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Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_grid.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_grid.c220
1 files changed, 220 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_grid.c b/source/blender/draw/engines/overlay/overlay_grid.c
new file mode 100644
index 00000000000..7dea6c198d0
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_grid.c
@@ -0,0 +1,220 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2019, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "DNA_camera_types.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "ED_view3d.h"
+
+#include "overlay_private.h"
+
+enum {
+ SHOW_AXIS_X = (1 << 0),
+ SHOW_AXIS_Y = (1 << 1),
+ SHOW_AXIS_Z = (1 << 2),
+ SHOW_GRID = (1 << 3),
+ PLANE_XY = (1 << 4),
+ PLANE_XZ = (1 << 5),
+ PLANE_YZ = (1 << 6),
+ CLIP_ZPOS = (1 << 7),
+ CLIP_ZNEG = (1 << 8),
+ GRID_BACK = (1 << 9),
+};
+
+void OVERLAY_grid_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ OVERLAY_ShadingData *shd = &pd->shdata;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+
+ const bool show_axis_x = (pd->v3d_gridflag & V3D_SHOW_X) != 0;
+ const bool show_axis_y = (pd->v3d_gridflag & V3D_SHOW_Y) != 0;
+ const bool show_axis_z = (pd->v3d_gridflag & V3D_SHOW_Z) != 0;
+ const bool show_floor = (pd->v3d_gridflag & V3D_SHOW_FLOOR) != 0;
+ const bool show_ortho_grid = (pd->v3d_gridflag & V3D_SHOW_ORTHO_GRID) != 0;
+
+ shd->grid_flag = 0;
+
+ if (pd->hide_overlays || !(show_axis_y || show_axis_z || show_floor || show_ortho_grid)) {
+ return;
+ }
+
+ float viewinv[4][4], wininv[4][4];
+ float viewmat[4][4], winmat[4][4];
+ DRW_view_winmat_get(NULL, winmat, false);
+ DRW_view_winmat_get(NULL, wininv, true);
+ DRW_view_viewmat_get(NULL, viewmat, false);
+ DRW_view_viewmat_get(NULL, viewinv, true);
+
+ /* if perps */
+ if (winmat[3][3] == 0.0f || rv3d->view == RV3D_VIEW_USER) {
+ if (show_axis_x) {
+ shd->grid_flag |= PLANE_XY | SHOW_AXIS_X;
+ }
+ if (show_axis_y) {
+ shd->grid_flag |= PLANE_XY | SHOW_AXIS_Y;
+ }
+ if (show_floor) {
+ shd->grid_flag |= PLANE_XY | SHOW_GRID;
+ }
+ }
+ else {
+ if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
+ shd->grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
+ }
+ else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
+ shd->grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK;
+ }
+ else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
+ shd->grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
+ }
+ }
+
+ shd->grid_axes[0] = (float)((shd->grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
+ shd->grid_axes[1] = (float)((shd->grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
+ shd->grid_axes[2] = (float)((shd->grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
+
+ /* Z axis if needed */
+ if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
+ shd->zpos_flag = SHOW_AXIS_Z;
+
+ float zvec[3], campos[3];
+ negate_v3_v3(zvec, viewinv[2]);
+ copy_v3_v3(campos, viewinv[3]);
+
+ /* z axis : chose the most facing plane */
+ if (fabsf(zvec[0]) < fabsf(zvec[1])) {
+ shd->zpos_flag |= PLANE_XZ;
+ }
+ else {
+ shd->zpos_flag |= PLANE_YZ;
+ }
+
+ shd->zneg_flag = shd->zpos_flag;
+
+ /* Persp : If camera is below floor plane, we switch clipping
+ * Ortho : If eye vector is looking up, we switch clipping */
+ if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) ||
+ ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) {
+ shd->zpos_flag |= CLIP_ZPOS;
+ shd->zneg_flag |= CLIP_ZNEG;
+ }
+ else {
+ shd->zpos_flag |= CLIP_ZNEG;
+ shd->zneg_flag |= CLIP_ZPOS;
+ }
+
+ shd->zplane_axes[0] = (float)((shd->zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
+ shd->zplane_axes[1] = (float)((shd->zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
+ shd->zplane_axes[2] = (float)((shd->zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
+ }
+ else {
+ shd->zneg_flag = shd->zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
+ }
+
+ float dist;
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
+ Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
+ dist = ((Camera *)(camera_object->data))->clip_end;
+ }
+ else {
+ dist = v3d->clip_end;
+ }
+
+ if (winmat[3][3] == 0.0f) {
+ shd->grid_mesh_size = dist;
+ }
+ else {
+ float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
+ shd->grid_mesh_size = viewdist * dist;
+ }
+
+ shd->grid_distance = dist / 2.0f;
+ shd->grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
+
+ ED_view3d_grid_steps(scene, v3d, rv3d, shd->grid_steps);
+}
+
+void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_ShadingData *shd = &vedata->stl->pd->shdata;
+ OVERLAY_PassList *psl = vedata->psl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ psl->grid_ps = NULL;
+
+ if (shd->grid_flag == 0 || !DRW_state_is_fbo()) {
+ return;
+ }
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
+ DRW_PASS_CREATE(psl->grid_ps, state);
+
+ GPUShader *sh = OVERLAY_shader_grid();
+ struct GPUBatch *geom = DRW_cache_grid_get();
+
+ /* Create 3 quads to render ordered transparency Z axis */
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zneg_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1);
+ DRW_shgroup_uniform_float(grp, "gridDistance", &shd->grid_distance, 1);
+ DRW_shgroup_uniform_float_copy(grp, "lineKernel", shd->grid_line_size);
+ DRW_shgroup_uniform_float_copy(grp, "meshSize", shd->grid_mesh_size);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call(grp, geom, NULL);
+
+ grp = DRW_shgroup_create(sh, psl->grid_ps);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &shd->grid_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->grid_axes, 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_float(grp, "gridSteps", shd->grid_steps, ARRAY_SIZE(shd->grid_steps));
+ DRW_shgroup_call(grp, geom, NULL);
+
+ grp = DRW_shgroup_create(sh, psl->grid_ps);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zpos_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call(grp, geom, NULL);
+}
+
+void OVERLAY_grid_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_FramebufferList *fbl = vedata->fbl;
+
+ if (psl->grid_ps) {
+ GPU_framebuffer_bind(fbl->overlay_color_only_fb);
+ DRW_draw_pass(psl->grid_ps);
+
+ GPU_framebuffer_bind(fbl->overlay_default_fb);
+ }
+}