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authorCampbell Barton <ideasman42@gmail.com>2017-08-16 05:45:11 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-08-16 05:46:04 +0300
commit1b462e5a51458e36df886838ee272b4bb18ed4da (patch)
treedd74f29b57df23219ad68d2579a6271c21e1eddb /source/blender/editors/space_view3d/view3d_draw_legacy.c
parentb68b26c265d0984da08773196c0d673881fd6c13 (diff)
Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places, pass eval-context instead since its not simple to reason about what what nested functions do when they can access and change almost anything. Also use const to prevent unexpected modifications. This fixes crash loading files with shadows, since off-screen buffers use a NULL context for rendering.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c160
1 files changed, 88 insertions, 72 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index c458539be3e..6184ed63543 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -213,7 +213,7 @@ static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
/* *********************** backdraw for selection *************** */
-static void backdrawview3d(const bContext *C, Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
+static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d = ar->regiondata;
struct Base *base = sl->basact;
@@ -314,7 +314,7 @@ static void backdrawview3d(const bContext *C, Scene *scene, SceneLayer *sl, wmWi
G.f |= G_BACKBUFSEL;
if (base && ((base->flag & BASE_VISIBLED) != 0))
- draw_object_backbufsel(C, scene, v3d, rv3d, base->object);
+ draw_object_backbufsel(eval_ctx, scene, v3d, rv3d, base->object);
if (rv3d->gpuoffscreen)
GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
@@ -355,10 +355,11 @@ static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h,
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
-void ED_view3d_backbuf_validate(const bContext *C, ViewContext *vc)
+void ED_view3d_backbuf_validate(const struct EvaluationContext *eval_ctx, ViewContext *vc)
{
- if (vc->v3d->flag & V3D_INVALID_BACKBUF)
- backdrawview3d(C, vc->scene, vc->scene_layer, vc->win, vc->ar, vc->v3d);
+ if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
+ backdrawview3d(eval_ctx, vc->scene, vc->scene_layer, vc->win, vc->ar, vc->v3d);
+ }
}
/**
@@ -371,13 +372,14 @@ int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
}
/* samples a single pixel (copied from vpaint) */
-unsigned int ED_view3d_backbuf_sample(const bContext *C, ViewContext *vc, int x, int y)
+unsigned int ED_view3d_backbuf_sample(
+ const EvaluationContext *eval_ctx, ViewContext *vc, int x, int y)
{
if (x >= vc->ar->winx || y >= vc->ar->winy) {
return 0;
}
- ED_view3d_backbuf_validate(C, vc);
+ ED_view3d_backbuf_validate(eval_ctx, vc);
unsigned int col;
view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
@@ -391,7 +393,8 @@ unsigned int ED_view3d_backbuf_sample(const bContext *C, ViewContext *vc, int x,
}
/* reads full rect, converts indices */
-ImBuf *ED_view3d_backbuf_read(const bContext *C, ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
+ImBuf *ED_view3d_backbuf_read(
+ const EvaluationContext *eval_ctx, ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
{
/* clip */
const rcti clip = {
@@ -409,7 +412,7 @@ ImBuf *ED_view3d_backbuf_read(const bContext *C, ViewContext *vc, int xmin, int
ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
- ED_view3d_backbuf_validate(C, vc);
+ ED_view3d_backbuf_validate(eval_ctx, vc);
view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect);
@@ -448,7 +451,7 @@ ImBuf *ED_view3d_backbuf_read(const bContext *C, ViewContext *vc, int xmin, int
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
unsigned int ED_view3d_backbuf_sample_rect(
- const bContext *C, ViewContext *vc, const int mval[2], int size,
+ const EvaluationContext *eval_ctx, ViewContext *vc, const int mval[2], int size,
unsigned int min, unsigned int max, float *r_dist)
{
int dirvec[4][2];
@@ -457,7 +460,7 @@ unsigned int ED_view3d_backbuf_sample_rect(
const int minx = mval[0] - (amount + 1);
const int miny = mval[1] - (amount + 1);
- ImBuf *buf = ED_view3d_backbuf_read(C, vc, minx, miny, minx + size - 1, miny + size - 1);
+ ImBuf *buf = ED_view3d_backbuf_read(eval_ctx, vc, minx, miny, minx + size - 1, miny + size - 1);
if (!buf) return 0;
unsigned index = 0;
@@ -837,7 +840,8 @@ void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag)
}
/* disables write in zbuffer and draws it over */
-static void view3d_draw_transp(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
+static void view3d_draw_transp(
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
{
View3DAfter *v3da;
@@ -845,7 +849,7 @@ static void view3d_draw_transp(const bContext *C, Scene *scene, SceneLayer *sl,
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
- draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
v3d->transp = false;
@@ -855,7 +859,8 @@ static void view3d_draw_transp(const bContext *C, Scene *scene, SceneLayer *sl,
}
/* clears zbuffer and draws it over */
-static void view3d_draw_xray(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
+static void view3d_draw_xray(
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
{
if (*clear && v3d->zbuf) {
glClear(GL_DEPTH_BUFFER_BIT);
@@ -865,7 +870,7 @@ static void view3d_draw_xray(const bContext *C, Scene *scene, SceneLayer *sl, AR
v3d->xray = true;
View3DAfter *v3da;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
- draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
v3d->xray = false;
@@ -873,7 +878,8 @@ static void view3d_draw_xray(const bContext *C, Scene *scene, SceneLayer *sl, AR
/* clears zbuffer and draws it over */
-static void view3d_draw_xraytransp(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear)
+static void view3d_draw_xraytransp(
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear)
{
if (clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
@@ -885,7 +891,7 @@ static void view3d_draw_xraytransp(const bContext *C, Scene *scene, SceneLayer *
View3DAfter *v3da;
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
- draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
@@ -897,7 +903,8 @@ static void view3d_draw_xraytransp(const bContext *C, Scene *scene, SceneLayer *
/* clears zbuffer and draws it over,
* note that in the select version we don't care about transparent flag as with regular drawing */
-static void view3d_draw_xray_select(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
+static void view3d_draw_xray_select(
+ const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
{
/* Not ideal, but we need to read from the previous depths before clearing
* otherwise we could have a function to load the depths after drawing.
@@ -917,7 +924,7 @@ static void view3d_draw_xray_select(const bContext *C, Scene *scene, SceneLayer
v3d->xray = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
if (GPU_select_load_id(v3da->base->object->select_color)) {
- draw_object_select(C, scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ draw_object_select(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag);
}
MEM_freeN(v3da);
}
@@ -953,7 +960,7 @@ static DupliObject *dupli_step(DupliObject *dob)
}
static void draw_dupli_objects_color(
- const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base,
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base,
const short dflag, const int color)
{
RegionView3D *rv3d = ar->regiondata;
@@ -967,9 +974,6 @@ static void draw_dupli_objects_color(
char dt;
short dtx;
DupliApplyData *apply_data;
- EvaluationContext eval_ctx;
-
- CTX_data_eval_ctx(C, &eval_ctx);
if ((base->flag & BASE_VISIBLED) == 0) return;
if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return;
@@ -983,10 +987,10 @@ static void draw_dupli_objects_color(
tbase.flag_legacy = OB_FROMDUPLI | base->flag_legacy;
tbase.flag = base->flag;
- lb = object_duplilist(G.main->eval_ctx, scene, base->object);
+ lb = object_duplilist(eval_ctx, scene, base->object);
// BLI_listbase_sort(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
- apply_data = duplilist_apply(&eval_ctx, base->object, scene, lb);
+ apply_data = duplilist_apply(eval_ctx, base->object, scene, lb);
DupliObject *dob_next = NULL;
DupliObject *dob = dupli_step(lb->first);
@@ -1039,7 +1043,7 @@ static void draw_dupli_objects_color(
if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) {
copy_m4_m4(dob->ob->obmat, dob->mat);
GPU_begin_dupli_object(dob);
- draw_object(C, scene, sl, ar, v3d, &tbase, dflag_dupli);
+ draw_object(eval_ctx, scene, sl, ar, v3d, &tbase, dflag_dupli);
GPU_end_dupli_object();
}
@@ -1057,7 +1061,7 @@ static void draw_dupli_objects_color(
free_object_duplilist(lb);
}
-void draw_dupli_objects(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base)
+void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base)
{
/* define the color here so draw_dupli_objects_color can be called
* from the set loop */
@@ -1067,7 +1071,7 @@ void draw_dupli_objects(const bContext *C, Scene *scene, SceneLayer *sl, ARegion
if (base->object->dup_group && base->object->dup_group->id.us < 1)
color = TH_REDALERT;
- draw_dupli_objects_color(C, scene, sl, ar, v3d, base, 0, color);
+ draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, 0, color);
}
/* XXX warning, not using gpu offscreen here */
@@ -1180,12 +1184,13 @@ float view3d_depth_near(ViewDepths *d)
return far == far_real ? FLT_MAX : far;
}
-void ED_view3d_draw_depth_gpencil(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d)
+void ED_view3d_draw_depth_gpencil(
+ const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d)
{
bool zbuf = v3d->zbuf;
/* Setup view matrix. */
- ED_view3d_draw_setup_view(NULL, C, scene, ar, v3d, NULL, NULL, NULL);
+ ED_view3d_draw_setup_view(NULL, eval_ctx, scene, ar, v3d, NULL, NULL, NULL);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -1200,10 +1205,10 @@ void ED_view3d_draw_depth_gpencil(const bContext *C, Scene *scene, ARegion *ar,
if (!zbuf) glDisable(GL_DEPTH_TEST);
}
-void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d)
+void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d)
{
Base *base;
- SceneLayer *sl = CTX_data_scene_layer(C);
+ SceneLayer *sl = eval_ctx->scene_layer;
/* no need for color when drawing depth buffer */
const short dflag_depth = DRAW_CONSTCOLOR;
@@ -1212,9 +1217,9 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie
Scene *sce_iter;
for (SETLOOPER(scene->set, sce_iter, base)) {
if ((base->flag & BASE_VISIBLED) != 0) {
- draw_object(C, scene, sl, ar, v3d, base, 0);
+ draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
}
}
}
@@ -1224,9 +1229,9 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie
if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
}
- draw_object(C, scene, sl, ar, v3d, base, dflag_depth);
+ draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag_depth);
}
}
@@ -1247,7 +1252,7 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie
if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) {
- draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth);
+ draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
}
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
}
@@ -1256,21 +1261,21 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie
v3d->xray = false;
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
- draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth);
+ draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
v3d->xray = true;
v3d->transp = false;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
- draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth);
+ draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
v3d->xray = true;
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
- draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth);
+ draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
@@ -1283,19 +1288,19 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie
}
void ED_view3d_draw_select_loop(
- const bContext *C, ViewContext *vc, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar,
- bool use_obedit_skip, bool use_nearest)
+ const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, SceneLayer *sl,
+ View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest)
{
short code = 1;
const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR;
if (vc->obedit && vc->obedit->type == OB_MBALL) {
- draw_object(C, scene, sl, ar, v3d, BASACT_NEW(sl), dflag);
+ draw_object(eval_ctx, scene, sl, ar, v3d, BASACT_NEW(sl), dflag);
}
else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
/* if not drawing sketch, draw bones */
if (!BDR_drawSketchNames(vc)) {
- draw_object(C, scene, sl, ar, v3d, BASACT_NEW(sl), dflag);
+ draw_object(eval_ctx, scene, sl, ar, v3d, BASACT_NEW(sl), dflag);
}
}
else {
@@ -1316,7 +1321,7 @@ void ED_view3d_draw_select_loop(
}
else {
if (GPU_select_load_id(code)) {
- draw_object(C, scene, sl, ar, v3d, base, dflag);
+ draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag);
}
}
code++;
@@ -1327,7 +1332,7 @@ void ED_view3d_draw_select_loop(
if (use_nearest) {
bool xrayclear = true;
if (v3d->afterdraw_xray.first) {
- view3d_draw_xray_select(C, scene, sl, ar, v3d, &xrayclear);
+ view3d_draw_xray_select(eval_ctx, scene, sl, ar, v3d, &xrayclear);
}
}
}
@@ -1367,7 +1372,7 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
}
}
-static void gpu_update_lamps_shadows_world(EvaluationContext *eval_ctx, Scene *scene, View3D *v3d)
+static void gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d)
{
ListBase shadows;
Scene *sce_iter;
@@ -1500,6 +1505,7 @@ CustomDataMask ED_view3d_screen_datamask(const Scene *scene, const bScreen *scre
*/
static void view3d_draw_objects(
const bContext *C,
+ const EvaluationContext *eval_ctx,
Scene *scene, View3D *v3d, ARegion *ar,
const char **grid_unit,
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
@@ -1563,10 +1569,10 @@ static void view3d_draw_objects(
for (SETLOOPER(scene->set, sce_iter, base)) {
if ((base->flag & BASE_VISIBLED) != 0) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
- draw_object(C, scene, sl, ar, v3d, base, dflag);
+ draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag);
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag, TH_UNDEFINED);
+ draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag, TH_UNDEFINED);
}
}
}
@@ -1578,10 +1584,11 @@ static void view3d_draw_objects(
for (base = sl->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
- if (base->object->transflag & OB_DUPLI)
- draw_dupli_objects(C, scene, sl, ar, v3d, base);
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects(eval_ctx, scene, sl, ar, v3d, base);
+ }
- draw_object(C, scene, sl, ar, v3d, base, 0);
+ draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
}
}
}
@@ -1596,11 +1603,11 @@ static void view3d_draw_objects(
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects(C, scene, sl, ar, v3d, base);
+ draw_dupli_objects(eval_ctx, scene, sl, ar, v3d, base);
}
if ((base->flag & BASE_SELECTED) == 0) {
if (base->object != scene->obedit)
- draw_object(C, scene, sl, ar, v3d, base, 0);
+ draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
}
}
}
@@ -1612,7 +1619,7 @@ static void view3d_draw_objects(
for (base = sl->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) {
- draw_object(C, scene, sl, ar, v3d, base, 0);
+ draw_object(eval_ctx, scene, sl, ar, v3d, base, 0);
}
}
}
@@ -1634,7 +1641,7 @@ static void view3d_draw_objects(
}
/* transp and X-ray afterdraw stuff */
- if (v3d->afterdraw_transp.first) view3d_draw_transp(C, scene, sl, ar, v3d);
+ if (v3d->afterdraw_transp.first) view3d_draw_transp(eval_ctx, scene, sl, ar, v3d);
/* always do that here to cleanup depth buffers if none needed */
if (fx) {
@@ -1642,8 +1649,8 @@ static void view3d_draw_objects(
GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
}
- if (v3d->afterdraw_xray.first) view3d_draw_xray(C, scene, sl, ar, v3d, &xrayclear);
- if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(C, scene, sl, ar, v3d, xrayclear);
+ if (v3d->afterdraw_xray.first) view3d_draw_xray(eval_ctx, scene, sl, ar, v3d, &xrayclear);
+ if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(eval_ctx, scene, sl, ar, v3d, xrayclear);
if (fx && do_composite_xray) {
GPU_fx_compositor_XRay_resolve(fx);
@@ -1823,14 +1830,16 @@ bool ED_view3d_calc_render_border(const Scene *scene, View3D *v3d, ARegion *ar,
* IMPORTANT: this is deprecated, any changes made in this function should
* be mirrored in view3d_draw_render_draw() in view3d_draw.c
*/
-static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
- ARegion *ar, View3D *v3d,
- bool clip_border, const rcti *border_rect)
+static bool view3d_main_region_draw_engine(
+ const bContext *C, const EvaluationContext *eval_ctx, Scene *scene,
+ ARegion *ar, View3D *v3d,
+ bool clip_border, const rcti *border_rect)
{
RegionView3D *rv3d = ar->regiondata;
RenderEngineType *type;
GLint scissor[4];
+
/* create render engine */
if (!rv3d->render_engine) {
RenderEngine *engine;
@@ -1851,7 +1860,7 @@ static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
}
/* setup view matrices */
- VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL);
+ VP_legacy_view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, NULL, NULL);
/* background draw */
ED_region_pixelspace(ar);
@@ -1955,10 +1964,12 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Sce
}
/* setup the view matrix */
- if (VP_legacy_view3d_stereo3d_active(C, scene, v3d, rv3d))
- VP_legacy_view3d_stereo3d_setup(C, scene, v3d, ar);
- else
- VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL);
+ if (VP_legacy_view3d_stereo3d_active(win, scene, v3d, rv3d)) {
+ VP_legacy_view3d_stereo3d_setup(&eval_ctx, scene, v3d, ar);
+ }
+ else {
+ VP_legacy_view3d_main_region_setup_view(&eval_ctx, scene, v3d, ar, NULL, NULL);
+ }
rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
#ifdef WITH_GAMEENGINE
@@ -1992,7 +2003,7 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Sce
}
/* main drawing call */
- view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL);
+ view3d_draw_objects(C, &eval_ctx, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL);
/* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */
/* TODO depth culling manipulators is not yet supported, just drawing _3D here, should
@@ -2089,6 +2100,7 @@ static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
{
+ EvaluationContext eval_ctx;
Scene *scene = CTX_data_scene(C);
SceneLayer *sl = CTX_data_scene_layer(C);
View3D *v3d = CTX_wm_view3d(C);
@@ -2105,6 +2117,8 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
gpuPushMatrix();
gpuLoadIdentity();
+ CTX_data_eval_ctx(C, &eval_ctx);
+
/* draw viewport using opengl */
if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
VP_view3d_main_region_clear(scene, v3d, ar); /* background */
@@ -2118,10 +2132,11 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
}
/* draw viewport using external renderer */
- if (v3d->drawtype == OB_RENDER)
- view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect);
+ if (v3d->drawtype == OB_RENDER) {
+ view3d_main_region_draw_engine(C, &eval_ctx, scene, ar, v3d, clip_border, &border_rect);
+ }
- VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL);
+ VP_legacy_view3d_main_region_setup_view(&eval_ctx, scene, v3d, ar, NULL, NULL);
glClear(GL_DEPTH_BUFFER_BIT);
ED_region_pixelspace(ar);
@@ -2153,14 +2168,15 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
void VP_deprecated_view3d_draw_objects(
const bContext *C,
+ const EvaluationContext *eval_ctx,
Scene *scene, View3D *v3d, ARegion *ar,
const char **grid_unit,
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
{
- view3d_draw_objects(C, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx);
+ view3d_draw_objects(C, eval_ctx, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx);
}
-void VP_deprecated_gpu_update_lamps_shadows_world(EvaluationContext *eval_ctx, Scene *scene, View3D *v3d)
+void VP_deprecated_gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d)
{
gpu_update_lamps_shadows_world(eval_ctx, scene, v3d);
}