This moves background images out of the 3D viewport, to be used only as camera reference images. For 3D viewport references, background images can be used, see: D2827 Some work is still needed (background option isn't working at the moment).
2190 lines
60 KiB
C
2190 lines
60 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_view3d/view3d_draw_legacy.c
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* \ingroup spview3d
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*/
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_group_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_key_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_world_types.h"
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#include "DNA_brush_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_jitter.h"
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#include "BLI_utildefines.h"
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#include "BLI_endian_switch.h"
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#include "BLI_threads.h"
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#include "BKE_anim.h"
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#include "BKE_camera.h"
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#include "BKE_context.h"
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#include "BKE_customdata.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_image.h"
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#include "BKE_key.h"
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#include "BKE_layer.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_global.h"
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#include "BKE_paint.h"
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#include "BKE_scene.h"
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#include "BKE_screen.h"
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#include "BKE_unit.h"
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#include "BKE_movieclip.h"
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#include "DEG_depsgraph.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "IMB_colormanagement.h"
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#include "BIF_glutil.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "BLF_api.h"
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#include "BLT_translation.h"
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#include "ED_armature.h"
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#include "ED_keyframing.h"
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#include "ED_gpencil.h"
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#include "ED_screen.h"
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#include "ED_space_api.h"
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#include "ED_screen_types.h"
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#include "ED_transform.h"
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#include "UI_interface.h"
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#include "UI_interface_icons.h"
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#include "UI_resources.h"
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#include "GPU_draw.h"
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#include "GPU_framebuffer.h"
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#include "GPU_lamp.h"
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#include "GPU_material.h"
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#include "GPU_compositing.h"
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#include "GPU_extensions.h"
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#include "GPU_immediate.h"
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#include "GPU_immediate_util.h"
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#include "GPU_select.h"
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#include "GPU_matrix.h"
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#include "RE_engine.h"
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#include "DRW_engine.h"
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#include "view3d_intern.h" /* own include */
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/* ********* custom clipping *********** */
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static void view3d_draw_clipping(RegionView3D *rv3d)
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{
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BoundBox *bb = rv3d->clipbb;
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if (bb) {
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const unsigned int clipping_index[6][4] = {
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{0, 1, 2, 3},
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{0, 4, 5, 1},
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{4, 7, 6, 5},
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{7, 3, 2, 6},
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{1, 5, 6, 2},
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{7, 4, 0, 3}
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};
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/* fill in zero alpha for rendering & re-projection [#31530] */
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unsigned char col[4];
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UI_GetThemeColor4ubv(TH_V3D_CLIPPING_BORDER, col);
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glColor4ubv(col);
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glEnable(GL_BLEND);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, bb->vec);
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glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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}
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}
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void ED_view3d_clipping_set(RegionView3D *rv3d)
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{
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double plane[4];
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const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
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for (unsigned a = 0; a < tot; a++) {
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copy_v4db_v4fl(plane, rv3d->clip[a]);
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glClipPlane(GL_CLIP_PLANE0 + a, plane);
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glEnable(GL_CLIP_PLANE0 + a);
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}
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}
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/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
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void ED_view3d_clipping_disable(void)
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{
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for (unsigned a = 0; a < 6; a++) {
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glDisable(GL_CLIP_PLANE0 + a);
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}
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}
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void ED_view3d_clipping_enable(void)
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{
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for (unsigned a = 0; a < 6; a++) {
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glEnable(GL_CLIP_PLANE0 + a);
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}
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}
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static bool view3d_clipping_test(const float co[3], const float clip[6][4])
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{
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if (plane_point_side_v3(clip[0], co) > 0.0f)
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if (plane_point_side_v3(clip[1], co) > 0.0f)
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if (plane_point_side_v3(clip[2], co) > 0.0f)
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if (plane_point_side_v3(clip[3], co) > 0.0f)
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return false;
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return true;
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}
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/* for 'local' ED_view3d_clipping_local must run first
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* then all comparisons can be done in localspace */
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bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
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{
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return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
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}
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/* ********* end custom clipping *********** */
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static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
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{
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BIFIconID icon;
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if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
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icon = ICON_AXIS_TOP;
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else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
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icon = ICON_AXIS_FRONT;
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else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
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icon = ICON_AXIS_SIDE;
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else return;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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UI_icon_draw(5.0 + rect->xmin, 5.0 + rect->ymin, icon);
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glDisable(GL_BLEND);
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}
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/* *********************** backdraw for selection *************** */
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static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
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{
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RegionView3D *rv3d = ar->regiondata;
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struct Base *base = sl->basact;
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int multisample_enabled;
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BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
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if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
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BKE_paint_select_face_test(base->object)))
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{
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/* do nothing */
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}
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/* texture paint mode sampling */
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else if (base && (base->object->mode & OB_MODE_TEXTURE_PAINT) &&
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(v3d->drawtype > OB_WIRE))
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{
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/* do nothing */
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}
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else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) &&
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V3D_IS_ZBUF(v3d))
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{
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/* do nothing */
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}
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else if (scene->obedit &&
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V3D_IS_ZBUF(v3d))
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{
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/* do nothing */
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}
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else {
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v3d->flag &= ~V3D_INVALID_BACKBUF;
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return;
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}
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if (!(v3d->flag & V3D_INVALID_BACKBUF))
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return;
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#if 0
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if (test) {
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if (qtest()) {
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addafterqueue(ar->win, BACKBUFDRAW, 1);
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return;
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}
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}
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#endif
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if (v3d->drawtype > OB_WIRE) v3d->zbuf = true;
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/* dithering and AA break color coding, so disable */
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glDisable(GL_DITHER);
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multisample_enabled = glIsEnabled(GL_MULTISAMPLE);
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if (multisample_enabled)
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glDisable(GL_MULTISAMPLE);
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if (win->multisamples != USER_MULTISAMPLE_NONE) {
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/* for multisample we use an offscreen FBO. multisample drawing can fail
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* with color coded selection drawing, and reading back depths from such
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* a buffer can also cause a few seconds freeze on OS X / NVidia. */
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int w = BLI_rcti_size_x(&ar->winrct);
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int h = BLI_rcti_size_y(&ar->winrct);
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char error[256];
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if (rv3d->gpuoffscreen) {
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if (GPU_offscreen_width(rv3d->gpuoffscreen) != w ||
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GPU_offscreen_height(rv3d->gpuoffscreen) != h)
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{
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GPU_offscreen_free(rv3d->gpuoffscreen);
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rv3d->gpuoffscreen = NULL;
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}
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}
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if (!rv3d->gpuoffscreen) {
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rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error);
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if (!rv3d->gpuoffscreen)
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fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error);
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}
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}
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if (rv3d->gpuoffscreen)
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GPU_offscreen_bind(rv3d->gpuoffscreen, true);
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else
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glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
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glClearColor(0.0, 0.0, 0.0, 0.0);
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if (v3d->zbuf) {
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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else {
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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}
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if (rv3d->rflag & RV3D_CLIPPING)
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ED_view3d_clipping_set(rv3d);
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G.f |= G_BACKBUFSEL;
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if (base && ((base->flag & BASE_VISIBLED) != 0))
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draw_object_backbufsel(eval_ctx, scene, v3d, rv3d, base->object);
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if (rv3d->gpuoffscreen)
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GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
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else
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ar->swap = 0; /* mark invalid backbuf for wm draw */
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v3d->flag &= ~V3D_INVALID_BACKBUF;
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G.f &= ~G_BACKBUFSEL;
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v3d->zbuf = false;
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_DITHER);
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if (multisample_enabled)
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glEnable(GL_MULTISAMPLE);
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if (rv3d->rflag & RV3D_CLIPPING)
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ED_view3d_clipping_disable();
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}
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void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
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{
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RegionView3D *rv3d = ar->regiondata;
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if (rv3d->gpuoffscreen) {
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GPU_offscreen_bind(rv3d->gpuoffscreen, true);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadPixels(x, y, w, h, format, type, data);
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GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
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}
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else {
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glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
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}
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}
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/* XXX depth reading exception, for code not using gpu offscreen */
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static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
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{
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glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
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}
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void ED_view3d_backbuf_validate(const struct EvaluationContext *eval_ctx, ViewContext *vc)
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{
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if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
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backdrawview3d(eval_ctx, vc->scene, vc->scene_layer, vc->win, vc->ar, vc->v3d);
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}
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}
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/**
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* allow for small values [0.5 - 2.5],
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* and large values, FLT_MAX by clamping by the area size
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*/
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int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
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{
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return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
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}
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/* samples a single pixel (copied from vpaint) */
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unsigned int ED_view3d_backbuf_sample(
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const EvaluationContext *eval_ctx, ViewContext *vc, int x, int y)
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{
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if (x >= vc->ar->winx || y >= vc->ar->winy) {
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return 0;
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}
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ED_view3d_backbuf_validate(eval_ctx, vc);
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unsigned int col;
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view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
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glReadBuffer(GL_BACK);
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if (ENDIAN_ORDER == B_ENDIAN) {
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BLI_endian_switch_uint32(&col);
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}
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return GPU_select_to_index(col);
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}
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/* reads full rect, converts indices */
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ImBuf *ED_view3d_backbuf_read(
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const EvaluationContext *eval_ctx, ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
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{
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/* clip */
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const rcti clip = {
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max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1),
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max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)};
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const int size_clip[2] = {
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BLI_rcti_size_x(&clip) + 1,
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BLI_rcti_size_y(&clip) + 1};
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if (UNLIKELY((clip.xmin > clip.xmax) ||
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(clip.ymin > clip.ymax)))
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{
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return NULL;
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}
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ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
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ED_view3d_backbuf_validate(eval_ctx, vc);
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view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect);
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glReadBuffer(GL_BACK);
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if (ENDIAN_ORDER == B_ENDIAN) {
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IMB_convert_rgba_to_abgr(ibuf_clip);
|
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}
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GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
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if ((clip.xmin == xmin) &&
|
|
(clip.xmax == xmax) &&
|
|
(clip.ymin == ymin) &&
|
|
(clip.ymax == ymax))
|
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{
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return ibuf_clip;
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|
}
|
|
else {
|
|
/* put clipped result into a non-clipped buffer */
|
|
const int size[2] = {
|
|
(xmax - xmin + 1),
|
|
(ymax - ymin + 1)};
|
|
|
|
ImBuf *ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
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|
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|
IMB_rectcpy(
|
|
ibuf_full, ibuf_clip,
|
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clip.xmin - xmin, clip.ymin - ymin,
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0, 0,
|
|
size_clip[0], size_clip[1]);
|
|
IMB_freeImBuf(ibuf_clip);
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return ibuf_full;
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}
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}
|
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|
|
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
|
|
unsigned int ED_view3d_backbuf_sample_rect(
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const EvaluationContext *eval_ctx, ViewContext *vc, const int mval[2], int size,
|
|
unsigned int min, unsigned int max, float *r_dist)
|
|
{
|
|
int dirvec[4][2];
|
|
|
|
const int amount = (size - 1) / 2;
|
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|
|
const int minx = mval[0] - (amount + 1);
|
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const int miny = mval[1] - (amount + 1);
|
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ImBuf *buf = ED_view3d_backbuf_read(eval_ctx, vc, minx, miny, minx + size - 1, miny + size - 1);
|
|
if (!buf) return 0;
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|
|
unsigned index = 0;
|
|
int rc = 0;
|
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|
|
dirvec[0][0] = 1; dirvec[0][1] = 0;
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|
dirvec[1][0] = 0; dirvec[1][1] = -size;
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|
dirvec[2][0] = -1; dirvec[2][1] = 0;
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dirvec[3][0] = 0; dirvec[3][1] = size;
|
|
|
|
const unsigned *bufmin = buf->rect;
|
|
const unsigned *tbuf = buf->rect;
|
|
const unsigned *bufmax = buf->rect + size * size;
|
|
tbuf += amount * size + amount;
|
|
|
|
for (int nr = 1; nr <= size; nr++) {
|
|
for (int a = 0; a < 2; a++) {
|
|
for (int b = 0; b < nr; b++) {
|
|
if (*tbuf && *tbuf >= min && *tbuf < max) {
|
|
/* we got a hit */
|
|
|
|
/* get x,y pixel coords from the offset
|
|
* (manhatten distance in keeping with other screen-based selection) */
|
|
*r_dist = (float)(
|
|
abs(((int)(tbuf - buf->rect) % size) - (size / 2)) +
|
|
abs(((int)(tbuf - buf->rect) / size) - (size / 2)));
|
|
|
|
/* indices start at 1 here */
|
|
index = (*tbuf - min) + 1;
|
|
goto exit;
|
|
}
|
|
|
|
tbuf += (dirvec[rc][0] + dirvec[rc][1]);
|
|
|
|
if (tbuf < bufmin || tbuf >= bufmax) {
|
|
goto exit;
|
|
}
|
|
}
|
|
rc++;
|
|
rc &= 3;
|
|
}
|
|
}
|
|
|
|
exit:
|
|
IMB_freeImBuf(buf);
|
|
return index;
|
|
}
|
|
|
|
|
|
/* ************************************************************* */
|
|
|
|
static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
|
|
{
|
|
if (BKE_image_is_stereo(ima)) {
|
|
iuser->flag |= IMA_SHOW_STEREO;
|
|
|
|
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
|
|
iuser->multiview_eye = STEREO_LEFT_ID;
|
|
}
|
|
else if (v3d->stereo3d_camera != STEREO_3D_ID) {
|
|
/* show only left or right camera */
|
|
iuser->multiview_eye = v3d->stereo3d_camera;
|
|
}
|
|
|
|
BKE_image_multiview_index(ima, iuser);
|
|
}
|
|
else {
|
|
iuser->flag &= ~IMA_SHOW_STEREO;
|
|
}
|
|
}
|
|
|
|
static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
|
|
const bool do_foreground, const bool do_camera_frame)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
int fg_flag = do_foreground ? CAM_BGIMG_FLAG_FOREGROUND : 0;
|
|
if (v3d->camera == NULL || v3d->camera->type != OB_CAMERA) {
|
|
return;
|
|
}
|
|
Camera *cam = v3d->camera->data;
|
|
|
|
for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) {
|
|
bgpic->iuser.scene = scene; /* Needed for render results. */
|
|
|
|
if ((bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) != fg_flag)
|
|
continue;
|
|
|
|
{
|
|
float image_aspect[2];
|
|
float x1, y1, x2, y2, centx, centy;
|
|
|
|
void *lock;
|
|
|
|
Image *ima = NULL;
|
|
|
|
/* disable individual images */
|
|
if ((bgpic->flag & CAM_BGIMG_FLAG_DISABLED))
|
|
continue;
|
|
|
|
ImBuf *ibuf = NULL;
|
|
ImBuf *freeibuf = NULL;
|
|
ImBuf *releaseibuf = NULL;
|
|
if (bgpic->source == CAM_BGIMG_SOURCE_IMAGE) {
|
|
ima = bgpic->ima;
|
|
if (ima == NULL)
|
|
continue;
|
|
BKE_image_user_frame_calc(&bgpic->iuser, CFRA, 0);
|
|
if (ima->source == IMA_SRC_SEQUENCE && !(bgpic->iuser.flag & IMA_USER_FRAME_IN_RANGE)) {
|
|
ibuf = NULL; /* frame is out of range, dont show */
|
|
}
|
|
else {
|
|
view3d_stereo_bgpic_setup(scene, v3d, ima, &bgpic->iuser);
|
|
ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, &lock);
|
|
releaseibuf = ibuf;
|
|
}
|
|
|
|
image_aspect[0] = ima->aspx;
|
|
image_aspect[1] = ima->aspy;
|
|
}
|
|
else if (bgpic->source == CAM_BGIMG_SOURCE_MOVIE) {
|
|
/* TODO: skip drawing when out of frame range (as image sequences do above) */
|
|
MovieClip *clip = NULL;
|
|
|
|
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERACLIP) {
|
|
if (scene->camera)
|
|
clip = BKE_object_movieclip_get(scene, scene->camera, true);
|
|
}
|
|
else {
|
|
clip = bgpic->clip;
|
|
}
|
|
|
|
if (clip == NULL)
|
|
continue;
|
|
|
|
BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA);
|
|
ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
|
|
|
|
image_aspect[0] = clip->aspx;
|
|
image_aspect[1] = clip->aspy;
|
|
|
|
/* working with ibuf from image and clip has got different workflow now.
|
|
* ibuf acquired from clip is referenced by cache system and should
|
|
* be dereferenced after usage. */
|
|
freeibuf = ibuf;
|
|
}
|
|
else {
|
|
/* perhaps when loading future files... */
|
|
BLI_assert(0);
|
|
copy_v2_fl(image_aspect, 1.0f);
|
|
}
|
|
|
|
if (ibuf == NULL)
|
|
continue;
|
|
|
|
if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */
|
|
if (freeibuf)
|
|
IMB_freeImBuf(freeibuf);
|
|
if (releaseibuf)
|
|
BKE_image_release_ibuf(ima, releaseibuf, lock);
|
|
|
|
continue;
|
|
}
|
|
|
|
if (ibuf->rect == NULL)
|
|
IMB_rect_from_float(ibuf);
|
|
|
|
BLI_assert(rv3d->persp == RV3D_CAMOB);
|
|
{
|
|
if (do_camera_frame) {
|
|
rctf vb;
|
|
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, false);
|
|
x1 = vb.xmin;
|
|
y1 = vb.ymin;
|
|
x2 = vb.xmax;
|
|
y2 = vb.ymax;
|
|
}
|
|
else {
|
|
x1 = ar->winrct.xmin;
|
|
y1 = ar->winrct.ymin;
|
|
x2 = ar->winrct.xmax;
|
|
y2 = ar->winrct.ymax;
|
|
}
|
|
|
|
/* apply offset last - camera offset is different to offset in blender units */
|
|
/* so this has some sane way of working - this matches camera's shift _exactly_ */
|
|
{
|
|
const float max_dim = max_ff(x2 - x1, y2 - y1);
|
|
const float xof_scale = bgpic->offset[0] * max_dim;
|
|
const float yof_scale = bgpic->offset[1] * max_dim;
|
|
|
|
x1 += xof_scale;
|
|
y1 += yof_scale;
|
|
x2 += xof_scale;
|
|
y2 += yof_scale;
|
|
}
|
|
|
|
centx = (x1 + x2) * 0.5f;
|
|
centy = (y1 + y2) * 0.5f;
|
|
|
|
/* aspect correction */
|
|
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_ASPECT) {
|
|
/* apply aspect from clip */
|
|
const float w_src = ibuf->x * image_aspect[0];
|
|
const float h_src = ibuf->y * image_aspect[1];
|
|
|
|
/* destination aspect is already applied from the camera frame */
|
|
const float w_dst = x1 - x2;
|
|
const float h_dst = y1 - y2;
|
|
|
|
const float asp_src = w_src / h_src;
|
|
const float asp_dst = w_dst / h_dst;
|
|
|
|
if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) {
|
|
if ((asp_src > asp_dst) == ((bgpic->flag & CAM_BGIMG_FLAG_CAMERA_CROP) != 0)) {
|
|
/* fit X */
|
|
const float div = asp_src / asp_dst;
|
|
x1 = ((x1 - centx) * div) + centx;
|
|
x2 = ((x2 - centx) * div) + centx;
|
|
}
|
|
else {
|
|
/* fit Y */
|
|
const float div = asp_dst / asp_src;
|
|
y1 = ((y1 - centy) * div) + centy;
|
|
y2 = ((y2 - centy) * div) + centy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* complete clip? */
|
|
rctf clip_rect;
|
|
BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
|
|
if (bgpic->rotation) {
|
|
BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
|
|
}
|
|
|
|
if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx || clip_rect.ymin > ar->winy) {
|
|
if (freeibuf)
|
|
IMB_freeImBuf(freeibuf);
|
|
if (releaseibuf)
|
|
BKE_image_release_ibuf(ima, releaseibuf, lock);
|
|
|
|
continue;
|
|
}
|
|
|
|
float zoomx = (x2 - x1) / ibuf->x;
|
|
float zoomy = (y2 - y1) / ibuf->y;
|
|
|
|
/* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
|
|
if (zoomx < 1.0f || zoomy < 1.0f) {
|
|
float tzoom = min_ff(zoomx, zoomy);
|
|
int mip = 0;
|
|
|
|
if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
|
|
IMB_remakemipmap(ibuf, 0);
|
|
ibuf->userflags &= ~IB_MIPMAP_INVALID;
|
|
}
|
|
else if (ibuf->mipmap[0] == NULL)
|
|
IMB_makemipmap(ibuf, 0);
|
|
|
|
while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
|
|
tzoom *= 2.0f;
|
|
zoomx *= 2.0f;
|
|
zoomy *= 2.0f;
|
|
mip++;
|
|
}
|
|
if (mip > 0)
|
|
ibuf = ibuf->mipmap[mip - 1];
|
|
}
|
|
|
|
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
gpuPushProjectionMatrix();
|
|
gpuPushMatrix();
|
|
ED_region_pixelspace(ar);
|
|
|
|
gpuTranslate2f(centx, centy);
|
|
gpuScaleUniform(bgpic->scale);
|
|
gpuRotate2D(RAD2DEGF(-bgpic->rotation));
|
|
|
|
if (bgpic->flag & CAM_BGIMG_FLAG_FLIP_X) {
|
|
zoomx *= -1.0f;
|
|
x1 = x2;
|
|
}
|
|
if (bgpic->flag & CAM_BGIMG_FLAG_FLIP_Y) {
|
|
zoomy *= -1.0f;
|
|
y1 = y2;
|
|
}
|
|
|
|
float col[4] = {1.0f, 1.0f, 1.0f, bgpic->alpha};
|
|
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
|
|
immDrawPixelsTex(&state, x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect,
|
|
zoomx, zoomy, col);
|
|
|
|
gpuPopProjectionMatrix();
|
|
gpuPopMatrix();
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
|
|
|
|
if (freeibuf)
|
|
IMB_freeImBuf(freeibuf);
|
|
if (releaseibuf)
|
|
BKE_image_release_ibuf(ima, releaseibuf, lock);
|
|
}
|
|
}
|
|
}
|
|
|
|
void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d,
|
|
const bool do_foreground, const bool do_camera_frame)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
if ((rv3d->persp == RV3D_CAMOB) && v3d->camera && (v3d->camera->type == OB_CAMERA)) {
|
|
Camera *cam = v3d->camera->data;
|
|
if ((cam->flag & CAM_SHOW_BG_IMAGE) == 0) {
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
return;
|
|
}
|
|
|
|
/* disabled - mango request, since footage /w only render is quite useful
|
|
* and this option is easy to disable all background images at once */
|
|
#if 0
|
|
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
|
|
return;
|
|
#endif
|
|
|
|
if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
|
|
}
|
|
}
|
|
else {
|
|
view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
|
|
}
|
|
}
|
|
|
|
/* ****************** View3d afterdraw *************** */
|
|
|
|
typedef struct View3DAfter {
|
|
struct View3DAfter *next, *prev;
|
|
struct BaseLegacy *base;
|
|
short dflag;
|
|
} View3DAfter;
|
|
|
|
/* temp storage of Objects that need to be drawn as last */
|
|
void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag)
|
|
{
|
|
View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
|
|
BLI_assert((base->flag_legacy & OB_FROMDUPLI) == 0);
|
|
BLI_addtail(lb, v3da);
|
|
v3da->base = base;
|
|
v3da->dflag = dflag;
|
|
}
|
|
|
|
/* disables write in zbuffer and draws it over */
|
|
static void view3d_draw_transp(
|
|
const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
|
|
{
|
|
View3DAfter *v3da;
|
|
|
|
glDepthMask(GL_FALSE);
|
|
v3d->transp = true;
|
|
|
|
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
|
|
MEM_freeN(v3da);
|
|
}
|
|
v3d->transp = false;
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
}
|
|
|
|
/* clears zbuffer and draws it over */
|
|
static void view3d_draw_xray(
|
|
const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
|
|
{
|
|
if (*clear && v3d->zbuf) {
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
*clear = false;
|
|
}
|
|
|
|
v3d->xray = true;
|
|
View3DAfter *v3da;
|
|
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
|
|
MEM_freeN(v3da);
|
|
}
|
|
v3d->xray = false;
|
|
}
|
|
|
|
|
|
/* clears zbuffer and draws it over */
|
|
static void view3d_draw_xraytransp(
|
|
const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear)
|
|
{
|
|
if (clear && v3d->zbuf)
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
v3d->xray = true;
|
|
v3d->transp = true;
|
|
|
|
glDepthMask(GL_FALSE);
|
|
|
|
View3DAfter *v3da;
|
|
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
|
|
MEM_freeN(v3da);
|
|
}
|
|
|
|
v3d->transp = false;
|
|
v3d->xray = false;
|
|
|
|
glDepthMask(GL_TRUE);
|
|
}
|
|
|
|
/* clears zbuffer and draws it over,
|
|
* note that in the select version we don't care about transparent flag as with regular drawing */
|
|
static void view3d_draw_xray_select(
|
|
const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
|
|
{
|
|
/* Not ideal, but we need to read from the previous depths before clearing
|
|
* otherwise we could have a function to load the depths after drawing.
|
|
*
|
|
* Clearing the depth buffer isn't all that common between drawing objects so accept this for now.
|
|
*/
|
|
if (U.gpu_select_pick_deph) {
|
|
GPU_select_load_id(-1);
|
|
}
|
|
|
|
View3DAfter *v3da;
|
|
if (*clear && v3d->zbuf) {
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
*clear = false;
|
|
}
|
|
|
|
v3d->xray = true;
|
|
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
|
|
if (GPU_select_load_id(v3da->base->object->select_color)) {
|
|
draw_object_select(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
|
|
}
|
|
MEM_freeN(v3da);
|
|
}
|
|
v3d->xray = false;
|
|
}
|
|
|
|
/* *********************** */
|
|
|
|
/*
|
|
* In most cases call draw_dupli_objects,
|
|
* draw_dupli_objects_color was added because when drawing set dupli's
|
|
* we need to force the color
|
|
*/
|
|
|
|
#if 0
|
|
int dupli_ob_sort(void *arg1, void *arg2)
|
|
{
|
|
void *p1 = ((DupliObject *)arg1)->ob;
|
|
void *p2 = ((DupliObject *)arg2)->ob;
|
|
int val = 0;
|
|
if (p1 < p2) val = -1;
|
|
else if (p1 > p2) val = 1;
|
|
return val;
|
|
}
|
|
#endif
|
|
|
|
|
|
static DupliObject *dupli_step(DupliObject *dob)
|
|
{
|
|
while (dob && dob->no_draw)
|
|
dob = dob->next;
|
|
return dob;
|
|
}
|
|
|
|
static void draw_dupli_objects_color(
|
|
const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base,
|
|
const short dflag, const int color)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
ListBase *lb;
|
|
LodLevel *savedlod;
|
|
Base tbase = {NULL};
|
|
BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
|
|
unsigned char color_rgb[3];
|
|
const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
|
|
short transflag;
|
|
char dt;
|
|
short dtx;
|
|
DupliApplyData *apply_data;
|
|
|
|
if ((base->flag & BASE_VISIBLED) == 0) return;
|
|
if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return;
|
|
|
|
if (dflag & DRAW_CONSTCOLOR) {
|
|
BLI_assert(color == TH_UNDEFINED);
|
|
}
|
|
else {
|
|
UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb);
|
|
}
|
|
|
|
tbase.flag_legacy = OB_FROMDUPLI | base->flag_legacy;
|
|
tbase.flag = base->flag;
|
|
lb = object_duplilist(eval_ctx, scene, base->object);
|
|
// BLI_listbase_sort(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
|
|
|
|
apply_data = duplilist_apply(eval_ctx, base->object, scene, lb);
|
|
|
|
DupliObject *dob_next = NULL;
|
|
DupliObject *dob = dupli_step(lb->first);
|
|
if (dob) dob_next = dupli_step(dob->next);
|
|
|
|
for (; dob; dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) {
|
|
bool testbb = false;
|
|
|
|
tbase.object = dob->ob;
|
|
|
|
/* Make sure lod is updated from dupli's position */
|
|
savedlod = dob->ob->currentlod;
|
|
|
|
#ifdef WITH_GAMEENGINE
|
|
if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
|
|
BKE_object_lod_update(dob->ob, rv3d->viewinv[3]);
|
|
}
|
|
#endif
|
|
|
|
/* extra service: draw the duplicator in drawtype of parent, minimum taken
|
|
* to allow e.g. boundbox box objects in groups for LOD */
|
|
dt = tbase.object->dt;
|
|
tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
|
|
|
|
/* inherit draw extra, but not if a boundbox under the assumption that this
|
|
* is intended to speed up drawing, and drawing extra (especially wire) can
|
|
* slow it down too much */
|
|
dtx = tbase.object->dtx;
|
|
if (tbase.object->dt != OB_BOUNDBOX)
|
|
tbase.object->dtx = base->object->dtx;
|
|
|
|
/* negative scale flag has to propagate */
|
|
transflag = tbase.object->transflag;
|
|
|
|
if (is_negative_m4(dob->mat))
|
|
tbase.object->transflag |= OB_NEG_SCALE;
|
|
else
|
|
tbase.object->transflag &= ~OB_NEG_SCALE;
|
|
|
|
/* should move outside the loop but possible color is set in draw_object still */
|
|
if ((dflag & DRAW_CONSTCOLOR) == 0) {
|
|
glColor3ubv(color_rgb);
|
|
}
|
|
|
|
if ((bb_tmp = BKE_object_boundbox_get(dob->ob))) {
|
|
bb = *bb_tmp; /* must make a copy */
|
|
testbb = true;
|
|
}
|
|
|
|
if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) {
|
|
copy_m4_m4(dob->ob->obmat, dob->mat);
|
|
GPU_begin_dupli_object(dob);
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, &tbase, dflag_dupli);
|
|
GPU_end_dupli_object();
|
|
}
|
|
|
|
tbase.object->dt = dt;
|
|
tbase.object->dtx = dtx;
|
|
tbase.object->transflag = transflag;
|
|
tbase.object->currentlod = savedlod;
|
|
}
|
|
|
|
if (apply_data) {
|
|
duplilist_restore(lb, apply_data);
|
|
duplilist_free_apply_data(apply_data);
|
|
}
|
|
|
|
free_object_duplilist(lb);
|
|
}
|
|
|
|
void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base)
|
|
{
|
|
/* define the color here so draw_dupli_objects_color can be called
|
|
* from the set loop */
|
|
|
|
int color = (base->flag & BASE_SELECTED) ? TH_SELECT : TH_WIRE;
|
|
/* debug */
|
|
if (base->object->dup_group && base->object->dup_group->id.us < 1)
|
|
color = TH_REDALERT;
|
|
|
|
draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, 0, color);
|
|
}
|
|
|
|
/* XXX warning, not using gpu offscreen here */
|
|
void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
|
|
{
|
|
/* clamp rect by region */
|
|
rcti r = {
|
|
.xmin = 0,
|
|
.xmax = ar->winx - 1,
|
|
.ymin = 0,
|
|
.ymax = ar->winy - 1
|
|
};
|
|
|
|
/* Constrain rect to depth bounds */
|
|
BLI_rcti_isect(&r, rect, rect);
|
|
|
|
/* assign values to compare with the ViewDepths */
|
|
int x = rect->xmin;
|
|
int y = rect->ymin;
|
|
|
|
int w = BLI_rcti_size_x(rect);
|
|
int h = BLI_rcti_size_y(rect);
|
|
|
|
if (w <= 0 || h <= 0) {
|
|
if (d->depths)
|
|
MEM_freeN(d->depths);
|
|
d->depths = NULL;
|
|
|
|
d->damaged = false;
|
|
}
|
|
else if (d->w != w ||
|
|
d->h != h ||
|
|
d->x != x ||
|
|
d->y != y ||
|
|
d->depths == NULL
|
|
)
|
|
{
|
|
d->x = x;
|
|
d->y = y;
|
|
d->w = w;
|
|
d->h = h;
|
|
|
|
if (d->depths)
|
|
MEM_freeN(d->depths);
|
|
|
|
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
|
|
|
|
d->damaged = true;
|
|
}
|
|
|
|
if (d->damaged) {
|
|
/* XXX using special function here, it doesn't use the gpu offscreen system */
|
|
view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
|
|
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
|
|
d->damaged = false;
|
|
}
|
|
}
|
|
|
|
/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
|
|
void ED_view3d_depth_update(ARegion *ar)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
/* Create storage for, and, if necessary, copy depth buffer */
|
|
if (!rv3d->depths) rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
|
|
if (rv3d->depths) {
|
|
ViewDepths *d = rv3d->depths;
|
|
if (d->w != ar->winx ||
|
|
d->h != ar->winy ||
|
|
!d->depths)
|
|
{
|
|
d->w = ar->winx;
|
|
d->h = ar->winy;
|
|
if (d->depths)
|
|
MEM_freeN(d->depths);
|
|
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
|
|
d->damaged = true;
|
|
}
|
|
|
|
if (d->damaged) {
|
|
view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
|
|
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
|
|
|
|
d->damaged = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* utility function to find the closest Z value, use for autodepth */
|
|
float view3d_depth_near(ViewDepths *d)
|
|
{
|
|
/* convert to float for comparisons */
|
|
const float near = (float)d->depth_range[0];
|
|
const float far_real = (float)d->depth_range[1];
|
|
float far = far_real;
|
|
|
|
const float *depths = d->depths;
|
|
float depth = FLT_MAX;
|
|
int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
|
|
|
|
/* far is both the starting 'far' value
|
|
* and the closest value found. */
|
|
while (i--) {
|
|
depth = *depths++;
|
|
if ((depth < far) && (depth > near)) {
|
|
far = depth;
|
|
}
|
|
}
|
|
|
|
return far == far_real ? FLT_MAX : far;
|
|
}
|
|
|
|
void ED_view3d_draw_depth_gpencil(
|
|
const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d)
|
|
{
|
|
bool zbuf = v3d->zbuf;
|
|
|
|
/* Setup view matrix. */
|
|
ED_view3d_draw_setup_view(NULL, eval_ctx, scene, ar, v3d, NULL, NULL, NULL);
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
v3d->zbuf = true;
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
|
|
ED_gpencil_draw_view3d(NULL, scene, v3d, ar, true);
|
|
}
|
|
|
|
v3d->zbuf = zbuf;
|
|
if (!zbuf) glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d)
|
|
{
|
|
Base *base;
|
|
SceneLayer *sl = eval_ctx->scene_layer;
|
|
/* no need for color when drawing depth buffer */
|
|
const short dflag_depth = DRAW_CONSTCOLOR;
|
|
|
|
/* draw set first */
|
|
if (scene->set) {
|
|
Scene *sce_iter;
|
|
for (SETLOOPER(scene->set, sce_iter, base)) {
|
|
if ((base->flag & BASE_VISIBLED) != 0) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
|
|
if (base->object->transflag & OB_DUPLI) {
|
|
draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (base = sl->object_bases.first; base; base = base->next) {
|
|
if ((base->flag & BASE_VISIBLED) != 0) {
|
|
/* dupli drawing */
|
|
if (base->object->transflag & OB_DUPLI) {
|
|
draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
|
|
}
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag_depth);
|
|
}
|
|
}
|
|
|
|
/* this isn't that nice, draw xray objects as if they are normal */
|
|
if (v3d->afterdraw_transp.first ||
|
|
v3d->afterdraw_xray.first ||
|
|
v3d->afterdraw_xraytransp.first)
|
|
{
|
|
View3DAfter *v3da;
|
|
int mask_orig;
|
|
|
|
v3d->xray = true;
|
|
|
|
/* transp materials can change the depth mask, see #21388 */
|
|
glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
|
|
|
|
|
|
if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
|
|
glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
|
|
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
|
|
}
|
|
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
|
|
}
|
|
|
|
/* draw 3 passes, transp/xray/xraytransp */
|
|
v3d->xray = false;
|
|
v3d->transp = true;
|
|
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
|
|
MEM_freeN(v3da);
|
|
}
|
|
|
|
v3d->xray = true;
|
|
v3d->transp = false;
|
|
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
|
|
MEM_freeN(v3da);
|
|
}
|
|
|
|
v3d->xray = true;
|
|
v3d->transp = true;
|
|
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
|
|
MEM_freeN(v3da);
|
|
}
|
|
|
|
|
|
v3d->xray = false;
|
|
v3d->transp = false;
|
|
|
|
glDepthMask(mask_orig);
|
|
}
|
|
}
|
|
|
|
void ED_view3d_draw_select_loop(
|
|
const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, SceneLayer *sl,
|
|
View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest)
|
|
{
|
|
struct bThemeState theme_state;
|
|
|
|
short code = 1;
|
|
const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR;
|
|
|
|
/* Tools may request depth outside of regular drawing code. */
|
|
UI_Theme_Store(&theme_state);
|
|
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
|
|
|
|
if (vc->obedit && vc->obedit->type == OB_MBALL) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, BASACT_NEW(sl), dflag);
|
|
}
|
|
else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
|
|
/* if not drawing sketch, draw bones */
|
|
if (!BDR_drawSketchNames(vc)) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, BASACT_NEW(sl), dflag);
|
|
}
|
|
}
|
|
else {
|
|
Base *base;
|
|
|
|
for (base = sl->object_bases.first; base; base = base->next) {
|
|
if ((base->flag & BASE_VISIBLED) != 0) {
|
|
if (((base->flag & BASE_SELECTABLED) == 0) ||
|
|
(use_obedit_skip && (scene->obedit->data == base->object->data)))
|
|
{
|
|
base->object->select_color = 0;
|
|
}
|
|
else {
|
|
base->object->select_color = code;
|
|
|
|
if (use_nearest && (base->object->dtx & OB_DRAWXRAY)) {
|
|
ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag);
|
|
}
|
|
else {
|
|
if (GPU_select_load_id(code)) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag);
|
|
}
|
|
}
|
|
code++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (use_nearest) {
|
|
bool xrayclear = true;
|
|
if (v3d->afterdraw_xray.first) {
|
|
view3d_draw_xray_select(eval_ctx, scene, sl, ar, v3d, &xrayclear);
|
|
}
|
|
}
|
|
}
|
|
|
|
UI_Theme_Restore(&theme_state);
|
|
}
|
|
|
|
typedef struct View3DShadow {
|
|
struct View3DShadow *next, *prev;
|
|
GPULamp *lamp;
|
|
} View3DShadow;
|
|
|
|
static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
|
|
Object *ob, Object *par,
|
|
float obmat[4][4], unsigned int lay,
|
|
ListBase *shadows, SceneRenderLayer *srl)
|
|
{
|
|
GPULamp *lamp = GPU_lamp_from_blender(scene, ob, par);
|
|
|
|
if (lamp) {
|
|
Lamp *la = (Lamp *)ob->data;
|
|
|
|
GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
|
|
GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
|
|
|
|
unsigned int layers = lay & v3d->lay;
|
|
if (srl)
|
|
layers &= srl->lay;
|
|
|
|
if (layers &&
|
|
GPU_lamp_has_shadow_buffer(lamp) &&
|
|
/* keep last, may do string lookup */
|
|
GPU_lamp_visible(lamp, srl, NULL))
|
|
{
|
|
View3DShadow *shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
|
|
shadow->lamp = lamp;
|
|
BLI_addtail(shadows, shadow);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d)
|
|
{
|
|
ListBase shadows;
|
|
Scene *sce_iter;
|
|
Base *base;
|
|
World *world = scene->world;
|
|
SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL;
|
|
|
|
BLI_listbase_clear(&shadows);
|
|
|
|
/* update lamp transform and gather shadow lamps */
|
|
for (SETLOOPER(scene, sce_iter, base)) {
|
|
Object *ob = base->object;
|
|
|
|
if (ob->type == OB_LAMP)
|
|
gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl);
|
|
|
|
if (ob->transflag & OB_DUPLI) {
|
|
DupliObject *dob;
|
|
ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob);
|
|
|
|
for (dob = lb->first; dob; dob = dob->next)
|
|
if (dob->ob->type == OB_LAMP)
|
|
gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl);
|
|
|
|
free_object_duplilist(lb);
|
|
}
|
|
}
|
|
|
|
/* render shadows after updating all lamps, nested object_duplilist
|
|
* don't work correct since it's replacing object matrices */
|
|
for (View3DShadow *shadow = shadows.first; shadow; shadow = shadow->next) {
|
|
/* this needs to be done better .. */
|
|
float viewmat[4][4], winmat[4][4];
|
|
ARegion ar = {NULL};
|
|
RegionView3D rv3d = {{{0}}};
|
|
|
|
int drawtype = v3d->drawtype;
|
|
int lay = v3d->lay;
|
|
int flag2 = v3d->flag2;
|
|
|
|
v3d->drawtype = OB_SOLID;
|
|
v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
|
|
v3d->flag2 &= ~(V3D_SOLID_TEX | V3D_SHOW_SOLID_MATCAP);
|
|
v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW;
|
|
|
|
int winsize;
|
|
GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
|
|
|
|
ar.regiondata = &rv3d;
|
|
ar.regiontype = RGN_TYPE_WINDOW;
|
|
rv3d.persp = RV3D_CAMOB;
|
|
copy_m4_m4(rv3d.winmat, winmat);
|
|
copy_m4_m4(rv3d.viewmat, viewmat);
|
|
invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
|
|
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
|
|
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
|
|
|
|
/* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
|
|
ED_view3d_draw_offscreen(
|
|
eval_ctx, scene, eval_ctx->scene_layer, v3d, &ar, winsize, winsize, viewmat, winmat,
|
|
false, false, true,
|
|
NULL, NULL, NULL, NULL);
|
|
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
|
|
|
|
v3d->drawtype = drawtype;
|
|
v3d->lay = lay;
|
|
v3d->flag2 = flag2;
|
|
}
|
|
|
|
BLI_freelistN(&shadows);
|
|
|
|
/* update world values */
|
|
if (world) {
|
|
GPU_mist_update_enable(world->mode & WO_MIST);
|
|
GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr);
|
|
GPU_horizon_update_color(&world->horr);
|
|
GPU_ambient_update_color(&world->ambr);
|
|
GPU_zenith_update_color(&world->zenr);
|
|
}
|
|
}
|
|
|
|
/* *********************** customdata **************** */
|
|
|
|
CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d)
|
|
{
|
|
CustomDataMask mask = 0;
|
|
const int drawtype = view3d_effective_drawtype(v3d);
|
|
|
|
if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL) ||
|
|
((drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
|
|
{
|
|
mask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
|
|
|
|
if (BKE_scene_use_new_shading_nodes(scene)) {
|
|
if (drawtype == OB_MATERIAL)
|
|
mask |= CD_MASK_ORCO;
|
|
}
|
|
else {
|
|
if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) ||
|
|
(drawtype == OB_MATERIAL))
|
|
{
|
|
mask |= CD_MASK_ORCO;
|
|
}
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
/* goes over all modes and view3d settings */
|
|
CustomDataMask ED_view3d_screen_datamask(const Scene *scene, const bScreen *screen)
|
|
{
|
|
CustomDataMask mask = CD_MASK_BAREMESH;
|
|
|
|
/* check if we need tfaces & mcols due to view mode */
|
|
for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
|
|
if (sa->spacetype == SPACE_VIEW3D) {
|
|
mask |= ED_view3d_datamask(scene, sa->spacedata.first);
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
/**
|
|
* Shared by #ED_view3d_draw_offscreen and #view3d_main_region_draw_objects
|
|
*
|
|
* \note \a C and \a grid_unit will be NULL when \a draw_offscreen is set.
|
|
* \note Drawing lamps and opengl render uses this, so dont do grease pencil or view widgets here.
|
|
*/
|
|
static void view3d_draw_objects(
|
|
const bContext *C,
|
|
const EvaluationContext *eval_ctx,
|
|
Scene *scene, View3D *v3d, ARegion *ar,
|
|
const char **grid_unit,
|
|
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
|
|
{
|
|
SceneLayer *sl = C ? CTX_data_scene_layer(C) : BKE_scene_layer_from_scene_get(scene);
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
Base *base;
|
|
const bool do_camera_frame = !draw_offscreen;
|
|
const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
|
|
const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
|
|
/* only draw grids after in solid modes, else it hovers over mesh wires */
|
|
const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE) && fx;
|
|
bool do_composite_xray = false;
|
|
bool xrayclear = true;
|
|
|
|
if (!draw_offscreen) {
|
|
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
|
|
}
|
|
|
|
if (rv3d->rflag & RV3D_CLIPPING)
|
|
view3d_draw_clipping(rv3d);
|
|
|
|
/* set zbuffer after we draw clipping region */
|
|
v3d->zbuf = VP_legacy_use_depth(scene, v3d);
|
|
|
|
if (v3d->zbuf) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
/* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
|
|
* objects if done last */
|
|
if (draw_grids) {
|
|
/* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */
|
|
rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit);
|
|
|
|
if (!draw_floor) {
|
|
ED_region_pixelspace(ar);
|
|
*grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
|
|
VP_legacy_drawgrid(&scene->unit, ar, v3d, grid_unit);
|
|
gpuLoadProjectionMatrix(rv3d->winmat);
|
|
gpuLoadMatrix(rv3d->viewmat);
|
|
}
|
|
else if (!draw_grids_after) {
|
|
VP_legacy_drawfloor(scene, v3d, grid_unit, true);
|
|
}
|
|
}
|
|
|
|
/* important to do before clipping */
|
|
if (do_bgpic) {
|
|
view3d_draw_bgpic_test(scene, ar, v3d, false, do_camera_frame);
|
|
}
|
|
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
ED_view3d_clipping_set(rv3d);
|
|
}
|
|
|
|
/* draw set first */
|
|
if (scene->set) {
|
|
const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET;
|
|
Scene *sce_iter;
|
|
for (SETLOOPER(scene->set, sce_iter, base)) {
|
|
if ((base->flag & BASE_VISIBLED) != 0) {
|
|
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag);
|
|
|
|
if (base->object->transflag & OB_DUPLI) {
|
|
draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag, TH_UNDEFINED);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Transp and X-ray afterdraw stuff for sets is done later */
|
|
}
|
|
|
|
if (draw_offscreen) {
|
|
for (base = sl->object_bases.first; base; base = base->next) {
|
|
if ((base->flag & BASE_VISIBLED) != 0) {
|
|
/* dupli drawing */
|
|
if (base->object->transflag & OB_DUPLI) {
|
|
draw_dupli_objects(eval_ctx, scene, sl, ar, v3d, base);
|
|
}
|
|
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
unsigned int lay_used = 0;
|
|
|
|
/* then draw not selected and the duplis, but skip editmode object */
|
|
for (base = sl->object_bases.first; base; base = base->next) {
|
|
lay_used |= base->lay;
|
|
|
|
if ((base->flag & BASE_VISIBLED) != 0) {
|
|
|
|
/* dupli drawing */
|
|
if (base->object->transflag & OB_DUPLI) {
|
|
draw_dupli_objects(eval_ctx, scene, sl, ar, v3d, base);
|
|
}
|
|
if ((base->flag & BASE_SELECTED) == 0) {
|
|
if (base->object != scene->obedit)
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* mask out localview */
|
|
v3d->lay_used = lay_used & ((1 << 20) - 1);
|
|
|
|
/* draw selected and editmode */
|
|
for (base = sl->object_bases.first; base; base = base->next) {
|
|
if ((base->flag & BASE_VISIBLED) != 0) {
|
|
if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) {
|
|
draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* perspective floor goes last to use scene depth and avoid writing to depth buffer */
|
|
if (draw_grids_after) {
|
|
VP_legacy_drawfloor(scene, v3d, grid_unit, false);
|
|
}
|
|
|
|
/* must be before xray draw which clears the depth buffer */
|
|
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
|
|
wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL;
|
|
|
|
/* must be before xray draw which clears the depth buffer */
|
|
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
|
|
ED_gpencil_draw_view3d(wm, scene, v3d, ar, true);
|
|
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
/* transp and X-ray afterdraw stuff */
|
|
if (v3d->afterdraw_transp.first) view3d_draw_transp(eval_ctx, scene, sl, ar, v3d);
|
|
|
|
/* always do that here to cleanup depth buffers if none needed */
|
|
if (fx) {
|
|
do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first);
|
|
GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
|
|
}
|
|
|
|
if (v3d->afterdraw_xray.first) view3d_draw_xray(eval_ctx, scene, sl, ar, v3d, &xrayclear);
|
|
if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(eval_ctx, scene, sl, ar, v3d, xrayclear);
|
|
|
|
if (fx && do_composite_xray) {
|
|
GPU_fx_compositor_XRay_resolve(fx);
|
|
}
|
|
|
|
if (!draw_offscreen) {
|
|
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
|
|
}
|
|
|
|
if (rv3d->rflag & RV3D_CLIPPING)
|
|
ED_view3d_clipping_disable();
|
|
|
|
/* important to do after clipping */
|
|
if (do_bgpic) {
|
|
view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame);
|
|
}
|
|
|
|
/* cleanup */
|
|
if (v3d->zbuf) {
|
|
v3d->zbuf = false;
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
|
|
GPU_free_images_old();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Store values from #RegionView3D, set when drawing.
|
|
* This is needed when we draw with to a viewport using a different matrix (offscreen drawing for example).
|
|
*
|
|
* Values set by #ED_view3d_update_viewmat should be handled here.
|
|
*/
|
|
struct RV3DMatrixStore {
|
|
float winmat[4][4];
|
|
float viewmat[4][4];
|
|
float viewinv[4][4];
|
|
float persmat[4][4];
|
|
float persinv[4][4];
|
|
float viewcamtexcofac[4];
|
|
float pixsize;
|
|
};
|
|
|
|
struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
|
|
{
|
|
struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
|
|
copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
|
|
copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
|
|
copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
|
|
copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
|
|
copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
|
|
copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
|
|
rv3dmat->pixsize = rv3d->pixsize;
|
|
return (void *)rv3dmat;
|
|
}
|
|
|
|
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
|
|
{
|
|
struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
|
|
copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
|
|
copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
|
|
copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
|
|
copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
|
|
copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
|
|
copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
|
|
rv3d->pixsize = rv3dmat->pixsize;
|
|
}
|
|
|
|
/**
|
|
* \note The info that this uses is updated in #ED_refresh_viewport_fps,
|
|
* which currently gets called during #SCREEN_OT_animation_step.
|
|
*/
|
|
void ED_scene_draw_fps(Scene *scene, const rcti *rect)
|
|
{
|
|
ScreenFrameRateInfo *fpsi = scene->fps_info;
|
|
char printable[16];
|
|
|
|
if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
|
|
return;
|
|
|
|
printable[0] = '\0';
|
|
|
|
#if 0
|
|
/* this is too simple, better do an average */
|
|
fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
|
|
#else
|
|
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime));
|
|
|
|
float fps = 0.0f;
|
|
int tot = 0;
|
|
for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
|
|
if (fpsi->redrawtimes_fps[i]) {
|
|
fps += fpsi->redrawtimes_fps[i];
|
|
tot++;
|
|
}
|
|
}
|
|
if (tot) {
|
|
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
|
|
|
|
//fpsi->redrawtime_index++;
|
|
//if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
|
|
// fpsi->redrawtime = 0;
|
|
|
|
fps = fps / tot;
|
|
}
|
|
#endif
|
|
|
|
const int font_id = BLF_default();
|
|
|
|
/* is this more than half a frame behind? */
|
|
if (fps + 0.5f < (float)(FPS)) {
|
|
UI_FontThemeColor(font_id, TH_REDALERT);
|
|
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
|
|
}
|
|
else {
|
|
UI_FontThemeColor(font_id, TH_TEXT_HI);
|
|
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
|
|
}
|
|
|
|
#ifdef WITH_INTERNATIONAL
|
|
BLF_draw_default(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
|
|
#else
|
|
BLF_draw_default_ascii(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
|
|
#endif
|
|
}
|
|
|
|
static bool view3d_main_region_do_render_draw(const Scene *scene)
|
|
{
|
|
RenderEngineType *type = RE_engines_find(scene->view_render.engine_id);
|
|
return (type && type->view_update && type->render_to_view);
|
|
}
|
|
|
|
bool ED_view3d_calc_render_border(const Scene *scene, View3D *v3d, ARegion *ar, rcti *rect)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
bool use_border;
|
|
|
|
/* test if there is a 3d view rendering */
|
|
if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene))
|
|
return false;
|
|
|
|
/* test if there is a border render */
|
|
if (rv3d->persp == RV3D_CAMOB)
|
|
use_border = (scene->r.mode & R_BORDER) != 0;
|
|
else
|
|
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
|
|
|
|
if (!use_border)
|
|
return false;
|
|
|
|
/* compute border */
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
rctf viewborder;
|
|
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
|
|
|
|
rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
|
|
rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
|
|
rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
|
|
rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
|
|
}
|
|
else {
|
|
rect->xmin = v3d->render_border.xmin * ar->winx;
|
|
rect->xmax = v3d->render_border.xmax * ar->winx;
|
|
rect->ymin = v3d->render_border.ymin * ar->winy;
|
|
rect->ymax = v3d->render_border.ymax * ar->winy;
|
|
}
|
|
|
|
BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
|
|
BLI_rcti_isect(&ar->winrct, rect, rect);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* IMPORTANT: this is deprecated, any changes made in this function should
|
|
* be mirrored in view3d_draw_render_draw() in view3d_draw.c
|
|
*/
|
|
static bool view3d_main_region_draw_engine(
|
|
const bContext *C, const EvaluationContext *eval_ctx, Scene *scene,
|
|
ARegion *ar, View3D *v3d,
|
|
bool clip_border, const rcti *border_rect)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
RenderEngineType *type;
|
|
GLint scissor[4];
|
|
|
|
|
|
/* create render engine */
|
|
if (!rv3d->render_engine) {
|
|
RenderEngine *engine;
|
|
type = RE_engines_find(scene->view_render.engine_id);
|
|
|
|
if (!(type->view_update && type->render_to_view))
|
|
return false;
|
|
|
|
engine = RE_engine_create_ex(type, true);
|
|
|
|
engine->tile_x = scene->r.tilex;
|
|
engine->tile_y = scene->r.tiley;
|
|
|
|
type->view_update(engine, C);
|
|
|
|
rv3d->render_engine = engine;
|
|
}
|
|
|
|
/* setup view matrices */
|
|
VP_legacy_view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, NULL, NULL);
|
|
|
|
/* background draw */
|
|
ED_region_pixelspace(ar);
|
|
|
|
if (clip_border) {
|
|
/* for border draw, we only need to clear a subset of the 3d view */
|
|
if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
|
|
glGetIntegerv(GL_SCISSOR_BOX, scissor);
|
|
glScissor(border_rect->xmin, border_rect->ymin,
|
|
BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
bool show_image = false;
|
|
{
|
|
Camera *cam = ED_view3d_camera_data_get(v3d, rv3d);
|
|
if (cam->flag & CAM_SHOW_BG_IMAGE) {
|
|
show_image = true;
|
|
view3d_draw_bgpic_test(scene, ar, v3d, false, true);
|
|
}
|
|
else {
|
|
imm_draw_box_checker_2d(0, 0, ar->winx, ar->winy);
|
|
}
|
|
}
|
|
|
|
if (show_image) {
|
|
view3d_draw_bgpic_test(scene, ar, v3d, false, true);
|
|
}
|
|
else {
|
|
imm_draw_box_checker_2d(0, 0, ar->winx, ar->winy);
|
|
}
|
|
|
|
/* render result draw */
|
|
type = rv3d->render_engine->type;
|
|
type->render_to_view(rv3d->render_engine, C);
|
|
|
|
if (show_image) {
|
|
view3d_draw_bgpic_test(scene, ar, v3d, true, true);
|
|
}
|
|
|
|
if (clip_border) {
|
|
/* restore scissor as it was before */
|
|
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
|
|
{
|
|
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
|
|
|
|
if (!rv3d->render_engine || !rv3d->render_engine->text[0])
|
|
return;
|
|
|
|
if (render_border) {
|
|
/* draw darkened background color. no alpha because border render does
|
|
* partial redraw and will not redraw the region behind this info bar */
|
|
float alpha = 1.0f - fill_color[3];
|
|
Camera *camera = ED_view3d_camera_data_get(v3d, rv3d);
|
|
|
|
if (camera) {
|
|
if (camera->flag & CAM_SHOWPASSEPARTOUT) {
|
|
alpha *= (1.0f - camera->passepartalpha);
|
|
}
|
|
}
|
|
|
|
UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
|
|
mul_v3_fl(fill_color, alpha);
|
|
fill_color[3] = 1.0f;
|
|
}
|
|
|
|
ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true);
|
|
}
|
|
|
|
#ifdef WITH_GAMEENGINE
|
|
static void update_lods(Scene *scene, float camera_pos[3])
|
|
{
|
|
Scene *sce_iter;
|
|
Base *base;
|
|
|
|
for (SETLOOPER(scene, sce_iter, base)) {
|
|
Object *ob = base->object;
|
|
BKE_object_lod_update(ob, camera_pos);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, SceneLayer *sl, View3D *v3d,
|
|
ARegion *ar, const char **grid_unit)
|
|
{
|
|
wmWindow *win = CTX_wm_window(C);
|
|
EvaluationContext eval_ctx;
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
unsigned int lay_used = v3d->lay_used;
|
|
|
|
CTX_data_eval_ctx(C, &eval_ctx);
|
|
|
|
/* post processing */
|
|
bool do_compositing = false;
|
|
|
|
/* shadow buffers, before we setup matrices */
|
|
if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype))
|
|
gpu_update_lamps_shadows_world(&eval_ctx, scene, v3d);
|
|
|
|
/* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
|
|
if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
|
|
rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
|
|
GPU_default_lights();
|
|
}
|
|
|
|
/* setup the view matrix */
|
|
if (VP_legacy_view3d_stereo3d_active(win, scene, v3d, rv3d)) {
|
|
VP_legacy_view3d_stereo3d_setup(&eval_ctx, scene, v3d, ar);
|
|
}
|
|
else {
|
|
VP_legacy_view3d_main_region_setup_view(&eval_ctx, scene, v3d, ar, NULL, NULL);
|
|
}
|
|
|
|
rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
|
|
#ifdef WITH_GAMEENGINE
|
|
if (STREQ(scene->view_render.engine_id, RE_engine_id_BLENDER_GAME)) {
|
|
rv3d->rflag |= RV3D_IS_GAME_ENGINE;
|
|
|
|
/* Make sure LoDs are up to date */
|
|
update_lods(scene, rv3d->viewinv[3]);
|
|
}
|
|
#endif
|
|
|
|
/* framebuffer fx needed, we need to draw offscreen first */
|
|
if (v3d->fx_settings.fx_flag && v3d->drawtype >= OB_SOLID) {
|
|
BKE_screen_gpu_fx_validate(&v3d->fx_settings);
|
|
GPUFXSettings fx_settings = v3d->fx_settings;
|
|
if (!rv3d->compositor)
|
|
rv3d->compositor = GPU_fx_compositor_create();
|
|
|
|
if (rv3d->persp == RV3D_CAMOB && v3d->camera)
|
|
BKE_camera_to_gpu_dof(v3d->camera, &fx_settings);
|
|
else {
|
|
fx_settings.dof = NULL;
|
|
}
|
|
|
|
do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
|
|
}
|
|
|
|
/* enables anti-aliasing for 3D view drawing */
|
|
if (win->multisamples != USER_MULTISAMPLE_NONE) {
|
|
glEnable(GL_MULTISAMPLE);
|
|
}
|
|
|
|
/* main drawing call */
|
|
view3d_draw_objects(C, &eval_ctx, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL);
|
|
|
|
/* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */
|
|
/* TODO depth culling manipulators is not yet supported, just drawing _3D here, should
|
|
* later become _IN_SCENE (and draw _3D separate) */
|
|
WM_manipulatormap_draw(ar->manipulator_map, C, WM_MANIPULATORMAP_DRAWSTEP_3D);
|
|
|
|
/* post process */
|
|
if (do_compositing) {
|
|
GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
|
|
}
|
|
|
|
/* Disable back anti-aliasing */
|
|
if (win->multisamples != USER_MULTISAMPLE_NONE) {
|
|
glDisable(GL_MULTISAMPLE);
|
|
}
|
|
|
|
if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
|
|
/* find header and force tag redraw */
|
|
ScrArea *sa = CTX_wm_area(C);
|
|
ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
|
|
ED_region_tag_redraw(ar_header); /* can be NULL */
|
|
}
|
|
|
|
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
|
|
BDR_drawSketch(C);
|
|
}
|
|
}
|
|
|
|
static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
|
|
ARegion *ar, View3D *v3d,
|
|
const char *grid_unit, bool render_border)
|
|
{
|
|
SceneLayer *sl = CTX_data_scene_layer(C);
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
rcti rect;
|
|
|
|
/* local coordinate visible rect inside region, to accomodate overlapping ui */
|
|
ED_region_visible_rect(ar, &rect);
|
|
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
VP_drawviewborder(scene, ar, v3d);
|
|
}
|
|
else if (v3d->flag2 & V3D_RENDER_BORDER) {
|
|
VP_drawrenderborder(ar, v3d);
|
|
}
|
|
|
|
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
|
|
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
|
|
ED_gpencil_draw_view3d(wm, scene, v3d, ar, false);
|
|
}
|
|
|
|
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
|
|
VP_legacy_drawcursor(scene, sl, ar, v3d); /* 3D cursor */
|
|
|
|
if (U.uiflag & USER_SHOW_ROTVIEWICON)
|
|
VP_legacy_draw_view_axis(rv3d, &rect);
|
|
else
|
|
draw_view_icon(rv3d, &rect);
|
|
|
|
if (U.uiflag & USER_DRAWVIEWINFO) {
|
|
Object *ob = OBACT_NEW(sl);
|
|
VP_legacy_draw_selected_name(scene, ob, &rect);
|
|
}
|
|
}
|
|
|
|
if (rv3d->render_engine) {
|
|
view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border);
|
|
return;
|
|
}
|
|
|
|
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
|
|
if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
|
|
ED_scene_draw_fps(scene, &rect);
|
|
}
|
|
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
|
|
VP_legacy_draw_viewport_name(ar, v3d, &rect);
|
|
}
|
|
|
|
if (grid_unit) { /* draw below the viewport name */
|
|
char numstr[32] = "";
|
|
|
|
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
|
|
if (v3d->grid != 1.0f) {
|
|
BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
|
|
}
|
|
|
|
BLF_draw_default_ascii(rect.xmin + U.widget_unit,
|
|
rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
|
|
numstr[0] ? numstr : grid_unit, sizeof(numstr));
|
|
}
|
|
}
|
|
}
|
|
|
|
void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
|
|
{
|
|
EvaluationContext eval_ctx;
|
|
Scene *scene = CTX_data_scene(C);
|
|
SceneLayer *sl = CTX_data_scene_layer(C);
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
const char *grid_unit = NULL;
|
|
rcti border_rect;
|
|
|
|
/* if we only redraw render border area, skip opengl draw and also
|
|
* don't do scissor because it's already set */
|
|
bool render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect);
|
|
bool clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
|
|
|
|
gpuPushProjectionMatrix();
|
|
gpuLoadIdentityProjectionMatrix();
|
|
gpuPushMatrix();
|
|
gpuLoadIdentity();
|
|
|
|
CTX_data_eval_ctx(C, &eval_ctx);
|
|
|
|
/* draw viewport using opengl */
|
|
if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
|
|
VP_view3d_main_region_clear(scene, v3d, ar); /* background */
|
|
view3d_main_region_draw_objects(C, scene, sl, v3d, ar, &grid_unit);
|
|
|
|
if (G.debug & G_DEBUG_SIMDATA)
|
|
draw_sim_debug_data(scene, v3d, ar);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
ED_region_pixelspace(ar);
|
|
}
|
|
|
|
/* draw viewport using external renderer */
|
|
if (v3d->drawtype == OB_RENDER) {
|
|
view3d_main_region_draw_engine(C, &eval_ctx, scene, ar, v3d, clip_border, &border_rect);
|
|
}
|
|
|
|
VP_legacy_view3d_main_region_setup_view(&eval_ctx, scene, v3d, ar, NULL, NULL);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
ED_region_pixelspace(ar);
|
|
|
|
WM_manipulatormap_draw(ar->manipulator_map, C, WM_MANIPULATORMAP_DRAWSTEP_2D);
|
|
|
|
view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border);
|
|
|
|
gpuPopProjectionMatrix();
|
|
gpuPopMatrix();
|
|
|
|
v3d->flag |= V3D_INVALID_BACKBUF;
|
|
|
|
BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_transp));
|
|
BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray));
|
|
BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp));
|
|
}
|
|
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
/** \name Deprecated Interface
|
|
*
|
|
* New viewport sometimes has a check for new/old viewport code.
|
|
* Use these functions so new viewport can *optionally* call.
|
|
*
|
|
* \{ */
|
|
|
|
|
|
void VP_deprecated_view3d_draw_objects(
|
|
const bContext *C,
|
|
const EvaluationContext *eval_ctx,
|
|
Scene *scene, View3D *v3d, ARegion *ar,
|
|
const char **grid_unit,
|
|
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
|
|
{
|
|
view3d_draw_objects(C, eval_ctx, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx);
|
|
}
|
|
|
|
void VP_deprecated_gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d)
|
|
{
|
|
gpu_update_lamps_shadows_world(eval_ctx, scene, v3d);
|
|
}
|
|
|
|
/** \} */
|