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authorDalai Felinto <dfelinto@gmail.com>2018-11-25 14:50:34 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-11-25 14:50:34 +0300
commit4c3ed98ca27667c3403361199096e31eaa93cce2 (patch)
tree653c568d9d0547f7ac4beb847a590912d97102c0 /source/blender/draw/intern
parente60c49ecf06815039137c98f86a7198d6ee81e14 (diff)
Local View
Bring back per-viewport localview. This is based on Blender 2.79. We have a limit of 16 different local view viewports. We are using both the numpad /, as well as the regular /. Missing features: * Hack to make sure lights are always visible. * Make rendered mode with external engines to support this as well (probably just need to support this in the RNA iterators). * Support over 16 viewports by taking existing viewports out of local view. The code can use a cleanup pass in the future to unify the test to see if an object is visible (or we can use TESTBASE in more places).
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/draw_manager.c24
1 files changed, 19 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 8846b6f1dc3..bc3e8c9f716 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1426,9 +1426,13 @@ void DRW_draw_render_loop_ex(
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob)
{
- if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
- drw_engines_cache_populate(ob);
+ if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
+ continue;
}
+ if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
+ continue;
+ }
+ drw_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
@@ -2043,7 +2047,7 @@ void DRW_draw_select_loop(
#if 0
drw_engines_cache_populate(obact);
#else
- FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, obact->mode, ob_iter) {
+ FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, obact->mode, ob_iter) {
drw_engines_cache_populate(ob_iter);
}
FOREACH_OBJECT_IN_MODE_END;
@@ -2060,6 +2064,10 @@ void DRW_draw_select_loop(
DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI)
{
+ if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
+ continue;
+ }
+
if ((ob->base_flag & BASE_SELECTABLE) &&
(object_type_exclude_select & (1 << ob->type)) == 0)
{
@@ -2237,9 +2245,15 @@ void DRW_draw_depth_loop(
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob)
{
- if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
- drw_engines_cache_populate(ob);
+ if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
+ continue;
}
+
+ if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
+ continue;
+ }
+
+ drw_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;