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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.c848
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);
-}
-
-/** \} */