Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c115
1 files changed, 65 insertions, 50 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 0cfc11f22b8..ed4d7861d6d 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -64,13 +64,11 @@
#include "DRW_engine.h"
-#include "ED_keyframing.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_transform.h"
-#include "ED_gpencil.h"
#include "DEG_depsgraph_query.h"
@@ -119,7 +117,9 @@ static bool use_depth_doit(Scene *scene, View3D *v3d)
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
-void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
+void ED_view3d_update_viewmat(
+ const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar,
+ float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
@@ -134,7 +134,7 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
if (viewmat)
copy_m4_m4(rv3d->viewmat, viewmat);
else
- view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
+ view3d_viewmatrix_set(eval_ctx, scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
/* update utility matrices */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
@@ -181,11 +181,12 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
}
static void view3d_main_region_setup_view(
- Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
+ const EvaluationContext *eval_ctx, Scene *scene,
+ View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
- ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat, rect);
+ ED_view3d_update_viewmat(eval_ctx, scene, v3d, ar, viewmat, winmat, rect);
/* set for opengl */
gpuLoadProjectionMatrix(rv3d->winmat);
@@ -235,7 +236,8 @@ static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, Reg
* we do a small hack to replace it temporarily so we don't need to change the
* view3d)main_region_setup_view() code to account for that.
*/
-static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
+static void view3d_stereo3d_setup(
+ const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
{
bool is_left;
const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
@@ -261,7 +263,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const
data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
+ view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, NULL, rect);
data->shiftx = shiftx;
BLI_unlock_thread(LOCK_VIEW3D);
@@ -275,7 +277,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const
v3d->camera = camera;
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
+ view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, NULL, rect);
v3d->camera = view_ob;
BLI_unlock_thread(LOCK_VIEW3D);
@@ -286,17 +288,17 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const
* Set the correct matrices
*/
void ED_view3d_draw_setup_view(
- wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d,
+ wmWindow *win, const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d,
float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
/* Setup the view matrix. */
if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
- view3d_stereo3d_setup(scene, v3d, ar, rect);
+ view3d_stereo3d_setup(eval_ctx, scene, v3d, ar, rect);
}
else {
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, rect);
+ view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, rect);
}
}
@@ -500,12 +502,12 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
}
immUniformThemeColor(TH_BACK);
- imm_draw_line_box(shdr_pos, x1i, y1i, x2i, y2i);
+ imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (view3d_camera_border_hack_test == true) {
immUniformColor3ubv(view3d_camera_border_hack_col);
- imm_draw_line_box(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
+ imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
view3d_camera_border_hack_test = false;
}
#endif
@@ -514,7 +516,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
}
/* And now, the dashed lines! */
- immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
{
float viewport_size[4];
@@ -528,11 +530,11 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
/* outer line not to confuse with object selection */
if (v3d->flag2 & V3D_LOCK_CAMERA) {
immUniformThemeColor(TH_REDALERT);
- imm_draw_line_box(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
+ imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
}
immUniformThemeColor(TH_VIEW_OVERLAY);
- imm_draw_line_box(shdr_pos, x1i, y1i, x2i, y2i);
+ imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
}
/* border */
@@ -545,7 +547,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
immUniformColor3f(1.0f, 0.25f, 0.25f);
- imm_draw_line_box(shdr_pos, x3, y3, x4, y4);
+ imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
}
/* safety border */
@@ -654,7 +656,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
/* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color).
* We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the
* 2.0f round corner effect was nearly not visible anyway... */
- imm_draw_line_box(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
}
}
@@ -677,7 +679,7 @@ static void drawrenderborder(ARegion *ar, View3D *v3d)
glLineWidth(1.0f);
- immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
@@ -688,7 +690,7 @@ static void drawrenderborder(ARegion *ar, View3D *v3d)
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
- imm_draw_line_box(shdr_pos,
+ imm_draw_box_wire_2d(shdr_pos,
v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
@@ -696,10 +698,11 @@ static void drawrenderborder(ARegion *ar, View3D *v3d)
}
void ED_view3d_draw_depth(
- struct Depsgraph *graph,
+ const EvaluationContext *eval_ctx, struct Depsgraph *graph,
ARegion *ar, View3D *v3d, bool alphaoverride)
{
- Scene *scene = DEG_get_scene(graph);
+ struct bThemeState theme_state;
+ Scene *scene = DEG_get_evaluated_scene(graph);
RegionView3D *rv3d = ar->regiondata;
short zbuf = v3d->zbuf;
@@ -712,7 +715,11 @@ void ED_view3d_draw_depth(
U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
U.obcenter_dia = 0;
- ED_view3d_draw_setup_view(NULL, scene, ar, v3d, NULL, NULL, NULL);
+ /* Tools may request depth outside of regular drawing code. */
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+ ED_view3d_draw_setup_view(NULL, eval_ctx, scene, ar, v3d, NULL, NULL, NULL);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -747,6 +754,8 @@ void ED_view3d_draw_depth(
U.glalphaclip = glalphaclip;
v3d->flag = flag;
U.obcenter_dia = obcenter_dia;
+
+ UI_Theme_Restore(&theme_state);
}
/* ******************** background plates ***************** */
@@ -1307,7 +1316,7 @@ float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
static bool is_cursor_visible(Scene *scene, SceneLayer *sl)
{
- Object *ob = OBACT_NEW;
+ Object *ob = OBACT_NEW(sl);
/* don't draw cursor in paint modes, but with a few exceptions */
if (ob && ob->mode & OB_MODE_ALL_PAINT) {
@@ -1838,7 +1847,7 @@ void view3d_draw_region_info(const bContext *C, ARegion *ar, const int offset)
if (U.uiflag & USER_DRAWVIEWINFO) {
SceneLayer *sl = CTX_data_scene_layer(C);
- Object *ob = OBACT_NEW;
+ Object *ob = OBACT_NEW(sl);
draw_selected_name(scene, ob, &rect);
}
#if 0 /* TODO */
@@ -1859,7 +1868,10 @@ void view3d_draw_region_info(const bContext *C, ARegion *ar, const int offset)
static void view3d_draw_view(const bContext *C, ARegion *ar)
{
- ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL);
+ EvaluationContext eval_ctx;
+ CTX_data_eval_ctx(C, &eval_ctx);
+
+ ED_view3d_draw_setup_view(CTX_wm_window(C), &eval_ctx, CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL);
/* Only 100% compliant on new spec goes bellow */
DRW_draw_view(C);
@@ -1897,7 +1909,7 @@ void view3d_main_region_draw(const bContext *C, ARegion *ar)
* \{ */
static void view3d_stereo3d_setup_offscreen(
- Scene *scene, View3D *v3d, ARegion *ar,
+ const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar,
float winmat[4][4], const char *viewname)
{
/* update the viewport matrices with the new camera */
@@ -1906,24 +1918,24 @@ static void view3d_stereo3d_setup_offscreen(
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
+ view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
+ view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL);
}
}
-void ED_view3d_draw_offscreen_init(Scene *scene, SceneLayer *sl, View3D *v3d)
+void ED_view3d_draw_offscreen_init(const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, View3D *v3d)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (type->flag & RE_USE_LEGACY_PIPELINE) {
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) {
- VP_deprecated_gpu_update_lamps_shadows_world(scene, v3d);
+ VP_deprecated_gpu_update_lamps_shadows_world(eval_ctx, scene, v3d);
}
}
}
@@ -1947,7 +1959,7 @@ static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
* stuff like shadow buffers
*/
void ED_view3d_draw_offscreen(
- Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, 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, const char *viewname,
GPUFX *fx, GPUFXSettings *fx_settings,
@@ -1996,9 +2008,9 @@ void ED_view3d_draw_offscreen(
}
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
- view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
+ view3d_stereo3d_setup_offscreen(eval_ctx, scene, v3d, ar, winmat, viewname);
else
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
+ view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL);
/* main drawing call */
RenderEngineType *type = RE_engines_find(scene->r.engine);
@@ -2019,7 +2031,7 @@ void ED_view3d_draw_offscreen(
v3d->fx_settings.ssao = ssao;
}
- VP_deprecated_view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
+ VP_deprecated_view3d_draw_objects(NULL, eval_ctx, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
/* post process */
if (do_compositing) {
@@ -2043,7 +2055,8 @@ void ED_view3d_draw_offscreen(
}
else {
/* XXX, should take depsgraph as arg */
- DRW_draw_render_loop_offscreen(scene->depsgraph, ar, v3d, ofs);
+ Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, sl);
+ DRW_draw_render_loop_offscreen(depsgraph, ar, v3d, ofs);
}
/* restore size */
@@ -2066,7 +2079,7 @@ void ED_view3d_draw_offscreen(
* (avoids re-creating when doing multiple GL renders).
*/
ImBuf *ED_view3d_draw_offscreen_imbuf(
- Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey,
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey,
unsigned int flag, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
/* output vars */
@@ -2095,7 +2108,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
}
}
- ED_view3d_draw_offscreen_init(scene, sl, v3d);
+ ED_view3d_draw_offscreen_init(eval_ctx, scene, sl, v3d);
GPU_offscreen_bind(ofs, true);
@@ -2137,7 +2150,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
if ((samples && full_samples) == 0) {
/* Single-pass render, common case */
ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat,
+ eval_ctx, scene, sl, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
@@ -2161,7 +2174,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
/* first sample buffer, also initializes 'rv3d->persmat' */
ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat,
+ eval_ctx, scene, sl, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
@@ -2180,7 +2193,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
(jit_ofs[j][1] * 2.0f) / sizey);
ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
+ eval_ctx, scene, sl, v3d, ar, sizex, sizey, NULL, winmat_jitter,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
@@ -2231,7 +2244,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
* \note used by the sequencer
*/
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
- Scene *scene, SceneLayer *sl, Object *camera, int width, int height,
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, 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, bool full_samples, const char *viewname,
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
@@ -2285,7 +2298,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(
- scene, sl, &v3d, &ar, width, height, flag,
+ eval_ctx, scene, sl, &v3d, &ar, width, height, flag,
draw_background, alpha_mode, samples, full_samples, viewname,
fx, ofs, err_out);
}
@@ -2334,19 +2347,21 @@ void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool
drawfloor(scene, v3d, grid_unit, write_depth);
}
-void VP_legacy_view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
+void VP_legacy_view3d_main_region_setup_view(
+ const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d,
+ ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
+ view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL);
}
-bool VP_legacy_view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
+bool VP_legacy_view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
- return view3d_stereo3d_active(CTX_wm_window(C), scene, v3d, rv3d);
+ return view3d_stereo3d_active(win, scene, v3d, rv3d);
}
-void VP_legacy_view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
+void VP_legacy_view3d_stereo3d_setup(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar)
{
- view3d_stereo3d_setup(scene, v3d, ar, NULL);
+ view3d_stereo3d_setup(eval_ctx, scene, v3d, ar, NULL);
}
bool VP_legacy_use_depth(Scene *scene, View3D *v3d)