diff options
author | Ton Roosendaal <ton@blender.org> | 2008-12-19 15:14:58 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2008-12-19 15:14:58 +0300 |
commit | d92b45d558b861ef3c314f1d9c926113aa36326c (patch) | |
tree | d057b1bf627026fc1bbecec74e4625ed737d5229 /source/blender/editors/space_view3d/view3d_draw.c | |
parent | c752ec9fc458f6fd1fc0ae7a156d33bf86e73eff (diff) |
2.5
Drawing code for space_view3d module.
It's still not cleaned, have to check on context usage still.
Also missing is editmodes, armatures, and probably more.
Known issue: splitting to 2nd window gives bad opengl lighting.
Picture for fun:
http://www.blender.org/bf/rt2.jpg
Current stat: brought back almost 10k lines! :)
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 385 |
1 files changed, 371 insertions, 14 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 712a69be77b..d03681d6a59 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -33,6 +33,7 @@ #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_camera_types.h" +#include "DNA_group_types.h" #include "DNA_key_types.h" #include "DNA_object_types.h" #include "DNA_space_types.h" @@ -72,12 +73,16 @@ #include "ED_screen.h" #include "ED_util.h" +#include "ED_types.h" #include "UI_interface.h" #include "UI_interface_icons.h" #include "UI_resources.h" #include "UI_view2d.h" +#include "GPU_draw.h" +#include "GPU_material.h" + #include "view3d_intern.h" // own include @@ -1145,6 +1150,178 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) // XXX areawinset(ar->win); // restore viewport / scissor } +/* ****************** View3d afterdraw *************** */ + +typedef struct View3DAfter { + struct View3DAfter *next, *prev; + struct Base *base; + int type, flag; +} View3DAfter; + +/* temp storage of Objects that need to be drawn as last */ +void add_view3d_after(View3D *v3d, Base *base, int type, int flag) +{ + View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after"); + + BLI_addtail(&v3d->afterdraw, v3da); + v3da->base= base; + v3da->type= type; + v3da->flag= flag; +} + +/* clears zbuffer and draws it over */ +static void view3d_draw_xray(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d, int clear) +{ + View3DAfter *v3da, *next; + int doit= 0; + + for(v3da= v3d->afterdraw.first; v3da; v3da= v3da->next) + if(v3da->type==V3D_XRAY) doit= 1; + + if(doit) { + if(clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); + v3d->xray= TRUE; + + for(v3da= v3d->afterdraw.first; v3da; v3da= next) { + next= v3da->next; + if(v3da->type==V3D_XRAY) { + draw_object(C, scene, ar, v3d, v3da->base, v3da->flag); + BLI_remlink(&v3d->afterdraw, v3da); + MEM_freeN(v3da); + } + } + v3d->xray= FALSE; + } +} + +/* disables write in zbuffer and draws it over */ +static void view3d_draw_transp(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d) +{ + View3DAfter *v3da, *next; + + glDepthMask(0); + v3d->transp= TRUE; + + for(v3da= v3d->afterdraw.first; v3da; v3da= next) { + next= v3da->next; + if(v3da->type==V3D_TRANSP) { + draw_object(C, scene, ar, v3d, v3da->base, v3da->flag); + BLI_remlink(&v3d->afterdraw, v3da); + MEM_freeN(v3da); + } + } + v3d->transp= FALSE; + + glDepthMask(1); + +} + +/* *********************** */ + +/* + In most cases call draw_dupli_objects, + draw_dupli_objects_color was added because when drawing set dupli's + we need to force the color + */ +static void draw_dupli_objects_color(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color) +{ + ListBase *lb; + DupliObject *dob; + Base tbase; + BoundBox *bb= NULL; + GLuint displist=0; + short transflag, use_displist= -1; /* -1 is initialize */ + char dt, dtx; + + if (base->object->restrictflag & OB_RESTRICT_VIEW) return; + + tbase.flag= OB_FROMDUPLI|base->flag; + lb= object_duplilist(scene, base->object); + + for(dob= lb->first; dob; dob= dob->next) { + if(dob->no_draw); + else { + tbase.object= dob->ob; + + /* extra service: draw the duplicator in drawtype of parent */ + /* MIN2 for the drawtype to allow bounding box objects in groups for lods */ + dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt); + dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx; + + /* negative scale flag has to propagate */ + transflag= tbase.object->transflag; + if(base->object->transflag & OB_NEG_SCALE) + tbase.object->transflag ^= OB_NEG_SCALE; + + UI_ThemeColorBlend(color, TH_BACK, 0.5); + + /* generate displist, test for new object */ + if(use_displist==1 && dob->prev && dob->prev->ob!=dob->ob) { + use_displist= -1; + glDeleteLists(displist, 1); + } + /* generate displist */ + if(use_displist == -1) { + + /* lamp drawing messes with matrices, could be handled smarter... but this works */ + if(dob->ob->type==OB_LAMP || dob->type==OB_DUPLIGROUP) + use_displist= 0; + else { + /* disable boundbox check for list creation */ + object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1); + /* need this for next part of code */ + bb= object_get_boundbox(dob->ob); + + Mat4One(dob->ob->obmat); /* obmat gets restored */ + + displist= glGenLists(1); + glNewList(displist, GL_COMPILE); + draw_object(C, scene, ar, v3d, &tbase, DRAW_CONSTCOLOR); + glEndList(); + + use_displist= 1; + object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0); + } + } + if(use_displist) { + wmMultMatrix(CTX_wm_window(C), dob->mat); + if(boundbox_clip(v3d, dob->mat, bb)) + glCallList(displist); + wmLoadMatrix(CTX_wm_window(C), v3d->viewmat); + } + else { + Mat4CpyMat4(dob->ob->obmat, dob->mat); + draw_object(C, scene, ar, v3d, &tbase, DRAW_CONSTCOLOR); + } + + tbase.object->dt= dt; + tbase.object->dtx= dtx; + tbase.object->transflag= transflag; + } + } + + /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */ + + free_object_duplilist(lb); /* does restore */ + + if(use_displist) + glDeleteLists(displist, 1); +} + +static void draw_dupli_objects(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d, Base *base) +{ + /* define the color here so draw_dupli_objects_color can be called + * from the set loop */ + + int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE; + /* debug */ + if(base->object->dup_group && base->object->dup_group->id.us<1) + color= TH_REDALERT; + + draw_dupli_objects_color(C, scene, ar, v3d, base, color); +} + + void view3d_update_depths(ARegion *ar, View3D *v3d) { /* Create storage for, and, if necessary, copy depth buffer */ @@ -1174,7 +1351,7 @@ void view3d_update_depths(ARegion *ar, View3D *v3d) } /* Enable sculpting in wireframe mode by drawing sculpt object only to the depth buffer */ -static void draw_sculpt_depths(Scene *scene, View3D *v3d) +static void draw_sculpt_depths(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d) { Object *ob = OBACT; @@ -1193,7 +1370,7 @@ static void draw_sculpt_depths(Scene *scene, View3D *v3d) glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glEnable(GL_DEPTH_TEST); -// XXX draw_object(BASACT, 0); + draw_object(C, scene, ar, v3d, BASACT, 0); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); if(!depth_on) glDisable(GL_DEPTH_TEST); @@ -1204,6 +1381,185 @@ static void draw_sculpt_depths(Scene *scene, View3D *v3d) } } +void draw_depth(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) +{ + Base *base; + Scene *sce; + short zbuf, flag; + float glalphaclip; + /* temp set drawtype to solid */ + + /* Setting these temporarily is not nice */ + zbuf = v3d->zbuf; + flag = v3d->flag; + glalphaclip = U.glalphaclip; + + U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */ + v3d->flag &= ~V3D_SELECT_OUTLINE; + + setwinmatrixview3d(CTX_wm_window(C), v3d, ar->winx, ar->winy, NULL); /* 0= no pick rect */ + setviewmatrixview3d(v3d); /* note: calls where_is_object for camera... */ + + Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat); + Mat4Invert(v3d->persinv, v3d->persmat); + Mat4Invert(v3d->viewinv, v3d->viewmat); + + glClear(GL_DEPTH_BUFFER_BIT); + + wmLoadMatrix(CTX_wm_window(C), v3d->viewmat); +// persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls + + if(v3d->flag & V3D_CLIPPING) { + view3d_set_clipping(v3d); + } + + v3d->zbuf= TRUE; + glEnable(GL_DEPTH_TEST); + + /* draw set first */ + if(scene->set) { + for(SETLOOPER(scene->set, base)) { + if(v3d->lay & base->lay) { + if (func == NULL || func(base)) { + draw_object(C, scene, ar, v3d, base, 0); + if(base->object->transflag & OB_DUPLI) { + draw_dupli_objects_color(C, scene, ar, v3d, base, TH_WIRE); + } + } + } + } + } + + for(base= scene->base.first; base; base= base->next) { + if(v3d->lay & base->lay) { + if (func == NULL || func(base)) { + /* dupli drawing */ + if(base->object->transflag & OB_DUPLI) { + draw_dupli_objects(C, scene, ar, v3d, base); + } + draw_object(C, scene, ar, v3d, base, 0); + } + } + } + + /* this isnt that nice, draw xray objects as if they are normal */ + if (v3d->afterdraw.first) { + View3DAfter *v3da, *next; + int num = 0; + v3d->xray= TRUE; + + glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */ + for(v3da= v3d->afterdraw.first; v3da; v3da= next) { + next= v3da->next; + if(v3da->type==V3D_XRAY) { + draw_object(C, scene, ar, v3d, v3da->base, 0); + num++; + } + /* dont remove this time */ + } + v3d->xray= FALSE; + + glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ + for(v3da= v3d->afterdraw.first; v3da; v3da= next) { + next= v3da->next; + if(v3da->type==V3D_XRAY) { + v3d->xray= TRUE; v3d->transp= FALSE; + } else if (v3da->type==V3D_TRANSP) { + v3d->xray= FALSE; v3d->transp= TRUE; + } + + draw_object(C, scene, ar, v3d, v3da->base, 0); /* Draw Xray or Transp objects normally */ + BLI_remlink(&v3d->afterdraw, v3da); + MEM_freeN(v3da); + } + v3d->xray= FALSE; + v3d->transp= FALSE; + } + + v3d->zbuf = zbuf; + U.glalphaclip = glalphaclip; + v3d->flag = flag; +} + +typedef struct View3DShadow { + struct View3DShadow *next, *prev; + GPULamp *lamp; +} View3DShadow; + +static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows) +{ + GPULamp *lamp; + View3DShadow *shadow; + + lamp = GPU_lamp_from_blender(scene, ob, par); + + if(lamp) { + GPU_lamp_update(lamp, ob->lay, obmat); + + if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) { + shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow"); + shadow->lamp = lamp; + BLI_addtail(shadows, shadow); + } + } +} + +static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) +{ + ListBase shadows; + View3DShadow *shadow; + Scene *sce; + Base *base; + Object *ob; + + shadows.first= shadows.last= NULL; + + /* update lamp transform and gather shadow lamps */ + for(SETLOOPER(scene, base)) { + ob= base->object; + + if(ob->type == OB_LAMP) + gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows); + + if (ob->transflag & OB_DUPLI) { + DupliObject *dob; + ListBase *lb = object_duplilist(scene, ob); + + for(dob=lb->first; dob; dob=dob->next) + if(dob->ob->type==OB_LAMP) + gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows); + + free_object_duplilist(lb); + } + } + + /* render shadows after updating all lamps, nested object_duplilist + * don't work correct since it's replacing object matrices */ + for(shadow=shadows.first; shadow; shadow=shadow->next) { + /* this needs to be done better .. */ + float viewmat[4][4], winmat[4][4]; + int drawtype, lay, winsize, flag2; + + drawtype= v3d->drawtype; + lay= v3d->lay; + flag2= v3d->flag2 & V3D_SOLID_TEX; + + v3d->drawtype = OB_SOLID; + v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp); + v3d->flag2 &= ~V3D_SOLID_TEX; + + GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat); +// XXX drawview3d_render(v3d, viewmat, winsize, winsize, winmat, 1); + GPU_lamp_shadow_buffer_unbind(shadow->lamp); + + v3d->drawtype= drawtype; + v3d->lay= lay; + v3d->flag2 |= flag2; + } + + BLI_freelistN(&shadows); +} + void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d) { @@ -1228,8 +1584,8 @@ void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d) } /* shadow buffers, before we setup matrices */ -// if(draw_glsl_material(NULL, v3d->drawtype)) -// gpu_update_lamps_shadows(scene, v3d); + if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) + gpu_update_lamps_shadows(scene, v3d); setwinmatrixview3d(CTX_wm_window(C), v3d, ar->winx, ar->winy, NULL); /* 0= no pick rect */ setviewmatrixview3d(v3d); /* note: calls where_is_object for camera... */ @@ -1319,10 +1675,10 @@ void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d) if(v3d->lay & base->lay) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); -// XXX draw_object(base, DRAW_CONSTCOLOR|DRAW_SCENESET); + draw_object(C, scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET); if(base->object->transflag & OB_DUPLI) { -// XXX draw_dupli_objects_color(v3d, base, TH_WIRE); + draw_dupli_objects_color(C, scene, ar, v3d, base, TH_WIRE); } } } @@ -1336,10 +1692,11 @@ void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d) /* dupli drawing */ if(base->object->transflag & OB_DUPLI) { -// XXX draw_dupli_objects(v3d, base); + draw_dupli_objects(C, scene, ar, v3d, base); } if((base->flag & SELECT)==0) { -// XXX if(base->object!=G.obedit) draw_object(base, 0); + if(base->object!=G.obedit) + draw_object(C, scene, ar, v3d, base, 0); } } } @@ -1352,14 +1709,14 @@ void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d) /* draw selected and editmode */ for(base= scene->base.first; base; base= base->next) { if(v3d->lay & base->lay) { -// if (base->object==G.obedit || ( base->flag & SELECT) ) -// XXX draw_object(base, 0); + if (base->object==G.obedit || ( base->flag & SELECT) ) + draw_object(C, scene, ar, v3d, base, 0); } } if(!retopo && sculptparticle && !(obact && (obact->dtx & OB_DRAWXRAY))) { if(G.f & G_SCULPTMODE) - draw_sculpt_depths(scene, v3d); + draw_sculpt_depths(C, scene, ar, v3d); view3d_update_depths(ar, v3d); } @@ -1375,12 +1732,12 @@ void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d) // if(scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID); /* Transp and X-ray afterdraw stuff */ -// view3d_draw_transp(v3d); -// view3d_draw_xray(v3d, 1); // clears zbuffer if it is used! + view3d_draw_transp(C, scene, ar, v3d); + view3d_draw_xray(C, scene, ar, v3d, 1); // clears zbuffer if it is used! if(!retopo && sculptparticle && (obact && (OBACT->dtx & OB_DRAWXRAY))) { if(G.f & G_SCULPTMODE) - draw_sculpt_depths(scene, v3d); + draw_sculpt_depths(C, scene, ar, v3d); view3d_update_depths(ar, v3d); } |