The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`. This commit allows the drawing of the mesh select ids to be done on a 32UI format texture. This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion. Differential Revision: https://developer.blender.org/D4350
281 lines
11 KiB
C++
281 lines
11 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup spview3d
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*/
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#ifndef __VIEW3D_INTERN_H__
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#define __VIEW3D_INTERN_H__
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#include "ED_view3d.h"
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/* internal exports only */
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struct ARegion;
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struct ARegionType;
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struct Base;
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struct BoundBox;
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struct Depsgraph;
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struct GPUBatch;
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struct Mesh;
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struct Object;
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struct SmokeDomainSettings;
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struct ViewLayer;
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struct bAnimVizSettings;
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struct bContext;
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struct bMotionPath;
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struct bPoseChannel;
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struct wmGizmoGroupType;
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struct wmGizmoType;
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struct wmKeyConfig;
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struct wmOperatorType;
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struct wmWindowManager;
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/* drawing flags: */
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enum {
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DRAW_PICKING = (1 << 0),
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DRAW_CONSTCOLOR = (1 << 1),
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DRAW_SCENESET = (1 << 2),
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};
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/* view3d_header.c */
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void VIEW3D_OT_toggle_matcap_flip(struct wmOperatorType *ot);
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/* view3d_ops.c */
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void view3d_operatortypes(void);
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/* view3d_edit.c */
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void VIEW3D_OT_zoom(struct wmOperatorType *ot);
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void VIEW3D_OT_dolly(struct wmOperatorType *ot);
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void VIEW3D_OT_zoom_camera_1_to_1(struct wmOperatorType *ot);
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void VIEW3D_OT_move(struct wmOperatorType *ot);
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void VIEW3D_OT_rotate(struct wmOperatorType *ot);
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#ifdef WITH_INPUT_NDOF
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void VIEW3D_OT_ndof_orbit(struct wmOperatorType *ot);
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void VIEW3D_OT_ndof_orbit_zoom(struct wmOperatorType *ot);
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void VIEW3D_OT_ndof_pan(struct wmOperatorType *ot);
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void VIEW3D_OT_ndof_all(struct wmOperatorType *ot);
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#endif /* WITH_INPUT_NDOF */
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void VIEW3D_OT_view_all(struct wmOperatorType *ot);
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void VIEW3D_OT_view_axis(struct wmOperatorType *ot);
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void VIEW3D_OT_view_camera(struct wmOperatorType *ot);
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void VIEW3D_OT_view_selected(struct wmOperatorType *ot);
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void VIEW3D_OT_view_lock_clear(struct wmOperatorType *ot);
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void VIEW3D_OT_view_lock_to_active(struct wmOperatorType *ot);
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void VIEW3D_OT_view_center_cursor(struct wmOperatorType *ot);
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void VIEW3D_OT_view_center_pick(struct wmOperatorType *ot);
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void VIEW3D_OT_view_center_camera(struct wmOperatorType *ot);
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void VIEW3D_OT_view_center_lock(struct wmOperatorType *ot);
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void VIEW3D_OT_view_pan(struct wmOperatorType *ot);
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void VIEW3D_OT_view_persportho(struct wmOperatorType *ot);
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void VIEW3D_OT_navigate(struct wmOperatorType *ot);
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void VIEW3D_OT_background_image_add(struct wmOperatorType *ot);
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void VIEW3D_OT_background_image_remove(struct wmOperatorType *ot);
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void VIEW3D_OT_view_orbit(struct wmOperatorType *ot);
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void VIEW3D_OT_view_roll(struct wmOperatorType *ot);
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void VIEW3D_OT_clip_border(struct wmOperatorType *ot);
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void VIEW3D_OT_cursor3d(struct wmOperatorType *ot);
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void VIEW3D_OT_render_border(struct wmOperatorType *ot);
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void VIEW3D_OT_clear_render_border(struct wmOperatorType *ot);
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void VIEW3D_OT_zoom_border(struct wmOperatorType *ot);
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void VIEW3D_OT_toggle_shading(struct wmOperatorType *ot);
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void VIEW3D_OT_toggle_xray(struct wmOperatorType *ot);
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void view3d_boxview_copy(struct ScrArea *sa, struct ARegion *ar);
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void view3d_boxview_sync(struct ScrArea *sa, struct ARegion *ar);
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void view3d_orbit_apply_dyn_ofs(
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float r_ofs[3], const float ofs_old[3], const float viewquat_old[4],
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const float viewquat_new[4], const float dyn_ofs[3]);
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#ifdef WITH_INPUT_NDOF
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struct wmNDOFMotionData;
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void view3d_ndof_fly(
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const struct wmNDOFMotionData *ndof,
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struct View3D *v3d, struct RegionView3D *rv3d,
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const bool use_precision, const short protectflag,
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bool *r_has_translate, bool *r_has_rotate);
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#endif /* WITH_INPUT_NDOF */
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/* view3d_fly.c */
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void view3d_keymap(struct wmKeyConfig *keyconf);
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void VIEW3D_OT_fly(struct wmOperatorType *ot);
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/* view3d_walk.c */
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void VIEW3D_OT_walk(struct wmOperatorType *ot);
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/* drawobject.c */
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void draw_object_select_id(
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struct Depsgraph *depsgraph, Scene *scene,
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View3D *v3d, RegionView3D *rv3d, struct Object *ob,
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short select_mode);
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void draw_object_depth(RegionView3D *rv3d, struct Object *ob);
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int view3d_effective_drawtype(const struct View3D *v3d);
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/* view3d_draw.c */
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void view3d_main_region_draw(const struct bContext *C, struct ARegion *ar);
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void view3d_draw_region_info(const struct bContext *C, struct ARegion *ar);
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void ED_view3d_draw_depth(
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struct Depsgraph *depsgraph,
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struct ARegion *ar, View3D *v3d, bool alphaoverride);
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/* view3d_draw_legacy.c */
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void ED_view3d_draw_depth_gpencil(struct Depsgraph *depsgraph, Scene *scene, struct ARegion *ar, View3D *v3d);
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void ED_view3d_draw_select_loop(
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struct Depsgraph *depsgraph, ViewContext *vc, Scene *scene, struct ViewLayer *view_layer, View3D *v3d, struct ARegion *ar,
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bool use_obedit_skip, bool use_nearest);
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void ED_view3d_draw_depth_loop(
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struct Depsgraph *depsgraph, Scene *scene, struct ARegion *ar, View3D *v3d);
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void view3d_update_depths_rect(struct ARegion *ar, struct ViewDepths *d, struct rcti *rect);
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float view3d_depth_near(struct ViewDepths *d);
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/* view3d_select.c */
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void VIEW3D_OT_select(struct wmOperatorType *ot);
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void VIEW3D_OT_select_circle(struct wmOperatorType *ot);
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void VIEW3D_OT_select_box(struct wmOperatorType *ot);
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void VIEW3D_OT_select_lasso(struct wmOperatorType *ot);
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void VIEW3D_OT_select_menu(struct wmOperatorType *ot);
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/* view3d_view.c */
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void VIEW3D_OT_smoothview(struct wmOperatorType *ot);
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void VIEW3D_OT_camera_to_view(struct wmOperatorType *ot);
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void VIEW3D_OT_camera_to_view_selected(struct wmOperatorType *ot);
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void VIEW3D_OT_object_as_camera(struct wmOperatorType *ot);
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void VIEW3D_OT_localview(struct wmOperatorType *ot);
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void VIEW3D_OT_localview_remove_from(struct wmOperatorType *ot);
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bool ED_view3d_boundbox_clip_ex(const RegionView3D *rv3d, const struct BoundBox *bb, float obmat[4][4]);
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bool ED_view3d_boundbox_clip(RegionView3D *rv3d, const struct BoundBox *bb);
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typedef struct V3D_SmoothParams {
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struct Object *camera_old, *camera;
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const float *ofs, *quat, *dist, *lens;
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/* alternate rotation center (ofs = must be NULL) */
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const float *dyn_ofs;
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} V3D_SmoothParams;
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void ED_view3d_smooth_view_ex(
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const struct Depsgraph *depsgraph,
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struct wmWindowManager *wm, struct wmWindow *win, struct ScrArea *sa,
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struct View3D *v3d, struct ARegion *ar, const int smooth_viewtx,
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const V3D_SmoothParams *sview);
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void ED_view3d_smooth_view(
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struct bContext *C,
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struct View3D *v3d, struct ARegion *ar, const int smooth_viewtx,
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const V3D_SmoothParams *sview);
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void ED_view3d_smooth_view_force_finish(
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struct bContext *C,
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struct View3D *v3d, struct ARegion *ar);
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void view3d_winmatrix_set(
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struct Depsgraph *depsgraph,
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struct ARegion *ar, const View3D *v3d, const rcti *rect);
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void view3d_viewmatrix_set(
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struct Depsgraph *depsgraph, Scene *scene,
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const View3D *v3d, RegionView3D *rv3d, const float rect_scale[2]);
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void fly_modal_keymap(struct wmKeyConfig *keyconf);
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void walk_modal_keymap(struct wmKeyConfig *keyconf);
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void viewrotate_modal_keymap(struct wmKeyConfig *keyconf);
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void viewmove_modal_keymap(struct wmKeyConfig *keyconf);
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void viewzoom_modal_keymap(struct wmKeyConfig *keyconf);
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void viewdolly_modal_keymap(struct wmKeyConfig *keyconf);
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/* view3d_buttons.c */
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void VIEW3D_OT_properties(struct wmOperatorType *ot);
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void VIEW3D_OT_object_mode_pie_or_toggle(struct wmOperatorType *ot);
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void view3d_buttons_register(struct ARegionType *art);
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/* view3d_camera_control.c */
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struct View3DCameraControl *ED_view3d_cameracontrol_acquire(
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struct Depsgraph *depsgraph, Scene *scene, View3D *v3d, RegionView3D *rv3d,
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const bool use_parent_root);
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void ED_view3d_cameracontrol_update(
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struct View3DCameraControl *vctrl,
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const bool use_autokey,
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struct bContext *C, const bool do_rotate, const bool do_translate);
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void ED_view3d_cameracontrol_release(
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struct View3DCameraControl *vctrl,
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const bool restore);
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struct Object *ED_view3d_cameracontrol_object_get(
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struct View3DCameraControl *vctrl);
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/* view3d_toolbar.c */
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void VIEW3D_OT_toolshelf(struct wmOperatorType *ot);
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/* view3d_snap.c */
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bool ED_view3d_minmax_verts(struct Object *obedit, float min[3], float max[3]);
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void VIEW3D_OT_snap_selected_to_grid(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_selected_to_cursor(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_selected_to_active(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_grid(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_center(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_selected(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_active(struct wmOperatorType *ot);
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/* space_view3d.c */
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struct ARegion *view3d_has_buttons_region(struct ScrArea *sa);
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struct ARegion *view3d_has_tools_region(struct ScrArea *sa);
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extern const char *view3d_context_dir[]; /* doc access */
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/* view3d_widgets.c */
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void VIEW3D_GGT_light_spot(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_light_area(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_light_target(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_camera(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_camera_view(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_force_field(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_empty_image(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_armature_spline(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_navigate(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_mesh_preselect_elem(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_mesh_preselect_edgering(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GGT_ruler(struct wmGizmoGroupType *gzgt);
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void VIEW3D_GT_ruler_item(struct wmGizmoType *gzt);
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void VIEW3D_OT_ruler_add(struct wmOperatorType *ot);
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void VIEW3D_OT_ruler_remove(struct wmOperatorType *ot);
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void VIEW3D_GT_navigate_rotate(struct wmGizmoType *gzt);
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/* workaround for trivial but noticeable camera bug caused by imprecision
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* between view border calculation in 2D/3D space, workaround for bug [#28037].
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* without this define we get the old behavior which is to try and align them
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* both which _mostly_ works fine, but when the camera moves beyond ~1000 in
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* any direction it starts to fail */
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#define VIEW3D_CAMERA_BORDER_HACK
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#ifdef VIEW3D_CAMERA_BORDER_HACK
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extern uchar view3d_camera_border_hack_col[3];
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extern bool view3d_camera_border_hack_test;
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#endif
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#endif /* __VIEW3D_INTERN_H__ */
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