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authormano-wii <germano.costa@ig.com.br>2019-04-19 17:49:17 +0300
committermano-wii <germano.costa@ig.com.br>2019-04-19 17:49:17 +0300
commit8f4ba1c0467d9e6169451e03be5efffbd1f7a896 (patch)
treeb07091db6d074739eefcc7023103e553264453ef /source/blender/editors/space_view3d/view3d_draw_legacy.c
parentb6a9e88aff5b9be3fa8351c6578554400fcb32ab (diff)
Fix T63669: Particle editing bypassing occlusion.
The problem occurs because status changes between BackBuffer and Offscreen. Reviewers: fclem Differential Revision: https://developer.blender.org/D4703
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c40
1 files changed, 10 insertions, 30 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index 85bc0fba36b..e78eb790072 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -219,12 +219,6 @@ static void validate_object_select_id(struct Depsgraph *depsgraph,
G.f &= ~G_FLAG_BACKBUFSEL;
}
-void view3d_opengl_read_pixels(
- ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
-{
- glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
-}
-
/* 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)
@@ -234,7 +228,6 @@ static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void
GPUFrameBuffer *tmp_fb = GPU_framebuffer_create();
GPU_framebuffer_texture_attach(tmp_fb, dtxl->depth, 0, 0);
GPU_framebuffer_bind(tmp_fb);
- glDisable(GL_SCISSOR_TEST);
glReadPixels(rect->xmin,
rect->ymin,
@@ -244,9 +237,7 @@ static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void
GL_FLOAT,
data);
- glEnable(GL_SCISSOR_TEST);
GPU_framebuffer_restore();
-
GPU_framebuffer_free(tmp_fb);
}
@@ -273,25 +264,8 @@ void ED_view3d_backbuf_depth_validate(ViewContext *vc)
Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE) != 0)) {
- GPU_scissor(ar->winrct.xmin,
- ar->winrct.ymin,
- BLI_rcti_size_x(&ar->winrct),
- BLI_rcti_size_y(&ar->winrct));
-
- GPU_depth_test(true);
- GPU_clear(GPU_DEPTH_BIT);
-
- if (rv3d->rflag & RV3D_CLIPPING) {
- ED_view3d_clipping_set(rv3d);
- }
-
- draw_object_depth(rv3d, obact_eval);
-
- if (rv3d->rflag & RV3D_CLIPPING) {
- ED_view3d_clipping_disable();
- }
-
- GPU_depth_test(false);
+ GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
+ DRW_draw_depth_object(vc->ar, vc->v3d, viewport, obact_eval);
}
vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
@@ -855,9 +829,15 @@ void ED_view3d_depth_update(ARegion *ar)
}
if (d->damaged) {
- view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
+ GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
+ rcti r = {
+ .xmin = 0,
+ .xmax = d->w,
+ .ymin = 0,
+ .ymax = d->h,
+ };
+ view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
-
d->damaged = false;
}
}