diff options
author | Jacques Lucke <jacques@blender.org> | 2022-09-27 18:38:23 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2022-09-27 18:38:23 +0300 |
commit | 697e86a76199c66267370f0222932b8fcb30dc3d (patch) | |
tree | 02e9c740d012b31db550f15e6f2fedaf9125c6e1 /source/blender/editors/space_view3d/view3d_draw.cc | |
parent | 5f7259a0013bdfeff681b9e80202c0c281937bbd (diff) |
View3D: move view3d_draw.c to c++
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.cc')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.cc | 2596 |
1 files changed, 2596 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.cc b/source/blender/editors/space_view3d/view3d_draw.cc new file mode 100644 index 00000000000..792421ef4b9 --- /dev/null +++ b/source/blender/editors/space_view3d/view3d_draw.cc @@ -0,0 +1,2596 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2008 Blender Foundation. All rights reserved. */ + +/** \file + * \ingroup spview3d + */ + +#include <math.h> + +#include "BLI_jitter_2d.h" +#include "BLI_listbase.h" +#include "BLI_math.h" +#include "BLI_math_vector.hh" +#include "BLI_rect.h" +#include "BLI_string.h" +#include "BLI_string_utils.h" +#include "BLI_threads.h" + +#include "BKE_armature.h" +#include "BKE_camera.h" +#include "BKE_collection.h" +#include "BKE_context.h" +#include "BKE_customdata.h" +#include "BKE_global.h" +#include "BKE_image.h" +#include "BKE_key.h" +#include "BKE_layer.h" +#include "BKE_main.h" +#include "BKE_object.h" +#include "BKE_paint.h" +#include "BKE_scene.h" +#include "BKE_studiolight.h" +#include "BKE_unit.h" + +#include "BLF_api.h" + +#include "BLT_translation.h" + +#include "DNA_armature_types.h" +#include "DNA_brush_types.h" +#include "DNA_camera_types.h" +#include "DNA_key_types.h" +#include "DNA_mesh_types.h" +#include "DNA_object_types.h" +#include "DNA_view3d_types.h" +#include "DNA_windowmanager_types.h" + +#include "DRW_engine.h" +#include "DRW_select_buffer.h" + +#include "ED_gpencil.h" +#include "ED_info.h" +#include "ED_keyframing.h" +#include "ED_screen.h" +#include "ED_screen_types.h" +#include "ED_transform.h" +#include "ED_view3d_offscreen.h" + +#include "DEG_depsgraph_query.h" + +#include "GPU_batch.h" +#include "GPU_batch_presets.h" +#include "GPU_framebuffer.h" +#include "GPU_immediate.h" +#include "GPU_immediate_util.h" +#include "GPU_material.h" +#include "GPU_matrix.h" +#include "GPU_state.h" +#include "GPU_viewport.h" + +#include "MEM_guardedalloc.h" + +#include "UI_interface.h" +#include "UI_resources.h" + +#include "RE_engine.h" + +#include "WM_api.h" +#include "WM_types.h" + +#include "RNA_access.h" + +#include "IMB_imbuf.h" +#include "IMB_imbuf_types.h" + +#include "view3d_intern.h" /* own include */ + +using blender::float4; + +#define M_GOLDEN_RATIO_CONJUGATE 0.618033988749895f + +#define VIEW3D_OVERLAY_LINEHEIGHT (0.9f * U.widget_unit) + +/* -------------------------------------------------------------------- */ +/** \name General Functions + * \{ */ + +void ED_view3d_update_viewmat(Depsgraph *depsgraph, + const Scene *scene, + View3D *v3d, + ARegion *region, + const float viewmat[4][4], + const float winmat[4][4], + const rcti *rect, + bool offscreen) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + + /* setup window matrices */ + if (winmat) { + copy_m4_m4(rv3d->winmat, winmat); + } + else { + view3d_winmatrix_set(depsgraph, region, 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)region->winx; + rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)region->winy; + } + /* NOTE: calls BKE_object_where_is_calc for camera... */ + view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : nullptr); + } + /* 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 (!offscreen && rv3d->persp == RV3D_CAMOB && v3d->camera) { + rctf cameraborder; + ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &cameraborder, false); + rv3d->viewcamtexcofac[0] = (float)region->winx / BLI_rctf_size_x(&cameraborder); + rv3d->viewcamtexcofac[1] = (float)region->winy / BLI_rctf_size_y(&cameraborder); + + rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)region->winx; + rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)region->winy; + } + else { + rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f; + rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f; + } + + /* Calculate pixel-size factor once, this is used for lights and object-centers. */ + { + /* NOTE: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])' + * because of float point precision problems at large values T23908. */ + 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))); + + if (rect) { + len_sc = (float)max_ii(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)); + } + else { + len_sc = (float)MAX2(region->winx, region->winy); + } + + rv3d->pixsize = len_px / len_sc; + } +} + +static void view3d_main_region_setup_view(Depsgraph *depsgraph, + Scene *scene, + View3D *v3d, + ARegion *region, + const float viewmat[4][4], + const float winmat[4][4], + const rcti *rect) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + + ED_view3d_update_viewmat(depsgraph, scene, v3d, region, viewmat, winmat, rect, false); + + /* set for opengl */ + GPU_matrix_projection_set(rv3d->winmat); + GPU_matrix_set(rv3d->viewmat); +} + +static void view3d_main_region_setup_offscreen(Depsgraph *depsgraph, + const Scene *scene, + View3D *v3d, + ARegion *region, + const float viewmat[4][4], + const float winmat[4][4]) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + ED_view3d_update_viewmat(depsgraph, scene, v3d, region, viewmat, winmat, nullptr, true); + + /* set for opengl */ + GPU_matrix_projection_set(rv3d->winmat); + GPU_matrix_set(rv3d->viewmat); +} + +static bool view3d_stereo3d_active(wmWindow *win, + const Scene *scene, + View3D *v3d, + RegionView3D *rv3d) +{ + if ((scene->r.scemode & R_MULTIVIEW) == 0) { + return false; + } + + if ((v3d->camera == nullptr) || (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 nullptr when calling this from the selection or draw loop. */ + if ((win == nullptr) || (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 + * we have no winmatrix (i.e., projection matrix) defined at that time. + * Since the camera and the camera shift are needed for the winmat calculation + * we do a small hack to replace it temporarily so we don't need to change the + * view3d)main_region_setup_view() code to account for that. + */ +static void view3d_stereo3d_setup( + Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *region, const rcti *rect) +{ + 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; + } + + 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; + + data = (Camera *)v3d->camera->data; + data_eval = (Camera *)DEG_get_evaluated_id(depsgraph, &data->id); + + shiftx = data_eval->shiftx; + + 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, region, viewmat, nullptr, 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); + + 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, region, viewmat, nullptr, rect); + + v3d->camera = view_ob; + BLI_thread_unlock(LOCK_VIEW3D); + } +} + +#ifdef WITH_XR_OPENXR +static void view3d_xr_mirror_setup(const wmWindowManager *wm, + Depsgraph *depsgraph, + Scene *scene, + View3D *v3d, + ARegion *region, + const rcti *rect) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + float viewmat[4][4]; + const float lens_old = v3d->lens; + + if (!WM_xr_session_state_viewer_pose_matrix_info_get(&wm->xr, viewmat, &v3d->lens)) { + /* Can't get info from XR session, use fallback values. */ + copy_m4_m4(viewmat, rv3d->viewmat); + v3d->lens = lens_old; + } + view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, nullptr, rect); + + /* Set draw flags. */ + SET_FLAG_FROM_TEST(v3d->flag2, + (wm->xr.session_settings.draw_flags & V3D_OFSDRAW_XR_SHOW_CONTROLLERS) != 0, + V3D_XR_SHOW_CONTROLLERS); + SET_FLAG_FROM_TEST(v3d->flag2, + (wm->xr.session_settings.draw_flags & V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS) != + 0, + V3D_XR_SHOW_CUSTOM_OVERLAYS); + /* Hide navigation gizmo since it gets distorted if the view matrix has a scale factor. */ + v3d->gizmo_flag |= V3D_GIZMO_HIDE_NAVIGATE; + + /* Reset overridden View3D data. */ + v3d->lens = lens_old; +} +#endif /* WITH_XR_OPENXR */ + +void ED_view3d_draw_setup_view(const wmWindowManager *wm, + wmWindow *win, + Depsgraph *depsgraph, + Scene *scene, + ARegion *region, + View3D *v3d, + const float viewmat[4][4], + const float winmat[4][4], + const rcti *rect) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + +#ifdef WITH_XR_OPENXR + /* Setup the view matrix. */ + if (ED_view3d_is_region_xr_mirror_active(wm, v3d, region)) { + view3d_xr_mirror_setup(wm, depsgraph, scene, v3d, region, rect); + } + else +#endif + if (view3d_stereo3d_active(win, scene, v3d, rv3d)) { + view3d_stereo3d_setup(depsgraph, scene, v3d, region, rect); + } + else { + view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, winmat, rect); + } + +#ifndef WITH_XR_OPENXR + UNUSED_VARS(wm); +#endif +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Draw View Border + * \{ */ + +static void view3d_camera_border(const Scene *scene, + struct Depsgraph *depsgraph, + const ARegion *region, + 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(¶ms); + BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d); + if (no_zoom) { + params.zoom = 1.0f; + } + BKE_camera_params_compute_viewplane(¶ms, region->winx, region->winy, 1.0f, 1.0f); + rect_view = params.viewplane; + + /* get camera viewplane */ + BKE_camera_params_init(¶ms); + /* fallback for non camera objects */ + params.clip_start = v3d->clip_start; + params.clip_end = v3d->clip_end; + BKE_camera_params_from_object(¶ms, camera_eval); + if (no_shift) { + params.shiftx = 0.0f; + params.shifty = 0.0f; + } + BKE_camera_params_compute_viewplane( + ¶ms, 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)) * + region->winx; + r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * + region->winx; + r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * + region->winy; + r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * + region->winy; +} + +void ED_view3d_calc_camera_border_size(const Scene *scene, + Depsgraph *depsgraph, + const ARegion *region, + const View3D *v3d, + const RegionView3D *rv3d, + float r_size[2]) +{ + rctf viewborder; + + view3d_camera_border(scene, depsgraph, region, 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 *region, + const View3D *v3d, + const RegionView3D *rv3d, + rctf *r_viewborder, + const bool no_shift) +{ + view3d_camera_border(scene, depsgraph, region, 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; + + 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); + + immVertex2f(shdr_pos, x1, y3); + immVertex2f(shdr_pos, x2, y3); + + immVertex2f(shdr_pos, x1, y4); + immVertex2f(shdr_pos, x2, y4); + + immVertex2f(shdr_pos, x3, y1); + immVertex2f(shdr_pos, x3, y2); + + immVertex2f(shdr_pos, x4, y1); + immVertex2f(shdr_pos, x4, y2); + + immEnd(); +} + +/* harmonious triangle */ +static void drawviewborder_triangle( + 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 - M_GOLDEN_RATIO_CONJUGATE); + } + 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 - M_GOLDEN_RATIO_CONJUGATE); + } + 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 *region, View3D *v3d) +{ + float x1, x2, y1, y2; + float x1i, x2i, y1i, y2i; + + rctf viewborder; + Camera *ca = nullptr; + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + + if (v3d->camera == nullptr) { + return; + } + if (v3d->camera->type == OB_CAMERA) { + ca = static_cast<Camera *>(v3d->camera->data); + } + + ED_view3d_calc_camera_border(scene, depsgraph, region, 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_3D_UNIFORM_COLOR); + + /* passepartout, specified in camera edit buttons */ + if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) { + const float winx = (region->winx + 1); + const float winy = (region->winy + 1); + + float alpha = 1.0f; + + if (ca->passepartalpha != 1.0f) { + GPU_blend(GPU_BLEND_ALPHA); + 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(GPU_BLEND_NONE); + immUniformThemeColor3(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; + } +#endif + + immUnbindProgram(); + } + + /* When overlays are disabled, only show camera outline & passepartout. */ + if (v3d->flag2 & V3D_HIDE_OVERLAYS) { + return; + } + + /* And now, the dashed lines! */ + immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR); + + { + 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); + + /* 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); + } + + immUniformThemeColor3(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; + + 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) { + GPU_blend(GPU_BLEND_ALPHA); + immUniformThemeColorAlpha(TH_VIEW_OVERLAY, 0.75f); + + 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 - M_GOLDEN_RATIO_CONJUGATE); + } + + 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) { + rctf margins_rect{}; + margins_rect.xmin = x1; + margins_rect.xmax = x2; + margins_rect.ymin = y1; + margins_rect.ymax = y2; + + UI_draw_safe_areas( + shdr_pos, &margins_rect, scene->safe_areas.title, scene->safe_areas.action); + + if (ca->flag & CAM_SHOW_SAFE_CENTER) { + rctf center_rect{}; + center_rect.xmin = x1; + center_rect.xmax = x2; + center_rect.ymin = y1; + center_rect.ymax = y2; + UI_draw_safe_areas(shdr_pos, + ¢er_rect, + 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 */ + immUniformThemeColorShadeAlpha(TH_VIEW_OVERLAY, 100, 255); + + /* 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 or 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); + } + + GPU_blend(GPU_BLEND_NONE); + } + + 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 *region, View3D *v3d) +{ + /* 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); + + immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR); + + 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); + + imm_draw_box_wire_2d(shdr_pos, + v3d->render_border.xmin * region->winx, + v3d->render_border.ymin * region->winy, + v3d->render_border.xmax * region->winx, + v3d->render_border.ymax * region->winy); + + immUnbindProgram(); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Other Elements + * \{ */ + +float ED_scene_grid_scale(const Scene *scene, const char **r_grid_unit) +{ + /* apply units */ + if (scene->unit.system) { + const void *usys; + int len; + + BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len); + + if (usys) { + int i = BKE_unit_base_get(usys); + if (r_grid_unit) { + *r_grid_unit = BKE_unit_display_name_get(usys, i); + } + return (float)BKE_unit_scalar_get(usys, i) / scene->unit.scale_length; + } + } + + return 1.0f; +} + +float ED_view3d_grid_scale(const Scene *scene, View3D *v3d, const char **r_grid_unit) +{ + return v3d->grid * ED_scene_grid_scale(scene, r_grid_unit); +} + +#define STEPS_LEN 8 +void ED_view3d_grid_steps(const Scene *scene, + View3D *v3d, + RegionView3D *rv3d, + float r_grid_steps[STEPS_LEN]) +{ + const void *usys; + int len; + BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len); + float grid_scale = v3d->grid; + BLI_assert(STEPS_LEN >= len); + + if (usys) { + if (rv3d->view == RV3D_VIEW_USER) { + /* Skip steps */ + len = BKE_unit_base_get(usys) + 1; + } + + grid_scale /= scene->unit.scale_length; + + int i; + for (i = 0; i < len; i++) { + r_grid_steps[i] = (float)BKE_unit_scalar_get(usys, len - 1 - i) * grid_scale; + } + for (; i < STEPS_LEN; i++) { + /* Fill last slots */ + r_grid_steps[i] = 10.0f * r_grid_steps[i - 1]; + } + } + else { + if (rv3d->view != RV3D_VIEW_USER) { + /* Allow 3 more subdivisions. */ + grid_scale /= powf(v3d->gridsubdiv, 3); + } + int subdiv = 1; + for (int i = 0;; i++) { + r_grid_steps[i] = grid_scale * subdiv; + + if (i == STEPS_LEN - 1) { + break; + } + subdiv *= v3d->gridsubdiv; + } + } +} + +float ED_view3d_grid_view_scale(Scene *scene, + View3D *v3d, + ARegion *region, + const char **r_grid_unit) +{ + float grid_scale; + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) { + /* Decrease the distance between grid snap points depending on zoom. */ + float dist = 12.0f / (region->sizex * rv3d->winmat[0][0]); + float grid_steps[STEPS_LEN]; + ED_view3d_grid_steps(scene, v3d, rv3d, grid_steps); + /* Skip last item, in case the 'mid_dist' is greater than the largest unit. */ + int i; + for (i = 0; i < ARRAY_SIZE(grid_steps) - 1; i++) { + grid_scale = grid_steps[i]; + if (grid_scale > dist) { + break; + } + } + + if (r_grid_unit) { + const void *usys; + int len; + BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len); + + if (usys) { + *r_grid_unit = BKE_unit_display_name_get(usys, len - i - 1); + } + } + } + else { + grid_scale = ED_view3d_grid_scale(scene, v3d, r_grid_unit); + } + + return grid_scale; +} + +#undef STEPS_LEN + +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(GPU_BLEND_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_3D_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] = {char('x' + i), '\0'}; + BLF_color4ubv(BLF_default(), axis_col[i]); + BLF_draw_default(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 */ + + uchar color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */ + + negate_v3_v3(o, rv3d->ofs); + + GPU_blend(GPU_BLEND_ALPHA); + GPU_depth_mask(false); /* Don't overwrite the Z-buffer. */ + + 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(); + + GPU_blend(GPU_BLEND_NONE); + GPU_depth_mask(true); +} +#endif /* WITH_INPUT_NDOF */ + +/** + * Render and camera border + */ +static void view3d_draw_border(const bContext *C, ARegion *region) +{ + Scene *scene = CTX_data_scene(C); + Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C); + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + View3D *v3d = CTX_wm_view3d(C); + + if (rv3d->persp == RV3D_CAMOB) { + drawviewborder(scene, depsgraph, region, v3d); + } + else if (v3d->flag2 & V3D_RENDER_BORDER) { + drawrenderborder(region, v3d); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Draw Text & Info + * \{ */ + +/** + * Draw Info + */ +static void view3d_draw_grease_pencil(const bContext *UNUSED(C)) +{ + /* TODO: viewport. */ +} + +/** + * Viewport Name + */ +static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d) +{ + const char *name = nullptr; + + 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 = static_cast<Camera *>(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 *region, View3D *v3d, int xoffset, int *yoffset) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + const char *name = view3d_get_name(v3d, rv3d); + const char *name_array[3] = {name, nullptr, nullptr}; + int name_array_len = 1; + const int font_id = BLF_default(); + + /* 6 is the maximum size of the axis roll text. */ + /* increase size for unicode languages (Chinese in utf-8...) */ + char tmpstr[96 + 6]; + + BLF_enable(font_id, BLF_SHADOW); + BLF_shadow(font_id, 5, float4{0.0f, 0.0f, 0.0f, 1.0f}); + BLF_shadow_offset(font_id, 1, -1); + + if (RV3D_VIEW_IS_AXIS(rv3d->view) && (rv3d->view_axis_roll != RV3D_VIEW_AXIS_ROLL_0)) { + const char *axis_roll; + switch (rv3d->view_axis_roll) { + case RV3D_VIEW_AXIS_ROLL_90: + axis_roll = " 90\xC2\xB0"; + break; + case RV3D_VIEW_AXIS_ROLL_180: + axis_roll = " 180\xC2\xB0"; + break; + default: + axis_roll = " -90\xC2\xB0"; + break; + } + name_array[name_array_len++] = axis_roll; + } + + if (v3d->localvd) { + name_array[name_array_len++] = IFACE_(" (Local)"); + } + + /* Indicate that clipping region is enabled. */ + if (rv3d->rflag & RV3D_CLIPPING) { + name_array[name_array_len++] = IFACE_(" (Clipped)"); + } + + if (name_array_len > 1) { + BLI_string_join_array(tmpstr, sizeof(tmpstr), name_array, name_array_len); + name = tmpstr; + } + + UI_FontThemeColor(BLF_default(), TH_TEXT_HI); + + *yoffset -= VIEW3D_OVERLAY_LINEHEIGHT; + + BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr)); + + BLF_disable(font_id, BLF_SHADOW); +} + +/** + * Draw info beside axes in top-left corner: + * frame-number, 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) +{ + const int cfra = scene->r.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 == nullptr) || (ob->mode == OB_MODE_OBJECT)) { + BKE_view_layer_synced_ensure(scene, view_layer); + LayerCollection *layer_collection = BKE_view_layer_active_collection_get(view_layer); + s += sprintf(s, + " %s%s", + BKE_collection_ui_name_get(layer_collection->collection), + (ob == nullptr) ? "" : " |"); + } + + /* Info can contain: + * - A frame `(7 + 2)`. + * - A collection name `(MAX_NAME + 3)`. + * - 3 object names `(MAX_NAME)`. + * - 2 BREAD_CRUMB_SEPARATOR(s) `(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 = static_cast<bArmature *>(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_CURVES_LEGACY)) { + /* Try to display active bone and active shape-key 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 = static_cast<bArmature *>(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 = static_cast<KeyBlock *>(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_ctime_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, nullptr, 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, float4{0.0f, 0.0f, 0.0f, 1.0f}); + BLF_shadow_offset(font_id, 1, -1); + + *yoffset -= VIEW3D_OVERLAY_LINEHEIGHT; + BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info)); + + BLF_disable(font_id, BLF_SHADOW); +} + +static void draw_grid_unit_name( + Scene *scene, ARegion *region, View3D *v3d, int xoffset, int *yoffset) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) { + const char *grid_unit = nullptr; + int font_id = BLF_default(); + ED_view3d_grid_view_scale(scene, v3d, region, &grid_unit); + + if (grid_unit) { + char numstr[32] = ""; + UI_FontThemeColor(font_id, TH_TEXT_HI); + if (v3d->grid != 1.0f) { + BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid); + } + + *yoffset -= VIEW3D_OVERLAY_LINEHEIGHT; + BLF_enable(font_id, BLF_SHADOW); + BLF_shadow(font_id, 5, float4{0.0f, 0.0f, 0.0f, 1.0f}); + BLF_shadow_offset(font_id, 1, -1); + BLF_draw_default(xoffset, *yoffset, 0.0f, numstr[0] ? numstr : grid_unit, sizeof(numstr)); + BLF_disable(font_id, BLF_SHADOW); + } + } +} + +void view3d_draw_region_info(const bContext *C, ARegion *region) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + View3D *v3d = CTX_wm_view3d(C); + Scene *scene = CTX_data_scene(C); + wmWindowManager *wm = CTX_wm_manager(C); + Main *bmain = CTX_data_main(C); + ViewLayer *view_layer = CTX_data_view_layer(C); + +#ifdef WITH_INPUT_NDOF + if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 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(region); + + /* local coordinate visible rect inside region, to accommodate overlapping ui */ + const rcti *rect = ED_region_visible_rect(region); + + view3d_draw_border(C, region); + view3d_draw_grease_pencil(C); + + BLF_batch_draw_begin(); + + if (v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_NAVIGATE)) { + /* pass */ + } + else { + switch ((eUserpref_MiniAxisType)U.mini_axis_type) { + case USER_MINI_AXIS_TYPE_GIZMO: + /* The gizmo handles its own drawing. */ + break; + case USER_MINI_AXIS_TYPE_MINIMAL: + draw_view_axis(rv3d, rect); + case USER_MINI_AXIS_TYPE_NONE: + break; + } + } + + int xoffset = rect->xmin + (0.5f * U.widget_unit); + int yoffset = rect->ymax - (0.1f * U.widget_unit); + + 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(region, v3d, xoffset, &yoffset); + } + + if (U.uiflag & USER_DRAWVIEWINFO) { + BKE_view_layer_synced_ensure(scene, view_layer); + Object *ob = BKE_view_layer_active_object_get(view_layer); + draw_selected_name(scene, view_layer, ob, xoffset, &yoffset); + } + + if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { + /* draw below the viewport name */ + draw_grid_unit_name(scene, region, v3d, xoffset, &yoffset); + } + + DRW_draw_region_engine_info(xoffset, &yoffset, VIEW3D_OVERLAY_LINEHEIGHT); + } + + if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 && (v3d->overlay.flag & V3D_OVERLAY_STATS)) { + View3D *v3d_local = v3d->localvd ? v3d : nullptr; + ED_info_draw_stats( + bmain, scene, view_layer, v3d_local, xoffset, &yoffset, VIEW3D_OVERLAY_LINEHEIGHT); + } + + BLF_batch_draw_end(); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Draw Viewport Contents + * \{ */ + +static void view3d_draw_view(const bContext *C, ARegion *region) +{ + ED_view3d_draw_setup_view(CTX_wm_manager(C), + CTX_wm_window(C), + CTX_data_expect_evaluated_depsgraph(C), + CTX_data_scene(C), + region, + CTX_wm_view3d(C), + nullptr, + nullptr, + nullptr); + + /* Only 100% compliant on new spec goes below */ + DRW_draw_view(C); +} + +RenderEngineType *ED_view3d_engine_type(const Scene *scene, int drawtype) +{ + /* + * Temporary viewport draw modes until we have a proper system. + * all modes are done in the draw manager, except external render + * engines like Cycles. + */ + RenderEngineType *type = RE_engines_find(scene->r.engine); + if (drawtype == OB_MATERIAL && (type->flag & RE_USE_EEVEE_VIEWPORT)) { + return RE_engines_find(RE_engine_id_BLENDER_EEVEE); + } + return type; +} + +void view3d_main_region_draw(const bContext *C, ARegion *region) +{ + Main *bmain = CTX_data_main(C); + View3D *v3d = CTX_wm_view3d(C); + + view3d_draw_view(C, region); + + DRW_cache_free_old_subdiv(); + DRW_cache_free_old_batches(bmain); + BKE_image_free_old_gputextures(bmain); + GPU_pass_cache_garbage_collect(); + + /* No depth test for drawing action zones afterwards. */ + GPU_depth_test(GPU_DEPTH_NONE); + + v3d->runtime.flag &= ~V3D_RUNTIME_DEPTHBUF_OVERRIDDEN; + /* TODO: Clear cache? */ +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Off-screen Drawing + * \{ */ + +static void view3d_stereo3d_setup_offscreen(Depsgraph *depsgraph, + const Scene *scene, + View3D *v3d, + ARegion *region, + const 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_offscreen(depsgraph, scene, v3d, region, viewmat, winmat); + } + 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_offscreen(depsgraph, scene, v3d, region, viewmat, winmat); + } +} + +void ED_view3d_draw_offscreen(Depsgraph *depsgraph, + const Scene *scene, + eDrawType drawtype, + View3D *v3d, + ARegion *region, + int winx, + int winy, + const float viewmat[4][4], + const float winmat[4][4], + bool is_image_render, + bool draw_background, + const char *viewname, + const bool do_color_management, + const bool restore_rv3d_mats, + GPUOffScreen *ofs, + GPUViewport *viewport) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype); + + /* Store `orig` variables. */ + struct { + struct bThemeState theme_state; + + /* #View3D */ + eDrawType v3d_shading_type; + + /* #Region */ + int region_winx, region_winy; + rcti region_winrct; + + /* #RegionView3D */ + /** + * Needed so the value won't be left overwritten, + * Without this the #wmPaintCursor can't use the pixel size & view matrices for drawing. + */ + struct RV3DMatrixStore *rv3d_mats; + } orig{}; + orig.v3d_shading_type = eDrawType(v3d->shading.type); + orig.region_winx = region->winx; + orig.region_winy = region->winy; + orig.region_winrct = region->winrct; + orig.rv3d_mats = ED_view3d_mats_rv3d_backup(static_cast<RegionView3D *>(region->regiondata)); + + UI_Theme_Store(&orig.theme_state); + UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW); + + /* Set temporary new size. */ + region->winx = winx; + region->winy = winy; + region->winrct.xmin = 0; + region->winrct.ymin = 0; + region->winrct.xmax = winx; + region->winrct.ymax = winy; + + /* There are too many functions inside the draw manager that check the shading type, + * so use a temporary override instead. */ + v3d->shading.type = drawtype; + + /* Set flags. */ + G.f |= G_FLAG_RENDER_VIEWPORT; + + { + /* Free images which can have changed on frame-change. + * WARNING(@campbellbarton): can be slow so only free animated images. */ + BKE_image_free_anim_gputextures(G.main); + } + + GPU_matrix_push_projection(); + GPU_matrix_identity_set(); + GPU_matrix_push(); + GPU_matrix_identity_set(); + + if ((viewname != nullptr && viewname[0] != '\0') && (viewmat == nullptr) && + rv3d->persp == RV3D_CAMOB && v3d->camera) { + view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, region, winmat, viewname); + } + else { + view3d_main_region_setup_offscreen(depsgraph, scene, v3d, region, viewmat, winmat); + } + + /* main drawing call */ + DRW_draw_render_loop_offscreen(depsgraph, + engine_type, + region, + v3d, + is_image_render, + draw_background, + do_color_management, + ofs, + viewport); + GPU_matrix_pop_projection(); + GPU_matrix_pop(); + + /* Restore all `orig` members. */ + region->winx = orig.region_winx; + region->winy = orig.region_winy; + region->winrct = orig.region_winrct; + + /* Optionally do _not_ restore rv3d matrices (e.g. they are used/stored in the ImBuff for + * reprojection, see texture_paint_image_from_view_exec(). */ + if (restore_rv3d_mats) { + ED_view3d_mats_rv3d_restore(static_cast<RegionView3D *>(region->regiondata), orig.rv3d_mats); + } + MEM_freeN(orig.rv3d_mats); + + UI_Theme_Restore(&orig.theme_state); + + v3d->shading.type = orig.v3d_shading_type; + + G.f &= ~G_FLAG_RENDER_VIEWPORT; +} + +void ED_view3d_draw_offscreen_simple(Depsgraph *depsgraph, + Scene *scene, + View3DShading *shading_override, + eDrawType drawtype, + int object_type_exclude_viewport_override, + int object_type_exclude_select_override, + int winx, + int winy, + uint draw_flags, + const float viewmat[4][4], + const float winmat[4][4], + float clip_start, + float clip_end, + bool is_xr_surface, + bool is_image_render, + bool draw_background, + const char *viewname, + const bool do_color_management, + GPUOffScreen *ofs, + GPUViewport *viewport) +{ + View3D v3d = {nullptr}; + ARegion ar = {nullptr}; + RegionView3D rv3d = {{{0}}}; + + v3d.regionbase.first = v3d.regionbase.last = &ar; + ar.regiondata = &rv3d; + ar.regiontype = RGN_TYPE_WINDOW; + + View3DShading *source_shading_settings = &scene->display.shading; + if (draw_flags & V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS && shading_override != nullptr) { + source_shading_settings = shading_override; + } + memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading)); + v3d.shading.type = drawtype; + + if (shading_override) { + /* Pass. */ + } + else if (drawtype == OB_MATERIAL) { + v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS; + } + + if ((draw_flags & ~V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS) == V3D_OFSDRAW_NONE) { + v3d.flag2 = V3D_HIDE_OVERLAYS; + } + else { + if (draw_flags & V3D_OFSDRAW_SHOW_ANNOTATION) { + v3d.flag2 |= V3D_SHOW_ANNOTATION; + } + if (draw_flags & V3D_OFSDRAW_SHOW_GRIDFLOOR) { + v3d.gridflag |= V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y; + v3d.grid = 1.0f; + v3d.gridlines = 16; + v3d.gridsubdiv = 10; + } + if (draw_flags & V3D_OFSDRAW_SHOW_SELECTION) { + v3d.flag |= V3D_SELECT_OUTLINE; + } + if (draw_flags & V3D_OFSDRAW_XR_SHOW_CONTROLLERS) { + v3d.flag2 |= V3D_XR_SHOW_CONTROLLERS; + } + if (draw_flags & V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS) { + v3d.flag2 |= V3D_XR_SHOW_CUSTOM_OVERLAYS; + } + /* Disable other overlays (set all available _HIDE_ flags). */ + v3d.overlay.flag |= V3D_OVERLAY_HIDE_CURSOR | V3D_OVERLAY_HIDE_TEXT | + V3D_OVERLAY_HIDE_MOTION_PATHS | V3D_OVERLAY_HIDE_OBJECT_ORIGINS; + if ((draw_flags & V3D_OFSDRAW_SHOW_OBJECT_EXTRAS) == 0) { + v3d.overlay.flag |= V3D_OVERLAY_HIDE_OBJECT_XTRAS; + } + if ((object_type_exclude_viewport_override & (1 << OB_ARMATURE)) != 0) { + v3d.overlay.flag |= V3D_OVERLAY_HIDE_BONES; + } + v3d.flag |= V3D_HIDE_HELPLINES; + } + + if (is_xr_surface) { + v3d.flag |= V3D_XR_SESSION_SURFACE; + } + + v3d.object_type_exclude_viewport = object_type_exclude_viewport_override; + v3d.object_type_exclude_select = object_type_exclude_select_override; + + rv3d.persp = RV3D_PERSP; + v3d.clip_start = clip_start; + v3d.clip_end = clip_end; + /* Actually not used since we pass in the projection matrix. */ + v3d.lens = 0; + + ED_view3d_draw_offscreen(depsgraph, + scene, + drawtype, + &v3d, + &ar, + winx, + winy, + viewmat, + winmat, + is_image_render, + draw_background, + viewname, + do_color_management, + true, + ofs, + viewport); +} + +ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph, + Scene *scene, + eDrawType drawtype, + View3D *v3d, + ARegion *region, + int sizex, + int sizey, + eImBufFlags imbuf_flag, + int alpha_mode, + const char *viewname, + const bool restore_rv3d_mats, + /* output vars */ + GPUOffScreen *ofs, + char err_out[256]) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + const bool draw_sky = (alpha_mode == R_ADDSKY); + + /* view state */ + 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 = nullptr; + } + + GPUFrameBuffer *old_fb = GPU_framebuffer_active_get(); + + if (old_fb) { + GPU_framebuffer_restore(); + } + + const bool own_ofs = (ofs == nullptr); + DRW_opengl_context_enable(); + + if (own_ofs) { + /* bind */ + ofs = GPU_offscreen_create(sizex, sizey, true, GPU_RGBA8, err_out); + if (ofs == nullptr) { + DRW_opengl_context_disable(); + return nullptr; + } + } + + GPU_offscreen_bind(ofs, true); + + /* read in pixels & stamp */ + ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, imbuf_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(¶ms); + /* fallback for non camera objects */ + params.clip_start = v3d->clip_start; + params.clip_end = v3d->clip_end; + BKE_camera_params_from_object(¶ms, camera_eval); + BKE_camera_multiview_params(&scene->r, ¶ms, camera_eval, viewname); + BKE_camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp); + BKE_camera_params_compute_matrix(¶ms); + + 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, nullptr); + 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); + } + } + + /* XXX(jbakker): `do_color_management` should be controlled by the caller. Currently when doing a + * viewport render animation and saving to an 8bit file format, color management would be applied + * twice. Once here, and once when saving the saving to disk. In this case the Save As Render + * option cannot be controlled either. But when doing an off-screen render you want to do the + * color management here. + * + * This option was added here to increase the performance for quick view-port preview renders. + * When using workbench the color differences haven't been reported as a bug. But users also use + * the viewport rendering to render Eevee scenes. In the later situation the saved colors are + * totally wrong. */ + const bool do_color_management = (ibuf->rect_float == nullptr); + ED_view3d_draw_offscreen(depsgraph, + scene, + drawtype, + v3d, + region, + sizex, + sizey, + nullptr, + winmat, + true, + draw_sky, + viewname, + do_color_management, + restore_rv3d_mats, + ofs, + nullptr); + + if (ibuf->rect_float) { + GPU_offscreen_read_pixels(ofs, GPU_DATA_FLOAT, ibuf->rect_float); + } + else if (ibuf->rect) { + GPU_offscreen_read_pixels(ofs, GPU_DATA_UBYTE, ibuf->rect); + } + + /* 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; +} + +ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph, + Scene *scene, + View3DShading *shading_override, + eDrawType drawtype, + Object *camera, + int width, + int height, + eImBufFlags imbuf_flag, + eV3DOffscreenDrawFlag draw_flags, + int alpha_mode, + const char *viewname, + GPUOffScreen *ofs, + char err_out[256]) +{ + View3D v3d = {nullptr}; + ARegion region = {nullptr}; + RegionView3D rv3d = {{{0}}}; + + /* connect data */ + v3d.regionbase.first = v3d.regionbase.last = ®ion; + region.regiondata = &rv3d; + region.regiontype = RGN_TYPE_WINDOW; + + v3d.camera = camera; + View3DShading *source_shading_settings = &scene->display.shading; + if (draw_flags & V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS && shading_override != nullptr) { + source_shading_settings = shading_override; + } + memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading)); + + if (drawtype == OB_RENDER) { + /* Don't use external engines for preview. Fall back to solid instead of Eevee as rendering + * with Eevee is potentially slow due to compiling shaders and loading textures, and the + * depsgraph may not have been updated to have all the right geometry attributes. */ + if (!(BKE_scene_uses_blender_eevee(scene) || BKE_scene_uses_blender_workbench(scene))) { + drawtype = OB_SOLID; + } + } + + if (drawtype == OB_MATERIAL) { + v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS; + v3d.shading.render_pass = SCE_PASS_COMBINED; + } + else if (drawtype == OB_RENDER) { + v3d.shading.flag = V3D_SHADING_SCENE_WORLD_RENDER | V3D_SHADING_SCENE_LIGHTS_RENDER; + v3d.shading.render_pass = SCE_PASS_COMBINED; + } + else if (drawtype == OB_TEXTURE) { + drawtype = OB_SOLID; + v3d.shading.light = V3D_LIGHTING_STUDIO; + v3d.shading.color_type = V3D_SHADING_TEXTURE_COLOR; + } + v3d.shading.type = drawtype; + + v3d.flag2 = V3D_HIDE_OVERLAYS; + /* HACK: When rendering gpencil objects this opacity is used to mix vertex colors in when not in + * render mode. */ + v3d.overlay.gpencil_vertex_paint_opacity = 1.0f; + + if (draw_flags & V3D_OFSDRAW_SHOW_ANNOTATION) { + v3d.flag2 |= V3D_SHOW_ANNOTATION; + } + if (draw_flags & V3D_OFSDRAW_SHOW_GRIDFLOOR) { + v3d.gridflag |= V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y; + } + + v3d.shading.background_type = V3D_SHADING_BACKGROUND_WORLD; + + 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(¶ms); + BKE_camera_params_from_object(¶ms, view_camera_eval); + BKE_camera_multiview_params(&scene->r, ¶ms, view_camera_eval, viewname); + BKE_camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp); + BKE_camera_params_compute_matrix(¶ms); + + 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, + eDrawType(v3d.shading.type), + &v3d, + ®ion, + width, + height, + imbuf_flag, + alpha_mode, + viewname, + true, + ofs, + err_out); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Viewport Clipping + * \{ */ + +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; +} + +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); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Back-Draw for Selection + * \{ */ + +/** + * \note Only use in object mode. + */ +static void validate_object_select_id(struct Depsgraph *depsgraph, + const Scene *scene, + ViewLayer *view_layer, + ARegion *region, + View3D *v3d, + Object *obact) +{ + /* TODO: Use a flag in the selection engine itself. */ + if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) { + return; + } + Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact); + + BLI_assert(region->regiontype == RGN_TYPE_WINDOW); + UNUSED_VARS_NDEBUG(region); + + if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) || + BKE_paint_select_face_test(obact_eval))) { + /* do nothing */ + } + /* texture paint mode sampling */ + else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) && + (v3d->shading.type > OB_WIRE)) { + /* do nothing */ + } + else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) && !XRAY_ENABLED(v3d)) { + /* do nothing */ + } + else { + v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN; + return; + } + + if (obact_eval && ((obact_eval->base_flag & BASE_ENABLED_AND_MAYBE_VISIBLE_IN_VIEWPORT) != 0)) { + BKE_view_layer_synced_ensure(scene, view_layer); + Base *base = BKE_view_layer_base_find(view_layer, obact); + DRW_select_buffer_context_create(&base, 1, -1); + } + + v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN; +} + +/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow. + * Calling this function should be avoided during interactive drawing. */ +static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data) +{ + GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport); + + GPUFrameBuffer *depth_read_fb = nullptr; + GPU_framebuffer_ensure_config(&depth_read_fb, + { + GPU_ATTACHMENT_TEXTURE(depth_tx), + GPU_ATTACHMENT_NONE, + }); + + GPU_framebuffer_bind(depth_read_fb); + GPU_framebuffer_read_depth(depth_read_fb, + rect->xmin, + rect->ymin, + BLI_rcti_size_x(rect), + BLI_rcti_size_y(rect), + GPU_DATA_FLOAT, + data); + + GPU_framebuffer_restore(); + GPU_framebuffer_free(depth_read_fb); +} + +void ED_view3d_select_id_validate(ViewContext *vc) +{ + validate_object_select_id( + vc->depsgraph, vc->scene, vc->view_layer, vc->region, vc->v3d, vc->obact); +} + +int ED_view3d_backbuf_sample_size_clamp(ARegion *region, const float dist) +{ + return (int)min_ff(ceilf(dist), (float)max_ii(region->winx, region->winx)); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Z-Depth Utilities + * \{ */ + +void view3d_depths_rect_create(ARegion *region, rcti *rect, ViewDepths *r_d) +{ + /* clamp rect by region */ + rcti r{}; + r.xmin = 0; + r.xmax = region->winx - 1; + r.ymin = 0; + r.ymax = region->winy - 1; + + /* Constrain rect to depth bounds */ + BLI_rcti_isect(&r, rect, rect); + + /* assign values to compare with the ViewDepths */ + int x = rect->xmin; + int y = rect->ymin; + + int w = BLI_rcti_size_x(rect); + int h = BLI_rcti_size_y(rect); + + if (w <= 0 || h <= 0) { + r_d->depths = nullptr; + return; + } + + r_d->x = x; + r_d->y = y; + r_d->w = w; + r_d->h = h; + + r_d->depths = static_cast<float *>(MEM_mallocN(sizeof(float) * w * h, "View depths Subset")); + + { + GPUViewport *viewport = WM_draw_region_get_viewport(region); + view3d_opengl_read_Z_pixels(viewport, rect, r_d->depths); + /* Range is assumed to be this as they are never changed. */ + r_d->depth_range[0] = 0.0; + r_d->depth_range[1] = 1.0; + } +} + +/* NOTE: with nouveau drivers the glReadPixels() is very slow. T24339. */ +static ViewDepths *view3d_depths_create(ARegion *region) +{ + ViewDepths *d = MEM_cnew<ViewDepths>("ViewDepths"); + + { + GPUViewport *viewport = WM_draw_region_get_viewport(region); + GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport); + uint32_t *int_depths = static_cast<uint32_t *>( + GPU_texture_read(depth_tx, GPU_DATA_UINT_24_8, 0)); + d->w = GPU_texture_width(depth_tx); + d->h = GPU_texture_height(depth_tx); + d->depths = (float *)int_depths; + /* Convert in-place. */ + int pixel_count = d->w * d->h; + for (int i = 0; i < pixel_count; i++) { + d->depths[i] = (int_depths[i] >> 8u) / (float)0xFFFFFF; + } + /* Assumed to be this as they are never changed. */ + d->depth_range[0] = 0.0; + d->depth_range[1] = 1.0; + } + return d; +} + +float view3d_depth_near(ViewDepths *d) +{ + /* Convert to float for comparisons. */ + const float near = (float)d->depth_range[0]; + const float far_real = (float)d->depth_range[1]; + float far = far_real; + + const float *depths = d->depths; + float depth = FLT_MAX; + int i = (int)d->w * (int)d->h; /* Cast to avoid short overflow. */ + + /* Far is both the starting 'far' value + * and the closest value found. */ + while (i--) { + depth = *depths++; + if ((depth < far) && (depth > near)) { + far = depth; + } + } + + return far == far_real ? FLT_MAX : far; +} + +void ED_view3d_depth_override(Depsgraph *depsgraph, + ARegion *region, + View3D *v3d, + Object *obact, + eV3DDepthOverrideMode mode, + ViewDepths **r_depths) +{ + if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) { + /* Force redraw if `r_depths` is required. */ + if (!r_depths || *r_depths != nullptr) { + return; + } + } + struct bThemeState theme_state; + Scene *scene = DEG_get_evaluated_scene(depsgraph); + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + + short flag = v3d->flag; + /* temp set drawtype to solid */ + /* Setting these temporarily is not nice */ + v3d->flag &= ~V3D_SELECT_OUTLINE; + + /* 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(static_cast<wmWindowManager *>(G_MAIN->wm.first), + nullptr, + depsgraph, + scene, + region, + v3d, + nullptr, + nullptr, + nullptr); + + /* get surface depth without bias */ + rv3d->rflag |= RV3D_ZOFFSET_DISABLED; + + /* Needed in cases the 3D Viewport isn't already setup. */ + WM_draw_region_viewport_ensure(region, SPACE_VIEW3D); + WM_draw_region_viewport_bind(region); + + GPUViewport *viewport = WM_draw_region_get_viewport(region); + /* When Blender is starting, a click event can trigger a depth test while the viewport is not + * yet available. */ + if (viewport != nullptr) { + switch (mode) { + case V3D_DEPTH_NO_GPENCIL: + DRW_draw_depth_loop(depsgraph, region, v3d, viewport); + break; + case V3D_DEPTH_GPENCIL_ONLY: + DRW_draw_depth_loop_gpencil(depsgraph, region, v3d, viewport); + break; + case V3D_DEPTH_OBJECT_ONLY: + DRW_draw_depth_object( + scene, region, v3d, viewport, DEG_get_evaluated_object(depsgraph, obact)); + break; + } + + if (r_depths) { + if (*r_depths) { + ED_view3d_depths_free(*r_depths); + } + *r_depths = view3d_depths_create(region); + } + } + + WM_draw_region_viewport_unbind(region); + + rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED; + + v3d->flag = flag; + v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN; + + UI_Theme_Restore(&theme_state); +} + +void ED_view3d_depths_free(ViewDepths *depths) +{ + if (depths->depths) { + MEM_freeN(depths->depths); + } + MEM_freeN(depths); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Custom-data Utilities + * \{ */ + +void ED_view3d_datamask(const bContext *C, + const Scene *UNUSED(scene), + const View3D *v3d, + CustomData_MeshMasks *r_cddata_masks) +{ + if (ELEM(v3d->shading.type, OB_TEXTURE, OB_MATERIAL, OB_RENDER)) { + r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_PROP_BYTE_COLOR; + r_cddata_masks->vmask |= CD_MASK_ORCO | CD_MASK_PROP_COLOR; + } + else if (v3d->shading.type == OB_SOLID) { + if (v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) { + r_cddata_masks->lmask |= CD_MASK_MLOOPUV; + } + if (v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR) { + r_cddata_masks->lmask |= CD_MASK_PROP_BYTE_COLOR; + r_cddata_masks->vmask |= CD_MASK_ORCO | CD_MASK_PROP_COLOR; + } + } + + if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) && + (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) { + r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT; + } + if (CTX_data_mode_enum(C) == CTX_MODE_SCULPT) { + r_cddata_masks->vmask |= CD_MASK_PAINT_MASK; + } +} + +void ED_view3d_screen_datamask(const bContext *C, + const Scene *scene, + const bScreen *screen, + CustomData_MeshMasks *r_cddata_masks) +{ + CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH); + + /* Check if we need tfaces & mcols due to view mode. */ + LISTBASE_FOREACH (const ScrArea *, area, &screen->areabase) { + if (area->spacetype == SPACE_VIEW3D) { + ED_view3d_datamask(C, scene, static_cast<View3D *>(area->spacedata.first), r_cddata_masks); + } + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Region View Matrix Backup/Restore + * \{ */ + +/** + * Store values from #RegionView3D, set when drawing. + * This is needed when we draw with to a viewport using a different matrix + * (offscreen drawing for example). + * + * Values set by #ED_view3d_update_viewmat should be handled here. + */ +struct RV3DMatrixStore { + float winmat[4][4]; + float viewmat[4][4]; + float viewinv[4][4]; + float persmat[4][4]; + float persinv[4][4]; + float viewcamtexcofac[4]; + float pixsize; +}; + +struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d) +{ + struct RV3DMatrixStore *rv3dmat = static_cast<RV3DMatrixStore *>( + MEM_mallocN(sizeof(*rv3dmat), __func__)); + copy_m4_m4(rv3dmat->winmat, rv3d->winmat); + copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat); + copy_m4_m4(rv3dmat->persmat, rv3d->persmat); + copy_m4_m4(rv3dmat->persinv, rv3d->persinv); + copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv); + copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac); + rv3dmat->pixsize = rv3d->pixsize; + return rv3dmat; +} + +void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt) +{ + struct RV3DMatrixStore *rv3dmat = rv3dmat_pt; + copy_m4_m4(rv3d->winmat, rv3dmat->winmat); + copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat); + copy_m4_m4(rv3d->persmat, rv3dmat->persmat); + copy_m4_m4(rv3d->persinv, rv3dmat->persinv); + copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv); + copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac); + rv3d->pixsize = rv3dmat->pixsize; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name FPS Drawing + * \{ */ + +void ED_scene_draw_fps(const Scene *scene, int xoffset, int *yoffset) +{ + ScreenFrameRateInfo *fpsi = static_cast<ScreenFrameRateInfo *>(scene->fps_info); + char printable[16]; + + if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) { + return; + } + + printable[0] = '\0'; + + /* Doing an average for a more robust calculation. */ + fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / + (fpsi->lredrawtime - fpsi->redrawtime)); + + float fps = 0.0f; + int tot = 0; + for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) { + if (fpsi->redrawtimes_fps[i]) { + fps += fpsi->redrawtimes_fps[i]; + tot++; + } + } + if (tot) { + fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE; + fps = fps / tot; + } + + const int font_id = BLF_default(); + + /* Is this more than half a frame behind? */ + if (fps + 0.5f < (float)(FPS)) { + UI_FontThemeColor(font_id, TH_REDALERT); + BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps); + } + else { + UI_FontThemeColor(font_id, TH_TEXT_HI); + BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f)); + } + + BLF_enable(font_id, BLF_SHADOW); + BLF_shadow(font_id, 5, float4{0.0f, 0.0f, 0.0f, 1.0f}); + BLF_shadow_offset(font_id, 1, -1); + + *yoffset -= VIEW3D_OVERLAY_LINEHEIGHT; + + BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable)); + + BLF_disable(font_id, BLF_SHADOW); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Calculate Render Border + * \{ */ + +static bool view3d_main_region_do_render_draw(const Scene *scene) +{ + RenderEngineType *type = RE_engines_find(scene->r.engine); + return (type && type->view_update && type->view_draw); +} + +bool ED_view3d_calc_render_border( + const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *region, rcti *rect) +{ + RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata); + bool use_border; + + /* Test if there is a 3d view rendering. */ + if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene)) { + return false; + } + + /* Test if there is a border render. */ + if (rv3d->persp == RV3D_CAMOB) { + use_border = (scene->r.mode & R_BORDER) != 0; + } + else { + use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0; + } + + if (!use_border) { + return false; + } + + /* Compute border. */ + if (rv3d->persp == RV3D_CAMOB) { + rctf viewborder; + ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, false); + + rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder); + rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder); + rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder); + rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder); + } + else { + rect->xmin = v3d->render_border.xmin * region->winx; + rect->xmax = v3d->render_border.xmax * region->winx; + rect->ymin = v3d->render_border.ymin * region->winy; + rect->ymax = v3d->render_border.ymax * region->winy; + } + + BLI_rcti_translate(rect, region->winrct.xmin, region->winrct.ymin); + BLI_rcti_isect(®ion->winrct, rect, rect); + + return true; +} + +/** \} */ |