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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c451
1 files changed, 449 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 0e5592abfd2..d092de4fcce 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -33,7 +33,9 @@
#include "BKE_camera.h"
#include "BKE_collection.h"
#include "BKE_context.h"
+#include "BKE_customdata.h"
#include "BKE_global.h"
+#include "BKE_layer.h"
#include "BKE_key.h"
#include "BKE_main.h"
#include "BKE_scene.h"
@@ -56,11 +58,13 @@
#include "DNA_windowmanager_types.h"
#include "DRW_engine.h"
+#include "DRW_select_buffer.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
+#include "ED_screen_types.h"
#include "ED_transform.h"
#include "DEG_depsgraph_query.h"
@@ -1936,11 +1940,454 @@ static bool view3d_clipping_test(const float co[3], const float clip[6][4])
return true;
}
-/* for 'local' ED_view3d_clipping_local must run first
- * then all comparisons can be done in localspace */
+/* For 'local' ED_view3d_clipping_local must run first
+ * then all comparisons can be done in localspace. */
bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
{
return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
}
+void ED_view3d_clipping_set(RegionView3D *UNUSED(rv3d))
+{
+ for (uint a = 0; a < 6; a++) {
+ glEnable(GL_CLIP_DISTANCE0 + a);
+ }
+}
+
+/* Use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set. */
+void ED_view3d_clipping_disable(void)
+{
+ for (uint a = 0; a < 6; a++) {
+ glDisable(GL_CLIP_DISTANCE0 + a);
+ }
+}
+void ED_view3d_clipping_enable(void)
+{
+ for (uint a = 0; a < 6; a++) {
+ glEnable(GL_CLIP_DISTANCE0 + a);
+ }
+}
+
+/* *********************** backdraw for selection *************** */
+
+/**
+ * \note Only use in object mode.
+ */
+static void validate_object_select_id(
+ struct Depsgraph *depsgraph, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Object *obact)
+{
+ Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
+
+ BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
+ UNUSED_VARS_NDEBUG(ar);
+
+ if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
+ BKE_paint_select_face_test(obact_eval))) {
+ /* do nothing */
+ }
+ /* texture paint mode sampling */
+ else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) &&
+ (v3d->shading.type > OB_WIRE)) {
+ /* do nothing */
+ }
+ else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) && !XRAY_ENABLED(v3d)) {
+ /* do nothing */
+ }
+ else {
+ v3d->flag &= ~V3D_INVALID_BACKBUF;
+ return;
+ }
+
+ if (!(v3d->flag & V3D_INVALID_BACKBUF)) {
+ return;
+ }
+
+ if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
+ Base *base = BKE_view_layer_base_find(view_layer, obact);
+ DRW_select_buffer_context_create(&base, 1, -1);
+ }
+
+ /* TODO: Create a flag in `DRW_manager` because the drawing is no longer
+ * made on the backbuffer in this case. */
+ v3d->flag &= ~V3D_INVALID_BACKBUF;
+}
+
+/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
+ * Calling this function should be avoided during interactive drawing. */
+static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data)
+{
+ DefaultTextureList *dtxl = (DefaultTextureList *)GPU_viewport_texture_list_get(viewport);
+
+ GPUFrameBuffer *tmp_fb = GPU_framebuffer_create();
+ GPU_framebuffer_texture_attach(tmp_fb, dtxl->depth, 0, 0);
+ GPU_framebuffer_bind(tmp_fb);
+
+ glReadPixels(rect->xmin,
+ rect->ymin,
+ BLI_rcti_size_x(rect),
+ BLI_rcti_size_y(rect),
+ GL_DEPTH_COMPONENT,
+ GL_FLOAT,
+ data);
+
+ GPU_framebuffer_restore();
+ GPU_framebuffer_free(tmp_fb);
+}
+
+void ED_view3d_select_id_validate(ViewContext *vc)
+{
+ /* TODO: Create a flag in `DRW_manager` because the drawing is no longer
+ * made on the backbuffer in this case. */
+ if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
+ validate_object_select_id(vc->depsgraph, vc->view_layer, vc->ar, vc->v3d, vc->obact);
+ }
+}
+
+void ED_view3d_backbuf_depth_validate(ViewContext *vc)
+{
+ if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
+ ARegion *ar = vc->ar;
+ Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
+
+ if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
+ GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
+ DRW_draw_depth_object(vc->ar, vc->v3d, viewport, obact_eval);
+ }
+
+ vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
+ }
+}
+
+/**
+ * allow for small values [0.5 - 2.5],
+ * and large values, FLT_MAX by clamping by the area size
+ */
+int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
+{
+ return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
+}
+
+/* *********************** */
+
+void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
+{
+ /* clamp rect by region */
+ rcti r = {
+ .xmin = 0,
+ .xmax = ar->winx - 1,
+ .ymin = 0,
+ .ymax = ar->winy - 1,
+ };
+
+ /* Constrain rect to depth bounds */
+ BLI_rcti_isect(&r, rect, rect);
+
+ /* assign values to compare with the ViewDepths */
+ int x = rect->xmin;
+ int y = rect->ymin;
+
+ int w = BLI_rcti_size_x(rect);
+ int h = BLI_rcti_size_y(rect);
+
+ if (w <= 0 || h <= 0) {
+ if (d->depths) {
+ MEM_freeN(d->depths);
+ }
+ d->depths = NULL;
+
+ d->damaged = false;
+ }
+ else if (d->w != w || d->h != h || d->x != x || d->y != y || d->depths == NULL) {
+ d->x = x;
+ d->y = y;
+ d->w = w;
+ d->h = h;
+
+ if (d->depths) {
+ MEM_freeN(d->depths);
+ }
+
+ d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
+
+ d->damaged = true;
+ }
+
+ if (d->damaged) {
+ GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
+ view3d_opengl_read_Z_pixels(viewport, rect, d->depths);
+ glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
+ d->damaged = false;
+ }
+}
+
+/* Note, with nouveau drivers the glReadPixels() is very slow. [#24339]. */
+void ED_view3d_depth_update(ARegion *ar)
+{
+ RegionView3D *rv3d = ar->regiondata;
+
+ /* Create storage for, and, if necessary, copy depth buffer. */
+ if (!rv3d->depths) {
+ rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
+ }
+ if (rv3d->depths) {
+ ViewDepths *d = rv3d->depths;
+ if (d->w != ar->winx || d->h != ar->winy || !d->depths) {
+ d->w = ar->winx;
+ d->h = ar->winy;
+ if (d->depths) {
+ MEM_freeN(d->depths);
+ }
+ d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
+ d->damaged = true;
+ }
+
+ if (d->damaged) {
+ GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
+ rcti r = {
+ .xmin = 0,
+ .xmax = d->w,
+ .ymin = 0,
+ .ymax = d->h,
+ };
+ view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
+ glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
+ d->damaged = false;
+ }
+ }
+}
+
+/* Utility function to find the closest Z value, use for autodepth. */
+float view3d_depth_near(ViewDepths *d)
+{
+ /* Convert to float for comparisons. */
+ const float near = (float)d->depth_range[0];
+ const float far_real = (float)d->depth_range[1];
+ float far = far_real;
+
+ const float *depths = d->depths;
+ float depth = FLT_MAX;
+ int i = (int)d->w * (int)d->h; /* Cast to avoid short overflow. */
+
+ /* Far is both the starting 'far' value
+ * and the closest value found. */
+ while (i--) {
+ depth = *depths++;
+ if ((depth < far) && (depth > near)) {
+ far = depth;
+ }
+ }
+
+ return far == far_real ? FLT_MAX : far;
+}
+
+void ED_view3d_draw_depth_gpencil(Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d)
+{
+ /* Setup view matrix. */
+ ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
+
+ GPU_clear(GPU_DEPTH_BIT);
+
+ GPU_depth_test(true);
+
+ GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
+ DRW_draw_depth_loop_gpencil(depsgraph, ar, v3d, viewport);
+
+ GPU_depth_test(false);
+}
+
+/* *********************** customdata **************** */
+
+void ED_view3d_datamask(const bContext *C,
+ const Scene *UNUSED(scene),
+ const View3D *v3d,
+ CustomData_MeshMasks *r_cddata_masks)
+{
+ if (ELEM(v3d->shading.type, OB_TEXTURE, OB_MATERIAL, OB_RENDER)) {
+ r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
+ r_cddata_masks->vmask |= CD_MASK_ORCO;
+ }
+ else if (v3d->shading.type == OB_SOLID) {
+ if (v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
+ r_cddata_masks->lmask |= CD_MASK_MLOOPUV;
+ }
+ if (v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR) {
+ r_cddata_masks->lmask |= CD_MASK_MLOOPCOL;
+ }
+ }
+
+ if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
+ (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) {
+ r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
+ }
+}
+
+/* Goes over all modes and view3d settings. */
+void ED_view3d_screen_datamask(const bContext *C,
+ const Scene *scene,
+ const bScreen *screen,
+ CustomData_MeshMasks *r_cddata_masks)
+{
+ CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH);
+
+ /* Check if we need tfaces & mcols due to view mode. */
+ for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ if (sa->spacetype == SPACE_VIEW3D) {
+ ED_view3d_datamask(C, scene, sa->spacedata.first, r_cddata_masks);
+ }
+ }
+}
+
+/**
+ * Store values from #RegionView3D, set when drawing.
+ * This is needed when we draw with to a viewport using a different matrix
+ * (offscreen drawing for example).
+ *
+ * Values set by #ED_view3d_update_viewmat should be handled here.
+ */
+struct RV3DMatrixStore {
+ float winmat[4][4];
+ float viewmat[4][4];
+ float viewinv[4][4];
+ float persmat[4][4];
+ float persinv[4][4];
+ float viewcamtexcofac[4];
+ float pixsize;
+};
+
+struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
+{
+ struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
+ copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
+ copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
+ copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
+ copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
+ copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
+ copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
+ rv3dmat->pixsize = rv3d->pixsize;
+ return (void *)rv3dmat;
+}
+
+void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
+{
+ struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
+ copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
+ copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
+ copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
+ copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
+ copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
+ copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
+ rv3d->pixsize = rv3dmat->pixsize;
+}
+
+/**
+ * \note The info that this uses is updated in #ED_refresh_viewport_fps,
+ * which currently gets called during #SCREEN_OT_animation_step.
+ */
+void ED_scene_draw_fps(Scene *scene, int xoffset, int *yoffset)
+{
+ ScreenFrameRateInfo *fpsi = scene->fps_info;
+ char printable[16];
+
+ if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) {
+ return;
+ }
+
+ printable[0] = '\0';
+
+ /* Doing an average for a more robust calculation. */
+ fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 /
+ (fpsi->lredrawtime - fpsi->redrawtime));
+
+ float fps = 0.0f;
+ int tot = 0;
+ for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
+ if (fpsi->redrawtimes_fps[i]) {
+ fps += fpsi->redrawtimes_fps[i];
+ tot++;
+ }
+ }
+ if (tot) {
+ fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
+ fps = fps / tot;
+ }
+
+ const int font_id = BLF_default();
+
+ /* Is this more than half a frame behind? */
+ if (fps + 0.5f < (float)(FPS)) {
+ UI_FontThemeColor(font_id, TH_REDALERT);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
+ }
+ else {
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
+ }
+
+ BLF_enable(font_id, BLF_SHADOW);
+ BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
+ BLF_shadow_offset(font_id, 1, -1);
+
+ *yoffset -= U.widget_unit;
+
+#ifdef WITH_INTERNATIONAL
+ BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
+#else
+ BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
+#endif
+
+ BLF_disable(font_id, BLF_SHADOW);
+}
+
+static bool view3d_main_region_do_render_draw(const Scene *scene)
+{
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
+ return (type && type->view_update && type->view_draw);
+}
+
+bool ED_view3d_calc_render_border(
+ const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *ar, rcti *rect)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ bool use_border;
+
+ /* Test if there is a 3d view rendering. */
+ if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene)) {
+ return false;
+ }
+
+ /* Test if there is a border render. */
+ if (rv3d->persp == RV3D_CAMOB) {
+ use_border = (scene->r.mode & R_BORDER) != 0;
+ }
+ else {
+ use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
+ }
+
+ if (!use_border) {
+ return false;
+ }
+
+ /* Compute border. */
+ if (rv3d->persp == RV3D_CAMOB) {
+ rctf viewborder;
+ ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
+
+ rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
+ rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
+ rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
+ rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
+ }
+ else {
+ rect->xmin = v3d->render_border.xmin * ar->winx;
+ rect->xmax = v3d->render_border.xmax * ar->winx;
+ rect->ymin = v3d->render_border.ymin * ar->winy;
+ rect->ymax = v3d->render_border.ymax * ar->winy;
+ }
+
+ BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
+ BLI_rcti_isect(&ar->winrct, rect, rect);
+
+ return true;
+}
+
/** \} */