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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.c183
1 files changed, 91 insertions, 92 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index a46d093c039..0b30ca2771d 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -832,52 +832,6 @@ static void drawrenderborder(ARegion *region, View3D *v3d)
immUnbindProgram();
}
-void ED_view3d_draw_depth(Depsgraph *depsgraph, ARegion *region, View3D *v3d, bool alphaoverride)
-{
- struct bThemeState theme_state;
- Scene *scene = DEG_get_evaluated_scene(depsgraph);
- RegionView3D *rv3d = region->regiondata;
-
- short flag = v3d->flag;
- float glalphaclip = U.glalphaclip;
- /* temp set drawtype to solid */
- /* Setting these temporarily is not nice */
- v3d->flag &= ~V3D_SELECT_OUTLINE;
-
- /* not that nice but means we wont zoom into billboards */
- U.glalphaclip = alphaoverride ? 0.5f : glalphaclip;
-
- /* Tools may request depth outside of regular drawing code. */
- UI_Theme_Store(&theme_state);
- UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
-
- ED_view3d_draw_setup_view(
- G_MAIN->wm.first, NULL, depsgraph, scene, region, v3d, NULL, NULL, NULL);
-
- /* get surface depth without bias */
- rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
-
- /* Needed in cases the 3D Viewport isn't already setup. */
- WM_draw_region_viewport_ensure(region, SPACE_VIEW3D);
- WM_draw_region_viewport_bind(region);
-
- GPUViewport *viewport = WM_draw_region_get_viewport(region);
- /* When Blender is starting, a click event can trigger a depth test while the viewport is not
- * yet available. */
- if (viewport != NULL) {
- DRW_draw_depth_loop(depsgraph, region, v3d, viewport, false);
- }
-
- WM_draw_region_viewport_unbind(region);
-
- rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
-
- U.glalphaclip = glalphaclip;
- v3d->flag = flag;
-
- UI_Theme_Restore(&theme_state);
-}
-
/** \} */
/* -------------------------------------------------------------------- */
@@ -1634,7 +1588,8 @@ void view3d_main_region_draw(const bContext *C, ARegion *region)
/* No depth test for drawing action zones afterwards. */
GPU_depth_test(GPU_DEPTH_NONE);
- v3d->flag |= V3D_INVALID_BACKBUF;
+ v3d->runtime.flag &= ~V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
+ /* TODO: Clear cache? */
}
/** \} */
@@ -2146,8 +2101,15 @@ static bool view3d_clipping_test(const float co[3], const float clip[6][4])
return true;
}
-/* For 'local' ED_view3d_clipping_local must run first
- * then all comparisons can be done in localspace. */
+/**
+ * Return true when `co` is hidden by the 3D views clipping planes.
+ *
+ * \param local: When true use local (object-space) #ED_view3d_clipping_local must run first,
+ * then all comparisons can be done in local-space.
+ * \return True when `co` is outside all clipping planes.
+ *
+ * \note Callers should check #RV3D_CLIPPING_ENABLED first.
+ */
bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
{
return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
@@ -2168,6 +2130,10 @@ static void validate_object_select_id(struct Depsgraph *depsgraph,
View3D *v3d,
Object *obact)
{
+ /* TODO: Use a flag in the selection engine itself. */
+ if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
+ return;
+ }
Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
BLI_assert(region->regiontype == RGN_TYPE_WINDOW);
@@ -2186,11 +2152,7 @@ static void validate_object_select_id(struct Depsgraph *depsgraph,
/* do nothing */
}
else {
- v3d->flag &= ~V3D_INVALID_BACKBUF;
- return;
- }
-
- if (!(v3d->flag & V3D_INVALID_BACKBUF)) {
+ v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
return;
}
@@ -2199,9 +2161,7 @@ static void validate_object_select_id(struct Depsgraph *depsgraph,
DRW_select_buffer_context_create(&base, 1, -1);
}
- /* TODO: Create a flag in `DRW_manager` because the drawing is no longer
- * made on the back-buffer in this case. */
- v3d->flag &= ~V3D_INVALID_BACKBUF;
+ v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
}
/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
@@ -2228,26 +2188,7 @@ static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void
void ED_view3d_select_id_validate(ViewContext *vc)
{
- /* TODO: Create a flag in `DRW_manager` because the drawing is no longer
- * made on the back-buffer in this case. */
- if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
- validate_object_select_id(vc->depsgraph, vc->view_layer, vc->region, vc->v3d, vc->obact);
- }
-}
-
-void ED_view3d_backbuf_depth_validate(ViewContext *vc)
-{
- if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
- ARegion *region = vc->region;
- Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
-
- if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
- GPUViewport *viewport = WM_draw_region_get_viewport(region);
- DRW_draw_depth_object(vc->scene, vc->region, vc->v3d, viewport, obact_eval);
- }
-
- vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
- }
+ validate_object_select_id(vc->depsgraph, vc->view_layer, vc->region, vc->v3d, vc->obact);
}
/**
@@ -2319,7 +2260,7 @@ void view3d_update_depths_rect(ARegion *region, ViewDepths *d, rcti *rect)
}
/* Note, with nouveau drivers the glReadPixels() is very slow. T24339. */
-void ED_view3d_depth_update(ARegion *region)
+static void view3d_depth_cache_update(ARegion *region)
{
RegionView3D *rv3d = region->regiondata;
@@ -2341,13 +2282,9 @@ void ED_view3d_depth_update(ARegion *region)
if (d->damaged) {
GPUViewport *viewport = WM_draw_region_get_viewport(region);
- rcti r = {
- .xmin = 0,
- .xmax = d->w,
- .ymin = 0,
- .ymax = d->h,
- };
- view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
+ DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
+ GPU_framebuffer_read_depth(fbl->depth_only_fb, 0, 0, d->w, d->h, GPU_DATA_FLOAT, d->depths);
+
/* Assumed to be this as they are never changed. */
d->depth_range[0] = 0.0;
d->depth_range[1] = 1.0;
@@ -2380,19 +2317,81 @@ float view3d_depth_near(ViewDepths *d)
return far == far_real ? FLT_MAX : far;
}
-void ED_view3d_draw_depth_gpencil(Depsgraph *depsgraph, Scene *scene, ARegion *region, View3D *v3d)
+/**
+ * Redraw the viewport depth buffer.
+ *
+ * \param mode: V3D_DEPTH_NO_GPENCIL - Redraw viewport without Grease Pencil and Annotations.
+ * V3D_DEPTH_GPENCIL_ONLY - Redraw viewport with Grease Pencil and Annotations only.
+ * V3D_DEPTH_OBJECT_ONLY - Redraw viewport with active object only.
+ * \param update_cache: If true, store the entire depth buffer in #rv3d->depths.
+ */
+void ED_view3d_depth_override(Depsgraph *depsgraph,
+ ARegion *region,
+ View3D *v3d,
+ Object *obact,
+ eV3DDepthOverrideMode mode,
+ bool update_cache)
{
- /* Setup view matrix. */
- ED_view3d_draw_setup_view(NULL, NULL, depsgraph, scene, region, v3d, NULL, NULL, NULL);
+ if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
+ return;
+ }
+ struct bThemeState theme_state;
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ RegionView3D *rv3d = region->regiondata;
+
+ short flag = v3d->flag;
+ /* temp set drawtype to solid */
+ /* Setting these temporarily is not nice */
+ v3d->flag &= ~V3D_SELECT_OUTLINE;
+
+ /* Tools may request depth outside of regular drawing code. */
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+ ED_view3d_draw_setup_view(
+ G_MAIN->wm.first, NULL, depsgraph, scene, region, v3d, NULL, NULL, NULL);
- GPU_clear_depth(1.0f);
+ /* get surface depth without bias */
+ rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
- GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
+ /* Needed in cases the 3D Viewport isn't already setup. */
+ WM_draw_region_viewport_ensure(region, SPACE_VIEW3D);
+ WM_draw_region_viewport_bind(region);
GPUViewport *viewport = WM_draw_region_get_viewport(region);
- DRW_draw_depth_loop_gpencil(depsgraph, region, v3d, viewport);
+ /* When Blender is starting, a click event can trigger a depth test while the viewport is not
+ * yet available. */
+ if (viewport != NULL) {
+ switch (mode) {
+ case V3D_DEPTH_NO_GPENCIL:
+ DRW_draw_depth_loop(depsgraph, region, v3d, viewport);
+ break;
+ case V3D_DEPTH_GPENCIL_ONLY:
+ DRW_draw_depth_loop_gpencil(depsgraph, region, v3d, viewport);
+ break;
+ case V3D_DEPTH_OBJECT_ONLY:
+ DRW_draw_depth_object(
+ scene, region, v3d, viewport, DEG_get_evaluated_object(depsgraph, obact));
+ break;
+ }
- GPU_depth_test(GPU_DEPTH_NONE);
+ if (rv3d->depths != NULL) {
+ rv3d->depths->damaged = true;
+ /* TODO: Clear cache? */
+ }
+ if (update_cache) {
+ view3d_depth_cache_update(region);
+ }
+ }
+
+ WM_draw_region_viewport_unbind(region);
+
+ rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
+
+ v3d->flag = flag;
+ v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
+
+ UI_Theme_Restore(&theme_state);
}
/** \} */