diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 435 |
1 files changed, 285 insertions, 150 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index d9ad481ab33..7f1a7a059fc 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -48,6 +48,7 @@ #include "BLI_blenlib.h" #include "BLI_math.h" +#include "BLI_jitter.h" #include "BLI_utildefines.h" #include "BLI_endian_switch.h" #include "BLI_threads.h" @@ -95,9 +96,10 @@ #include "UI_resources.h" #include "GPU_draw.h" +#include "GPU_framebuffer.h" #include "GPU_material.h" -#include "GPU_extensions.h" #include "GPU_compositing.h" +#include "GPU_extensions.h" #include "view3d_intern.h" /* own include */ @@ -303,6 +305,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** dx = fabs(x - (wx) * fx / fw); if (dx == 0) dx = fabs(y - (wy) * fy / fw); + glLineWidth(1.0f); + glDepthMask(GL_FALSE); /* disable write in zbuffer */ /* check zoom out */ @@ -489,6 +493,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr UI_GetThemeColor3ubv(TH_GRID, col_grid); + glLineWidth(1); + /* draw the Y axis and/or grid lines */ if (v3d->gridflag & V3D_SHOW_FLOOR) { const int sublines = v3d->gridsubdiv; @@ -534,6 +540,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr /* draw the Z axis line */ /* check for the 'show Z axis' preference */ if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { + glBegin(GL_LINES); int axis; for (axis = 0; axis < 3; axis++) { if (v3d->gridflag & (V3D_SHOW_X << axis)) { @@ -543,15 +550,14 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr UI_make_axis_color(col_grid, tcol, 'X' + axis); glColor3ubv(tcol); - glBegin(GL_LINE_STRIP); zero_v3(vert); vert[axis] = grid; glVertex3fv(vert); vert[axis] = -grid; glVertex3fv(vert); - glEnd(); } } + glEnd(); } glDepthMask(GL_TRUE); @@ -568,6 +574,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) const float f10 = 0.5f * U.widget_unit; const float f20 = U.widget_unit; + glLineWidth(1); setlinestyle(0); cpack(0xFF); circ((float)co[0], (float)co[1], f10); @@ -629,15 +636,12 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect) if (fabsf(dx) > toll || fabsf(dy) > toll) { BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, axis_text, 1); - } - /* BLF_draw_default disables blending */ - glEnable(GL_BLEND); + /* BLF_draw_default disables blending */ + glEnable(GL_BLEND); + } } - /* restore line-width */ - - glLineWidth(1.0); glDisable(GL_BLEND); } @@ -939,7 +943,9 @@ static void draw_selected_name(Scene *scene, Object *ob, rcti *rect) /* color depends on whether there is a keyframe */ if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) - UI_ThemeColor(TH_VERTEX_SELECT); + UI_ThemeColor(TH_TIME_KEYFRAME); + else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) + UI_ThemeColor(TH_TIME_GP_KEYFRAME); else UI_ThemeColor(TH_TEXT_HI); } @@ -1104,6 +1110,8 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) x2 = viewborder.xmax; y2 = viewborder.ymax; + glLineWidth(1.0f); + /* apply offsets so the real 3D camera shows through */ /* note: quite un-scientific but without this bit extra @@ -1129,6 +1137,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) glEnable(GL_BLEND); glColor4f(0, 0, 0, ca->passepartalpha); } + if (x1i > 0.0f) glRectf(0.0, winy, x1i, 0.0); if (x2i < winx) @@ -1141,19 +1150,16 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) glDisable(GL_BLEND); } - /* edge */ - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - setlinestyle(0); UI_ThemeColor(TH_BACK); - glRectf(x1i, y1i, x2i, y2i); + fdrawbox(x1i, y1i, x2i, y2i); #ifdef VIEW3D_CAMERA_BORDER_HACK if (view3d_camera_border_hack_test == true) { glColor3ubv(view3d_camera_border_hack_col); - glRectf(x1i + 1, y1i + 1, x2i - 1, y2i - 1); + fdrawbox(x1i + 1, y1i + 1, x2i - 1, y2i - 1); view3d_camera_border_hack_test = false; } #endif @@ -1163,11 +1169,11 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) /* outer line not to confuse with object selecton */ if (v3d->flag2 & V3D_LOCK_CAMERA) { UI_ThemeColor(TH_REDALERT); - glRectf(x1i - 1, y1i - 1, x2i + 1, y2i + 1); + fdrawbox(x1i - 1, y1i - 1, x2i + 1, y2i + 1); } UI_ThemeColor(TH_VIEW_OVERLAY); - glRectf(x1i, y1i, x2i, y2i); + fdrawbox(x1i, y1i, x2i, y2i); /* border */ if (scene->r.mode & R_BORDER) { @@ -1179,7 +1185,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) y4 = y1i + 1 + roundf(scene->r.border.ymax * (y2 - y1)); cpack(0x4040FF); - glRecti(x3, y3, x4, y4); + sdrawbox(x3, y3, x4, y4); } /* safety border */ @@ -1295,7 +1301,6 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) } setlinestyle(0); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* camera name - draw in highlighted text color */ if (ca && (ca->flag & CAM_SHOWNAME)) { @@ -1308,7 +1313,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) /* *********************** backdraw for selection *************** */ -static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) +static void backdrawview3d(Scene *scene, wmWindow *win, ARegion *ar, View3D *v3d) { RegionView3D *rv3d = ar->regiondata; struct Base *base = scene->basact; @@ -1359,11 +1364,11 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) /* dithering and AA break color coding, so disable */ glDisable(GL_DITHER); - multisample_enabled = glIsEnabled(GL_MULTISAMPLE_ARB); + multisample_enabled = glIsEnabled(GL_MULTISAMPLE); if (multisample_enabled) - glDisable(GL_MULTISAMPLE_ARB); + glDisable(GL_MULTISAMPLE); - if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) { + if (win->multisamples != USER_MULTISAMPLE_NONE) { /* for multisample we use an offscreen FBO. multisample drawing can fail * with color coded selection drawing, and reading back depths from such * a buffer can also cause a few seconds freeze on OS X / NVidia. */ @@ -1381,7 +1386,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) } if (!rv3d->gpuoffscreen) { - rv3d->gpuoffscreen = GPU_offscreen_create(w, h, error); + rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error); if (!rv3d->gpuoffscreen) fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error); @@ -1423,14 +1428,10 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) glDisable(GL_DEPTH_TEST); glEnable(GL_DITHER); if (multisample_enabled) - glEnable(GL_MULTISAMPLE_ARB); + glEnable(GL_MULTISAMPLE); if (rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_disable(); - - /* it is important to end a view in a transform compatible with buttons */ -// persp(PERSP_WIN); /* set ortho */ - } void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data) @@ -1458,7 +1459,7 @@ static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, void ED_view3d_backbuf_validate(ViewContext *vc) { if (vc->v3d->flag & V3D_INVALID_BACKBUF) - backdrawview3d(vc->scene, vc->ar, vc->v3d); + backdrawview3d(vc->scene, vc->win, vc->ar, vc->v3d); } /** @@ -1618,7 +1619,7 @@ exit: static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser) { - if ((ima->flag & IMA_IS_STEREO)) { + if (BKE_image_is_stereo(ima)) { iuser->flag |= IMA_SHOW_STEREO; if ((scene->r.scemode & R_MULTIVIEW) == 0) { @@ -1961,15 +1962,13 @@ void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag) /* disables write in zbuffer and draws it over */ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) { - View3DAfter *v3da, *next; + View3DAfter *v3da; glDepthMask(GL_FALSE); v3d->transp = true; - for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - BLI_remlink(&v3d->afterdraw_transp, v3da); MEM_freeN(v3da); } v3d->transp = false; @@ -1981,7 +1980,7 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) /* clears zbuffer and draws it over */ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear) { - View3DAfter *v3da, *next; + View3DAfter *v3da; if (*clear && v3d->zbuf) { glClear(GL_DEPTH_BUFFER_BIT); @@ -1989,10 +1988,8 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear } v3d->xray = true; - for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - BLI_remlink(&v3d->afterdraw_xray, v3da); MEM_freeN(v3da); } v3d->xray = false; @@ -2002,7 +1999,7 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear /* clears zbuffer and draws it over */ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const bool clear) { - View3DAfter *v3da, *next; + View3DAfter *v3da; if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); @@ -2012,10 +2009,8 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const glDepthMask(GL_FALSE); - for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - BLI_remlink(&v3d->afterdraw_xraytransp, v3da); MEM_freeN(v3da); } @@ -2069,7 +2064,6 @@ static void draw_dupli_objects_color( short transflag; bool use_displist = false; /* -1 is initialize */ char dt; - bool testbb = false; short dtx; DupliApplyData *apply_data; @@ -2093,10 +2087,11 @@ static void draw_dupli_objects_color( if (dob) dob_next = dupli_step(dob->next); for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) { + bool testbb = false; + tbase.object = dob->ob; /* Make sure lod is updated from dupli's position */ - savedlod = dob->ob->currentlod; #ifdef WITH_GAMEENGINE @@ -2232,7 +2227,7 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) { int x, y, w, h; rcti r; - /* clamp rect by area */ + /* clamp rect by region */ r.xmin = 0; r.xmax = ar->winx - 1; @@ -2358,7 +2353,7 @@ void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) glEnable(GL_DEPTH_TEST); if (v3d->flag2 & V3D_SHOW_GPENCIL) { - ED_gpencil_draw_view3d(scene, v3d, ar, true); + ED_gpencil_draw_view3d(NULL, scene, v3d, ar, true); } v3d->zbuf = zbuf; @@ -2392,7 +2387,6 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover glClear(GL_DEPTH_BUFFER_BIT); glLoadMatrixf(rv3d->viewmat); -// persp(PERSP_STORE); /* store correct view for persp(PERSP_VIEW) calls */ if (rv3d->rflag & RV3D_CLIPPING) { ED_view3d_clipping_set(rv3d); @@ -2431,7 +2425,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { - View3DAfter *v3da, *next; + View3DAfter *v3da; int mask_orig; v3d->xray = true; @@ -2442,8 +2436,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */ - for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { - next = v3da->next; + for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); } glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ @@ -2452,28 +2445,22 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover /* draw 3 passes, transp/xray/xraytransp */ v3d->xray = false; v3d->transp = true; - for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); - BLI_remlink(&v3d->afterdraw_transp, v3da); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = false; - for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); - BLI_remlink(&v3d->afterdraw_xray, v3da); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = true; - for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) { - next = v3da->next; + while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); - BLI_remlink(&v3d->afterdraw_xraytransp, v3da); MEM_freeN(v3da); } @@ -2522,7 +2509,11 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d, if (srl) layers &= srl->lay; - if (layers && GPU_lamp_override_visible(lamp, srl, NULL) && GPU_lamp_has_shadow_buffer(lamp)) { + if (layers && + GPU_lamp_has_shadow_buffer(lamp) && + /* keep last, may do string lookup */ + GPU_lamp_override_visible(lamp, srl, NULL)) + { shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow"); shadow->lamp = lamp; BLI_addtail(shadows, shadow); @@ -2656,6 +2647,9 @@ CustomDataMask ED_view3d_screen_datamask(const bScreen *screen) return mask; } +/** + * \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]) { RegionView3D *rv3d = ar->regiondata; @@ -2717,7 +2711,7 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view } /** - * Shared by #ED_view3d_draw_offscreen and #view3d_main_area_draw_objects + * Shared by #ED_view3d_draw_offscreen and #view3d_main_region_draw_objects * * \note \a C and \a grid_unit will be NULL when \a draw_offscreen is set. * \note Drawing lamps and opengl render uses this, so dont do grease pencil or view widgets here. @@ -2867,9 +2861,11 @@ static void view3d_draw_objects( /* must be before xray draw which clears the depth buffer */ if (v3d->flag2 & V3D_SHOW_GPENCIL) { + wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL; + /* must be before xray draw which clears the depth buffer */ if (v3d->zbuf) glDisable(GL_DEPTH_TEST); - ED_gpencil_draw_view3d(scene, v3d, ar, true); + ED_gpencil_draw_view3d(wm, scene, v3d, ar, true); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); } @@ -2916,7 +2912,7 @@ static void view3d_draw_objects( } } -static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4]) +static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4]) { RegionView3D *rv3d = ar->regiondata; @@ -2929,6 +2925,47 @@ static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, glLoadMatrixf(rv3d->viewmat); } +/** + * 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; +}; + +void *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, void *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; +} + void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d) { /* shadow buffers, before we setup matrices */ @@ -2939,20 +2976,18 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d) /* * Function to clear the view */ -static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar) +static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar) { if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) { - bool glsl = GPU_glsl_support() && BKE_scene_use_new_shading_nodes(scene) && scene->world->nodetree && scene->world->use_nodes; - + bool glsl = GPU_glsl_support(); if (glsl) { RegionView3D *rv3d = ar->regiondata; GPUMaterial *gpumat = GPU_material_world(scene, scene->world); - bool material_not_bound; /* calculate full shader for background */ GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0)); - material_not_bound = !GPU_material_bound(gpumat); + bool material_not_bound = !GPU_material_bound(gpumat); if (material_not_bound) { glMatrixMode(GL_PROJECTION); @@ -2996,7 +3031,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar) #define VIEWGRAD_RES_Y 16 GLubyte grid_col[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][4]; - static float grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][3]; + static float grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][3]; static GLushort indices[VIEWGRAD_RES_X - 1][VIEWGRAD_RES_X - 1][4]; static bool buf_calculated = false; @@ -3157,10 +3192,9 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar) void ED_view3d_draw_offscreen( Scene *scene, 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, - GPUOffScreen *ofs, + bool do_bgpic, bool do_sky, bool is_persp, const char *viewname, GPUFX *fx, GPUFXSettings *fx_settings, - const char *viewname) + GPUOffScreen *ofs) { struct bThemeState theme_state; int bwinx, bwiny; @@ -3198,7 +3232,7 @@ 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); else - view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat); + view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat); /* framebuffer fx needed, we need to draw offscreen first */ if (v3d->fx_settings.fx_flag && fx) { @@ -3217,7 +3251,7 @@ void ED_view3d_draw_offscreen( /* clear opengl buffers */ if (do_sky) { - view3d_main_area_clear(scene, v3d, ar); + view3d_main_region_clear(scene, v3d, ar); } else { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); @@ -3241,7 +3275,7 @@ void ED_view3d_draw_offscreen( 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(scene, v3d, ar, false); + ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false); } /* freeing the images again here could be done after the operator runs, leaving for now */ @@ -3260,36 +3294,53 @@ void ED_view3d_draw_offscreen( G.f &= ~G_RENDER_OGL; } -/* utility func for ED_view3d_draw_offscreen */ -ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, - bool draw_background, int alpha_mode, const char *viewname, char err_out[256]) +/** + * Utility func for ED_view3d_draw_offscreen + * + * \param ofs: Optional off-screen buffer, can be NULL. + * (avoids re-creating when doing multiple GL renders). + */ +ImBuf *ED_view3d_draw_offscreen_imbuf( + Scene *scene, 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 */ + GPUFX *fx, GPUOffScreen *ofs, char err_out[256]) { RegionView3D *rv3d = ar->regiondata; ImBuf *ibuf; - GPUOffScreen *ofs; - bool draw_sky = (alpha_mode == R_ADDSKY) && v3d && (v3d->flag3 & V3D_SHOW_WORLD); + const bool draw_sky = (alpha_mode == R_ADDSKY); - if (UNLIKELY(v3d == NULL)) - return NULL; + /* view state */ + GPUFXSettings fx_settings = v3d->fx_settings; + bool is_ortho = false; + float winmat[4][4]; + + if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) { + /* sizes differ, can't reuse */ + ofs = NULL; + } - /* state changes make normal drawing go weird otherwise */ - glPushAttrib(GL_LIGHTING_BIT); + const bool own_ofs = (ofs == NULL); - /* bind */ - ofs = GPU_offscreen_create(sizex, sizey, err_out); - if (ofs == NULL) { - glPopAttrib(); - return NULL; + if (own_ofs) { + /* bind */ + ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out); + if (ofs == NULL) { + return NULL; + } } ED_view3d_draw_offscreen_init(scene, v3d); GPU_offscreen_bind(ofs, true); + /* read in pixels & stamp */ + ibuf = IMB_allocImBuf(sizex, sizey, 32, flag); + /* render 3d view */ if (rv3d->persp == RV3D_CAMOB && v3d->camera) { CameraParams params; - GPUFXSettings fx_settings = {NULL}; Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname); BKE_camera_params_init(¶ms); @@ -3303,42 +3354,125 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in BKE_camera_to_gpu_dof(camera, &fx_settings); - ED_view3d_draw_offscreen( - scene, v3d, ar, sizex, sizey, NULL, params.winmat, - draw_background, draw_sky, !params.is_ortho, - ofs, NULL, &fx_settings, viewname); + is_ortho = params.is_ortho; + copy_m4_m4(winmat, params.winmat); } else { + rctf viewplane; + float clipsta, clipend; + + is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL); + if (is_ortho) { + orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend); + } + else { + perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend); + } + } + + if ((samples && full_samples) == 0) { + /* Single-pass render, common case */ ED_view3d_draw_offscreen( - scene, v3d, ar, sizex, sizey, NULL, NULL, - draw_background, draw_sky, true, - ofs, NULL, NULL, viewname); + scene, v3d, ar, sizex, sizey, NULL, winmat, + draw_background, draw_sky, !is_ortho, viewname, + fx, &fx_settings, ofs); + + if (ibuf->rect_float) { + GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float); + } + else if (ibuf->rect) { + GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect); + } } + else { + /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling. + * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */ + static float jit_ofs[32][2]; + float winmat_jitter[4][4]; + /* use imbuf as temp storage, before writing into it from accumulation buffer */ + unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float; + unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1"); + unsigned int i; + int j; + + BLI_jitter_init(jit_ofs, samples); + + /* first sample buffer, also initializes 'rv3d->persmat' */ + ED_view3d_draw_offscreen( + scene, 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); + + i = sizex * sizey * 4; + while (i--) { + accum_buffer[i] = rect_temp[i]; + } - /* read in pixels & stamp */ - ibuf = IMB_allocImBuf(sizex, sizey, 32, flag); + /* skip the first sample */ + for (j = 1; j < samples; j++) { + copy_m4_m4(winmat_jitter, winmat); + window_translate_m4( + winmat_jitter, rv3d->persmat, + (jit_ofs[j][0] * 2.0f) / sizex, + (jit_ofs[j][1] * 2.0f) / sizey); + + ED_view3d_draw_offscreen( + scene, 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); + + i = sizex * sizey * 4; + while (i--) { + accum_buffer[i] += rect_temp[i]; + } + } - if (ibuf->rect_float) - GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float); - else if (ibuf->rect) - GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect); + if (ibuf->rect_float) { + float *rect_float = ibuf->rect_float; + i = sizex * sizey * 4; + while (i--) { + rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f); + } + } + else { + unsigned char *rect_ub = (unsigned char *)ibuf->rect; + i = sizex * sizey * 4; + while (i--) { + rect_ub[i] = accum_buffer[i] / samples; + } + } + + MEM_freeN(accum_buffer); + } /* unbind */ GPU_offscreen_unbind(ofs, true); - GPU_offscreen_free(ofs); - glPopAttrib(); - + if (own_ofs) { + GPU_offscreen_free(ofs); + } + if (ibuf->rect_float && ibuf->rect) IMB_rect_from_float(ibuf); return ibuf; } -/* creates own 3d views, used by the sequencer */ -ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height, unsigned int flag, int drawtype, - bool use_solid_tex, bool use_gpencil, bool draw_background, int alpha_mode, - const char *viewname, char err_out[256]) +/** + * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf) + * + * \param ofs: Optional off-screen buffer can be NULL. + * (avoids re-creating when doing multiple GL renders). + * + * \note used by the sequencer + */ +ImBuf *ED_view3d_draw_offscreen_imbuf_simple( + Scene *scene, 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]) { View3D v3d = {NULL}; ARegion ar = {NULL}; @@ -3359,6 +3493,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w if (use_solid_tex) v3d.flag2 |= V3D_SOLID_TEX; + + if (draw_background) + v3d.flag3 |= V3D_SHOW_WORLD; rv3d.persp = RV3D_CAMOB; @@ -3368,11 +3505,11 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w { CameraParams params; - Object *camera = BKE_camera_multiview_render(scene, v3d.camera, viewname); + Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname); BKE_camera_params_init(¶ms); - BKE_camera_params_from_object(¶ms, camera); - BKE_camera_multiview_params(&scene->r, ¶ms, camera, viewname); + BKE_camera_params_from_object(¶ms, view_camera); + BKE_camera_multiview_params(&scene->r, ¶ms, view_camera, viewname); BKE_camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp); BKE_camera_params_compute_matrix(¶ms); @@ -3385,10 +3522,10 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat); invert_m4_m4(rv3d.persinv, rv3d.viewinv); - return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, - draw_background, alpha_mode, viewname, err_out); - - // seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty); + return ED_view3d_draw_offscreen_imbuf( + scene, &v3d, &ar, width, height, flag, + draw_background, alpha_mode, samples, full_samples, viewname, + fx, ofs, err_out); } @@ -3448,7 +3585,7 @@ void ED_scene_draw_fps(Scene *scene, const rcti *rect) #endif } -static bool view3d_main_area_do_render_draw(Scene *scene) +static bool view3d_main_region_do_render_draw(Scene *scene) { RenderEngineType *type = RE_engines_find(scene->r.engine); @@ -3462,7 +3599,7 @@ bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti * bool use_border; /* test if there is a 3d view rendering */ - if (v3d->drawtype != OB_RENDER || !view3d_main_area_do_render_draw(scene)) + if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene)) return false; /* test if there is a border render */ @@ -3496,7 +3633,7 @@ bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti * return true; } -static bool view3d_main_area_draw_engine(const bContext *C, Scene *scene, +static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d, bool clip_border, const rcti *border_rect) { @@ -3524,7 +3661,7 @@ static bool view3d_main_area_draw_engine(const bContext *C, Scene *scene, } /* setup view matrices */ - view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); + view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL); /* background draw */ ED_region_pixelspace(ar); @@ -3564,7 +3701,7 @@ static bool view3d_main_area_draw_engine(const bContext *C, Scene *scene, return true; } -static void view3d_main_area_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border) +static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border) { float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f}; @@ -3573,7 +3710,7 @@ static void view3d_main_area_draw_engine_info(View3D *v3d, RegionView3D *rv3d, A if (render_border) { /* draw darkened background color. no alpha because border render does - * partial redraw and will not redraw the area behind this info bar */ + * partial redraw and will not redraw the region behind this info bar */ float alpha = 1.0f - fill_color[3]; Camera *camera = ED_view3d_camera_data_get(v3d, rv3d); @@ -3620,7 +3757,7 @@ static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, * we have no winmatrix (i.e., projection matrix) defined at that time. * Since the camera and the camera shift are needed for the winmat calculation * we do a small hack to replace it temporarily so we don't need to change the - * view3d)main_area_setup_view() code to account for that. + * view3d)main_region_setup_view() code to account for that. */ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar) { @@ -3648,7 +3785,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar) 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_area_setup_view(scene, v3d, ar, viewmat, NULL); + view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL); data->shiftx = shiftx; BLI_unlock_thread(LOCK_VIEW3D); @@ -3662,7 +3799,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar) v3d->camera = camera; BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat); - view3d_main_area_setup_view(scene, v3d, ar, viewmat, NULL); + view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL); v3d->camera = view_ob; BLI_unlock_thread(LOCK_VIEW3D); @@ -3678,14 +3815,14 @@ static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion * const bool is_left = STREQ(viewname, STEREO_LEFT_NAME); BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat); - view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat); + view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat); } 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_area_setup_view(scene, v3d, ar, viewmat, winmat); + view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat); } } @@ -3703,9 +3840,10 @@ static void update_lods(Scene *scene, float camera_pos[3]) } #endif -static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3D *v3d, +static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d, ARegion *ar, const char **grid_unit) { + wmWindow *win = CTX_wm_window(C); RegionView3D *rv3d = ar->regiondata; unsigned int lay_used = v3d->lay_used; @@ -3726,7 +3864,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3 if (view3d_stereo3d_active(C, scene, v3d, rv3d)) view3d_stereo3d_setup(scene, v3d, ar); else - view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); + view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL); rv3d->rflag &= ~RV3D_IS_GAME_ENGINE; #ifdef WITH_GAMEENGINE @@ -3756,11 +3894,11 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3 } /* clear the background */ - view3d_main_area_clear(scene, v3d, ar); + view3d_main_region_clear(scene, v3d, ar); /* enables anti-aliasing for 3D view drawing */ - if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) { - glEnable(GL_MULTISAMPLE_ARB); + if (win->multisamples != USER_MULTISAMPLE_NONE) { + glEnable(GL_MULTISAMPLE); } /* main drawing call */ @@ -3772,8 +3910,8 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3 } /* Disable back anti-aliasing */ - if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) { - glDisable(GL_MULTISAMPLE_ARB); + if (win->multisamples != USER_MULTISAMPLE_NONE) { + glDisable(GL_MULTISAMPLE); } if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */ @@ -3823,10 +3961,11 @@ static bool is_cursor_visible(Scene *scene) return true; } -static void view3d_main_area_draw_info(const bContext *C, Scene *scene, +static void view3d_main_region_draw_info(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d, const char *grid_unit, bool render_border) { + wmWindowManager *wm = CTX_wm_manager(C); RegionView3D *rv3d = ar->regiondata; rcti rect; @@ -3837,20 +3976,18 @@ static void view3d_main_area_draw_info(const bContext *C, Scene *scene, drawviewborder(scene, ar, v3d); } else if (v3d->flag2 & V3D_RENDER_BORDER) { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); setlinestyle(3); cpack(0x4040FF); - glRecti(v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy, - v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy); + sdrawbox(v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy, + v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy); setlinestyle(0); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } 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(scene, v3d, ar, false); + ED_gpencil_draw_view3d(wm, scene, v3d, ar, false); } if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { @@ -3872,13 +4009,11 @@ static void view3d_main_area_draw_info(const bContext *C, Scene *scene, } if (rv3d->render_engine) { - view3d_main_area_draw_engine_info(v3d, rv3d, ar, render_border); + view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border); return; } if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { - wmWindowManager *wm = CTX_wm_manager(C); - if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) { ED_scene_draw_fps(scene, &rect); } @@ -3901,7 +4036,7 @@ static void view3d_main_area_draw_info(const bContext *C, Scene *scene, } } -void view3d_main_area_draw(const bContext *C, ARegion *ar) +void view3d_main_region_draw(const bContext *C, ARegion *ar) { Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); @@ -3915,8 +4050,8 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar) clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect)); /* draw viewport using opengl */ - if (v3d->drawtype != OB_RENDER || !view3d_main_area_do_render_draw(scene) || clip_border) { - view3d_main_area_draw_objects(C, scene, v3d, ar, &grid_unit); + if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) { + view3d_main_region_draw_objects(C, scene, v3d, ar, &grid_unit); #ifdef DEBUG_DRAW bl_debug_draw(); @@ -3929,9 +4064,9 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar) /* draw viewport using external renderer */ if (v3d->drawtype == OB_RENDER) - view3d_main_area_draw_engine(C, scene, ar, v3d, clip_border, &border_rect); + view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect); - view3d_main_area_draw_info(C, scene, ar, v3d, grid_unit, render_border); + view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border); v3d->flag |= V3D_INVALID_BACKBUF; } |