diff options
author | Campbell Barton <ideasman42@gmail.com> | 2013-01-07 10:33:29 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2013-01-07 10:33:29 +0400 |
commit | 2edf2943b0f52b9e3cc8cb6eb1f1649fa05cfdb3 (patch) | |
tree | 3f77f2abf42780d9ea7fb65d1abf538e990ea809 /source/blender/editors/space_view3d/view3d_draw.c | |
parent | 1bf5832dfba17426e22fe6a2e7d9e4bf622b393f (diff) |
split viewport clearing into its own function: view3d_main_area_clear()
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 106 |
1 files changed, 58 insertions, 48 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index ec4b28f3fe5..0f9739dc3b1 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2967,29 +2967,11 @@ static void view3d_main_area_draw_engine_info(RegionView3D *rv3d, ARegion *ar) ED_region_info_draw(ar, rv3d->render_engine->text, 1, 0.25); } -/* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */ -static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit) +/* + * Function to clear the view + */ +static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar) { - Scene *scene = CTX_data_scene(C); - View3D *v3d = CTX_wm_view3d(C); - RegionView3D *rv3d = CTX_wm_region_view3d(C); - Base *base; - float backcol[3]; - unsigned int lay_used; - - /* shadow buffers, before we setup matrices */ - if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) - gpu_update_lamps_shadows(scene, v3d); - - /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */ - if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) { - rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE; - GPU_default_lights(); - } - - /* setup view matrices */ - view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); - /* clear background */ if (scene->world && (v3d->flag2 & V3D_RENDER_OVERRIDE)) { /* clear with solid color */ if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */ @@ -2997,12 +2979,12 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const float col_hor[3]; float col_zen[3]; -#define XTOT 16 -#define YTOT 16 +#define VIEWGRAD_RES_X 16 +#define VIEWGRAD_RES_Y 16 - GLubyte grid_col[XTOT][YTOT][4]; - static float grid_pos[XTOT][YTOT][2]; - static GLushort indices[XTOT-1][XTOT-1][4]; + GLubyte grid_col[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][4]; + static float grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][2]; + static GLushort indices[VIEWGRAD_RES_X - 1][VIEWGRAD_RES_X - 1][4]; static char buf_calculated = FALSE; IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings, @@ -3023,10 +3005,10 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const /* calculate buffers the first time only */ if (!buf_calculated) { - for (x = 0; x < XTOT; x++) { - for (y = 0; y < YTOT; y++) { - const float xf = (float)x / (float)(XTOT - 1); - const float yf = (float)y / (float)(YTOT - 1); + for (x = 0; x < VIEWGRAD_RES_X; x++) { + for (y = 0; y < VIEWGRAD_RES_Y; y++) { + const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1); + const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1); /* -1..1 range */ grid_pos[x][y][0] = (xf - 0.5f) * 2.0f; @@ -3034,22 +3016,22 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const } } - for (x = 0; x < XTOT - 1; x++) { - for (y = 0; y < YTOT - 1; y++) { - indices[x][y][0] = x * XTOT + y; - indices[x][y][1] = x * XTOT + y + 1; - indices[x][y][2] = (x + 1) * XTOT + y + 1; - indices[x][y][3] = (x + 1) * XTOT + y; + for (x = 0; x < VIEWGRAD_RES_X - 1; x++) { + for (y = 0; y < VIEWGRAD_RES_Y - 1; y++) { + indices[x][y][0] = x * VIEWGRAD_RES_X + y; + indices[x][y][1] = x * VIEWGRAD_RES_X + y + 1; + indices[x][y][2] = (x + 1) * VIEWGRAD_RES_X + y + 1; + indices[x][y][3] = (x + 1) * VIEWGRAD_RES_X + y; } } buf_calculated = TRUE; } - for (x = 0; x < XTOT; x++) { - for (y = 0; y < YTOT; y++) { - const float xf = (float)x / (float)(XTOT - 1); - const float yf = (float)y / (float)(YTOT - 1); + for (x = 0; x < VIEWGRAD_RES_X; x++) { + for (y = 0; y < VIEWGRAD_RES_Y; y++) { + const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1); + const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1); const float mval[2] = {xf * (float)ar->winx, yf * ar->winy}; const float z_up[3] = {0.0f, 0.0f, 1.0f}; float out[3]; @@ -3062,10 +3044,10 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const if (scene->world->skytype & WO_SKYPAPER) { if (scene->world->skytype & WO_SKYREAL) { - col_fac = fabsf(((float)y / (float)YTOT) - 0.5f) * 2.0f; + col_fac = fabsf(((float)y / (float)VIEWGRAD_RES_Y) - 0.5f) * 2.0f; } else { - col_fac = (float)y / (float)YTOT; + col_fac = (float)y / (float)VIEWGRAD_RES_Y; } } else { @@ -3089,7 +3071,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const glVertexPointer(2, GL_FLOAT, 0, grid_pos); glColorPointer(4, GL_UNSIGNED_BYTE, 0, grid_col); - glDrawElements(GL_QUADS, (XTOT - 1) * (YTOT - 1) * 4, GL_UNSIGNED_SHORT, indices); + glDrawElements(GL_QUADS, (VIEWGRAD_RES_X - 1) * (VIEWGRAD_RES_Y - 1) * 4, GL_UNSIGNED_SHORT, indices); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); @@ -3099,14 +3081,16 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const glPopMatrix(); glShadeModel(GL_FLAT); -#undef XTOT -#undef YTOT + +#undef VIEWGRAD_RES_X +#undef VIEWGRAD_RES_Y } else { /* solid sky */ - IMB_colormanagement_pixel_to_display_space_v3(backcol, &scene->world->horr, &scene->view_settings, + float col_hor[3]; + IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings, &scene->display_settings); - glClearColor(backcol[0], backcol[1], backcol[2], 0.0f); + glClearColor(col_hor[0], col_hor[1], col_hor[2], 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } } @@ -3144,6 +3128,32 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } } +} + +/* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */ +static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit) +{ + Scene *scene = CTX_data_scene(C); + View3D *v3d = CTX_wm_view3d(C); + RegionView3D *rv3d = CTX_wm_region_view3d(C); + Base *base; + unsigned int lay_used; + + /* shadow buffers, before we setup matrices */ + if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) + gpu_update_lamps_shadows(scene, v3d); + + /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */ + if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) { + rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE; + GPU_default_lights(); + } + + /* setup view matrices */ + view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); + + /* clear the background */ + view3d_main_area_clear(scene, v3d, ar); ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); |