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blender-archive/source/blender/draw/engines/overlay/overlay_grid.c
2021-02-14 20:58:04 +11:00

287 lines
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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 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "DNA_camera_types.h"
#include "DEG_depsgraph_query.h"
#include "ED_image.h"
#include "ED_view3d.h"
#include "UI_resources.h"
#include "overlay_private.h"
enum {
SHOW_AXIS_X = (1 << 0),
SHOW_AXIS_Y = (1 << 1),
SHOW_AXIS_Z = (1 << 2),
SHOW_GRID = (1 << 3),
PLANE_XY = (1 << 4),
PLANE_XZ = (1 << 5),
PLANE_YZ = (1 << 6),
CLIP_ZPOS = (1 << 7),
CLIP_ZNEG = (1 << 8),
GRID_BACK = (1 << 9),
GRID_CAMERA = (1 << 10),
PLANE_IMAGE = (1 << 11),
};
void OVERLAY_grid_init(OVERLAY_Data *vedata)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
OVERLAY_ShadingData *shd = &pd->shdata;
const DRWContextState *draw_ctx = DRW_context_state_get();
shd->grid_flag = 0;
shd->zneg_flag = 0;
shd->zpos_flag = 0;
shd->grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
if (pd->space_type == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
shd->grid_flag = ED_space_image_has_buffer(sima) ? 0 : PLANE_IMAGE | SHOW_GRID;
shd->grid_distance = 1.0f;
copy_v3_fl3(
shd->grid_size, (float)sima->tile_grid_shape[0], (float)sima->tile_grid_shape[1], 1.0f);
for (int step = 0; step < 8; step++) {
shd->grid_steps[step] = powf(4, step) * (1.0f / 16.0f);
}
return;
}
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
const bool show_axis_x = (pd->v3d_gridflag & V3D_SHOW_X) != 0;
const bool show_axis_y = (pd->v3d_gridflag & V3D_SHOW_Y) != 0;
const bool show_axis_z = (pd->v3d_gridflag & V3D_SHOW_Z) != 0;
const bool show_floor = (pd->v3d_gridflag & V3D_SHOW_FLOOR) != 0;
const bool show_ortho_grid = (pd->v3d_gridflag & V3D_SHOW_ORTHO_GRID) != 0;
if (pd->hide_overlays || !(pd->v3d_gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z |
V3D_SHOW_FLOOR | V3D_SHOW_ORTHO_GRID))) {
return;
}
float viewinv[4][4], wininv[4][4];
float viewmat[4][4], winmat[4][4];
DRW_view_winmat_get(NULL, winmat, false);
DRW_view_winmat_get(NULL, wininv, true);
DRW_view_viewmat_get(NULL, viewmat, false);
DRW_view_viewmat_get(NULL, viewinv, true);
/* If perspective view or non-axis aligned view. */
if (winmat[3][3] == 0.0f || rv3d->view == RV3D_VIEW_USER) {
if (show_axis_x) {
shd->grid_flag |= PLANE_XY | SHOW_AXIS_X;
}
if (show_axis_y) {
shd->grid_flag |= PLANE_XY | SHOW_AXIS_Y;
}
if (show_floor) {
shd->grid_flag |= PLANE_XY | SHOW_GRID;
}
}
else {
if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
shd->grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
}
else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
shd->grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK;
}
else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
shd->grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
}
}
shd->grid_axes[0] = (float)((shd->grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
shd->grid_axes[1] = (float)((shd->grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
shd->grid_axes[2] = (float)((shd->grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
/* Z axis if needed */
if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
shd->zpos_flag = SHOW_AXIS_Z;
float zvec[3], campos[3];
negate_v3_v3(zvec, viewinv[2]);
copy_v3_v3(campos, viewinv[3]);
/* z axis : chose the most facing plane */
if (fabsf(zvec[0]) < fabsf(zvec[1])) {
shd->zpos_flag |= PLANE_XZ;
}
else {
shd->zpos_flag |= PLANE_YZ;
}
shd->zneg_flag = shd->zpos_flag;
/* Persp : If camera is below floor plane, we switch clipping
* Ortho : If eye vector is looking up, we switch clipping */
if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) ||
((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) {
shd->zpos_flag |= CLIP_ZPOS;
shd->zneg_flag |= CLIP_ZNEG;
}
else {
shd->zpos_flag |= CLIP_ZNEG;
shd->zneg_flag |= CLIP_ZPOS;
}
shd->zplane_axes[0] = (float)((shd->zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
shd->zplane_axes[1] = (float)((shd->zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
shd->zplane_axes[2] = (float)((shd->zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
}
else {
shd->zneg_flag = shd->zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
}
float dist;
if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
dist = ((Camera *)(camera_object->data))->clip_end;
shd->grid_flag |= GRID_CAMERA;
shd->zneg_flag |= GRID_CAMERA;
shd->zpos_flag |= GRID_CAMERA;
}
else {
dist = v3d->clip_end;
}
if (winmat[3][3] == 0.0f) {
copy_v3_fl(shd->grid_size, dist);
}
else {
float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
copy_v3_fl(shd->grid_size, viewdist * dist);
}
shd->grid_distance = dist / 2.0f;
ED_view3d_grid_steps(scene, v3d, rv3d, shd->grid_steps);
}
void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_StorageList *stl = vedata->stl;
OVERLAY_PrivateData *pd = stl->pd;
OVERLAY_ShadingData *shd = &pd->shdata;
OVERLAY_PassList *psl = vedata->psl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
psl->grid_ps = NULL;
if ((shd->grid_flag == 0 && shd->zpos_flag == 0) || !DRW_state_is_fbo()) {
return;
}
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->grid_ps, state);
DRWShadingGroup *grp;
GPUShader *sh;
struct GPUBatch *geom = DRW_cache_grid_get();
if (pd->space_type == SPACE_IMAGE) {
float mat[4][4];
/* add quad background */
sh = OVERLAY_shader_grid_image();
grp = DRW_shgroup_create(sh, psl->grid_ps);
float color_back[4];
interp_v4_v4v4(color_back, G_draw.block.colorBackground, G_draw.block.colorGrid, 0.5);
DRW_shgroup_uniform_vec4_copy(grp, "color", color_back);
unit_m4(mat);
mat[0][0] = shd->grid_size[0];
mat[1][1] = shd->grid_size[1];
mat[2][2] = shd->grid_size[2];
DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat);
}
sh = OVERLAY_shader_grid();
/* Create 3 quads to render ordered transparency Z axis */
grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zneg_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1);
DRW_shgroup_uniform_float(grp, "gridDistance", &shd->grid_distance, 1);
DRW_shgroup_uniform_float_copy(grp, "lineKernel", shd->grid_line_size);
DRW_shgroup_uniform_vec3(grp, "gridSize", shd->grid_size, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
if (shd->zneg_flag & SHOW_AXIS_Z) {
DRW_shgroup_call(grp, geom, NULL);
}
grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_int(grp, "gridFlag", &shd->grid_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->grid_axes, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_float(grp, "gridSteps", shd->grid_steps, ARRAY_SIZE(shd->grid_steps));
if (shd->grid_flag) {
DRW_shgroup_call(grp, geom, NULL);
}
grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zpos_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
if (shd->zpos_flag & SHOW_AXIS_Z) {
DRW_shgroup_call(grp, geom, NULL);
}
if (pd->space_type == SPACE_IMAGE) {
float theme_color[4];
UI_GetThemeColorShade4fv(TH_BACK, 60, theme_color);
srgb_to_linearrgb_v4(theme_color, theme_color);
float mat[4][4];
/* add wire border */
sh = OVERLAY_shader_grid_image();
grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color);
unit_m4(mat);
for (int x = 0; x < shd->grid_size[0]; x++) {
mat[3][0] = x;
for (int y = 0; y < shd->grid_size[1]; y++) {
mat[3][1] = y;
DRW_shgroup_call_obmat(grp, DRW_cache_quad_wires_get(), mat);
}
}
}
}
void OVERLAY_grid_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
if (psl->grid_ps) {
DRW_draw_pass(psl->grid_ps);
}
}