diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 134 |
1 files changed, 74 insertions, 60 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 7f553fe8836..3e0ea5fac07 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -80,7 +80,7 @@ #include "WM_api.h" #include "BLF_api.h" -#include "BLF_translation.h" +#include "BLT_translation.h" #include "ED_armature.h" #include "ED_keyframing.h" @@ -1381,7 +1381,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) } if (!rv3d->gpuoffscreen) { - rv3d->gpuoffscreen = GPU_offscreen_create(w, h, error); + rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error); if (!rv3d->gpuoffscreen) fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error); @@ -1618,7 +1618,7 @@ exit: static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser) { - if ((ima->flag & IMA_IS_STEREO)) { + if (BKE_image_is_stereo(ima)) { iuser->flag |= IMA_SHOW_STEREO; if ((scene->r.scemode & R_MULTIVIEW) == 0) { @@ -1961,15 +1961,13 @@ void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag) /* disables write in zbuffer and draws it over */ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) { - View3DAfter *v3da, *next; + View3DAfter *v3da; glDepthMask(GL_FALSE); v3d->transp = true; - for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - BLI_remlink(&v3d->afterdraw_transp, v3da); MEM_freeN(v3da); } v3d->transp = false; @@ -1981,7 +1979,7 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) /* clears zbuffer and draws it over */ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear) { - View3DAfter *v3da, *next; + View3DAfter *v3da; if (*clear && v3d->zbuf) { glClear(GL_DEPTH_BUFFER_BIT); @@ -1989,10 +1987,8 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear } v3d->xray = true; - for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - BLI_remlink(&v3d->afterdraw_xray, v3da); MEM_freeN(v3da); } v3d->xray = false; @@ -2002,7 +1998,7 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear /* clears zbuffer and draws it over */ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const bool clear) { - View3DAfter *v3da, *next; + View3DAfter *v3da; if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); @@ -2012,10 +2008,8 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const glDepthMask(GL_FALSE); - for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - BLI_remlink(&v3d->afterdraw_xraytransp, v3da); MEM_freeN(v3da); } @@ -2431,7 +2425,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { - View3DAfter *v3da, *next; + View3DAfter *v3da; int mask_orig; v3d->xray = true; @@ -2442,8 +2436,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover 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 = next) { - next = v3da->next; + for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); } glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ @@ -2452,28 +2445,22 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover /* draw 3 passes, transp/xray/xraytransp */ v3d->xray = false; v3d->transp = true; - for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); - BLI_remlink(&v3d->afterdraw_transp, v3da); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = false; - for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); - BLI_remlink(&v3d->afterdraw_xray, v3da); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = true; - for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); - BLI_remlink(&v3d->afterdraw_xraytransp, v3da); MEM_freeN(v3da); } @@ -2502,8 +2489,10 @@ typedef struct View3DShadow { GPULamp *lamp; } View3DShadow; -static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, - float obmat[4][4], ListBase *shadows, SceneRenderLayer *srl) +static void gpu_render_lamp_update(Scene *scene, View3D *v3d, + Object *ob, Object *par, + float obmat[4][4], unsigned int lay, + ListBase *shadows, SceneRenderLayer *srl) { GPULamp *lamp; Lamp *la = (Lamp *)ob->data; @@ -2513,10 +2502,10 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object lamp = GPU_lamp_from_blender(scene, ob, par); if (lamp) { - GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat); + GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat); GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy); - layers = ob->lay & v3d->lay; + layers = lay & v3d->lay; if (srl) layers &= srl->lay; @@ -2545,7 +2534,7 @@ static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d) ob = base->object; if (ob->type == OB_LAMP) - gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows, srl); + gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl); if (ob->transflag & OB_DUPLI) { DupliObject *dob; @@ -2553,7 +2542,7 @@ static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d) for (dob = lb->first; dob; dob = dob->next) if (dob->ob->type == OB_LAMP) - gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows, srl); + gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl); free_object_duplilist(lb); } @@ -3155,10 +3144,9 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar) void ED_view3d_draw_offscreen( Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[4][4], float winmat[4][4], - bool do_bgpic, bool do_sky, bool is_persp, - GPUOffScreen *ofs, + bool do_bgpic, bool do_sky, bool is_persp, const char *viewname, GPUFX *fx, GPUFXSettings *fx_settings, - const char *viewname) + GPUOffScreen *ofs) { struct bThemeState theme_state; int bwinx, bwiny; @@ -3258,26 +3246,37 @@ void ED_view3d_draw_offscreen( G.f &= ~G_RENDER_OGL; } -/* utility func for ED_view3d_draw_offscreen */ -ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, - bool draw_background, int alpha_mode, const char *viewname, char err_out[256]) +/** + * Utility func for ED_view3d_draw_offscreen + * + * \param ofs: Optional off-screen buffer, can be NULL. + * (avoids re-creating when doing multiple GL renders). + */ +ImBuf *ED_view3d_draw_offscreen_imbuf( + Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, + unsigned int flag, bool draw_background, + int alpha_mode, int samples, const char *viewname, + /* output vars */ + GPUOffScreen *ofs, char err_out[256]) { RegionView3D *rv3d = ar->regiondata; ImBuf *ibuf; - GPUOffScreen *ofs; - bool draw_sky = (alpha_mode == R_ADDSKY) && v3d && (v3d->flag3 & V3D_SHOW_WORLD); + const bool draw_sky = (alpha_mode == R_ADDSKY) && v3d && (v3d->flag3 & V3D_SHOW_WORLD); + const bool own_ofs = (ofs == NULL); if (UNLIKELY(v3d == NULL)) return NULL; - /* state changes make normal drawing go weird otherwise */ - glPushAttrib(GL_LIGHTING_BIT); + if (own_ofs) { + /* state changes make normal drawing go weird otherwise */ + glPushAttrib(GL_LIGHTING_BIT); - /* bind */ - ofs = GPU_offscreen_create(sizex, sizey, err_out); - if (ofs == NULL) { - glPopAttrib(); - return NULL; + /* bind */ + ofs = GPU_offscreen_create(sizex, sizey, samples, err_out); + if (ofs == NULL) { + glPopAttrib(); + return NULL; + } } ED_view3d_draw_offscreen_init(scene, v3d); @@ -3303,14 +3302,15 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in ED_view3d_draw_offscreen( scene, v3d, ar, sizex, sizey, NULL, params.winmat, - draw_background, draw_sky, !params.is_ortho, - ofs, NULL, &fx_settings, viewname); + draw_background, draw_sky, !params.is_ortho, viewname, + NULL, &fx_settings, + ofs); } else { ED_view3d_draw_offscreen( scene, v3d, ar, sizex, sizey, NULL, NULL, - draw_background, draw_sky, true, - ofs, NULL, NULL, viewname); + draw_background, draw_sky, true, viewname, + NULL, NULL, ofs); } /* read in pixels & stamp */ @@ -3323,9 +3323,12 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in /* unbind */ GPU_offscreen_unbind(ofs, true); - GPU_offscreen_free(ofs); - glPopAttrib(); + if (own_ofs) { + GPU_offscreen_free(ofs); + + glPopAttrib(); + } if (ibuf->rect_float && ibuf->rect) IMB_rect_from_float(ibuf); @@ -3333,10 +3336,19 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in return ibuf; } -/* creates own 3d views, used by the sequencer */ -ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height, unsigned int flag, int drawtype, - bool use_solid_tex, bool use_gpencil, bool draw_background, int alpha_mode, - const char *viewname, char err_out[256]) +/** + * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf) + * + * \param ofs: Optional off-screen buffer can be NULL. + * (avoids re-creating when doing multiple GL renders). + * + * \note used by the sequencer + */ +ImBuf *ED_view3d_draw_offscreen_imbuf_simple( + Scene *scene, Object *camera, int width, int height, + unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background, + int alpha_mode, int samples, const char *viewname, + GPUOffScreen *ofs, char err_out[256]) { View3D v3d = {NULL}; ARegion ar = {NULL}; @@ -3383,8 +3395,10 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat); invert_m4_m4(rv3d.persinv, rv3d.viewinv); - return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, - draw_background, alpha_mode, viewname, err_out); + return ED_view3d_draw_offscreen_imbuf( + scene, &v3d, &ar, width, height, flag, + draw_background, alpha_mode, samples, viewname, + ofs, err_out); // seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty); } |