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Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_background.cc')
-rw-r--r--source/blender/draw/engines/overlay/overlay_background.cc114
1 files changed, 114 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_background.cc b/source/blender/draw/engines/overlay/overlay_background.cc
new file mode 100644
index 00000000000..2442efc033e
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_background.cc
@@ -0,0 +1,114 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2020 Blender Foundation. */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "UI_resources.h"
+
+#include "draw_manager_text.h"
+#include "overlay_private.hh"
+
+void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene = draw_ctx->scene;
+ const RegionView3D *rv3d = draw_ctx->rv3d;
+ const BoundBox *bb = rv3d ? rv3d->clipbb : nullptr;
+ const View3D *v3d = draw_ctx->v3d;
+ bool draw_clipping_bounds = (pd->clipping_state != 0);
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_BACKGROUND;
+ float color_override[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ int background_type;
+
+ if (DRW_state_is_opengl_render() && !DRW_state_draw_background()) {
+ background_type = BG_SOLID;
+ color_override[3] = 1.0f;
+ }
+ else if (pd->space_type == SPACE_IMAGE) {
+ background_type = BG_SOLID_CHECKER;
+ }
+ else if (pd->space_type == SPACE_NODE) {
+ background_type = BG_MASK;
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_MUL;
+ }
+ else if (!DRW_state_draw_background()) {
+ background_type = BG_CHECKER;
+ }
+ else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD && scene->world) {
+ background_type = BG_SOLID;
+ /* TODO(fclem): this is a scene referred linear color. we should convert
+ * it to display linear here. */
+ copy_v3_v3(color_override, &scene->world->horr);
+ color_override[3] = 1.0f;
+ }
+ else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT &&
+ v3d->shading.type <= OB_SOLID) {
+ background_type = BG_SOLID;
+ copy_v3_v3(color_override, v3d->shading.background_color);
+ color_override[3] = 1.0f;
+ }
+ else {
+ switch (UI_GetThemeValue(TH_BACKGROUND_TYPE)) {
+ case TH_BACKGROUND_GRADIENT_LINEAR:
+ background_type = BG_GRADIENT;
+ break;
+ case TH_BACKGROUND_GRADIENT_RADIAL:
+ background_type = BG_RADIAL;
+ break;
+ default:
+ case TH_BACKGROUND_SINGLE_COLOR:
+ background_type = BG_SOLID;
+ break;
+ }
+ }
+
+ DRW_PASS_CREATE(psl->background_ps, state);
+
+ GPUShader *sh = OVERLAY_shader_background();
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->background_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &dtxl->color);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_vec4_copy(grp, "colorOverride", color_override);
+ DRW_shgroup_uniform_int_copy(grp, "bgType", background_type);
+ DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
+ }
+
+ if (draw_clipping_bounds) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_CULL_BACK;
+ DRW_PASS_CREATE(psl->clipping_frustum_ps, state);
+
+ GPUShader *sh = OVERLAY_shader_clipbound();
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->clipping_frustum_ps);
+ DRW_shgroup_uniform_vec4_copy(grp, "ucolor", G_draw.block.color_clipping_border);
+ DRW_shgroup_uniform_vec3(grp, "boundbox", &bb->vec[0][0], 8);
+
+ struct GPUBatch *cube = DRW_cache_cube_get();
+ DRW_shgroup_call(grp, cube, nullptr);
+ }
+ else {
+ psl->clipping_frustum_ps = nullptr;
+ }
+}
+
+void OVERLAY_background_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+
+ if (DRW_state_is_fbo()) {
+ if (psl->clipping_frustum_ps) {
+ DRW_draw_pass(psl->clipping_frustum_ps);
+ }
+
+ DRW_draw_pass(psl->background_ps);
+ }
+}