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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/editors/space_view3d/view3d_draw.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c2961
1 files changed, 1541 insertions, 1420 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 3399bda1cfa..4610111aafa 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -30,7 +30,6 @@
#include "BLI_threads.h"
#include "BLI_jitter_2d.h"
-
#include "BKE_camera.h"
#include "BKE_collection.h"
#include "BKE_context.h"
@@ -91,7 +90,7 @@
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
-#include "view3d_intern.h" /* own include */
+#include "view3d_intern.h" /* own include */
/* -------------------------------------------------------------------- */
/** \name General Functions
@@ -100,125 +99,131 @@
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
-void ED_view3d_update_viewmat(
- Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
- float viewmat[4][4], float winmat[4][4], const rcti *rect)
+void ED_view3d_update_viewmat(Depsgraph *depsgraph,
+ Scene *scene,
+ View3D *v3d,
+ ARegion *ar,
+ float viewmat[4][4],
+ float winmat[4][4],
+ const rcti *rect)
{
- RegionView3D *rv3d = ar->regiondata;
-
- /* setup window matrices */
- if (winmat) {
- copy_m4_m4(rv3d->winmat, winmat);
- }
- else {
- view3d_winmatrix_set(depsgraph, ar, v3d, rect);
- }
-
- /* setup view matrix */
- if (viewmat) {
- copy_m4_m4(rv3d->viewmat, viewmat);
- }
- else {
- float rect_scale[2];
- if (rect) {
- rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx;
- rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
- }
- /* note: calls BKE_object_where_is_calc for camera... */
- view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
- }
- /* update utility matrices */
- mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
- invert_m4_m4(rv3d->persinv, rv3d->persmat);
- invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
-
- /* calculate GLSL view dependent values */
-
- /* store window coordinates scaling/offset */
- if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
- rctf cameraborder;
- ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &cameraborder, false);
- rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
- rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
-
- rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
- rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
- }
- else {
- rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
- rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
- }
-
- /* calculate pixelsize factor once, is used for lights and obcenters */
- {
- /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
- * because of float point precision problems at large values [#23908] */
- float v1[3], v2[3];
- float len_px, len_sc;
-
- v1[0] = rv3d->persmat[0][0];
- v1[1] = rv3d->persmat[1][0];
- v1[2] = rv3d->persmat[2][0];
-
- v2[0] = rv3d->persmat[0][1];
- v2[1] = rv3d->persmat[1][1];
- v2[2] = rv3d->persmat[2][1];
-
- len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
- len_sc = (float)MAX2(ar->winx, ar->winy);
-
- rv3d->pixsize = len_px / len_sc;
- }
+ RegionView3D *rv3d = ar->regiondata;
+
+ /* setup window matrices */
+ if (winmat) {
+ copy_m4_m4(rv3d->winmat, winmat);
+ }
+ else {
+ view3d_winmatrix_set(depsgraph, ar, v3d, rect);
+ }
+
+ /* setup view matrix */
+ if (viewmat) {
+ copy_m4_m4(rv3d->viewmat, viewmat);
+ }
+ else {
+ float rect_scale[2];
+ if (rect) {
+ rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx;
+ rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
+ }
+ /* note: calls BKE_object_where_is_calc for camera... */
+ view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
+ }
+ /* update utility matrices */
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+
+ /* calculate GLSL view dependent values */
+
+ /* store window coordinates scaling/offset */
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ rctf cameraborder;
+ ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &cameraborder, false);
+ rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
+ rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
+
+ rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
+ rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
+ }
+ else {
+ rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
+ rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
+ }
+
+ /* calculate pixelsize factor once, is used for lights and obcenters */
+ {
+ /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
+ * because of float point precision problems at large values [#23908] */
+ float v1[3], v2[3];
+ float len_px, len_sc;
+
+ v1[0] = rv3d->persmat[0][0];
+ v1[1] = rv3d->persmat[1][0];
+ v1[2] = rv3d->persmat[2][0];
+
+ v2[0] = rv3d->persmat[0][1];
+ v2[1] = rv3d->persmat[1][1];
+ v2[2] = rv3d->persmat[2][1];
+
+ len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
+ len_sc = (float)MAX2(ar->winx, ar->winy);
+
+ rv3d->pixsize = len_px / len_sc;
+ }
}
-static void view3d_main_region_setup_view(
- Depsgraph *depsgraph, Scene *scene,
- View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
+static void view3d_main_region_setup_view(Depsgraph *depsgraph,
+ Scene *scene,
+ View3D *v3d,
+ ARegion *ar,
+ float viewmat[4][4],
+ float winmat[4][4],
+ const rcti *rect)
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = ar->regiondata;
- ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
+ ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
- /* set for opengl */
- GPU_matrix_projection_set(rv3d->winmat);
- GPU_matrix_set(rv3d->viewmat);
+ /* set for opengl */
+ GPU_matrix_projection_set(rv3d->winmat);
+ GPU_matrix_set(rv3d->viewmat);
}
static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
- if ((scene->r.scemode & R_MULTIVIEW) == 0) {
- return false;
- }
-
- if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
- return false;
- }
-
- switch (v3d->stereo3d_camera) {
- case STEREO_MONO_ID:
- return false;
- break;
- case STEREO_3D_ID:
- /* win will be NULL when calling this from the selection or draw loop. */
- if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
- return false;
- }
- if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
- !BKE_scene_multiview_is_stereo3d(&scene->r))
- {
- return false;
- }
- break;
- /* We always need the stereo calculation for left and right cameras. */
- case STEREO_LEFT_ID:
- case STEREO_RIGHT_ID:
- default:
- break;
- }
- return true;
+ if ((scene->r.scemode & R_MULTIVIEW) == 0) {
+ return false;
+ }
+
+ if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
+ return false;
+ }
+
+ switch (v3d->stereo3d_camera) {
+ case STEREO_MONO_ID:
+ return false;
+ break;
+ case STEREO_3D_ID:
+ /* win will be NULL when calling this from the selection or draw loop. */
+ if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
+ return false;
+ }
+ if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
+ !BKE_scene_multiview_is_stereo3d(&scene->r)) {
+ return false;
+ }
+ break;
+ /* We always need the stereo calculation for left and right cameras. */
+ case STEREO_LEFT_ID:
+ case STEREO_RIGHT_ID:
+ default:
+ break;
+ }
+ return true;
}
-
/* setup the view and win matrices for the multiview cameras
*
* unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
@@ -228,72 +233,77 @@ static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, Reg
* view3d)main_region_setup_view() code to account for that.
*/
static void view3d_stereo3d_setup(
- Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
+ Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
{
- bool is_left;
- const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
- const char *viewname;
+ bool is_left;
+ const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
+ const char *viewname;
- /* show only left or right camera */
- if (v3d->stereo3d_camera != STEREO_3D_ID) {
- v3d->multiview_eye = v3d->stereo3d_camera;
- }
+ /* show only left or right camera */
+ if (v3d->stereo3d_camera != STEREO_3D_ID) {
+ v3d->multiview_eye = v3d->stereo3d_camera;
+ }
- is_left = v3d->multiview_eye == STEREO_LEFT_ID;
- viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
+ is_left = v3d->multiview_eye == STEREO_LEFT_ID;
+ viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
- /* update the viewport matrices with the new camera */
- if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
- Camera *data, *data_eval;
- float viewmat[4][4];
- float shiftx;
+ /* update the viewport matrices with the new camera */
+ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+ Camera *data, *data_eval;
+ float viewmat[4][4];
+ float shiftx;
- data = (Camera *)v3d->camera->data;
- data_eval = (Camera *)DEG_get_evaluated_id(depsgraph, &data->id);
+ data = (Camera *)v3d->camera->data;
+ data_eval = (Camera *)DEG_get_evaluated_id(depsgraph, &data->id);
- shiftx = data_eval->shiftx;
+ shiftx = data_eval->shiftx;
- BLI_thread_lock(LOCK_VIEW3D);
- data_eval->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
+ BLI_thread_lock(LOCK_VIEW3D);
+ data_eval->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
- BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
+ BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
+ view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
- data_eval->shiftx = shiftx;
- BLI_thread_unlock(LOCK_VIEW3D);
- }
- else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
- float viewmat[4][4];
- Object *view_ob = v3d->camera;
- Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+ data_eval->shiftx = shiftx;
+ BLI_thread_unlock(LOCK_VIEW3D);
+ }
+ else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+ float viewmat[4][4];
+ Object *view_ob = v3d->camera;
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
- BLI_thread_lock(LOCK_VIEW3D);
- v3d->camera = camera;
+ BLI_thread_lock(LOCK_VIEW3D);
+ v3d->camera = camera;
- BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
+ BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+ view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
- v3d->camera = view_ob;
- BLI_thread_unlock(LOCK_VIEW3D);
- }
+ v3d->camera = view_ob;
+ BLI_thread_unlock(LOCK_VIEW3D);
+ }
}
/**
* Set the correct matrices
*/
-void ED_view3d_draw_setup_view(
- wmWindow *win, Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d,
- float viewmat[4][4], float winmat[4][4], const rcti *rect)
+void ED_view3d_draw_setup_view(wmWindow *win,
+ Depsgraph *depsgraph,
+ Scene *scene,
+ ARegion *ar,
+ View3D *v3d,
+ float viewmat[4][4],
+ float winmat[4][4],
+ const rcti *rect)
{
- RegionView3D *rv3d = ar->regiondata;
-
- /* Setup the view matrix. */
- if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
- view3d_stereo3d_setup(depsgraph, scene, v3d, ar, rect);
- }
- else {
- view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
- }
+ RegionView3D *rv3d = ar->regiondata;
+
+ /* Setup the view matrix. */
+ if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
+ view3d_stereo3d_setup(depsgraph, scene, v3d, ar, rect);
+ }
+ else {
+ view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
+ }
}
/** \} */
@@ -302,471 +312,493 @@ void ED_view3d_draw_setup_view(
/** \name Draw View Border
* \{ */
-static void view3d_camera_border(
- const Scene *scene, struct Depsgraph *depsgraph,
- const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
- rctf *r_viewborder, const bool no_shift, const bool no_zoom)
+static void view3d_camera_border(const Scene *scene,
+ struct Depsgraph *depsgraph,
+ const ARegion *ar,
+ const View3D *v3d,
+ const RegionView3D *rv3d,
+ rctf *r_viewborder,
+ const bool no_shift,
+ const bool no_zoom)
{
- CameraParams params;
- rctf rect_view, rect_camera;
- Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
-
- /* get viewport viewplane */
- BKE_camera_params_init(&params);
- BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
- if (no_zoom) {
- params.zoom = 1.0f;
- }
- BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
- rect_view = params.viewplane;
-
- /* get camera viewplane */
- BKE_camera_params_init(&params);
- /* fallback for non camera objects */
- params.clip_start = v3d->clip_start;
- params.clip_end = v3d->clip_end;
- BKE_camera_params_from_object(&params, camera_eval);
- if (no_shift) {
- params.shiftx = 0.0f;
- params.shifty = 0.0f;
- }
- BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
- rect_camera = params.viewplane;
-
- /* get camera border within viewport */
- r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
- r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
- r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
- r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
+ CameraParams params;
+ rctf rect_view, rect_camera;
+ Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
+
+ /* get viewport viewplane */
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
+ if (no_zoom) {
+ params.zoom = 1.0f;
+ }
+ BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
+ rect_view = params.viewplane;
+
+ /* get camera viewplane */
+ BKE_camera_params_init(&params);
+ /* fallback for non camera objects */
+ params.clip_start = v3d->clip_start;
+ params.clip_end = v3d->clip_end;
+ BKE_camera_params_from_object(&params, camera_eval);
+ if (no_shift) {
+ params.shiftx = 0.0f;
+ params.shifty = 0.0f;
+ }
+ BKE_camera_params_compute_viewplane(
+ &params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
+ rect_camera = params.viewplane;
+
+ /* get camera border within viewport */
+ r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
+ ar->winx;
+ r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
+ ar->winx;
+ r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
+ ar->winy;
+ r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
+ ar->winy;
}
-void ED_view3d_calc_camera_border_size(
- const Scene *scene, Depsgraph *depsgraph,
- const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
- float r_size[2])
+void ED_view3d_calc_camera_border_size(const Scene *scene,
+ Depsgraph *depsgraph,
+ const ARegion *ar,
+ const View3D *v3d,
+ const RegionView3D *rv3d,
+ float r_size[2])
{
- rctf viewborder;
+ rctf viewborder;
- view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, true, true);
- r_size[0] = BLI_rctf_size_x(&viewborder);
- r_size[1] = BLI_rctf_size_y(&viewborder);
+ view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, true, true);
+ r_size[0] = BLI_rctf_size_x(&viewborder);
+ r_size[1] = BLI_rctf_size_y(&viewborder);
}
-void ED_view3d_calc_camera_border(
- const Scene *scene, Depsgraph *depsgraph,
- const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
- rctf *r_viewborder, const bool no_shift)
+void ED_view3d_calc_camera_border(const Scene *scene,
+ Depsgraph *depsgraph,
+ const ARegion *ar,
+ const View3D *v3d,
+ const RegionView3D *rv3d,
+ rctf *r_viewborder,
+ const bool no_shift)
{
- view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, r_viewborder, no_shift, false);
+ view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, r_viewborder, no_shift, false);
}
static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac)
{
- float x3, y3, x4, y4;
+ float x3, y3, x4, y4;
- x3 = x1 + fac * (x2 - x1);
- y3 = y1 + fac * (y2 - y1);
- x4 = x1 + (1.0f - fac) * (x2 - x1);
- y4 = y1 + (1.0f - fac) * (y2 - y1);
+ x3 = x1 + fac * (x2 - x1);
+ y3 = y1 + fac * (y2 - y1);
+ x4 = x1 + (1.0f - fac) * (x2 - x1);
+ y4 = y1 + (1.0f - fac) * (y2 - y1);
- immBegin(GPU_PRIM_LINES, 8);
+ immBegin(GPU_PRIM_LINES, 8);
- immVertex2f(shdr_pos, x1, y3);
- immVertex2f(shdr_pos, x2, y3);
+ immVertex2f(shdr_pos, x1, y3);
+ immVertex2f(shdr_pos, x2, y3);
- immVertex2f(shdr_pos, x1, y4);
- immVertex2f(shdr_pos, x2, y4);
+ immVertex2f(shdr_pos, x1, y4);
+ immVertex2f(shdr_pos, x2, y4);
- immVertex2f(shdr_pos, x3, y1);
- immVertex2f(shdr_pos, x3, y2);
+ immVertex2f(shdr_pos, x3, y1);
+ immVertex2f(shdr_pos, x3, y2);
- immVertex2f(shdr_pos, x4, y1);
- immVertex2f(shdr_pos, x4, y2);
+ immVertex2f(shdr_pos, x4, y1);
+ immVertex2f(shdr_pos, x4, y2);
- immEnd();
+ immEnd();
}
/* harmonious triangle */
static void drawviewborder_triangle(
- uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
+ uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
{
- float ofs;
- float w = x2 - x1;
- float h = y2 - y1;
-
- immBegin(GPU_PRIM_LINES, 6);
-
- if (w > h) {
- if (golden) {
- ofs = w * (1.0f - (1.0f / 1.61803399f));
- }
- else {
- ofs = h * (h / w);
- }
- if (dir == 'B') {
- SWAP(float, y1, y2);
- }
-
- immVertex2f(shdr_pos, x1, y1);
- immVertex2f(shdr_pos, x2, y2);
-
- immVertex2f(shdr_pos, x2, y1);
- immVertex2f(shdr_pos, x1 + (w - ofs), y2);
-
- immVertex2f(shdr_pos, x1, y2);
- immVertex2f(shdr_pos, x1 + ofs, y1);
- }
- else {
- if (golden) {
- ofs = h * (1.0f - (1.0f / 1.61803399f));
- }
- else {
- ofs = w * (w / h);
- }
- if (dir == 'B') {
- SWAP(float, x1, x2);
- }
-
- immVertex2f(shdr_pos, x1, y1);
- immVertex2f(shdr_pos, x2, y2);
-
- immVertex2f(shdr_pos, x2, y1);
- immVertex2f(shdr_pos, x1, y1 + ofs);
-
- immVertex2f(shdr_pos, x1, y2);
- immVertex2f(shdr_pos, x2, y1 + (h - ofs));
- }
-
- immEnd();
+ float ofs;
+ float w = x2 - x1;
+ float h = y2 - y1;
+
+ immBegin(GPU_PRIM_LINES, 6);
+
+ if (w > h) {
+ if (golden) {
+ ofs = w * (1.0f - (1.0f / 1.61803399f));
+ }
+ else {
+ ofs = h * (h / w);
+ }
+ if (dir == 'B') {
+ SWAP(float, y1, y2);
+ }
+
+ immVertex2f(shdr_pos, x1, y1);
+ immVertex2f(shdr_pos, x2, y2);
+
+ immVertex2f(shdr_pos, x2, y1);
+ immVertex2f(shdr_pos, x1 + (w - ofs), y2);
+
+ immVertex2f(shdr_pos, x1, y2);
+ immVertex2f(shdr_pos, x1 + ofs, y1);
+ }
+ else {
+ if (golden) {
+ ofs = h * (1.0f - (1.0f / 1.61803399f));
+ }
+ else {
+ ofs = w * (w / h);
+ }
+ if (dir == 'B') {
+ SWAP(float, x1, x2);
+ }
+
+ immVertex2f(shdr_pos, x1, y1);
+ immVertex2f(shdr_pos, x2, y2);
+
+ immVertex2f(shdr_pos, x2, y1);
+ immVertex2f(shdr_pos, x1, y1 + ofs);
+
+ immVertex2f(shdr_pos, x1, y2);
+ immVertex2f(shdr_pos, x2, y1 + (h - ofs));
+ }
+
+ immEnd();
}
static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *ar, View3D *v3d)
{
- float x1, x2, y1, y2;
- float x1i, x2i, y1i, y2i;
-
- rctf viewborder;
- Camera *ca = NULL;
- RegionView3D *rv3d = ar->regiondata;
-
- if (v3d->camera == NULL) {
- return;
- }
- if (v3d->camera->type == OB_CAMERA) {
- ca = v3d->camera->data;
- }
-
- ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
- /* the offsets */
- x1 = viewborder.xmin;
- y1 = viewborder.ymin;
- x2 = viewborder.xmax;
- y2 = viewborder.ymax;
-
- GPU_line_width(1.0f);
-
- /* apply offsets so the real 3D camera shows through */
-
- /* note: quite un-scientific but without this bit extra
- * 0.0001 on the lower left the 2D border sometimes
- * obscures the 3D camera border */
- /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
- * but keep it here in case we need to remove the workaround */
- x1i = (int)(x1 - 1.0001f);
- y1i = (int)(y1 - 1.0001f);
- x2i = (int)(x2 + (1.0f - 0.0001f));
- y2i = (int)(y2 + (1.0f - 0.0001f));
-
- uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
-
- /* First, solid lines. */
- {
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
-
- /* passepartout, specified in camera edit buttons */
- if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
- const float winx = (ar->winx + 1);
- const float winy = (ar->winy + 1);
-
- float alpha = 1.0f;
-
- if (ca->passepartalpha != 1.0f) {
- GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
- GPU_blend(true);
- alpha = ca->passepartalpha;
- }
-
- immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
-
- if (x1i > 0.0f) {
- immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
- }
- if (x2i < winx) {
- immRectf(shdr_pos, x2i, winy, winx, 0.0f);
- }
- if (y2i < winy) {
- immRectf(shdr_pos, x1i, winy, x2i, y2i);
- }
- if (y2i > 0.0f) {
- immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
- }
-
- GPU_blend(false);
- }
-
- immUniformThemeColor(TH_BACK);
- imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
+ float x1, x2, y1, y2;
+ float x1i, x2i, y1i, y2i;
+
+ rctf viewborder;
+ Camera *ca = NULL;
+ RegionView3D *rv3d = ar->regiondata;
+
+ if (v3d->camera == NULL) {
+ return;
+ }
+ if (v3d->camera->type == OB_CAMERA) {
+ ca = v3d->camera->data;
+ }
+
+ ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
+ /* the offsets */
+ x1 = viewborder.xmin;
+ y1 = viewborder.ymin;
+ x2 = viewborder.xmax;
+ y2 = viewborder.ymax;
+
+ GPU_line_width(1.0f);
+
+ /* apply offsets so the real 3D camera shows through */
+
+ /* note: quite un-scientific but without this bit extra
+ * 0.0001 on the lower left the 2D border sometimes
+ * obscures the 3D camera border */
+ /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
+ * but keep it here in case we need to remove the workaround */
+ x1i = (int)(x1 - 1.0001f);
+ y1i = (int)(y1 - 1.0001f);
+ x2i = (int)(x2 + (1.0f - 0.0001f));
+ y2i = (int)(y2 + (1.0f - 0.0001f));
+
+ uint shdr_pos = GPU_vertformat_attr_add(
+ immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+
+ /* First, solid lines. */
+ {
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ /* passepartout, specified in camera edit buttons */
+ if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
+ const float winx = (ar->winx + 1);
+ const float winy = (ar->winy + 1);
+
+ float alpha = 1.0f;
+
+ if (ca->passepartalpha != 1.0f) {
+ GPU_blend_set_func_separate(
+ GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
+ GPU_blend(true);
+ alpha = ca->passepartalpha;
+ }
+
+ immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
+
+ if (x1i > 0.0f) {
+ immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
+ }
+ if (x2i < winx) {
+ immRectf(shdr_pos, x2i, winy, winx, 0.0f);
+ }
+ if (y2i < winy) {
+ immRectf(shdr_pos, x1i, winy, x2i, y2i);
+ }
+ if (y2i > 0.0f) {
+ immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
+ }
+
+ GPU_blend(false);
+ }
+
+ immUniformThemeColor(TH_BACK);
+ imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
#ifdef VIEW3D_CAMERA_BORDER_HACK
- if (view3d_camera_border_hack_test == true) {
- immUniformColor3ubv(view3d_camera_border_hack_col);
- imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
- view3d_camera_border_hack_test = false;
- }
+ if (view3d_camera_border_hack_test == true) {
+ immUniformColor3ubv(view3d_camera_border_hack_col);
+ imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
+ view3d_camera_border_hack_test = false;
+ }
#endif
- immUnbindProgram();
- }
+ immUnbindProgram();
+ }
- /* When overlays are disabled, only show camera outline & passepartout. */
- if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
- return;
- }
+ /* When overlays are disabled, only show camera outline & passepartout. */
+ if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
+ return;
+ }
- /* And now, the dashed lines! */
- immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+ /* And now, the dashed lines! */
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
- {
- float viewport_size[4];
- GPU_viewport_size_get_f(viewport_size);
- immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+ {
+ float viewport_size[4];
+ GPU_viewport_size_get_f(viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
- immUniform1i("colors_len", 0); /* "simple" mode */
- immUniform1f("dash_width", 6.0f);
- immUniform1f("dash_factor", 0.5f);
+ immUniform1i("colors_len", 0); /* "simple" mode */
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_factor", 0.5f);
- /* outer line not to confuse with object selection */
- if (v3d->flag2 & V3D_LOCK_CAMERA) {
- immUniformThemeColor(TH_REDALERT);
- imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
- }
+ /* outer line not to confuse with object selection */
+ if (v3d->flag2 & V3D_LOCK_CAMERA) {
+ immUniformThemeColor(TH_REDALERT);
+ imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
+ }
- immUniformThemeColor(TH_VIEW_OVERLAY);
- imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
- }
+ immUniformThemeColor(TH_VIEW_OVERLAY);
+ imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
+ }
- /* Render Border. */
- if (scene->r.mode & R_BORDER) {
- float x3, y3, x4, y4;
+ /* Render Border. */
+ if (scene->r.mode & R_BORDER) {
+ float x3, y3, x4, y4;
- x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
- y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
- x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
- y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
-
- immUniformColor3f(1.0f, 0.25f, 0.25f);
- imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
- }
-
- /* safety border */
- if (ca) {
- immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
-
- if (ca->dtx & CAM_DTX_CENTER) {
- float x3, y3;
-
- x3 = x1 + 0.5f * (x2 - x1);
- y3 = y1 + 0.5f * (y2 - y1);
-
- immBegin(GPU_PRIM_LINES, 4);
-
- immVertex2f(shdr_pos, x1, y3);
- immVertex2f(shdr_pos, x2, y3);
-
- immVertex2f(shdr_pos, x3, y1);
- immVertex2f(shdr_pos, x3, y2);
-
- immEnd();
- }
-
- if (ca->dtx & CAM_DTX_CENTER_DIAG) {
- immBegin(GPU_PRIM_LINES, 4);
-
- immVertex2f(shdr_pos, x1, y1);
- immVertex2f(shdr_pos, x2, y2);
-
- immVertex2f(shdr_pos, x1, y2);
- immVertex2f(shdr_pos, x2, y1);
-
- immEnd();
- }
-
- if (ca->dtx & CAM_DTX_THIRDS) {
- drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
- }
-
- if (ca->dtx & CAM_DTX_GOLDEN) {
- drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
- }
-
- if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
- drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
- }
-
- if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
- drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
- }
-
- if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
- drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
- }
-
- if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
- drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
- }
-
- if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
- UI_draw_safe_areas(
- shdr_pos, x1, x2, y1, y2,
- scene->safe_areas.title, scene->safe_areas.action);
-
- if (ca->flag & CAM_SHOW_SAFE_CENTER) {
- UI_draw_safe_areas(
- shdr_pos, x1, x2, y1, y2,
- scene->safe_areas.title_center, scene->safe_areas.action_center);
- }
- }
-
- if (ca->flag & CAM_SHOWSENSOR) {
- /* determine sensor fit, and get sensor x/y, for auto fit we
- * assume and square sensor and only use sensor_x */
- float sizex = scene->r.xsch * scene->r.xasp;
- float sizey = scene->r.ysch * scene->r.yasp;
- int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
- float sensor_x = ca->sensor_x;
- float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
-
- /* determine sensor plane */
- rctf rect;
-
- if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
- float sensor_scale = (x2i - x1i) / sensor_x;
- float sensor_height = sensor_scale * sensor_y;
-
- rect.xmin = x1i;
- rect.xmax = x2i;
- rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
- rect.ymax = rect.ymin + sensor_height;
- }
- else {
- float sensor_scale = (y2i - y1i) / sensor_y;
- float sensor_width = sensor_scale * sensor_x;
-
- rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
- rect.xmax = rect.xmin + sensor_width;
- rect.ymin = y1i;
- rect.ymax = y2i;
- }
-
- /* draw */
- immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);
-
- /* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color).
- * We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the
- * 2.0f round corner effect was nearly not visible anyway... */
- imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
- }
- }
-
- immUnbindProgram();
- /* end dashed lines */
-
- /* camera name - draw in highlighted text color */
- if (ca && ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) && (ca->flag & CAM_SHOWNAME)) {
- UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
- BLF_draw_default(
- x1i, y1i - (0.7f * U.widget_unit), 0.0f,
- v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
- }
+ x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
+ y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
+ x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
+ y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
+
+ immUniformColor3f(1.0f, 0.25f, 0.25f);
+ imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
+ }
+
+ /* safety border */
+ if (ca) {
+ immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
+
+ if (ca->dtx & CAM_DTX_CENTER) {
+ float x3, y3;
+
+ x3 = x1 + 0.5f * (x2 - x1);
+ y3 = y1 + 0.5f * (y2 - y1);
+
+ immBegin(GPU_PRIM_LINES, 4);
+
+ immVertex2f(shdr_pos, x1, y3);
+ immVertex2f(shdr_pos, x2, y3);
+
+ immVertex2f(shdr_pos, x3, y1);
+ immVertex2f(shdr_pos, x3, y2);
+
+ immEnd();
+ }
+
+ if (ca->dtx & CAM_DTX_CENTER_DIAG) {
+ immBegin(GPU_PRIM_LINES, 4);
+
+ immVertex2f(shdr_pos, x1, y1);
+ immVertex2f(shdr_pos, x2, y2);
+
+ immVertex2f(shdr_pos, x1, y2);
+ immVertex2f(shdr_pos, x2, y1);
+
+ immEnd();
+ }
+
+ if (ca->dtx & CAM_DTX_THIRDS) {
+ drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
+ }
+
+ if (ca->dtx & CAM_DTX_GOLDEN) {
+ drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
+ }
+
+ if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
+ drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
+ }
+
+ if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
+ drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
+ }
+
+ if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
+ drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
+ }
+
+ if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
+ drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
+ }
+
+ if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
+ UI_draw_safe_areas(
+ shdr_pos, x1, x2, y1, y2, scene->safe_areas.title, scene->safe_areas.action);
+
+ if (ca->flag & CAM_SHOW_SAFE_CENTER) {
+ UI_draw_safe_areas(shdr_pos,
+ x1,
+ x2,
+ y1,
+ y2,
+ scene->safe_areas.title_center,
+ scene->safe_areas.action_center);
+ }
+ }
+
+ if (ca->flag & CAM_SHOWSENSOR) {
+ /* determine sensor fit, and get sensor x/y, for auto fit we
+ * assume and square sensor and only use sensor_x */
+ float sizex = scene->r.xsch * scene->r.xasp;
+ float sizey = scene->r.ysch * scene->r.yasp;
+ int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
+ float sensor_x = ca->sensor_x;
+ float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
+
+ /* determine sensor plane */
+ rctf rect;
+
+ if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
+ float sensor_scale = (x2i - x1i) / sensor_x;
+ float sensor_height = sensor_scale * sensor_y;
+
+ rect.xmin = x1i;
+ rect.xmax = x2i;
+ rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
+ rect.ymax = rect.ymin + sensor_height;
+ }
+ else {
+ float sensor_scale = (y2i - y1i) / sensor_y;
+ float sensor_width = sensor_scale * sensor_x;
+
+ rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
+ rect.xmax = rect.xmin + sensor_width;
+ rect.ymin = y1i;
+ rect.ymax = y2i;
+ }
+
+ /* draw */
+ immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);
+
+ /* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color).
+ * We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the
+ * 2.0f round corner effect was nearly not visible anyway... */
+ imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ }
+ }
+
+ immUnbindProgram();
+ /* end dashed lines */
+
+ /* camera name - draw in highlighted text color */
+ if (ca && ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) && (ca->flag & CAM_SHOWNAME)) {
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+ BLF_draw_default(x1i,
+ y1i - (0.7f * U.widget_unit),
+ 0.0f,
+ v3d->camera->id.name + 2,
+ sizeof(v3d->camera->id.name) - 2);
+ }
}
static void drawrenderborder(ARegion *ar, View3D *v3d)
{
- /* use the same program for everything */
- uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ /* use the same program for everything */
+ uint shdr_pos = GPU_vertformat_attr_add(
+ immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- GPU_line_width(1.0f);
+ GPU_line_width(1.0f);
- immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
- float viewport_size[4];
- GPU_viewport_size_get_f(viewport_size);
- immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+ float viewport_size[4];
+ GPU_viewport_size_get_f(viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
- immUniform1i("colors_len", 0); /* "simple" mode */
- immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
- immUniform1f("dash_width", 6.0f);
- immUniform1f("dash_factor", 0.5f);
+ immUniform1i("colors_len", 0); /* "simple" mode */
+ immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_factor", 0.5f);
- imm_draw_box_wire_2d(shdr_pos,
- v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
- v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
+ imm_draw_box_wire_2d(shdr_pos,
+ v3d->render_border.xmin * ar->winx,
+ v3d->render_border.ymin * ar->winy,
+ v3d->render_border.xmax * ar->winx,
+ v3d->render_border.ymax * ar->winy);
- immUnbindProgram();
+ immUnbindProgram();
}
-void ED_view3d_draw_depth(
- Depsgraph *depsgraph,
- ARegion *ar, View3D *v3d, bool alphaoverride)
+void ED_view3d_draw_depth(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, bool alphaoverride)
{
- struct bThemeState theme_state;
- Scene *scene = DEG_get_evaluated_scene(depsgraph);
- RegionView3D *rv3d = ar->regiondata;
+ struct bThemeState theme_state;
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ RegionView3D *rv3d = ar->regiondata;
- short flag = v3d->flag;
- float glalphaclip = U.glalphaclip;
- int obcenter_dia = U.obcenter_dia;
- /* temp set drawtype to solid */
- /* Setting these temporarily is not nice */
- v3d->flag &= ~V3D_SELECT_OUTLINE;
+ short flag = v3d->flag;
+ float glalphaclip = U.glalphaclip;
+ int obcenter_dia = U.obcenter_dia;
+ /* temp set drawtype to solid */
+ /* Setting these temporarily is not nice */
+ v3d->flag &= ~V3D_SELECT_OUTLINE;
- /* not that nice but means we wont zoom into billboards */
- U.glalphaclip = alphaoverride ? 0.5f : glalphaclip;
+ /* not that nice but means we wont zoom into billboards */
+ U.glalphaclip = alphaoverride ? 0.5f : glalphaclip;
- U.obcenter_dia = 0;
+ U.obcenter_dia = 0;
- /* Tools may request depth outside of regular drawing code. */
- UI_Theme_Store(&theme_state);
- UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+ /* Tools may request depth outside of regular drawing code. */
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
- ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
+ ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
- GPU_clear(GPU_DEPTH_BIT);
+ GPU_clear(GPU_DEPTH_BIT);
- if (rv3d->rflag & RV3D_CLIPPING) {
- ED_view3d_clipping_set(rv3d);
- }
- /* get surface depth without bias */
- rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_set(rv3d);
+ }
+ /* get surface depth without bias */
+ rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
- GPU_depth_test(true);
+ GPU_depth_test(true);
- GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
- DRW_draw_depth_loop(depsgraph, ar, v3d, viewport);
+ GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
+ DRW_draw_depth_loop(depsgraph, ar, v3d, viewport);
- if (rv3d->rflag & RV3D_CLIPPING) {
- ED_view3d_clipping_disable();
- }
- rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_disable();
+ }
+ rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
- /* Reset default for UI */
- GPU_depth_test(false);
+ /* Reset default for UI */
+ GPU_depth_test(false);
- U.glalphaclip = glalphaclip;
- v3d->flag = flag;
- U.obcenter_dia = obcenter_dia;
+ U.glalphaclip = glalphaclip;
+ v3d->flag = flag;
+ U.obcenter_dia = obcenter_dia;
- UI_Theme_Restore(&theme_state);
+ UI_Theme_Restore(&theme_state);
}
/* ******************** other elements ***************** */
@@ -774,241 +806,244 @@ void ED_view3d_draw_depth(
/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
{
- /* apply units */
- if (scene->unit.system) {
- const void *usys;
- int len;
-
- bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
-
- if (usys) {
- int i = bUnit_GetBaseUnit(usys);
- if (grid_unit) {
- *grid_unit = bUnit_GetNameDisplay(usys, i);
- }
- return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
- }
- }
-
- return 1.0f;
+ /* apply units */
+ if (scene->unit.system) {
+ const void *usys;
+ int len;
+
+ bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
+
+ if (usys) {
+ int i = bUnit_GetBaseUnit(usys);
+ if (grid_unit) {
+ *grid_unit = bUnit_GetNameDisplay(usys, i);
+ }
+ return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
+ }
+ }
+
+ return 1.0f;
}
float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
{
- return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
+ return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
}
/* Simulates the grid scale that is actually viewed.
* The actual code is seen in `object_grid_frag.glsl` (see `grid_res`).
* Currently the simulation is only done when RV3D_VIEW_IS_AXIS. */
-float ED_view3d_grid_view_scale(
- Scene *scene, View3D *v3d, RegionView3D *rv3d, const char **grid_unit)
+float ED_view3d_grid_view_scale(Scene *scene,
+ View3D *v3d,
+ RegionView3D *rv3d,
+ const char **grid_unit)
{
- float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
- if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
- /* Decrease the distance between grid snap points depending on zoom. */
- float grid_subdiv = v3d->gridsubdiv;
- if (grid_subdiv > 1) {
- /* Allow 3 more subdivisions (see OBJECT_engine_init). */
- grid_scale /= powf(grid_subdiv, 3);
-
- /* `3.0` was a value obtained by trial and error in order to get
- * a nice snap distance.*/
- float grid_res = 3.0 * (rv3d->dist / v3d->lens);
- float lvl = (logf(grid_res / grid_scale) / logf(grid_subdiv));
-
- CLAMP_MIN(lvl, 0.0f);
-
- grid_scale *= pow(grid_subdiv, (int)lvl);
- }
- }
-
- return grid_scale;
+ float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
+ if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
+ /* Decrease the distance between grid snap points depending on zoom. */
+ float grid_subdiv = v3d->gridsubdiv;
+ if (grid_subdiv > 1) {
+ /* Allow 3 more subdivisions (see OBJECT_engine_init). */
+ grid_scale /= powf(grid_subdiv, 3);
+
+ /* `3.0` was a value obtained by trial and error in order to get
+ * a nice snap distance.*/
+ float grid_res = 3.0 * (rv3d->dist / v3d->lens);
+ float lvl = (logf(grid_res / grid_scale) / logf(grid_subdiv));
+
+ CLAMP_MIN(lvl, 0.0f);
+
+ grid_scale *= pow(grid_subdiv, (int)lvl);
+ }
+ }
+
+ return grid_scale;
}
static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
{
- const float k = U.rvisize * U.pixelsize; /* axis size */
- /* axis alpha offset (rvibright has range 0-10) */
- const int bright = - 20 * (10 - U.rvibright);
-
- /* Axis center in screen coordinates.
- *
- * - Unit size offset so small text doesn't draw outside the screen
- * - Extra X offset because of the panel expander.
- */
- const float startx = rect->xmax - (k + UI_UNIT_X * 1.5);
- const float starty = rect->ymax - (k + UI_UNIT_Y);
-
- float axis_pos[3][2];
- uchar axis_col[3][4];
-
- int axis_order[3] = {0, 1, 2};
- axis_sort_v3(rv3d->viewinv[2], axis_order);
-
- for (int axis_i = 0; axis_i < 3; axis_i++) {
- int i = axis_order[axis_i];
-
- /* get position of each axis tip on screen */
- float vec[3] = { 0.0f };
- vec[i] = 1.0f;
- mul_qt_v3(rv3d->viewquat, vec);
- axis_pos[i][0] = startx + vec[0] * k;
- axis_pos[i][1] = starty + vec[1] * k;
-
- /* get color of each axis */
- UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
- axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
- }
-
- /* draw axis lines */
- GPU_line_width(2.0f);
- GPU_line_smooth(true);
- GPU_blend(true);
- GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
-
- GPUVertFormat *format = immVertexFormat();
- uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
-
- immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(GPU_PRIM_LINES, 6);
-
- for (int axis_i = 0; axis_i < 3; axis_i++) {
- int i = axis_order[axis_i];
-
- immAttr4ubv(col, axis_col[i]);
- immVertex2f(pos, startx, starty);
- immAttr4ubv(col, axis_col[i]);
- immVertex2fv(pos, axis_pos[i]);
- }
-
- immEnd();
- immUnbindProgram();
- GPU_line_smooth(false);
-
- /* draw axis names */
- for (int axis_i = 0; axis_i < 3; axis_i++) {
- int i = axis_order[axis_i];
-
- const char axis_text[2] = {'x' + i, '\0'};
- BLF_color4ubv(BLF_default(), axis_col[i]);
- BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
- }
+ const float k = U.rvisize * U.pixelsize; /* axis size */
+ /* axis alpha offset (rvibright has range 0-10) */
+ const int bright = -20 * (10 - U.rvibright);
+
+ /* Axis center in screen coordinates.
+ *
+ * - Unit size offset so small text doesn't draw outside the screen
+ * - Extra X offset because of the panel expander.
+ */
+ const float startx = rect->xmax - (k + UI_UNIT_X * 1.5);
+ const float starty = rect->ymax - (k + UI_UNIT_Y);
+
+ float axis_pos[3][2];
+ uchar axis_col[3][4];
+
+ int axis_order[3] = {0, 1, 2};
+ axis_sort_v3(rv3d->viewinv[2], axis_order);
+
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
+
+ /* get position of each axis tip on screen */
+ float vec[3] = {0.0f};
+ vec[i] = 1.0f;
+ mul_qt_v3(rv3d->viewquat, vec);
+ axis_pos[i][0] = startx + vec[0] * k;
+ axis_pos[i][1] = starty + vec[1] * k;
+
+ /* get color of each axis */
+ UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
+ axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
+ }
+
+ /* draw axis lines */
+ GPU_line_width(2.0f);
+ GPU_line_smooth(true);
+ GPU_blend(true);
+ GPU_blend_set_func_separate(
+ GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
+
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GPU_PRIM_LINES, 6);
+
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
+
+ immAttr4ubv(col, axis_col[i]);
+ immVertex2f(pos, startx, starty);
+ immAttr4ubv(col, axis_col[i]);
+ immVertex2fv(pos, axis_pos[i]);
+ }
+
+ immEnd();
+ immUnbindProgram();
+ GPU_line_smooth(false);
+
+ /* draw axis names */
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
+
+ const char axis_text[2] = {'x' + i, '\0'};
+ BLF_color4ubv(BLF_default(), axis_col[i]);
+ BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
+ }
}
#ifdef WITH_INPUT_NDOF
/* draw center and axis of rotation for ongoing 3D mouse navigation */
static void draw_rotation_guide(const RegionView3D *rv3d)
{
- float o[3]; /* center of rotation */
- float end[3]; /* endpoints for drawing */
-
- GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
-
- negate_v3_v3(o, rv3d->ofs);
-
- GPU_blend(true);
- GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
- glDepthMask(GL_FALSE); /* don't overwrite zbuf */
-
- GPUVertFormat *format = immVertexFormat();
- uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
-
- immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
-
- if (rv3d->rot_angle != 0.0f) {
- /* -- draw rotation axis -- */
- float scaled_axis[3];
- const float scale = rv3d->dist;
- mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
-
-
- immBegin(GPU_PRIM_LINE_STRIP, 3);
- color[3] = 0; /* more transparent toward the ends */
- immAttr4ubv(col, color);
- add_v3_v3v3(end, o, scaled_axis);
- immVertex3fv(pos, end);
-
-#if 0
- color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
- /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
-#endif
-
- color[3] = 127; /* more opaque toward the center */
- immAttr4ubv(col, color);
- immVertex3fv(pos, o);
-
- color[3] = 0;
- immAttr4ubv(col, color);
- sub_v3_v3v3(end, o, scaled_axis);
- immVertex3fv(pos, end);
- immEnd();
-
- /* -- draw ring around rotation center -- */
- {
-#define ROT_AXIS_DETAIL 13
-
- const float s = 0.05f * scale;
- const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
-
- float q[4]; /* rotate ring so it's perpendicular to axis */
- const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
- if (!upright) {
- const float up[3] = {0.0f, 0.0f, 1.0f};
- float vis_angle, vis_axis[3];
-
- cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
- vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
- axis_angle_to_quat(q, vis_axis, vis_angle);
- }
-
- immBegin(GPU_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
- color[3] = 63; /* somewhat faint */
- immAttr4ubv(col, color);
- float angle = 0.0f;
- for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
- float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
-
- if (!upright) {
- mul_qt_v3(q, p);
- }
-
- add_v3_v3(p, o);
- immVertex3fv(pos, p);
- }
- immEnd();
-
-#undef ROT_AXIS_DETAIL
- }
-
- color[3] = 255; /* solid dot */
- }
- else {
- color[3] = 127; /* see-through dot */
- }
-
- immUnbindProgram();
-
- /* -- draw rotation center -- */
- immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
- GPU_point_size(5.0f);
- immBegin(GPU_PRIM_POINTS, 1);
- immAttr4ubv(col, color);
- immVertex3fv(pos, o);
- immEnd();
- immUnbindProgram();
-
-#if 0
- /* find screen coordinates for rotation center, then draw pretty icon */
- mul_m4_v3(rv3d->persinv, rot_center);
- UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
- /* ^^ just playing around, does not work */
-#endif
-
- GPU_blend(false);
- glDepthMask(GL_TRUE);
+ float o[3]; /* center of rotation */
+ float end[3]; /* endpoints for drawing */
+
+ GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
+
+ negate_v3_v3(o, rv3d->ofs);
+
+ GPU_blend(true);
+ GPU_blend_set_func_separate(
+ GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
+ glDepthMask(GL_FALSE); /* don't overwrite zbuf */
+
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
+
+ if (rv3d->rot_angle != 0.0f) {
+ /* -- draw rotation axis -- */
+ float scaled_axis[3];
+ const float scale = rv3d->dist;
+ mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
+
+ immBegin(GPU_PRIM_LINE_STRIP, 3);
+ color[3] = 0; /* more transparent toward the ends */
+ immAttr4ubv(col, color);
+ add_v3_v3v3(end, o, scaled_axis);
+ immVertex3fv(pos, end);
+
+# if 0
+ color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
+ /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
+# endif
+
+ color[3] = 127; /* more opaque toward the center */
+ immAttr4ubv(col, color);
+ immVertex3fv(pos, o);
+
+ color[3] = 0;
+ immAttr4ubv(col, color);
+ sub_v3_v3v3(end, o, scaled_axis);
+ immVertex3fv(pos, end);
+ immEnd();
+
+ /* -- draw ring around rotation center -- */
+ {
+# define ROT_AXIS_DETAIL 13
+
+ const float s = 0.05f * scale;
+ const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
+
+ float q[4]; /* rotate ring so it's perpendicular to axis */
+ const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
+ if (!upright) {
+ const float up[3] = {0.0f, 0.0f, 1.0f};
+ float vis_angle, vis_axis[3];
+
+ cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
+ vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
+ axis_angle_to_quat(q, vis_axis, vis_angle);
+ }
+
+ immBegin(GPU_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
+ color[3] = 63; /* somewhat faint */
+ immAttr4ubv(col, color);
+ float angle = 0.0f;
+ for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
+ float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
+
+ if (!upright) {
+ mul_qt_v3(q, p);
+ }
+
+ add_v3_v3(p, o);
+ immVertex3fv(pos, p);
+ }
+ immEnd();
+
+# undef ROT_AXIS_DETAIL
+ }
+
+ color[3] = 255; /* solid dot */
+ }
+ else {
+ color[3] = 127; /* see-through dot */
+ }
+
+ immUnbindProgram();
+
+ /* -- draw rotation center -- */
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+ GPU_point_size(5.0f);
+ immBegin(GPU_PRIM_POINTS, 1);
+ immAttr4ubv(col, color);
+ immVertex3fv(pos, o);
+ immEnd();
+ immUnbindProgram();
+
+# if 0
+ /* find screen coordinates for rotation center, then draw pretty icon */
+ mul_m4_v3(rv3d->persinv, rot_center);
+ UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
+ /* ^^ just playing around, does not work */
+# endif
+
+ GPU_blend(false);
+ glDepthMask(GL_TRUE);
}
#endif /* WITH_INPUT_NDOF */
@@ -1017,17 +1052,17 @@ static void draw_rotation_guide(const RegionView3D *rv3d)
*/
static void view3d_draw_border(const bContext *C, ARegion *ar)
{
- Scene *scene = CTX_data_scene(C);
- Depsgraph *depsgraph = CTX_data_depsgraph(C);
- RegionView3D *rv3d = ar->regiondata;
- View3D *v3d = CTX_wm_view3d(C);
-
- if (rv3d->persp == RV3D_CAMOB) {
- drawviewborder(scene, depsgraph, ar, v3d);
- }
- else if (v3d->flag2 & V3D_RENDER_BORDER) {
- drawrenderborder(ar, v3d);
- }
+ Scene *scene = CTX_data_scene(C);
+ Depsgraph *depsgraph = CTX_data_depsgraph(C);
+ RegionView3D *rv3d = ar->regiondata;
+ View3D *v3d = CTX_wm_view3d(C);
+
+ if (rv3d->persp == RV3D_CAMOB) {
+ drawviewborder(scene, depsgraph, ar, v3d);
+ }
+ else if (v3d->flag2 & V3D_RENDER_BORDER) {
+ drawrenderborder(ar, v3d);
+ }
}
/** \} */
@@ -1041,7 +1076,7 @@ static void view3d_draw_border(const bContext *C, ARegion *ar)
*/
static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
{
- /* TODO viewport */
+ /* TODO viewport */
}
/**
@@ -1049,119 +1084,120 @@ static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
*/
static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
{
- const char *name = NULL;
-
- switch (rv3d->view) {
- case RV3D_VIEW_FRONT:
- if (rv3d->persp == RV3D_ORTHO) {
- name = IFACE_("Front Orthographic");
- }
- else {
- name = IFACE_("Front Perspective");
- }
- break;
- case RV3D_VIEW_BACK:
- if (rv3d->persp == RV3D_ORTHO) {
- name = IFACE_("Back Orthographic");
- }
- else {
- name = IFACE_("Back Perspective");
- }
- break;
- case RV3D_VIEW_TOP:
- if (rv3d->persp == RV3D_ORTHO) {
- name = IFACE_("Top Orthographic");
- }
- else {
- name = IFACE_("Top Perspective");
- }
- break;
- case RV3D_VIEW_BOTTOM:
- if (rv3d->persp == RV3D_ORTHO) {
- name = IFACE_("Bottom Orthographic");
- }
- else {
- name = IFACE_("Bottom Perspective");
- }
- break;
- case RV3D_VIEW_RIGHT:
- if (rv3d->persp == RV3D_ORTHO) {
- name = IFACE_("Right Orthographic");
- }
- else {
- name = IFACE_("Right Perspective");
- }
- break;
- case RV3D_VIEW_LEFT:
- if (rv3d->persp == RV3D_ORTHO) {
- name = IFACE_("Left Orthographic");
- }
- else {
- name = IFACE_("Left Perspective");
- }
- break;
-
- default:
- if (rv3d->persp == RV3D_CAMOB) {
- if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
- Camera *cam;
- cam = v3d->camera->data;
- if (cam->type == CAM_PERSP) {
- name = IFACE_("Camera Perspective");
- }
- else if (cam->type == CAM_ORTHO) {
- name = IFACE_("Camera Orthographic");
- }
- else {
- BLI_assert(cam->type == CAM_PANO);
- name = IFACE_("Camera Panoramic");
- }
- }
- else {
- name = IFACE_("Object as Camera");
- }
- }
- else {
- name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Orthographic") : IFACE_("User Perspective");
- }
- }
-
- return name;
+ const char *name = NULL;
+
+ switch (rv3d->view) {
+ case RV3D_VIEW_FRONT:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Front Orthographic");
+ }
+ else {
+ name = IFACE_("Front Perspective");
+ }
+ break;
+ case RV3D_VIEW_BACK:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Back Orthographic");
+ }
+ else {
+ name = IFACE_("Back Perspective");
+ }
+ break;
+ case RV3D_VIEW_TOP:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Top Orthographic");
+ }
+ else {
+ name = IFACE_("Top Perspective");
+ }
+ break;
+ case RV3D_VIEW_BOTTOM:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Bottom Orthographic");
+ }
+ else {
+ name = IFACE_("Bottom Perspective");
+ }
+ break;
+ case RV3D_VIEW_RIGHT:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Right Orthographic");
+ }
+ else {
+ name = IFACE_("Right Perspective");
+ }
+ break;
+ case RV3D_VIEW_LEFT:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Left Orthographic");
+ }
+ else {
+ name = IFACE_("Left Perspective");
+ }
+ break;
+
+ default:
+ if (rv3d->persp == RV3D_CAMOB) {
+ if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
+ Camera *cam;
+ cam = v3d->camera->data;
+ if (cam->type == CAM_PERSP) {
+ name = IFACE_("Camera Perspective");
+ }
+ else if (cam->type == CAM_ORTHO) {
+ name = IFACE_("Camera Orthographic");
+ }
+ else {
+ BLI_assert(cam->type == CAM_PANO);
+ name = IFACE_("Camera Panoramic");
+ }
+ }
+ else {
+ name = IFACE_("Object as Camera");
+ }
+ }
+ else {
+ name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Orthographic") :
+ IFACE_("User Perspective");
+ }
+ }
+
+ return name;
}
static void draw_viewport_name(ARegion *ar, View3D *v3d, int xoffset, int *yoffset)
{
- RegionView3D *rv3d = ar->regiondata;
- const char *name = view3d_get_name(v3d, rv3d);
- const int font_id = BLF_default();
+ RegionView3D *rv3d = ar->regiondata;
+ const char *name = view3d_get_name(v3d, rv3d);
+ const int font_id = BLF_default();
- /* increase size for unicode languages (Chinese in utf-8...) */
+ /* increase size for unicode languages (Chinese in utf-8...) */
#ifdef WITH_INTERNATIONAL
- char tmpstr[96];
+ char tmpstr[96];
#else
- char tmpstr[32];
+ char tmpstr[32];
#endif
- BLF_enable(font_id, BLF_SHADOW);
- BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
- BLF_shadow_offset(font_id, 1, -1);
+ BLF_enable(font_id, BLF_SHADOW);
+ BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
+ BLF_shadow_offset(font_id, 1, -1);
- if (v3d->localvd) {
- BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
- name = tmpstr;
- }
+ if (v3d->localvd) {
+ BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
+ name = tmpstr;
+ }
- UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
- *yoffset -= U.widget_unit;
+ *yoffset -= U.widget_unit;
#ifdef WITH_INTERNATIONAL
- BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
+ BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
#else
- BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
+ BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
#endif
- BLF_disable(font_id, BLF_SHADOW);
+ BLF_disable(font_id, BLF_SHADOW);
}
/**
@@ -1169,125 +1205,130 @@ static void draw_viewport_name(ARegion *ar, View3D *v3d, int xoffset, int *yoffs
* framenum, collection, object name, bone name (if available), marker name (if available)
*/
-static void draw_selected_name(Scene *scene, ViewLayer *view_layer, Object *ob, int xoffset, int *yoffset)
+static void draw_selected_name(
+ Scene *scene, ViewLayer *view_layer, Object *ob, int xoffset, int *yoffset)
{
- const int cfra = CFRA;
- const char *msg_pin = " (Pinned)";
- const char *msg_sep = " : ";
-
- const int font_id = BLF_default();
-
- char info[300];
- char *s = info;
-
- s += sprintf(s, "(%d)", cfra);
-
- if ((ob == NULL) || (ob->mode == OB_MODE_OBJECT)) {
- LayerCollection *layer_collection = view_layer->active_collection;
- s += sprintf(s, " %s%s", BKE_collection_ui_name_get(layer_collection->collection), (ob == NULL) ? "" : " |");
- }
-
- /*
- * info can contain:
- * - a frame (7 + 2)
- * - a collection name (MAX_NAME + 3)
- * - 3 object names (MAX_NAME)
- * - 2 BREAD_CRUMB_SEPARATORs (6)
- * - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
- * - a marker name (MAX_NAME + 3)
- */
-
- /* get name of marker on current frame (if available) */
- const char *markern = BKE_scene_find_marker_name(scene, cfra);
-
- /* check if there is an object */
- if (ob) {
- *s++ = ' ';
- s += BLI_strcpy_rlen(s, ob->id.name + 2);
-
- /* name(s) to display depends on type of object */
- if (ob->type == OB_ARMATURE) {
- bArmature *arm = ob->data;
-
- /* show name of active bone too (if possible) */
- if (arm->edbo) {
- if (arm->act_edbone) {
- s += BLI_strcpy_rlen(s, msg_sep);
- s += BLI_strcpy_rlen(s, arm->act_edbone->name);
- }
- }
- else if (ob->mode & OB_MODE_POSE) {
- if (arm->act_bone) {
-
- if (arm->act_bone->layer & arm->layer) {
- s += BLI_strcpy_rlen(s, msg_sep);
- s += BLI_strcpy_rlen(s, arm->act_bone->name);
- }
- }
- }
- }
- else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
- /* try to display active bone and active shapekey too (if they exist) */
-
- if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
- Object *armobj = BKE_object_pose_armature_get(ob);
- if (armobj && armobj->mode & OB_MODE_POSE) {
- bArmature *arm = armobj->data;
- if (arm->act_bone) {
- if (arm->act_bone->layer & arm->layer) {
- s += BLI_strcpy_rlen(s, msg_sep);
- s += BLI_strcpy_rlen(s, arm->act_bone->name);
- }
- }
- }
- }
-
- Key *key = BKE_key_from_object(ob);
- if (key) {
- KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
- if (kb) {
- s += BLI_strcpy_rlen(s, msg_sep);
- s += BLI_strcpy_rlen(s, kb->name);
- if (ob->shapeflag & OB_SHAPE_LOCK) {
- s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
- }
- }
- }
- }
-
- /* color depends on whether there is a keyframe */
- if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) {
- UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
- }
- else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) {
- UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
- }
- else {
- UI_FontThemeColor(font_id, TH_TEXT_HI);
- }
- }
- else {
- /* no object */
- if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra)) {
- UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
- }
- else {
- UI_FontThemeColor(font_id, TH_TEXT_HI);
- }
- }
-
- if (markern) {
- s += sprintf(s, " <%s>", markern);
- }
-
- BLF_enable(font_id, BLF_SHADOW);
- BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
- BLF_shadow_offset(font_id, 1, -1);
-
- *yoffset -= U.widget_unit;
- BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
-
- BLF_disable(font_id, BLF_SHADOW);
+ const int cfra = CFRA;
+ const char *msg_pin = " (Pinned)";
+ const char *msg_sep = " : ";
+
+ const int font_id = BLF_default();
+
+ char info[300];
+ char *s = info;
+
+ s += sprintf(s, "(%d)", cfra);
+
+ if ((ob == NULL) || (ob->mode == OB_MODE_OBJECT)) {
+ LayerCollection *layer_collection = view_layer->active_collection;
+ s += sprintf(s,
+ " %s%s",
+ BKE_collection_ui_name_get(layer_collection->collection),
+ (ob == NULL) ? "" : " |");
+ }
+
+ /*
+ * info can contain:
+ * - a frame (7 + 2)
+ * - a collection name (MAX_NAME + 3)
+ * - 3 object names (MAX_NAME)
+ * - 2 BREAD_CRUMB_SEPARATORs (6)
+ * - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
+ * - a marker name (MAX_NAME + 3)
+ */
+
+ /* get name of marker on current frame (if available) */
+ const char *markern = BKE_scene_find_marker_name(scene, cfra);
+
+ /* check if there is an object */
+ if (ob) {
+ *s++ = ' ';
+ s += BLI_strcpy_rlen(s, ob->id.name + 2);
+
+ /* name(s) to display depends on type of object */
+ if (ob->type == OB_ARMATURE) {
+ bArmature *arm = ob->data;
+
+ /* show name of active bone too (if possible) */
+ if (arm->edbo) {
+ if (arm->act_edbone) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_edbone->name);
+ }
+ }
+ else if (ob->mode & OB_MODE_POSE) {
+ if (arm->act_bone) {
+
+ if (arm->act_bone->layer & arm->layer) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_bone->name);
+ }
+ }
+ }
+ }
+ else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
+ /* try to display active bone and active shapekey too (if they exist) */
+
+ if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
+ Object *armobj = BKE_object_pose_armature_get(ob);
+ if (armobj && armobj->mode & OB_MODE_POSE) {
+ bArmature *arm = armobj->data;
+ if (arm->act_bone) {
+ if (arm->act_bone->layer & arm->layer) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_bone->name);
+ }
+ }
+ }
+ }
+
+ Key *key = BKE_key_from_object(ob);
+ if (key) {
+ KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
+ if (kb) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, kb->name);
+ if (ob->shapeflag & OB_SHAPE_LOCK) {
+ s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
+ }
+ }
+ }
+ }
+
+ /* color depends on whether there is a keyframe */
+ if (id_frame_has_keyframe(
+ (ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) {
+ UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
+ }
+ else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) {
+ UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
+ }
+ else {
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
+ }
+ }
+ else {
+ /* no object */
+ if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra)) {
+ UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
+ }
+ else {
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
+ }
+ }
+
+ if (markern) {
+ s += sprintf(s, " <%s>", markern);
+ }
+
+ BLF_enable(font_id, BLF_SHADOW);
+ BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
+ BLF_shadow_offset(font_id, 1, -1);
+
+ *yoffset -= U.widget_unit;
+ BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
+
+ BLF_disable(font_id, BLF_SHADOW);
}
/**
@@ -1295,83 +1336,77 @@ static void draw_selected_name(Scene *scene, ViewLayer *view_layer, Object *ob,
*/
void view3d_draw_region_info(const bContext *C, ARegion *ar)
{
- RegionView3D *rv3d = ar->regiondata;
- View3D *v3d = CTX_wm_view3d(C);
- Scene *scene = CTX_data_scene(C);
- wmWindowManager *wm = CTX_wm_manager(C);
+ RegionView3D *rv3d = ar->regiondata;
+ View3D *v3d = CTX_wm_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+ wmWindowManager *wm = CTX_wm_manager(C);
#ifdef WITH_INPUT_NDOF
- if ((U.ndof_flag & NDOF_SHOW_GUIDE) &&
- ((rv3d->viewlock & RV3D_LOCKED) == 0) &&
- (rv3d->persp != RV3D_CAMOB))
- {
- /* TODO: draw something else (but not this) during fly mode */
- draw_rotation_guide(rv3d);
- }
+ if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((rv3d->viewlock & RV3D_LOCKED) == 0) &&
+ (rv3d->persp != RV3D_CAMOB)) {
+ /* TODO: draw something else (but not this) during fly mode */
+ draw_rotation_guide(rv3d);
+ }
#endif
- /* correct projection matrix */
- ED_region_pixelspace(ar);
+ /* correct projection matrix */
+ ED_region_pixelspace(ar);
- /* local coordinate visible rect inside region, to accommodate overlapping ui */
- rcti rect;
- ED_region_visible_rect(ar, &rect);
+ /* local coordinate visible rect inside region, to accommodate overlapping ui */
+ rcti rect;
+ ED_region_visible_rect(ar, &rect);
+ view3d_draw_border(C, ar);
+ view3d_draw_grease_pencil(C);
- view3d_draw_border(C, ar);
- view3d_draw_grease_pencil(C);
+ BLF_batch_draw_begin();
- BLF_batch_draw_begin();
+ if ((U.uiflag & USER_SHOW_GIZMO_AXIS) ||
+ /* No need to display gizmo and this info. */
+ (v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_NAVIGATE))) {
+ /* pass */
+ }
+ else {
+ draw_view_axis(rv3d, &rect);
+ }
- if ((U.uiflag & USER_SHOW_GIZMO_AXIS) ||
- /* No need to display gizmo and this info. */
- (v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_NAVIGATE)))
- {
- /* pass */
- }
- else {
- draw_view_axis(rv3d, &rect);
- }
+ int xoffset = rect.xmin + U.widget_unit;
+ int yoffset = rect.ymax;
- int xoffset = rect.xmin + U.widget_unit;
- int yoffset = rect.ymax;
+ if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 && (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
+ if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
+ ED_scene_draw_fps(scene, xoffset, &yoffset);
+ }
+ else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
+ draw_viewport_name(ar, v3d, xoffset, &yoffset);
+ }
- if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
- (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0)
- {
- if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
- ED_scene_draw_fps(scene, xoffset, &yoffset);
- }
- else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
- draw_viewport_name(ar, v3d, xoffset, &yoffset);
- }
-
- if (U.uiflag & USER_DRAWVIEWINFO) {
- ViewLayer *view_layer = CTX_data_view_layer(C);
- Object *ob = OBACT(view_layer);
- draw_selected_name(scene, view_layer, ob, xoffset, &yoffset);
- }
+ if (U.uiflag & USER_DRAWVIEWINFO) {
+ ViewLayer *view_layer = CTX_data_view_layer(C);
+ Object *ob = OBACT(view_layer);
+ draw_selected_name(scene, view_layer, ob, xoffset, &yoffset);
+ }
#if 0 /* TODO */
- if (grid_unit) { /* draw below the viewport name */
- char numstr[32] = "";
+ 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);
- }
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+ if (v3d->grid != 1.0f) {
+ BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
+ }
- *yoffset -= U.widget_unit;
- BLF_draw_default_ascii(xoffset, *yoffset, numstr[0] ? numstr : grid_unit, sizeof(numstr));
- }
+ *yoffset -= U.widget_unit;
+ BLF_draw_default_ascii(xoffset, *yoffset, numstr[0] ? numstr : grid_unit, sizeof(numstr));
+ }
#endif
- }
+ }
- if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
- DRW_draw_region_engine_info(xoffset, yoffset);
- }
+ if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
+ DRW_draw_region_engine_info(xoffset, yoffset);
+ }
- BLF_batch_draw_end();
+ BLF_batch_draw_end();
}
/** \} */
@@ -1382,43 +1417,50 @@ void view3d_draw_region_info(const bContext *C, ARegion *ar)
static void view3d_draw_view(const bContext *C, ARegion *ar)
{
- ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_depsgraph(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL);
-
- /* Only 100% compliant on new spec goes below */
- DRW_draw_view(C);
+ ED_view3d_draw_setup_view(CTX_wm_window(C),
+ CTX_data_depsgraph(C),
+ CTX_data_scene(C),
+ ar,
+ CTX_wm_view3d(C),
+ NULL,
+ NULL,
+ NULL);
+
+ /* Only 100% compliant on new spec goes below */
+ DRW_draw_view(C);
}
RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype)
{
- /*
- * Temporary viewport draw modes until we have a proper system.
- * all modes are done in the draw manager, except
- * cycles material as it is an external render engine.
- */
- if (strcmp(scene->r.engine, RE_engine_id_CYCLES) == 0 && drawtype == OB_MATERIAL) {
- return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
- }
- return RE_engines_find(scene->r.engine);
+ /*
+ * Temporary viewport draw modes until we have a proper system.
+ * all modes are done in the draw manager, except
+ * cycles material as it is an external render engine.
+ */
+ if (strcmp(scene->r.engine, RE_engine_id_CYCLES) == 0 && drawtype == OB_MATERIAL) {
+ return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
+ }
+ return RE_engines_find(scene->r.engine);
}
void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
- Main *bmain = CTX_data_main(C);
- View3D *v3d = CTX_wm_view3d(C);
+ Main *bmain = CTX_data_main(C);
+ View3D *v3d = CTX_wm_view3d(C);
- view3d_draw_view(C, ar);
+ view3d_draw_view(C, ar);
- GPU_free_images_old(bmain);
- GPU_pass_cache_garbage_collect();
+ GPU_free_images_old(bmain);
+ GPU_pass_cache_garbage_collect();
- /* XXX This is in order to draw UI batches with the DRW
- * olg context since we now use it for drawing the entire area */
- gpu_batch_presets_reset();
+ /* XXX This is in order to draw UI batches with the DRW
+ * olg context since we now use it for drawing the entire area */
+ gpu_batch_presets_reset();
- /* No depth test for drawing action zones afterwards. */
- GPU_depth_test(false);
+ /* No depth test for drawing action zones afterwards. */
+ GPU_depth_test(false);
- v3d->flag |= V3D_INVALID_BACKBUF;
+ v3d->flag |= V3D_INVALID_BACKBUF;
}
/** \} */
@@ -1427,92 +1469,103 @@ void view3d_main_region_draw(const bContext *C, ARegion *ar)
/** \name Offscreen Drawing
* \{ */
-static void view3d_stereo3d_setup_offscreen(
- Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
- float winmat[4][4], const char *viewname)
+static void view3d_stereo3d_setup_offscreen(Depsgraph *depsgraph,
+ Scene *scene,
+ View3D *v3d,
+ ARegion *ar,
+ float winmat[4][4],
+ const char *viewname)
{
- /* update the viewport matrices with the new camera */
- if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
- float viewmat[4][4];
- const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
-
- BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
- }
- else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
- float viewmat[4][4];
- Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
-
- BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
- }
+ /* update the viewport matrices with the new camera */
+ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+ float viewmat[4][4];
+ const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
+
+ BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
+ view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
+ }
+ else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+ float viewmat[4][4];
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+
+ BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+ view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
+ }
}
-void ED_view3d_draw_offscreen(
- Depsgraph *depsgraph, Scene *scene,
- int drawtype,
- View3D *v3d, ARegion *ar, int winx, int winy,
- float viewmat[4][4], float winmat[4][4],
- bool do_sky, bool UNUSED(is_persp), const char *viewname,
- GPUFXSettings *UNUSED(fx_settings), const bool do_color_management,
- GPUOffScreen *ofs, GPUViewport *viewport)
+void ED_view3d_draw_offscreen(Depsgraph *depsgraph,
+ Scene *scene,
+ int drawtype,
+ View3D *v3d,
+ ARegion *ar,
+ int winx,
+ int winy,
+ float viewmat[4][4],
+ float winmat[4][4],
+ bool do_sky,
+ bool UNUSED(is_persp),
+ const char *viewname,
+ GPUFXSettings *UNUSED(fx_settings),
+ const bool do_color_management,
+ GPUOffScreen *ofs,
+ GPUViewport *viewport)
{
- RegionView3D *rv3d = ar->regiondata;
- RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
-
- /* set temporary new size */
- int bwinx = ar->winx;
- int bwiny = ar->winy;
- rcti brect = ar->winrct;
-
- ar->winx = winx;
- ar->winy = winy;
- ar->winrct.xmin = 0;
- ar->winrct.ymin = 0;
- ar->winrct.xmax = winx;
- ar->winrct.ymax = winy;
-
- struct bThemeState theme_state;
- UI_Theme_Store(&theme_state);
- UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
-
- /* set flags */
- G.f |= G_FLAG_RENDER_VIEWPORT;
-
- {
- /* free images which can have changed on frame-change
- * warning! can be slow so only free animated images - campbell */
- GPU_free_images_anim(G.main); /* XXX :((( */
- }
-
- GPU_matrix_push_projection();
- GPU_matrix_identity_set();
- GPU_matrix_push();
- GPU_matrix_identity_set();
-
- if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera) {
- view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, ar, winmat, viewname);
- }
- else {
- view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
- }
-
- /* main drawing call */
- DRW_draw_render_loop_offscreen(
- depsgraph, engine_type, ar, v3d,
- do_sky, do_color_management, ofs, viewport);
-
- /* restore size */
- ar->winx = bwinx;
- ar->winy = bwiny;
- ar->winrct = brect;
-
- GPU_matrix_pop_projection();
- GPU_matrix_pop();
-
- UI_Theme_Restore(&theme_state);
-
- G.f &= ~G_FLAG_RENDER_VIEWPORT;
+ RegionView3D *rv3d = ar->regiondata;
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
+
+ /* set temporary new size */
+ int bwinx = ar->winx;
+ int bwiny = ar->winy;
+ rcti brect = ar->winrct;
+
+ ar->winx = winx;
+ ar->winy = winy;
+ ar->winrct.xmin = 0;
+ ar->winrct.ymin = 0;
+ ar->winrct.xmax = winx;
+ ar->winrct.ymax = winy;
+
+ struct bThemeState theme_state;
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+ /* set flags */
+ G.f |= G_FLAG_RENDER_VIEWPORT;
+
+ {
+ /* free images which can have changed on frame-change
+ * warning! can be slow so only free animated images - campbell */
+ GPU_free_images_anim(G.main); /* XXX :((( */
+ }
+
+ GPU_matrix_push_projection();
+ GPU_matrix_identity_set();
+ GPU_matrix_push();
+ GPU_matrix_identity_set();
+
+ if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) &&
+ rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, ar, winmat, viewname);
+ }
+ else {
+ view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
+ }
+
+ /* main drawing call */
+ DRW_draw_render_loop_offscreen(
+ depsgraph, engine_type, ar, v3d, do_sky, do_color_management, ofs, viewport);
+
+ /* restore size */
+ ar->winx = bwinx;
+ ar->winy = bwiny;
+ ar->winrct = brect;
+
+ GPU_matrix_pop_projection();
+ GPU_matrix_pop();
+
+ UI_Theme_Restore(&theme_state);
+
+ G.f &= ~G_FLAG_RENDER_VIEWPORT;
}
/**
@@ -1521,189 +1574,242 @@ void ED_view3d_draw_offscreen(
* \param ofs: Optional off-screen buffer, can be NULL.
* (avoids re-creating when doing multiple GL renders).
*/
-ImBuf *ED_view3d_draw_offscreen_imbuf(
- Depsgraph *depsgraph, Scene *scene,
- int drawtype,
- View3D *v3d, ARegion *ar, int sizex, int sizey,
- uint flag, uint draw_flags,
- int alpha_mode, int samples, const char *viewname,
- /* output vars */
- GPUOffScreen *ofs, char err_out[256])
+ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph,
+ Scene *scene,
+ int drawtype,
+ View3D *v3d,
+ ARegion *ar,
+ int sizex,
+ int sizey,
+ uint flag,
+ uint draw_flags,
+ int alpha_mode,
+ int samples,
+ const char *viewname,
+ /* output vars */
+ GPUOffScreen *ofs,
+ char err_out[256])
{
- RegionView3D *rv3d = ar->regiondata;
- const bool draw_sky = (alpha_mode == R_ADDSKY);
- const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE);
-
- /* view state */
- GPUFXSettings fx_settings = v3d->fx_settings;
- bool is_ortho = false;
- float winmat[4][4];
-
- if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
- /* sizes differ, can't reuse */
- ofs = NULL;
- }
-
- GPUFrameBuffer *old_fb = GPU_framebuffer_active_get();
-
- if (old_fb) {
- GPU_framebuffer_restore();
- }
-
- const bool own_ofs = (ofs == NULL);
- DRW_opengl_context_enable();
-
- if (own_ofs) {
- /* bind */
- ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
- if (ofs == NULL) {
- DRW_opengl_context_disable();
- return NULL;
- }
- }
-
- GPU_offscreen_bind(ofs, true);
-
- /* read in pixels & stamp */
- ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
-
- /* render 3d view */
- if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
- CameraParams params;
- Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
- const Object *camera_eval = DEG_get_evaluated_object(
- depsgraph,
- camera);
-
- BKE_camera_params_init(&params);
- /* fallback for non camera objects */
- params.clip_start = v3d->clip_start;
- params.clip_end = v3d->clip_end;
- BKE_camera_params_from_object(&params, camera_eval);
- BKE_camera_multiview_params(&scene->r, &params, camera_eval, viewname);
- BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
- BKE_camera_params_compute_matrix(&params);
-
- BKE_camera_to_gpu_dof(camera, &fx_settings);
-
- is_ortho = params.is_ortho;
- copy_m4_m4(winmat, params.winmat);
- }
- else {
- rctf viewplane;
- float clip_start, clipend;
-
- is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clip_start, &clipend, NULL);
- if (is_ortho) {
- orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
- }
- else {
- perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clip_start, clipend);
- }
- }
-
- if ((samples && use_full_sample) == 0) {
- const bool do_color_management = (ibuf->rect_float == NULL);
- /* Single-pass render, common case */
- ED_view3d_draw_offscreen(
- depsgraph, scene, drawtype,
- v3d, ar, sizex, sizey, NULL, winmat,
- draw_sky, !is_ortho, viewname,
- &fx_settings, do_color_management, ofs, NULL);
-
- if (ibuf->rect_float) {
- GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
- }
- else if (ibuf->rect) {
- GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
- }
- }
- else {
- /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
- * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
- static float jit_ofs[32][2];
- float winmat_jitter[4][4];
- float *rect_temp = (ibuf->rect_float) ? ibuf->rect_float : MEM_mallocN(sizex * sizey * sizeof(float[4]), "rect_temp");
- float *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(float[4]), "accum_buffer");
- GPUViewport *viewport = GPU_viewport_create_from_offscreen(ofs);
-
- BLI_jitter_init(jit_ofs, samples);
-
- /* first sample buffer, also initializes 'rv3d->persmat' */
- ED_view3d_draw_offscreen(
- depsgraph, scene, drawtype,
- v3d, ar, sizex, sizey, NULL, winmat,
- draw_sky, !is_ortho, viewname,
- &fx_settings, false, ofs, viewport);
- GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);
-
- /* skip the first sample */
- for (int j = 1; j < samples; j++) {
- copy_m4_m4(winmat_jitter, winmat);
- window_translate_m4(
- winmat_jitter, rv3d->persmat,
- (jit_ofs[j][0] * 2.0f) / sizex,
- (jit_ofs[j][1] * 2.0f) / sizey);
-
- ED_view3d_draw_offscreen(
- depsgraph, scene, drawtype,
- v3d, ar, sizex, sizey, NULL, winmat_jitter,
- draw_sky, !is_ortho, viewname,
- &fx_settings, false, ofs, viewport);
- GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);
-
- uint i = sizex * sizey * 4;
- while (i--) {
- accum_buffer[i] += rect_temp[i];
- }
- }
-
- {
- /* don't free data owned by 'ofs' */
- GPU_viewport_clear_from_offscreen(viewport);
- GPU_viewport_free(viewport);
- }
-
- if (ibuf->rect_float == NULL) {
- MEM_freeN(rect_temp);
- }
-
- if (ibuf->rect_float) {
- float *rect_float = ibuf->rect_float;
- uint i = sizex * sizey * 4;
- while (i--) {
- rect_float[i] = accum_buffer[i] / samples;
- }
- }
- else {
- uchar *rect_ub = (uchar *)ibuf->rect;
- uint i = sizex * sizey * 4;
- while (i--) {
- rect_ub[i] = (uchar)(255.0f * accum_buffer[i] / samples);
- }
- }
-
- MEM_freeN(accum_buffer);
- }
-
- /* unbind */
- GPU_offscreen_unbind(ofs, true);
-
- if (own_ofs) {
- GPU_offscreen_free(ofs);
- }
-
- DRW_opengl_context_disable();
-
- if (old_fb) {
- GPU_framebuffer_bind(old_fb);
- }
-
- if (ibuf->rect_float && ibuf->rect) {
- IMB_rect_from_float(ibuf);
- }
-
- return ibuf;
+ RegionView3D *rv3d = ar->regiondata;
+ const bool draw_sky = (alpha_mode == R_ADDSKY);
+ const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE);
+
+ /* view state */
+ GPUFXSettings fx_settings = v3d->fx_settings;
+ bool is_ortho = false;
+ float winmat[4][4];
+
+ if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
+ /* sizes differ, can't reuse */
+ ofs = NULL;
+ }
+
+ GPUFrameBuffer *old_fb = GPU_framebuffer_active_get();
+
+ if (old_fb) {
+ GPU_framebuffer_restore();
+ }
+
+ const bool own_ofs = (ofs == NULL);
+ DRW_opengl_context_enable();
+
+ if (own_ofs) {
+ /* bind */
+ ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
+ if (ofs == NULL) {
+ DRW_opengl_context_disable();
+ return NULL;
+ }
+ }
+
+ GPU_offscreen_bind(ofs, true);
+
+ /* read in pixels & stamp */
+ ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
+
+ /* render 3d view */
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ CameraParams params;
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+ const Object *camera_eval = DEG_get_evaluated_object(depsgraph, camera);
+
+ BKE_camera_params_init(&params);
+ /* fallback for non camera objects */
+ params.clip_start = v3d->clip_start;
+ params.clip_end = v3d->clip_end;
+ BKE_camera_params_from_object(&params, camera_eval);
+ BKE_camera_multiview_params(&scene->r, &params, camera_eval, viewname);
+ BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(&params);
+
+ BKE_camera_to_gpu_dof(camera, &fx_settings);
+
+ is_ortho = params.is_ortho;
+ copy_m4_m4(winmat, params.winmat);
+ }
+ else {
+ rctf viewplane;
+ float clip_start, clipend;
+
+ is_ortho = ED_view3d_viewplane_get(
+ depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clip_start, &clipend, NULL);
+ if (is_ortho) {
+ orthographic_m4(winmat,
+ viewplane.xmin,
+ viewplane.xmax,
+ viewplane.ymin,
+ viewplane.ymax,
+ -clipend,
+ clipend);
+ }
+ else {
+ perspective_m4(winmat,
+ viewplane.xmin,
+ viewplane.xmax,
+ viewplane.ymin,
+ viewplane.ymax,
+ clip_start,
+ clipend);
+ }
+ }
+
+ if ((samples && use_full_sample) == 0) {
+ const bool do_color_management = (ibuf->rect_float == NULL);
+ /* Single-pass render, common case */
+ ED_view3d_draw_offscreen(depsgraph,
+ scene,
+ drawtype,
+ v3d,
+ ar,
+ sizex,
+ sizey,
+ NULL,
+ winmat,
+ draw_sky,
+ !is_ortho,
+ viewname,
+ &fx_settings,
+ do_color_management,
+ ofs,
+ NULL);
+
+ if (ibuf->rect_float) {
+ GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
+ }
+ else if (ibuf->rect) {
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
+ }
+ }
+ else {
+ /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
+ * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
+ static float jit_ofs[32][2];
+ float winmat_jitter[4][4];
+ float *rect_temp = (ibuf->rect_float) ?
+ ibuf->rect_float :
+ MEM_mallocN(sizex * sizey * sizeof(float[4]), "rect_temp");
+ float *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(float[4]), "accum_buffer");
+ GPUViewport *viewport = GPU_viewport_create_from_offscreen(ofs);
+
+ BLI_jitter_init(jit_ofs, samples);
+
+ /* first sample buffer, also initializes 'rv3d->persmat' */
+ ED_view3d_draw_offscreen(depsgraph,
+ scene,
+ drawtype,
+ v3d,
+ ar,
+ sizex,
+ sizey,
+ NULL,
+ winmat,
+ draw_sky,
+ !is_ortho,
+ viewname,
+ &fx_settings,
+ false,
+ ofs,
+ viewport);
+ GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);
+
+ /* skip the first sample */
+ for (int j = 1; j < samples; j++) {
+ copy_m4_m4(winmat_jitter, winmat);
+ window_translate_m4(winmat_jitter,
+ rv3d->persmat,
+ (jit_ofs[j][0] * 2.0f) / sizex,
+ (jit_ofs[j][1] * 2.0f) / sizey);
+
+ ED_view3d_draw_offscreen(depsgraph,
+ scene,
+ drawtype,
+ v3d,
+ ar,
+ sizex,
+ sizey,
+ NULL,
+ winmat_jitter,
+ draw_sky,
+ !is_ortho,
+ viewname,
+ &fx_settings,
+ false,
+ ofs,
+ viewport);
+ GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);
+
+ uint i = sizex * sizey * 4;
+ while (i--) {
+ accum_buffer[i] += rect_temp[i];
+ }
+ }
+
+ {
+ /* don't free data owned by 'ofs' */
+ GPU_viewport_clear_from_offscreen(viewport);
+ GPU_viewport_free(viewport);
+ }
+
+ if (ibuf->rect_float == NULL) {
+ MEM_freeN(rect_temp);
+ }
+
+ if (ibuf->rect_float) {
+ float *rect_float = ibuf->rect_float;
+ uint i = sizex * sizey * 4;
+ while (i--) {
+ rect_float[i] = accum_buffer[i] / samples;
+ }
+ }
+ else {
+ uchar *rect_ub = (uchar *)ibuf->rect;
+ uint i = sizex * sizey * 4;
+ while (i--) {
+ rect_ub[i] = (uchar)(255.0f * accum_buffer[i] / samples);
+ }
+ }
+
+ MEM_freeN(accum_buffer);
+ }
+
+ /* unbind */
+ GPU_offscreen_unbind(ofs, true);
+
+ if (own_ofs) {
+ GPU_offscreen_free(ofs);
+ }
+
+ DRW_opengl_context_disable();
+
+ if (old_fb) {
+ GPU_framebuffer_bind(old_fb);
+ }
+
+ if (ibuf->rect_float && ibuf->rect) {
+ IMB_rect_from_float(ibuf);
+ }
+
+ return ibuf;
}
/**
@@ -1714,71 +1820,86 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
*
* \note used by the sequencer
*/
-ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
- Depsgraph *depsgraph, Scene *scene,
- int drawtype,
- Object *camera, int width, int height,
- uint flag, uint draw_flags,
- int alpha_mode, int samples, const char *viewname,
- GPUOffScreen *ofs, char err_out[256])
+ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph,
+ Scene *scene,
+ int drawtype,
+ Object *camera,
+ int width,
+ int height,
+ uint flag,
+ uint draw_flags,
+ int alpha_mode,
+ int samples,
+ const char *viewname,
+ GPUOffScreen *ofs,
+ char err_out[256])
{
- View3D v3d = {NULL};
- ARegion ar = {NULL};
- RegionView3D rv3d = {{{0}}};
-
- /* connect data */
- v3d.regionbase.first = v3d.regionbase.last = &ar;
- ar.regiondata = &rv3d;
- ar.regiontype = RGN_TYPE_WINDOW;
-
- v3d.camera = camera;
- v3d.shading.type = drawtype;
- v3d.flag2 = V3D_HIDE_OVERLAYS;
-
- if (draw_flags & V3D_OFSDRAW_USE_GPENCIL) {
- v3d.flag2 |= V3D_SHOW_ANNOTATION;
- }
-
- v3d.shading.background_type = V3D_SHADING_BACKGROUND_WORLD;
-
- if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) {
- if (camera->type == OB_CAMERA) {
- v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof;
- v3d.fx_settings.fx_flag |= GPU_FX_FLAG_DOF;
- }
- }
-
- rv3d.persp = RV3D_CAMOB;
-
- copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
- normalize_m4(rv3d.viewinv);
- invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
-
- {
- CameraParams params;
- const Object *view_camera_eval = DEG_get_evaluated_object(
- depsgraph,
- BKE_camera_multiview_render(scene, v3d.camera, viewname));
-
- BKE_camera_params_init(&params);
- BKE_camera_params_from_object(&params, view_camera_eval);
- BKE_camera_multiview_params(&scene->r, &params, view_camera_eval, viewname);
- BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
- BKE_camera_params_compute_matrix(&params);
-
- copy_m4_m4(rv3d.winmat, params.winmat);
- v3d.clip_start = params.clip_start;
- v3d.clip_end = params.clip_end;
- v3d.lens = params.lens;
- }
-
- mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
- invert_m4_m4(rv3d.persinv, rv3d.viewinv);
-
- return ED_view3d_draw_offscreen_imbuf(
- depsgraph, scene, drawtype,
- &v3d, &ar, width, height, flag,
- draw_flags, alpha_mode, samples, viewname, ofs, err_out);
+ View3D v3d = {NULL};
+ ARegion ar = {NULL};
+ RegionView3D rv3d = {{{0}}};
+
+ /* connect data */
+ v3d.regionbase.first = v3d.regionbase.last = &ar;
+ ar.regiondata = &rv3d;
+ ar.regiontype = RGN_TYPE_WINDOW;
+
+ v3d.camera = camera;
+ v3d.shading.type = drawtype;
+ v3d.flag2 = V3D_HIDE_OVERLAYS;
+
+ if (draw_flags & V3D_OFSDRAW_USE_GPENCIL) {
+ v3d.flag2 |= V3D_SHOW_ANNOTATION;
+ }
+
+ v3d.shading.background_type = V3D_SHADING_BACKGROUND_WORLD;
+
+ if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) {
+ if (camera->type == OB_CAMERA) {
+ v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof;
+ v3d.fx_settings.fx_flag |= GPU_FX_FLAG_DOF;
+ }
+ }
+
+ rv3d.persp = RV3D_CAMOB;
+
+ copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
+ normalize_m4(rv3d.viewinv);
+ invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
+
+ {
+ CameraParams params;
+ const Object *view_camera_eval = DEG_get_evaluated_object(
+ depsgraph, BKE_camera_multiview_render(scene, v3d.camera, viewname));
+
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_object(&params, view_camera_eval);
+ BKE_camera_multiview_params(&scene->r, &params, view_camera_eval, viewname);
+ BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(&params);
+
+ copy_m4_m4(rv3d.winmat, params.winmat);
+ v3d.clip_start = params.clip_start;
+ v3d.clip_end = params.clip_end;
+ v3d.lens = params.lens;
+ }
+
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+
+ return ED_view3d_draw_offscreen_imbuf(depsgraph,
+ scene,
+ drawtype,
+ &v3d,
+ &ar,
+ width,
+ height,
+ flag,
+ draw_flags,
+ alpha_mode,
+ samples,
+ viewname,
+ ofs,
+ err_out);
}
/** \} */
@@ -1789,24 +1910,24 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
static bool view3d_clipping_test(const float co[3], const float clip[6][4])
{
- if (plane_point_side_v3(clip[0], co) > 0.0f) {
- if (plane_point_side_v3(clip[1], co) > 0.0f) {
- if (plane_point_side_v3(clip[2], co) > 0.0f) {
- if (plane_point_side_v3(clip[3], co) > 0.0f) {
- return false;
- }
- }
- }
- }
-
- return true;
+ if (plane_point_side_v3(clip[0], co) > 0.0f) {
+ if (plane_point_side_v3(clip[1], co) > 0.0f) {
+ if (plane_point_side_v3(clip[2], co) > 0.0f) {
+ if (plane_point_side_v3(clip[3], co) > 0.0f) {
+ return false;
+ }
+ }
+ }
+ }
+
+ return true;
}
/* for 'local' ED_view3d_clipping_local must run first
* then all comparisons can be done in localspace */
bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
{
- return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
+ return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
}
/** \} */