3D View: Do not recalculate the depth buffer for 'Auto Depth' #113026

Merged
Germano Cavalcante merged 2 commits from mano-wii/blender:zoom_optimize into main 2024-03-07 15:16:50 +01:00
8 changed files with 51 additions and 20 deletions

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@ -188,6 +188,8 @@ enum eV3DDepthOverrideMode {
};
/**
* Redraw the viewport depth buffer.
* Call #view3d_has_depth_buffer_being_used if you want to check if the viewport already has depth
* buffer updated.
*/
void ED_view3d_depth_override(Depsgraph *depsgraph,
ARegion *region,
@ -209,6 +211,8 @@ bool ED_view3d_depth_unproject_v3(const ARegion *region,
double depth,
float r_location_world[3]);
bool view3d_has_depth_buffer_being_used(const Depsgraph *depsgraph, const View3D *v3d);

Shouldn't it have the ED prefix since it's a public API function?

Shouldn't it have the `ED` prefix since it's a public API function?
/**
* Utilities to perform navigation.
* Call `ED_view3d_navigation_init` to create a context and `ED_view3d_navigation_do` to perform
@ -850,18 +854,16 @@ void ED_view3d_autodist_last_clear(wmWindow *win);
/**
* Get the world-space 3d location from a screen-space 2d point.
* TODO: Implement #alphaoverride. We don't want to zoom into billboards.
* It may be useful to call #ED_view3d_depth_override before.
*
* \param mval: Input screen-space pixel location.
* \param mouse_worldloc: Output world-space location.
* \param fallback_depth_pt: Use this points depth when no depth can be found.
*/
bool ED_view3d_autodist(Depsgraph *depsgraph,
ARegion *region,
bool ED_view3d_autodist(ARegion *region,
View3D *v3d,
const int mval[2],
float mouse_worldloc[3],
bool alphaoverride,
const float fallback_depth_pt[3]);
/**

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@ -179,7 +179,10 @@ static void depthdropper_depth_sample_pt(bContext *C,
view3d_operator_needs_opengl(C);
if (ED_view3d_autodist(depsgraph, region, v3d, mval, co, true, nullptr)) {
/* Ensure the depth buffer is updated for #ED_view3d_autodist. */
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
if (ED_view3d_autodist(region, v3d, mval, co, nullptr)) {
const float mval_center_fl[2] = {float(region->winx) / 2, float(region->winy) / 2};
float co_align[3];

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@ -5800,7 +5800,10 @@ void paint_proj_stroke(const bContext *C,
view3d_operator_needs_opengl(C);
if (!ED_view3d_autodist(depsgraph, region, v3d, mval_i, cursor, false, nullptr)) {
/* Ensure the depth buffer is updated for #ED_view3d_autodist. */
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
if (!ED_view3d_autodist(region, v3d, mval_i, cursor, nullptr)) {
return;
}

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@ -2440,6 +2440,28 @@ void ED_view3d_depths_free(ViewDepths *depths)
MEM_freeN(depths);
}
bool ED_view3d_has_depth_buffer_being_used(const Depsgraph *depsgraph, const View3D *v3d)
{
const char *engine_name = DEG_get_evaluated_scene(depsgraph)->r.engine;
RenderEngineType *engine_type = RE_engines_find(engine_name);
bool is_viewport_wire_no_xray = v3d->shading.type < OB_SOLID && !XRAY_ENABLED(v3d);
bool is_viewport_preview_solid = v3d->shading.type == OB_SOLID;
bool is_viewport_preview_material = v3d->shading.type == OB_MATERIAL;
bool is_viewport_render_eevee = v3d->shading.type == OB_RENDER &&
(STREQ(engine_name, RE_engine_id_BLENDER_EEVEE) ||
STREQ(engine_name, RE_engine_id_BLENDER_EEVEE_NEXT));
bool is_viewport_render_workbench = v3d->shading.type == OB_RENDER &&
STREQ(engine_name, RE_engine_id_BLENDER_WORKBENCH);
bool is_viewport_render_external_with_overlay = v3d->shading.type == OB_RENDER &&
!(engine_type->flag & RE_INTERNAL) &&
!(v3d->flag2 & V3D_HIDE_OVERLAYS);
return is_viewport_preview_solid || is_viewport_preview_material || is_viewport_wire_no_xray ||
is_viewport_render_eevee || is_viewport_render_workbench ||
is_viewport_render_external_with_overlay;
}
/** \} */
/* -------------------------------------------------------------------- */

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@ -854,7 +854,11 @@ void ED_view3d_cursor3d_position(bContext *C,
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
view3d_operator_needs_opengl(C);
if (ED_view3d_autodist(depsgraph, region, v3d, mval, cursor_co, true, nullptr)) {
/* Ensure the depth buffer is updated for #ED_view3d_autodist. */
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
if (ED_view3d_autodist(region, v3d, mval, cursor_co, nullptr)) {
depth_used = true;
}
}

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@ -8,19 +8,15 @@
#include "DNA_curve_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math_geom.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BLI_math_vector.hh"
#include "BLI_rect.h"
#include "BKE_context.hh"
#include "BKE_layer.hh"
#include "BKE_object.hh"
#include "BKE_object_types.hh"
#include "BKE_paint.hh"
#include "BKE_vfont.hh"
@ -210,8 +206,11 @@ static eViewOpsFlag navigate_pivot_get(bContext *C,
float fallback_depth_pt[3];
negate_v3_v3(fallback_depth_pt, static_cast<RegionView3D *>(region->regiondata)->ofs);
const bool is_set = ED_view3d_autodist(
depsgraph, region, v3d, event->mval, r_pivot, true, fallback_depth_pt);
if (!ED_view3d_has_depth_buffer_being_used(depsgraph, v3d)) {
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
}
const bool is_set = ED_view3d_autodist(region, v3d, event->mval, r_pivot, fallback_depth_pt);
ED_view3d_autodist_last_set(win, event, r_pivot, is_set);
}

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@ -37,7 +37,10 @@ static int viewcenter_pick_invoke(bContext *C, wmOperator *op, const wmEvent *ev
view3d_operator_needs_opengl(C);
if (ED_view3d_autodist(depsgraph, region, v3d, event->mval, new_ofs, false, nullptr)) {
/* Ensure the depth buffer is updated for #ED_view3d_autodist. */
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
if (ED_view3d_autodist(region, v3d, event->mval, new_ofs, nullptr)) {
/* pass */
}
else {

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@ -1101,21 +1101,16 @@ static float view_autodist_depth_margin(ARegion *region, const int mval[2], int
return depth_close;
}
bool ED_view3d_autodist(Depsgraph *depsgraph,
ARegion *region,
bool ED_view3d_autodist(ARegion *region,
View3D *v3d,
const int mval[2],
float mouse_worldloc[3],
const bool /*alphaoverride*/,
const float fallback_depth_pt[3])
{
float depth_close;
int margin_arr[] = {0, 2, 4};
bool depth_ok = false;
/* Get Z Depths, needed for perspective, nice for ortho */
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
/* Attempt with low margin's first */
int i = 0;
do {