *render_result = RE_engine_begin_result(
engine,
0,
0,
(int)size[0],
(int)size[1],
view_layer->name,
/* RR_ALL_VIEWS */ NULL);
RenderLayer *render_layer = render_result->layers.first;
for (RenderView *render_view = render_result->views.first;
render_view != NULL;
render_view = render_view->next)
{
RE_SetActiveRenderView(render, render_view->name);
engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
/* grease pencil: render result is merged in the previous render result. */
if (DRW_render_check_grease_pencil(depsgraph)) {
DRW_state_reset();
DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
}
DST.buffer_finish_called = false;
}
RE_engine_end_result(engine, render_result, false, false, false);
/* Force cache to reset. */
drw_viewport_cache_resize();
GPU_viewport_free(DST.viewport);
GPU_framebuffer_restore();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
/* Reset state after drawing */
DRW_state_reset();
/* Changing Context */
if (re_gl_context != NULL) {
DRW_gawain_render_context_disable(re_gpu_context);
DRW_opengl_render_context_disable(re_gl_context);
}
else {
DRW_opengl_context_disable();
}
}
void DRW_render_object_iter(
void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph,
void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
DRW_hair_init();
const int object_type_exclude_viewport = draw_ctx->v3d ? draw_ctx->v3d->object_type_exclude_viewport : 0;
DEG_OBJECT_ITER_BEGIN(depsgraph, ob,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI)
{
if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
DST.ob_state = NULL;
callback(vedata, ob, engine, depsgraph);
drw_batch_cache_generate_requested(ob);
}
}
DEG_OBJECT_ITER_END;
}
/* Assume a valid gl context is bound (and that the gl_context_mutex has been acquired).
* This function only setup DST and execute the given function.
* Warning: similar to DRW_render_to_image you cannot use default lists (dfbl & dtxl). */
void DRW_custom_pipeline(
DrawEngineType *draw_engine_type,
struct Depsgraph *depsgraph,
void (*callback)(void *vedata, void *user_data),
void *user_data)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.is_image_render = true;
DST.options.is_scene_render = true;
DST.options.draw_background = false;
DST.draw_ctx = (DRWContextState){
.scene = scene,
.view_layer = view_layer,
.engine_type = NULL,
.depsgraph = depsgraph,
.object_mode = OB_MODE_OBJECT,
};
drw_context_state_init();
DST.viewport = GPU_viewport_create();
const int size[2] = {1, 1};
GPU_viewport_size_set(DST.viewport, size);
drw_viewport_var_init();
DRW_hair_init();
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
/* Execute the callback */
callback(data, user_data);
DST.buffer_finish_called = false;
GPU_viewport_free(DST.viewport);
GPU_framebuffer_restore();
/* The use of custom pipeline in other thread using the same
* resources as the main thread (viewport) may lead to data
* races and undefined behavior on certain drivers. Using
* GPU_finish to sync seems to fix the issue. (see T62997) */
GPU_finish();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
}
static struct DRWSelectBuffer {
struct GPUFrameBuffer *framebuffer_depth_only;
struct GPUFrameBuffer *framebuffer_select_id;
struct GPUTexture *texture_depth;
struct GPUTexture *texture_u32;
} g_select_buffer = {NULL};
static void draw_select_framebuffer_depth_only_setup(const int size[2])
{
if (g_select_buffer.framebuffer_depth_only == NULL) {
g_select_buffer.framebuffer_depth_only = GPU_framebuffer_create();
g_select_buffer.framebuffer_select_id = GPU_framebuffer_create();
}
if ((g_select_buffer.texture_depth != NULL) &&
((GPU_texture_width(g_select_buffer.texture_depth) != size[0]) ||
(GPU_texture_height(g_select_buffer.texture_depth) != size[1])))
{
GPU_texture_free(g_select_buffer.texture_depth);
g_select_buffer.texture_depth = NULL;
}
if (g_select_buffer.texture_depth == NULL) {
g_select_buffer.texture_depth = GPU_texture_create_2d(
size[0], size[1], GPU_DEPTH_COMPONENT24, NULL, NULL);
GPU_framebuffer_texture_attach(
g_select_buffer.framebuffer_depth_only,
g_select_buffer.texture_depth, 0, 0);
GPU_framebuffer_texture_attach(
g_select_buffer.framebuffer_select_id,
g_select_buffer.texture_depth, 0, 0);
GPU_framebuffer_check_valid(
g_select_buffer.framebuffer_depth_only, NULL);
GPU_framebuffer_check_valid(
g_select_buffer.framebuffer_select_id, NULL);
}
}
static void draw_select_framebuffer_select_id_setup(const int size[2])
{
draw_select_framebuffer_depth_only_setup(size);
if ((g_select_buffer.texture_u32 != NULL) &&
((GPU_texture_width(g_select_buffer.texture_u32) != size[0]) ||
(GPU_texture_height(g_select_buffer.texture_u32) != size[1])))
{
GPU_texture_free(g_select_buffer.texture_u32);
g_select_buffer.texture_u32 = NULL;
}
if (g_select_buffer.texture_u32 == NULL) {
g_select_buffer.texture_u32 = GPU_texture_create_2d(
size[0], size[1], GPU_R32UI, NULL, NULL);
GPU_framebuffer_texture_attach(
g_select_buffer.framebuffer_select_id,
g_select_buffer.texture_u32, 0, 0);
GPU_framebuffer_check_valid(
g_select_buffer.framebuffer_select_id, NULL);
}
}
/* Must run after all instance datas have been added. */
void DRW_render_instance_buffer_finish(void)
{
BLI_assert(!DST.buffer_finish_called && "DRW_render_instance_buffer_finish called twice!");
DST.buffer_finish_called = true;
DRW_instance_buffer_finish(DST.idatalist);
}
/**
* object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
*/
void DRW_draw_select_loop(
struct Depsgraph *depsgraph,
ARegion *ar, View3D *v3d,
bool UNUSED(use_obedit_skip), bool draw_surface, bool UNUSED(use_nearest), const rcti *rect,
DRW_SelectPassFn select_pass_fn, void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
Object *obact = OBACT(view_layer);
Object *obedit = OBEDIT_FROM_OBACT(obact);
#ifndef USE_GPU_SELECT
UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect);
#else
RegionView3D *rv3d = ar->regiondata;
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
bool use_obedit = false;
int obedit_mode = 0;
if (obedit != NULL) {
if (obedit->type == OB_MBALL) {
use_obedit = true;
obedit_mode = CTX_MODE_EDIT_METABALL;
}
else if (obedit->type == OB_ARMATURE) {
use_obedit = true;
obedit_mode = CTX_MODE_EDIT_ARMATURE;
}
}
if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) {
if (!(v3d->flag2 & V3D_HIDE_OVERLAYS)) {
/* Note: don't use "BKE_object_pose_armature_get" here, it breaks selection. */
Object *obpose = OBPOSE_FROM_OBACT(obact);
if (obpose) {
use_obedit = true;
obedit_mode = CTX_MODE_POSE;
}
}
}
int viewport_size[2] = {BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)};
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, viewport_size);
DST.viewport = viewport;
DST.options.is_select = true;
/* Get list of enabled engines */
if (use_obedit) {
drw_engines_enable_from_paint_mode(obedit_mode);
drw_engines_enable_from_mode(obedit_mode);
}
else if (!draw_surface) {
/* grease pencil selection */
use_drw_engine(&draw_engine_gpencil_type);
drw_engines_enable_from_overlays(v3d->overlay.flag);
drw_engines_enable_from_object_mode();
}
else {
drw_engines_enable_basic();
/* grease pencil selection */
use_drw_engine(&draw_engine_gpencil_type);
drw_engines_enable_from_overlays(v3d->overlay.flag);
drw_engines_enable_from_object_mode();
}
/* Setup viewport */
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
.ar = ar, .rv3d = rv3d, .v3d = v3d,
.scene = scene, .view_layer = view_layer, .obact = obact,
.engine_type = engine_type,
.depsgraph = depsgraph,
};
drw_context_state_init();
drw_viewport_var_init();
/* Update ubos */
DRW_globals_update();
/* Init engines */
drw_engines_init();
DRW_hair_init();
{
drw_engines_cache_init();
drw_engines_world_update(scene);
if (use_obedit) {
#if 0
drw_engines_cache_populate(obact);
#else
FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, obact->type, obact->mode, ob_iter) {
drw_engines_cache_populate(ob_iter);
}
FOREACH_OBJECT_IN_MODE_END;
#endif
}
else {
const int object_type_exclude_select = (
v3d->object_type_exclude_viewport | v3d->object_type_exclude_select
);
bool filter_exclude = false;
DEG_OBJECT_ITER_BEGIN(depsgraph, ob,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI)
{
if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
continue;
}
if ((ob->base_flag & BASE_SELECTABLE) &&
(object_type_exclude_select & (1 << ob->type)) == 0)
{
if (object_filter_fn != NULL) {
if (ob->base_flag & BASE_FROM_DUPLI) {
/* pass (use previous filter_exclude value) */
}
else {
filter_exclude = (object_filter_fn(ob, object_filter_user_data) == false);
}
if (filter_exclude) {
continue;
}
}
/* This relies on dupli instances being after their instancing object. */
if ((ob->base_flag & BASE_FROM_DUPLI) == 0) {
Object *ob_orig = DEG_get_original_object(ob);
DRW_select_load_id(ob_orig->select_id);
}
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
drw_engines_cache_populate(ob);
}
}
DEG_OBJECT_ITER_END;
}
drw_engines_cache_finish();
DRW_render_instance_buffer_finish();
}
/* Setup framebuffer */
draw_select_framebuffer_depth_only_setup(viewport_size);
GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only);
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 1.0f);
/* Start Drawing */
DRW_state_reset();
DRW_draw_callbacks_pre_scene();
DRW_hair_update();
DRW_state_lock(
DRW_STATE_WRITE_DEPTH |
DRW_STATE_DEPTH_ALWAYS |
DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_DEPTH_EQUAL |
DRW_STATE_DEPTH_GREATER |
DRW_STATE_DEPTH_ALWAYS);
/* Only 1-2 passes. */
while (true) {
if (!select_pass_fn(DRW_SELECT_PASS_PRE, select_pass_user_data)) {
break;
}
drw_engines_draw_scene();
if (!select_pass_fn(DRW_SELECT_PASS_POST, select_pass_user_data)) {
break;
}
}
DRW_state_lock(0);
DRW_draw_callbacks_post_scene();
DRW_state_reset();
drw_engines_disable();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
GPU_framebuffer_restore();
/* Cleanup for selection state */
GPU_viewport_free(viewport);
#endif /* USE_GPU_SELECT */
}
static void draw_depth_texture_to_screen(GPUTexture *texture)
{
const float w = (float)GPU_texture_width(texture);
const float h = (float)GPU_texture_height(texture);
GPUVertFormat *format = immVertexFormat();
uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY);
GPU_texture_bind(texture, 0);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
immBegin(GPU_PRIM_TRI_STRIP, 4);
immAttr2f(texcoord, 0.0f, 0.0f);
immVertex2f(pos, 0.0f, 0.0f);
immAttr2f(texcoord, 1.0f, 0.0f);
immVertex2f(pos, w, 0.0f);
immAttr2f(texcoord, 0.0f, 1.0f);
immVertex2f(pos, 0.0f, h);
immAttr2f(texcoord, 1.0f, 1.0f);
immVertex2f(pos, w, h);
immEnd();
GPU_texture_unbind(texture);
immUnbindProgram();
}
/**
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
static void drw_draw_depth_loop_imp(void)
{
DRW_opengl_context_enable();
/* Setup framebuffer */
DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport);
GPU_framebuffer_bind(fbl->depth_only_fb);
GPU_framebuffer_clear_depth(fbl->depth_only_fb, 1.0f);
/* Setup viewport */
drw_context_state_init();
drw_viewport_var_init();
/* Update ubos */
DRW_globals_update();
/* Init engines */
drw_engines_init();
DRW_hair_init();
{
drw_engines_cache_init();
drw_engines_world_update(DST.draw_ctx.scene);
View3D *v3d = DST.draw_ctx.v3d;
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
DEG_OBJECT_ITER_BEGIN(DST.draw_ctx.depsgraph, ob,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI)
{
if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
continue;
}
if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
continue;
}
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
drw_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_END;
drw_engines_cache_finish();
DRW_render_instance_buffer_finish();
}
/* Start Drawing */
DRW_state_reset();
DRW_hair_update();
DRW_draw_callbacks_pre_scene();
drw_engines_draw_scene();
DRW_draw_callbacks_post_scene();
DRW_state_reset();
/* TODO: Reading depth for operators should be done here. */
GPU_framebuffer_restore();
/* Changin context */
DRW_opengl_context_disable();
}
/**
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
void DRW_draw_depth_loop(
struct Depsgraph *depsgraph,
ARegion *ar, View3D *v3d,
GPUViewport *viewport)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.viewport = viewport;
DST.options.is_depth = true;
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
.ar = ar, .rv3d = rv3d, .v3d = v3d,
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
.engine_type = engine_type,
.depsgraph = depsgraph,
};
/* Get list of enabled engines */
{
drw_engines_enable_basic();
if (DRW_state_draw_support()) {
drw_engines_enable_from_object_mode();
}
}
drw_draw_depth_loop_imp();
drw_engines_disable();
/* XXX Drawing the resulting buffer to the BACK_BUFFER */
GPU_matrix_push();
GPU_matrix_push_projection();
wmOrtho2_region_pixelspace(DST.draw_ctx.ar);
GPU_matrix_identity_set();
glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */
glDepthFunc(GL_ALWAYS);
DefaultTextureList *dtxl = (DefaultTextureList *)GPU_viewport_texture_list_get(DST.viewport);
draw_depth_texture_to_screen(dtxl->depth);
glDepthFunc(GL_LEQUAL);
GPU_matrix_pop();
GPU_matrix_pop_projection();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
}
/**
* Converted from ED_view3d_draw_depth_gpencil (legacy drawing).
*/
void DRW_draw_depth_loop_gpencil(
struct Depsgraph *depsgraph,
ARegion *ar, View3D *v3d,
GPUViewport *viewport)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.viewport = viewport;
DST.options.is_depth = true;
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
.ar = ar, .rv3d = rv3d, .v3d = v3d,
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
.depsgraph = depsgraph,
};
use_drw_engine(&draw_engine_gpencil_type);
drw_draw_depth_loop_imp();
drw_engines_disable();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
}
/* Set an opengl context to be used with shaders that draw on U32 colors. */
void DRW_framebuffer_select_id_setup(ARegion *ar, const bool clear)
{
RegionView3D *rv3d = ar->regiondata;
DRW_opengl_context_enable();
/* Setup framebuffer */
int viewport_size[2] = {ar->winx, ar->winy};
draw_select_framebuffer_select_id_setup(viewport_size);
GPU_framebuffer_bind(g_select_buffer.framebuffer_select_id);
/* dithering and AA break color coding, so disable */
glDisable(GL_DITHER);
GPU_depth_test(true);
glDisable(GL_SCISSOR_TEST);
if (clear) {
GPU_framebuffer_clear_color_depth(
g_select_buffer.framebuffer_select_id, (const float[4]){0.0f}, 1.0f);
}
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_set(rv3d);
}
}
/* Ends the context for selection and restoring the previous one. */
void DRW_framebuffer_select_id_release(ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
GPU_depth_test(false);
GPU_framebuffer_restore();
DRW_opengl_context_disable();
}
/* Read a block of pixels from the select frame buffer. */
void DRW_framebuffer_select_id_read(const rcti *rect, uint *r_buf)
{
/* clamp rect by texture */
rcti r = {
.xmin = 0,
.xmax = GPU_texture_width(g_select_buffer.texture_u32),
.ymin = 0,
.ymax = GPU_texture_height(g_select_buffer.texture_u32),
};
rcti rect_clamp = *rect;
if (BLI_rcti_isect(&r, &rect_clamp, &rect_clamp)) {
GPU_texture_read_rect(
g_select_buffer.texture_u32,
GPU_DATA_UNSIGNED_INT, &rect_clamp, r_buf);
if (!BLI_rcti_compare(rect, &rect_clamp)) {
GPU_select_buffer_stride_realign(rect, &rect_clamp, r_buf);
}
}
else {
size_t buf_size = BLI_rcti_size_x(rect) *
BLI_rcti_size_y(rect) *
sizeof(*r_buf);
memset(r_buf, 0, buf_size);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Manager State (DRW_state)
* \{ */
void DRW_state_dfdy_factors_get(float dfdyfac[2])
{
GPU_get_dfdy_factors(dfdyfac);
}
/**
* When false, drawing doesn't output to a pixel buffer
* eg: Occlusion queries, or when we have setup a context to draw in already.
*/
bool DRW_state_is_fbo(void)
{
return ((DST.default_framebuffer != NULL) || DST.options.is_image_render);
}
/**
* For when engines need to know if this is drawing for selection or not.
*/
bool DRW_state_is_select(void)
{
return DST.options.is_select;
}
bool DRW_state_is_depth(void)
{
return DST.options.is_depth;
}
/**
* Whether we are rendering for an image
*/
bool DRW_state_is_image_render(void)
{
return DST.options.is_image_render;
}
/**
* Whether we are rendering only the render engine,
* or if we should also render the mode engines.
*/
bool DRW_state_is_scene_render(void)
{
BLI_assert(DST.options.is_scene_render ?
DST.options.is_image_render : true);
return DST.options.is_scene_render;
}
/**
* Whether we are rendering simple opengl render
*/
bool DRW_state_is_opengl_render(void)
{
return DST.options.is_image_render && !DST.options.is_scene_render;
}
bool DRW_state_is_playback(void)
{
if (DST.draw_ctx.evil_C != NULL) {
struct wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
return ED_screen_animation_playing(wm) != NULL;
}
return false;
}
/**
* Should text draw in this mode?
*/
bool DRW_state_show_text(void)
{
return (DST.options.is_select) == 0 &&
(DST.options.is_depth) == 0 &&
(DST.options.is_scene_render) == 0 &&
(DST.options.draw_text) == 0;
}
/**
* Should draw support elements
* Objects center, selection outline, probe data, ...
*/
bool DRW_state_draw_support(void)
{
View3D *v3d = DST.draw_ctx.v3d;
return (DRW_state_is_scene_render() == false) &&
(v3d != NULL) &&
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0);
}
/**
* Whether we should render the background
*/
bool DRW_state_draw_background(void)
{
if (DRW_state_is_image_render() == false) {
return true;
}
return DST.options.draw_background;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Context State (DRW_context_state)
* \{ */
const DRWContextState *DRW_context_state_get(void)
{
return &DST.draw_ctx;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Init/Exit (DRW_engines)
* \{ */
bool DRW_engine_render_support(DrawEngineType *draw_engine_type)
{
return draw_engine_type->render_to_image;
}
void DRW_engine_register(DrawEngineType *draw_engine_type)
{
BLI_addtail(&DRW_engines, draw_engine_type);
}
void DRW_engines_register(void)
{
RE_engines_register(&DRW_engine_viewport_eevee_type);
RE_engines_register(&DRW_engine_viewport_workbench_type);
DRW_engine_register(&draw_engine_workbench_solid);
DRW_engine_register(&draw_engine_workbench_transparent);
DRW_engine_register(&draw_engine_object_type);
DRW_engine_register(&draw_engine_edit_armature_type);
DRW_engine_register(&draw_engine_edit_curve_type);
DRW_engine_register(&draw_engine_edit_lattice_type);
DRW_engine_register(&draw_engine_edit_mesh_type);
DRW_engine_register(&draw_engine_edit_metaball_type);
DRW_engine_register(&draw_engine_edit_text_type);
DRW_engine_register(&draw_engine_motion_path_type);
DRW_engine_register(&draw_engine_overlay_type);
DRW_engine_register(&draw_engine_paint_texture_type);
DRW_engine_register(&draw_engine_paint_vertex_type);
DRW_engine_register(&draw_engine_particle_type);
DRW_engine_register(&draw_engine_pose_type);
DRW_engine_register(&draw_engine_sculpt_type);
DRW_engine_register(&draw_engine_gpencil_type);
/* setup callbacks */
{
BKE_mball_batch_cache_dirty_tag_cb = DRW_mball_batch_cache_dirty_tag;
BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
BKE_curve_batch_cache_dirty_tag_cb = DRW_curve_batch_cache_dirty_tag;
BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
BKE_mesh_batch_cache_dirty_tag_cb = DRW_mesh_batch_cache_dirty_tag;
BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
BKE_lattice_batch_cache_dirty_tag_cb = DRW_lattice_batch_cache_dirty_tag;
BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
BKE_particle_batch_cache_dirty_tag_cb = DRW_particle_batch_cache_dirty_tag;
BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
BKE_gpencil_batch_cache_dirty_tag_cb = DRW_gpencil_batch_cache_dirty_tag;
BKE_gpencil_batch_cache_free_cb = DRW_gpencil_batch_cache_free;
}
}
void DRW_engines_free(void)
{
if (DST.gl_context == NULL) {
/* Nothing has been setup. Nothing to clear.
* Otherwise, DRW_opengl_context_enable can
* create a context in background mode. (see T62355) */
return;
}
DRW_opengl_context_enable();
DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_u32);
DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_select_id);
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_depth_only);
DRW_hair_free();
DRW_shape_cache_free();
DRW_stats_free();
DRW_globals_free();
DrawEngineType *next;
for (DrawEngineType *type = DRW_engines.first; type; type = next) {
next = type->next;
BLI_remlink(&R_engines, type);
if (type->engine_free) {
type->engine_free();
}
}
DRW_UBO_FREE_SAFE(G_draw.block_ubo);
DRW_UBO_FREE_SAFE(G_draw.view_ubo);
DRW_TEXTURE_FREE_SAFE(G_draw.ramp);
DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
MEM_SAFE_FREE(g_pos_format);
MEM_SAFE_FREE(DST.uniform_names.buffer);
DRW_opengl_context_disable();
}
/** \} */
/** \name Init/Exit (DRW_opengl_ctx)
* \{ */
void DRW_opengl_context_create(void)
{
BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */
DST.gl_context_mutex = BLI_ticket_mutex_alloc();
if (!G.background) {
immDeactivate();
}
/* This changes the active context. */
DST.gl_context = WM_opengl_context_create();
WM_opengl_context_activate(DST.gl_context);
/* Be sure to create gawain.context too. */
DST.gpu_context = GPU_context_create();
if (!G.background) {
immActivate();
}
/* Set default Blender OpenGL state */
GPU_state_init();
/* So we activate the window's one afterwards. */
wm_window_reset_drawable();
}
void DRW_opengl_context_destroy(void)
{
BLI_assert(BLI_thread_is_main());
if (DST.gl_context != NULL) {
WM_opengl_context_activate(DST.gl_context);
GPU_context_active_set(DST.gpu_context);
GPU_context_discard(DST.gpu_context);
WM_opengl_context_dispose(DST.gl_context);
BLI_ticket_mutex_free(DST.gl_context_mutex);
}
}
void DRW_opengl_context_enable_ex(bool restore)
{
if (DST.gl_context != NULL) {
/* IMPORTANT: We dont support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
BLI_ticket_mutex_lock(DST.gl_context_mutex);
if (BLI_thread_is_main() && restore) {
if (!G.background) {
immDeactivate();
}
}
WM_opengl_context_activate(DST.gl_context);
GPU_context_active_set(DST.gpu_context);
if (BLI_thread_is_main() && restore) {
if (!G.background) {
immActivate();
}
BLF_batch_reset();
}
}
}
void DRW_opengl_context_disable_ex(bool restore)
{
if (DST.gl_context != NULL) {
#ifdef __APPLE__
/* Need to flush before disabling draw context, otherwise it does not
* always finish drawing and viewport can be empty or partially drawn */
GPU_flush();
#endif
if (BLI_thread_is_main() && restore) {
wm_window_reset_drawable();
}
else {
WM_opengl_context_release(DST.gl_context);
GPU_context_active_set(NULL);
}
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
}
}
void DRW_opengl_context_enable(void)
{
if (G.background && DST.gl_context == NULL) {
WM_init_opengl(G_MAIN);
}
DRW_opengl_context_enable_ex(true);
}
void DRW_opengl_context_disable(void)
{
DRW_opengl_context_disable_ex(true);
}
void DRW_opengl_render_context_enable(void *re_gl_context)
{
/* If thread is main you should use DRW_opengl_context_enable(). */
BLI_assert(!BLI_thread_is_main());
/* TODO get rid of the blocking. Only here because of the static global DST. */
BLI_ticket_mutex_lock(DST.gl_context_mutex);
WM_opengl_context_activate(re_gl_context);
}
void DRW_opengl_render_context_disable(void *re_gl_context)
{
GPU_flush();
WM_opengl_context_release(re_gl_context);
/* TODO get rid of the blocking. */
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
}
/* Needs to be called AFTER DRW_opengl_render_context_enable() */
void DRW_gawain_render_context_enable(void *re_gpu_context)
{
/* If thread is main you should use DRW_opengl_context_enable(). */
BLI_assert(!BLI_thread_is_main());
GPU_context_active_set(re_gpu_context);
DRW_shape_cache_reset(); /* XXX fix that too. */
}
/* Needs to be called BEFORE DRW_opengl_render_context_disable() */
void DRW_gawain_render_context_disable(void *UNUSED(re_gpu_context))
{
DRW_shape_cache_reset(); /* XXX fix that too. */
GPU_context_active_set(NULL);
}
/** \} */