diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 848 |
1 files changed, 19 insertions, 829 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 1910f7e27c0..5316520ccab 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -98,23 +98,6 @@ /* ******************** general functions ***************** */ -static bool use_depth_doit(View3D *v3d, Object *obedit) -{ - if (v3d->drawtype > OB_WIRE) - return true; - - /* special case (depth for wire color) */ - if (v3d->drawtype <= OB_WIRE) { - if (obedit && obedit->type == OB_MESH) { - Mesh *me = obedit->data; - if (me->drawflag & ME_DRAWEIGHT) { - return true; - } - } - } - return false; -} - /** * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore */ @@ -742,16 +725,7 @@ void ED_view3d_draw_depth( v3d->zbuf = true; glEnable(GL_DEPTH_TEST); -#ifdef WITH_OPENGL_LEGACY - if (IS_VIEWPORT_LEGACY(vc->v3d)) { - /* temp, calls into view3d_draw_legacy.c */ - ED_view3d_draw_depth_loop(scene, ar, v3d); - } - else -#endif /* WITH_OPENGL_LEGACY */ - { - DRW_draw_depth_loop(depsgraph, ar, v3d); - } + DRW_draw_depth_loop(depsgraph, ar, v3d); if (rv3d->rflag & RV3D_CLIPPING) { ED_view3d_clipping_disable(); @@ -768,536 +742,8 @@ void ED_view3d_draw_depth( UI_Theme_Restore(&theme_state); } -/* ******************** background plates ***************** */ - -static void view3d_draw_background_gradient(void) -{ - /* TODO: finish 2D API & draw background with that */ - - Gwn_VertFormat *format = immVertexFormat(); - unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); - unsigned char col_hi[3], col_lo[3]; - - immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); - - UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo); - UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi); - - immBegin(GWN_PRIM_TRI_FAN, 4); - immAttrib3ubv(color, col_lo); - immVertex2f(pos, -1.0f, -1.0f); - immVertex2f(pos, 1.0f, -1.0f); - - immAttrib3ubv(color, col_hi); - immVertex2f(pos, 1.0f, 1.0f); - immVertex2f(pos, -1.0f, 1.0f); - immEnd(); - - immUnbindProgram(); -} - -static void view3d_draw_background_none(void) -{ - UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); -} - -static void view3d_draw_background_world(Scene *scene, RegionView3D *rv3d) -{ - if (scene->world) { - GPUMaterial *gpumat = GPU_material_world(scene, scene->world); - - /* calculate full shader for background */ - GPU_material_bind(gpumat, 1, 1, 1.0f, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac); - - if (GPU_material_bound(gpumat)) { - /* TODO viewport (dfelinto): GPU_material_bind relies on immediate mode, - * we can't get rid of the following code without a bigger refactor - * or we dropping this functionality. */ - - glBegin(GL_TRIANGLE_STRIP); - glVertex2f(-1.0f, -1.0f); - glVertex2f(1.0f, -1.0f); - glVertex2f(-1.0f, 1.0f); - glVertex2f(1.0f, 1.0f); - glEnd(); - - GPU_material_unbind(gpumat); - return; - } - } - - /* if any of the above fails */ - view3d_draw_background_none(); -} - /* ******************** other elements ***************** */ - -#define DEBUG_GRID 0 - -static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count) -{ - /* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y - * x0 is gridline 0, the axis in screen space - * Area covers [0 .. max) pixels */ - - int first = (int)ceil(-x0 / dx); - int last = (int)floor((max - x0) / dx); - - if (first <= last) { - *r_first = first; - *r_count = last - first + 1; - } - else { - *r_first = 0; - *r_count = 0; - } - -#if DEBUG_GRID - printf(" first %d * dx = %f\n", first, x0 + first * dx); - printf(" last %d * dx = %f\n", last, x0 + last * dx); - printf(" count = %d\n", *count_out); -#endif -} - -static int gridline_count(ARegion *ar, double x0, double y0, double dx) -{ - /* x0 & y0 establish the "phase" of the grid within this 2D region - * dx is the frequency, shared by x & y directions - * pass in dx of smallest (highest precision) grid we want to draw */ - -#if DEBUG_GRID - printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx); -#endif - - int first, x_ct, y_ct; - - gridline_range(x0, dx, ar->winx, &first, &x_ct); - gridline_range(y0, dx, ar->winy, &first, &y_ct); - - int total_ct = x_ct + y_ct; - -#if DEBUG_GRID - printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct); -#endif - - return total_ct; -} - -static bool drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3]) -{ - /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw - * always skip exact x0 & y0 axes; they will be drawn later in color - * - * set grid color once, just before the first line is drawn - * it's harmless to set same color for every line, or every vertex - * but if no lines are drawn, color must not be set! */ - -#if DEBUG_GRID - printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod); -#endif - - const float x_max = (float)ar->winx; - const float y_max = (float)ar->winy; - - int first, ct; - int x_ct = 0, y_ct = 0; /* count of lines actually drawn */ - int lines_skipped_for_next_unit = 0; - - /* draw vertical lines */ - gridline_range(x0, dx, x_max, &first, &ct); - - for (int i = first; i < first + ct; ++i) { - if (i == 0) - continue; - else if (skip_mod && (i % skip_mod) == 0) { - ++lines_skipped_for_next_unit; - continue; - } - - if (x_ct == 0) - immAttrib3ub(col, col_value[0], col_value[1], col_value[2]); - - float x = (float)(x0 + i * dx); - immVertex2f(pos, x, 0.0f); - immVertex2f(pos, x, y_max); - ++x_ct; - } - - /* draw horizontal lines */ - gridline_range(y0, dx, y_max, &first, &ct); - - for (int i = first; i < first + ct; ++i) { - if (i == 0) - continue; - else if (skip_mod && (i % skip_mod) == 0) { - ++lines_skipped_for_next_unit; - continue; - } - - if (x_ct + y_ct == 0) - immAttrib3ub(col, col_value[0], col_value[1], col_value[2]); - - float y = (float)(y0 + i * dx); - immVertex2f(pos, 0.0f, y); - immVertex2f(pos, x_max, y); - ++y_ct; - } - -#if DEBUG_GRID - int total_ct = x_ct + y_ct; - printf(" %d + %d = %d gridlines drawn, %d skipped for next unit\n", x_ct, y_ct, total_ct, lines_skipped_for_next_unit); -#endif - - return lines_skipped_for_next_unit > 0; -} - -#define GRID_MIN_PX_D 6.0 -#define GRID_MIN_PX_F 6.0f - -static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) -{ - RegionView3D *rv3d = ar->regiondata; - -#if DEBUG_GRID - printf("%s width %d, height %d\n", __FUNCTION__, ar->winx, ar->winy); -#endif - - double fx = rv3d->persmat[3][0]; - double fy = rv3d->persmat[3][1]; - double fw = rv3d->persmat[3][3]; - - const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */ - const double wy = 0.5 * ar->winy; - - double x = wx * fx / fw; - double y = wy * fy / fw; - - double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 }; - mul_m4_v4d(rv3d->persmat, vec4); - fx = vec4[0]; - fy = vec4[1]; - fw = vec4[3]; - - double dx = fabs(x - wx * fx / fw); - if (dx == 0) dx = fabs(y - wy * fy / fw); - - x += wx; - y += wy; - - /* now x, y, and dx have their final values - * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space - * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */ - - glLineWidth(1.0f); - -#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */ - glDepthMask(GL_FALSE); /* disable write in zbuffer */ -#endif - - Gwn_VertFormat *format = immVertexFormat(); - unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); - - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - - unsigned char col[3], col2[3]; - UI_GetThemeColor3ubv(TH_GRID, col); - - if (unit->system) { - const void *usys; - int len; - - bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len); - - bool first = true; - - if (usys) { - int i = len; - while (i--) { - double scalar = bUnit_GetScaler(usys, i); - - double dx_scalar = dx * scalar / (double)unit->scale_length; - if (dx_scalar < (GRID_MIN_PX_D * 2.0)) { - /* very very small grid items are less useful when dealing with units */ - continue; - } - - if (first) { - first = false; - - /* Store the smallest drawn grid size units name so users know how big each grid cell is */ - *grid_unit = bUnit_GetNameDisplay(usys, i); - rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length); - - int gridline_ct = gridline_count(ar, x, y, dx_scalar); - if (gridline_ct == 0) - goto drawgrid_cleanup; /* nothing to draw */ - - immBegin(GWN_PRIM_LINES, gridline_ct * 2); - } - - float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar); - /* tweak to have the fade a bit nicer */ - blend_fac = (blend_fac * blend_fac) * 2.0f; - CLAMP(blend_fac, 0.3f, 1.0f); - - UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2); - - const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar); -#if DEBUG_GRID - printf("%s %f, ", bUnit_GetNameDisplay(usys, i), scalar); - if (i > 0) - printf("next unit is %d times larger\n", skip_mod); - else - printf("largest unit\n"); -#endif - if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2)) - break; - } - } - } - else { - const double sublines = v3d->gridsubdiv; - const float sublines_fl = v3d->gridsubdiv; - - int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */ - - if (dx < GRID_MIN_PX_D) { - rv3d->gridview *= sublines_fl; - dx *= sublines; - if (dx < GRID_MIN_PX_D) { - rv3d->gridview *= sublines_fl; - dx *= sublines; - if (dx < GRID_MIN_PX_D) { - rv3d->gridview *= sublines_fl; - dx *= sublines; - grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1; - } - } - } - else { - if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */ - rv3d->gridview /= sublines_fl; - dx /= sublines; - if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */ - rv3d->gridview /= sublines_fl; - dx /= sublines; - if (dx > (GRID_MIN_PX_D * 10.0)) { - grids_to_draw = 1; - } - } - } - } - - int gridline_ct = gridline_count(ar, x, y, dx); - if (gridline_ct == 0) - goto drawgrid_cleanup; /* nothing to draw */ - - immBegin(GWN_PRIM_LINES, gridline_ct * 2); - - if (grids_to_draw == 2) { - UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2); - if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2)) - drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col); - } - else if (grids_to_draw == 1) { - drawgrid_draw(ar, x, y, dx, 0, pos, color, col); - } - } - - /* draw visible axes */ - /* horizontal line */ - if (0 <= y && y < ar->winy) { - UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X'); - immAttrib3ub(color, col2[0], col2[1], col2[2]); - immVertex2f(pos, 0.0f, y); - immVertex2f(pos, (float)ar->winx, y); - } - - /* vertical line */ - if (0 <= x && x < ar->winx) { - UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z'); - immAttrib3ub(color, col2[0], col2[1], col2[2]); - immVertex2f(pos, x, 0.0f); - immVertex2f(pos, x, (float)ar->winy); - } - - immEnd(); - -drawgrid_cleanup: - immUnbindProgram(); - -#if 0 /* depth write is left enabled above */ - glDepthMask(GL_TRUE); /* enable write in zbuffer */ -#endif -} - -#undef DEBUG_GRID -#undef GRID_MIN_PX_D -#undef GRID_MIN_PX_F - -static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth) -{ - /* draw only if there is something to draw */ - if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { - /* draw how many lines? - * trunc(v3d->gridlines / 2) * 4 - * + 2 for xy axes (possibly with special colors) - * + 1 for z axis (the only line not in xy plane) - * even v3d->gridlines are honored, odd rounded down */ - const int gridlines = v3d->gridlines / 2; - const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit); - const float grid = gridlines * grid_scale; - - const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1; - - bool show_axis_x = v3d->gridflag & V3D_SHOW_X; - bool show_axis_y = v3d->gridflag & V3D_SHOW_Y; - bool show_axis_z = v3d->gridflag & V3D_SHOW_Z; - - unsigned char col_grid[3], col_axis[3]; - - glLineWidth(1.0f); - - UI_GetThemeColor3ubv(TH_GRID, col_grid); - - if (!write_depth) - glDepthMask(GL_FALSE); - - if (show_floor) { - const unsigned vertex_ct = 2 * (gridlines * 4 + 2); - const int sublines = v3d->gridsubdiv; - - unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3]; - - Gwn_VertFormat *format = immVertexFormat(); - unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); - - immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - - immBegin(GWN_PRIM_LINES, vertex_ct); - - /* draw normal grid lines */ - UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10); - - for (int a = 1; a <= gridlines; a++) { - /* skip emphasised divider lines */ - if (a % sublines != 0) { - const float line = a * grid_scale; - - immAttrib3ubv(color, col_grid_light); - - immVertex2f(pos, -grid, -line); - immVertex2f(pos, +grid, -line); - immVertex2f(pos, -grid, +line); - immVertex2f(pos, +grid, +line); - - immVertex2f(pos, -line, -grid); - immVertex2f(pos, -line, +grid); - immVertex2f(pos, +line, -grid); - immVertex2f(pos, +line, +grid); - } - } - - /* draw emphasised grid lines */ - UI_GetThemeColor3ubv(TH_BACK, col_bg); - /* emphasise division lines lighter instead of darker, if background is darker than grid */ - UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise, - (col_grid[0] + col_grid[1] + col_grid[2] + 30 > - col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10); - - if (sublines <= gridlines) { - immAttrib3ubv(color, col_grid_emphasise); - - for (int a = sublines; a <= gridlines; a += sublines) { - const float line = a * grid_scale; - - immVertex2f(pos, -grid, -line); - immVertex2f(pos, +grid, -line); - immVertex2f(pos, -grid, +line); - immVertex2f(pos, +grid, +line); - - immVertex2f(pos, -line, -grid); - immVertex2f(pos, -line, +grid); - immVertex2f(pos, +line, -grid); - immVertex2f(pos, +line, +grid); - } - } - - /* draw X axis */ - if (show_axis_x) { - show_axis_x = false; /* drawing now, won't need to draw later */ - UI_make_axis_color(col_grid, col_axis, 'X'); - immAttrib3ubv(color, col_axis); - } - else - immAttrib3ubv(color, col_grid_emphasise); - - immVertex2f(pos, -grid, 0.0f); - immVertex2f(pos, +grid, 0.0f); - - /* draw Y axis */ - if (show_axis_y) { - show_axis_y = false; /* drawing now, won't need to draw later */ - UI_make_axis_color(col_grid, col_axis, 'Y'); - immAttrib3ubv(color, col_axis); - } - else - immAttrib3ubv(color, col_grid_emphasise); - - immVertex2f(pos, 0.0f, -grid); - immVertex2f(pos, 0.0f, +grid); - - immEnd(); - immUnbindProgram(); - - /* done with XY plane */ - } - - if (show_axis_x || show_axis_y || show_axis_z) { - /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */ - - Gwn_VertFormat *format = immVertexFormat(); - unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); - unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); - - immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - immBegin(GWN_PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); - - if (show_axis_x) { - UI_make_axis_color(col_grid, col_axis, 'X'); - immAttrib3ubv(color, col_axis); - immVertex3f(pos, -grid, 0.0f, 0.0f); - immVertex3f(pos, +grid, 0.0f, 0.0f); - } - - if (show_axis_y) { - UI_make_axis_color(col_grid, col_axis, 'Y'); - immAttrib3ubv(color, col_axis); - immVertex3f(pos, 0.0f, -grid, 0.0f); - immVertex3f(pos, 0.0f, +grid, 0.0f); - } - - if (show_axis_z) { - UI_make_axis_color(col_grid, col_axis, 'Z'); - immAttrib3ubv(color, col_axis); - immVertex3f(pos, 0.0f, 0.0f, -grid); - immVertex3f(pos, 0.0f, 0.0f, +grid); - } - - immEnd(); - immUnbindProgram(); - } - - if (!write_depth) - glDepthMask(GL_TRUE); - } -} - /** could move this elsewhere, but tied into #ED_view3d_grid_scale */ float ED_scene_grid_scale(Scene *scene, const char **grid_unit) { @@ -1324,102 +770,6 @@ float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit) return v3d->grid * ED_scene_grid_scale(scene, grid_unit); } -static bool is_cursor_visible(Scene *scene, ViewLayer *view_layer) -{ - if (U.app_flag & USER_APP_VIEW3D_HIDE_CURSOR) { - return false; - } - - Object *ob = OBACT(view_layer); - - /* don't draw cursor in paint modes, but with a few exceptions */ - if (ob && ob->mode & OB_MODE_ALL_PAINT) { - /* exception: object is in weight paint and has deforming armature in pose mode */ - if (ob->mode & OB_MODE_WEIGHT_PAINT) { - if (BKE_object_pose_armature_get(ob) != NULL) { - return true; - } - } - /* exception: object in texture paint mode, clone brush, use_clone_layer disabled */ - else if (ob->mode & OB_MODE_TEXTURE_PAINT) { - const Paint *p = BKE_paint_get_active(scene, view_layer); - - if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) { - if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) { - return true; - } - } - } - - /* no exception met? then don't draw cursor! */ - return false; - } - - return true; -} - -static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) -{ - int co[2]; - - /* we don't want the clipping for cursor */ - if (ED_view3d_project_int_global(ar, ED_view3d_cursor3d_get(scene, v3d), co, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) { - const float f5 = 0.25f * U.widget_unit; - const float f10 = 0.5f * U.widget_unit; - const float f20 = U.widget_unit; - - glLineWidth(1.0f); - - Gwn_VertFormat *format = immVertexFormat(); - unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); - - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - - const int segments = 16; - - immBegin(GWN_PRIM_LINE_LOOP, segments); - - for (int i = 0; i < segments; ++i) { - float angle = 2 * M_PI * ((float)i / (float)segments); - float x = co[0] + f10 * cosf(angle); - float y = co[1] + f10 * sinf(angle); - - if (i % 2 == 0) - immAttrib3ub(color, 255, 0, 0); - else - immAttrib3ub(color, 255, 255, 255); - - immVertex2f(pos, x, y); - } - immEnd(); - - immUnbindProgram(); - - GWN_vertformat_clear(format); - pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - unsigned char crosshair_color[3]; - UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color); - immUniformColor3ubv(crosshair_color); - - immBegin(GWN_PRIM_LINES, 8); - immVertex2f(pos, co[0] - f20, co[1]); - immVertex2f(pos, co[0] - f5, co[1]); - immVertex2f(pos, co[0] + f5, co[1]); - immVertex2f(pos, co[0] + f20, co[1]); - immVertex2f(pos, co[0], co[1] - f20); - immVertex2f(pos, co[0], co[1] - f5); - immVertex2f(pos, co[0], co[1] + f5); - immVertex2f(pos, co[0], co[1] + f20); - immEnd(); - - immUnbindProgram(); - } -} - static void draw_view_axis(RegionView3D *rv3d, const rcti *rect) { const float k = U.rvisize * U.pixelsize; /* axis size */ @@ -1909,16 +1259,8 @@ RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype) 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; - RenderEngineType *type = ED_view3d_engine_type(scene, v3d->drawtype); - - /* Provisory Blender Internal drawing */ - if (type->flag & RE_USE_LEGACY_PIPELINE) { - view3d_main_region_draw_legacy(C, ar); - return; - } if (!rv3d->viewport) { rv3d->viewport = GPU_viewport_create(); @@ -1965,50 +1307,17 @@ static void view3d_stereo3d_setup_offscreen( } } -void ED_view3d_draw_offscreen_init(Depsgraph *depsgraph, - Scene *scene, - ViewLayer *view_layer, - View3D *v3d, - int drawtype) -{ - RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype); - - if (engine_type->flag & RE_USE_LEGACY_PIPELINE) { - /* shadow buffers, before we setup matrices */ - if (draw_glsl_material(scene, view_layer, NULL, v3d, drawtype)) { - VP_deprecated_gpu_update_lamps_shadows_world(depsgraph, scene, v3d); - } - } -} - -/* - * Function to clear the view - */ -static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar) -{ - glClear(GL_DEPTH_BUFFER_BIT); - - if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) { - VP_view3d_draw_background_world(scene, ar->regiondata); - } - else { - VP_view3d_draw_background_none(); - } -} - -/* ED_view3d_draw_offscreen_init should be called before this to initialize - * stuff like shadow buffers - */ void ED_view3d_draw_offscreen( Depsgraph *depsgraph, Scene *scene, - ViewLayer *view_layer, int drawtype, + int drawtype, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[4][4], float winmat[4][4], - bool do_bgpic, bool do_sky, bool UNUSED(is_persp), const char *viewname, + bool do_sky, bool UNUSED(is_persp), const char *viewname, GPUFXSettings *UNUSED(fx_settings), GPUOffScreen *ofs, GPUViewport *viewport) { RegionView3D *rv3d = ar->regiondata; + RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype); /* set temporary new size */ int bwinx = ar->winx; @@ -2046,29 +1355,9 @@ void ED_view3d_draw_offscreen( view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL); /* main drawing call */ - RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype); - - if (engine_type->flag & RE_USE_LEGACY_PIPELINE) { - VP_deprecated_view3d_draw_objects(NULL, depsgraph, scene, v3d, ar, NULL, do_bgpic, true); - - if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) { - /* draw grease-pencil stuff */ - ED_region_pixelspace(ar); - - if (v3d->flag2 & V3D_SHOW_GPENCIL) { - /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */ - ED_gpencil_draw_view3d(NULL, scene, view_layer, depsgraph, v3d, ar, false); - } - - /* freeing the images again here could be done after the operator runs, leaving for now */ - GPU_free_images_anim(); - } - } - else { - DRW_draw_render_loop_offscreen( - depsgraph, engine_type, ar, v3d, - do_sky, ofs, viewport); - } + DRW_draw_render_loop_offscreen( + depsgraph, engine_type, ar, v3d, + do_sky, ofs, viewport); /* restore size */ ar->winx = bwinx; @@ -2091,7 +1380,7 @@ void ED_view3d_draw_offscreen( */ ImBuf *ED_view3d_draw_offscreen_imbuf( Depsgraph *depsgraph, Scene *scene, - ViewLayer *view_layer, int drawtype, + int drawtype, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, unsigned int draw_flags, int alpha_mode, int samples, const char *viewname, @@ -2100,7 +1389,6 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( { RegionView3D *rv3d = ar->regiondata; const bool draw_sky = (alpha_mode == R_ADDSKY); - const bool draw_background = (draw_flags & V3D_OFSDRAW_USE_BACKGROUND); const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE); /* view state */ @@ -2125,8 +1413,6 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( } } - ED_view3d_draw_offscreen_init(depsgraph, scene, view_layer, v3d, drawtype); - GPU_offscreen_bind(ofs, true); /* read in pixels & stamp */ @@ -2167,9 +1453,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( if ((samples && use_full_sample) == 0) { /* Single-pass render, common case */ ED_view3d_draw_offscreen( - depsgraph, scene, view_layer, drawtype, + depsgraph, scene, drawtype, v3d, ar, sizex, sizey, NULL, winmat, - draw_background, draw_sky, !is_ortho, viewname, + draw_sky, !is_ortho, viewname, &fx_settings, ofs, NULL); if (ibuf->rect_float) { @@ -2192,9 +1478,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( /* first sample buffer, also initializes 'rv3d->persmat' */ ED_view3d_draw_offscreen( - depsgraph, scene, view_layer, drawtype, + depsgraph, scene, drawtype, v3d, ar, sizex, sizey, NULL, winmat, - draw_background, draw_sky, !is_ortho, viewname, + draw_sky, !is_ortho, viewname, &fx_settings, ofs, viewport); GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer); @@ -2207,9 +1493,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( (jit_ofs[j][1] * 2.0f) / sizey); ED_view3d_draw_offscreen( - depsgraph, scene, view_layer, drawtype, + depsgraph, scene, drawtype, v3d, ar, sizex, sizey, NULL, winmat_jitter, - draw_background, draw_sky, !is_ortho, viewname, + draw_sky, !is_ortho, viewname, &fx_settings, ofs, viewport); GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp); @@ -2272,7 +1558,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( */ ImBuf *ED_view3d_draw_offscreen_imbuf_simple( Depsgraph *depsgraph, Scene *scene, - ViewLayer *view_layer, int drawtype, + int drawtype, Object *camera, int width, int height, unsigned int flag, unsigned int draw_flags, int alpha_mode, int samples, const char *viewname, @@ -2298,9 +1584,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple( if (draw_flags & V3D_OFSDRAW_USE_SOLID_TEX) { v3d.flag2 |= V3D_SOLID_TEX; } - if (draw_flags & V3D_OFSDRAW_USE_BACKGROUND) { - v3d.flag3 |= V3D_SHOW_WORLD; - } + + v3d.flag3 |= V3D_SHOW_WORLD; + if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) { if (camera->type == OB_CAMERA) { v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof; @@ -2334,105 +1620,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple( invert_m4_m4(rv3d.persinv, rv3d.viewinv); return ED_view3d_draw_offscreen_imbuf( - depsgraph, scene, view_layer, drawtype, + depsgraph, scene, drawtype, &v3d, &ar, width, height, flag, draw_flags, alpha_mode, samples, viewname, ofs, err_out); } /** \} */ - - -/* -------------------------------------------------------------------- */ - -/** \name Legacy Interface - * - * This will be removed once the viewport gets replaced - * meanwhile it should keep the old viewport working. - * - * \{ */ - -void VP_legacy_drawcursor(Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d) -{ - if (is_cursor_visible(scene, view_layer)) { - drawcursor(scene, ar, v3d); - } -} - -void VP_legacy_draw_view_axis(RegionView3D *rv3d, const rcti *rect) -{ - draw_view_axis(rv3d, rect); -} - -void VP_legacy_draw_viewport_name(ARegion *ar, View3D *v3d, const rcti *rect) -{ - draw_viewport_name(ar, v3d, rect); -} - -void VP_legacy_draw_selected_name(Scene *scene, Object *ob, rcti *rect) -{ - draw_selected_name(scene, ob, rect); -} - -void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) -{ - drawgrid(unit, ar, v3d, grid_unit); -} - -void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth) -{ - drawfloor(scene, v3d, grid_unit, write_depth); -} - -void VP_legacy_view3d_main_region_setup_view( - Depsgraph *depsgraph, Scene *scene, View3D *v3d, - ARegion *ar, float viewmat[4][4], float winmat[4][4]) -{ - view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL); -} - -bool VP_legacy_view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d) -{ - return view3d_stereo3d_active(win, scene, v3d, rv3d); -} - -void VP_legacy_view3d_stereo3d_setup(Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar) -{ - view3d_stereo3d_setup(depsgraph, scene, v3d, ar, NULL); -} - -bool VP_legacy_use_depth(View3D *v3d, Object *obedit) -{ - return use_depth_doit(v3d, obedit); -} - -void VP_drawviewborder(Scene *scene, struct Depsgraph *depsgraph, ARegion *ar, View3D *v3d) -{ - drawviewborder(scene, depsgraph, ar, v3d); -} - -void VP_drawrenderborder(ARegion *ar, View3D *v3d) -{ - drawrenderborder(ar, v3d); -} - -void VP_view3d_draw_background_none(void) -{ - if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { - view3d_draw_background_gradient(); - } - else { - view3d_draw_background_none(); - } -} - -void VP_view3d_draw_background_world(Scene *scene, RegionView3D *rv3d) -{ - view3d_draw_background_world(scene, rv3d); -} - -void VP_view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar) -{ - view3d_main_region_clear(scene, v3d, ar); -} - -/** \} */ |