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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.c42
1 files changed, 40 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index b0faffcab3b..65966a67da8 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2098,12 +2098,42 @@ static void view3d_draw_view(const bContext *C, ARegion *ar, DrawData *draw_data
#endif
}
+static void view3d_render_pass(const bContext *C, ARegion *ar)
+{
+ Scene *scene = CTX_data_scene(C);
+ RenderEngineType *type = RE_engines_find(scene->r.engine); /* In the future we should get that from Layers */
+
+ if (type->flag & RE_USE_OGL_PIPELINE) {
+ type->view_draw(NULL, C);
+ }
+ else {
+ // Offline Render engine
+ }
+}
+
+static void view3d_draw_view_new(const bContext *C, ARegion *ar, DrawData *UNUSED(draw_data))
+{
+
+ view3d_draw_setup_view(C, ar);
+
+ /* Only 100% compliant on new spec goes bellow */
+ view3d_render_pass(C, ar);
+
+ view3d_draw_grid(C, ar);
+ view3d_draw_manipulator(C);
+ view3d_draw_region_info(C, ar);
+}
+
+
void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
+ Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = ar->regiondata;
+ /* TODO layers - In the future we should get RE from Layers */
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
- if (IS_VIEWPORT_LEGACY(v3d)) {
+ if (IS_VIEWPORT_LEGACY(v3d) && ((type->flag & RE_USE_OGL_PIPELINE) == 0)) {
view3d_main_region_draw_legacy(C, ar);
return;
}
@@ -2111,12 +2141,20 @@ void view3d_main_region_draw(const bContext *C, ARegion *ar)
if (!rv3d->viewport)
rv3d->viewport = GPU_viewport_create();
+ GPU_viewport_bind(rv3d->viewport, &ar->winrct);
+
/* TODO viewport - there is so much to be done, in fact a lot will need to happen in the space_view3d.c
* before we even call the drawing routine, but let's move on for now (dfelinto)
* but this is a provisory way to start seeing things in the viewport */
DrawData draw_data;
view3d_draw_data_init(C, ar, rv3d, &draw_data);
- view3d_draw_view(C, ar, &draw_data);
+
+ if (type->flag & RE_USE_OGL_PIPELINE)
+ view3d_draw_view_new(C, ar, &draw_data);
+ else
+ view3d_draw_view(C, ar, &draw_data);
+
+ GPU_viewport_unbind(rv3d->viewport);
v3d->flag |= V3D_INVALID_BACKBUF;
}