diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 4686 |
1 files changed, 1467 insertions, 3219 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index cc046eebc68..b14128ab400 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -28,950 +28,294 @@ * \ingroup spview3d */ -#include <string.h> -#include <stdio.h> #include <math.h> -#include "DNA_armature_types.h" -#include "DNA_camera_types.h" -#include "DNA_customdata_types.h" -#include "DNA_object_types.h" -#include "DNA_group_types.h" -#include "DNA_mesh_types.h" -#include "DNA_key_types.h" -#include "DNA_lamp_types.h" -#include "DNA_scene_types.h" -#include "DNA_world_types.h" -#include "DNA_brush_types.h" - -#include "MEM_guardedalloc.h" - -#include "BLI_blenlib.h" +#include "BLI_listbase.h" #include "BLI_math.h" -#include "BLI_jitter_2d.h" -#include "BLI_utildefines.h" -#include "BLI_endian_switch.h" +#include "BLI_rect.h" +#include "BLI_string.h" #include "BLI_threads.h" +#include "BLI_jitter_2d.h" + +#include "BIF_gl.h" +#include "BIF_glutil.h" -#include "BKE_anim.h" #include "BKE_camera.h" #include "BKE_context.h" -#include "BKE_customdata.h" -#include "BKE_DerivedMesh.h" -#include "BKE_image.h" +#include "BKE_global.h" #include "BKE_key.h" -#include "BKE_main.h" +#include "BKE_scene.h" #include "BKE_object.h" -#include "BKE_global.h" #include "BKE_paint.h" -#include "BKE_scene.h" -#include "BKE_screen.h" #include "BKE_unit.h" -#include "BKE_movieclip.h" - -#include "RE_engine.h" -#include "IMB_imbuf_types.h" -#include "IMB_imbuf.h" -#include "IMB_colormanagement.h" +#include "BLF_api.h" -#include "BIF_gl.h" -#include "BIF_glutil.h" +#include "BLT_translation.h" -#include "WM_api.h" +#include "DNA_armature_types.h" +#include "DNA_brush_types.h" +#include "DNA_camera_types.h" +#include "DNA_key_types.h" +#include "DNA_mesh_types.h" +#include "DNA_object_types.h" +#include "DNA_view3d_types.h" +#include "DNA_windowmanager_types.h" -#include "BLF_api.h" -#include "BLT_translation.h" +#include "DRW_engine.h" #include "ED_armature.h" #include "ED_keyframing.h" #include "ED_gpencil.h" #include "ED_screen.h" -#include "ED_space_api.h" -#include "ED_screen_types.h" #include "ED_transform.h" -#include "UI_interface.h" -#include "UI_interface_icons.h" -#include "UI_resources.h" +#include "DEG_depsgraph_query.h" #include "GPU_draw.h" -#include "GPU_framebuffer.h" +#include "GPU_matrix.h" +#include "GPU_immediate.h" +#include "GPU_immediate_util.h" #include "GPU_material.h" +#include "GPU_viewport.h" #include "GPU_compositing.h" -#include "GPU_extensions.h" -#include "GPU_select.h" - -#include "view3d_intern.h" /* own include */ - -/* prototypes */ -static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d); -static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect); -static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar, - float winmat[4][4], const char *viewname); - -/* handy utility for drawing shapes in the viewport for arbitrary code. - * could add lines and points too */ -// #define DEBUG_DRAW -#ifdef DEBUG_DRAW -static void bl_debug_draw(void); -/* add these locally when using these functions for testing */ -extern void bl_debug_draw_quad_clear(void); -extern void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3]); -extern void bl_debug_draw_edge_add(const float v0[3], const float v1[3]); -extern void bl_debug_color_set(const unsigned int col); -#endif - -void circf(float x, float y, float rad) -{ - GLUquadricObj *qobj = gluNewQuadric(); - - gluQuadricDrawStyle(qobj, GLU_FILL); - - glPushMatrix(); - - glTranslatef(x, y, 0.0); - - gluDisk(qobj, 0.0, rad, 32, 1); - - glPopMatrix(); - - gluDeleteQuadric(qobj); -} - -void circ(float x, float y, float rad) -{ - GLUquadricObj *qobj = gluNewQuadric(); - - gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); - - glPushMatrix(); - - glTranslatef(x, y, 0.0); - - gluDisk(qobj, 0.0, rad, 32, 1); - - glPopMatrix(); - - gluDeleteQuadric(qobj); -} - -/* ********* custom clipping *********** */ +#include "MEM_guardedalloc.h" -static void view3d_draw_clipping(RegionView3D *rv3d) -{ - BoundBox *bb = rv3d->clipbb; - - if (bb) { - const unsigned int clipping_index[6][4] = { - {0, 1, 2, 3}, - {0, 4, 5, 1}, - {4, 7, 6, 5}, - {7, 3, 2, 6}, - {1, 5, 6, 2}, - {7, 4, 0, 3} - }; - - /* fill in zero alpha for rendering & re-projection [#31530] */ - unsigned char col[4]; - UI_GetThemeColor4ubv(TH_V3D_CLIPPING_BORDER, col); - glColor4ubv(col); - - glEnable(GL_BLEND); - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, bb->vec); - glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index); - glDisableClientState(GL_VERTEX_ARRAY); - glDisable(GL_BLEND); - } -} +#include "UI_interface.h" +#include "UI_resources.h" -void ED_view3d_clipping_set(RegionView3D *rv3d) -{ - double plane[4]; - const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6; - unsigned int a; - - for (a = 0; a < tot; a++) { - copy_v4db_v4fl(plane, rv3d->clip[a]); - glClipPlane(GL_CLIP_PLANE0 + a, plane); - glEnable(GL_CLIP_PLANE0 + a); - } -} +#include "RE_engine.h" -/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */ -void ED_view3d_clipping_disable(void) -{ - unsigned int a; +#include "WM_api.h" +#include "WM_types.h" - for (a = 0; a < 6; a++) { - glDisable(GL_CLIP_PLANE0 + a); - } -} -void ED_view3d_clipping_enable(void) -{ - unsigned int a; +#include "RNA_access.h" - for (a = 0; a < 6; a++) { - glEnable(GL_CLIP_PLANE0 + a); - } -} +#include "IMB_imbuf.h" +#include "IMB_imbuf_types.h" -static bool view3d_clipping_test(const float co[3], const float clip[6][4]) -{ - if (plane_point_side_v3(clip[0], co) > 0.0f) - if (plane_point_side_v3(clip[1], co) > 0.0f) - if (plane_point_side_v3(clip[2], co) > 0.0f) - if (plane_point_side_v3(clip[3], co) > 0.0f) - return false; +#include "view3d_intern.h" /* own include */ - return true; -} +/* ******************** general functions ***************** */ -/* for 'local' ED_view3d_clipping_local must run first - * then all comparisons can be done in localspace */ -bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local) +static bool use_depth_doit(View3D *v3d, Object *obedit) { - return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip); -} - -/* ********* end custom clipping *********** */ - - -static void drawgrid_draw(ARegion *ar, double wx, double wy, double x, double y, double dx) -{ - double verts[2][2]; - - x += (wx); - y += (wy); - - /* set fixed 'Y' */ - verts[0][1] = 0.0f; - verts[1][1] = (double)ar->winy; - - /* iter over 'X' */ - verts[0][0] = verts[1][0] = x - dx * floor(x / dx); - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(2, GL_DOUBLE, 0, verts); + if (v3d->drawtype > OB_WIRE) + return true; - while (verts[0][0] < ar->winx) { - glDrawArrays(GL_LINES, 0, 2); - verts[0][0] = verts[1][0] = verts[0][0] + dx; - } - - /* set fixed 'X' */ - verts[0][0] = 0.0f; - verts[1][0] = (double)ar->winx; - - /* iter over 'Y' */ - verts[0][1] = verts[1][1] = y - dx * floor(y / dx); - while (verts[0][1] < ar->winy) { - glDrawArrays(GL_LINES, 0, 2); - verts[0][1] = verts[1][1] = verts[0][1] + dx; + /* 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; + } + } } - - glDisableClientState(GL_VERTEX_ARRAY); + return false; } -#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) +/** + * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore + */ +void ED_view3d_update_viewmat( + const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar, + float viewmat[4][4], float winmat[4][4], const rcti *rect) { - /* extern short bgpicmode; */ + const Depsgraph *depsgraph = eval_ctx->depsgraph; RegionView3D *rv3d = ar->regiondata; - double wx, wy, x, y, fw, fx, fy, dx; - double vec4[4]; - unsigned char col[3], col2[3]; - - fx = rv3d->persmat[3][0]; - fy = rv3d->persmat[3][1]; - fw = rv3d->persmat[3][3]; - - wx = (ar->winx / 2.0); /* because of rounding errors, grid at wrong location */ - wy = (ar->winy / 2.0); - - x = (wx) * fx / fw; - y = (wy) * fy / fw; - - vec4[0] = vec4[1] = v3d->grid; - vec4[2] = 0.0; - vec4[3] = 1.0; - mul_m4_v4d(rv3d->persmat, vec4); - fx = vec4[0]; - fy = vec4[1]; - fw = vec4[3]; - - 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 */ - UI_ThemeColor(TH_GRID); - - if (unit->system) { - /* Use GRID_MIN_PX * 2 for units because very very small grid - * items are less useful when dealing with units */ - const void *usys; - int len, i; - double dx_scalar; - float blend_fac; - - bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len); - - if (usys) { - i = len; - while (i--) { - double scalar = bUnit_GetScaler(usys, i); - - dx_scalar = dx * scalar / (double)unit->scale_length; - if (dx_scalar < (GRID_MIN_PX_D * 2.0)) - continue; - - /* Store the smallest drawn grid size units name so users know how big each grid cell is */ - if (*grid_unit == NULL) { - *grid_unit = bUnit_GetNameDisplay(usys, i); - rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length); - } - 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_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, blend_fac); + /* setup window matrices */ + if (winmat) + copy_m4_m4(rv3d->winmat, winmat); + else + view3d_winmatrix_set(depsgraph, ar, v3d, rect); - drawgrid_draw(ar, wx, wy, x, y, dx_scalar); - } - } + /* setup view matrix */ + if (viewmat) { + copy_m4_m4(rv3d->viewmat, viewmat); } else { - const double sublines = v3d->gridsubdiv; - const float sublines_fl = v3d->gridsubdiv; - - 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; - if (dx < GRID_MIN_PX_D) { - /* pass */ - } - else { - UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, dx); - } - } - else { /* start blending out */ - UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0)); - drawgrid_draw(ar, wx, wy, x, y, dx); - - UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, sublines * dx); - } - } - else { /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX * 10)) */ - UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0)); - drawgrid_draw(ar, wx, wy, x, y, dx); - - UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, sublines * dx); - } - } - 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)) { - UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, dx); - } - else { - UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0)); - drawgrid_draw(ar, wx, wy, x, y, dx); - UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, dx * sublines); - } - } - else { - UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0)); - drawgrid_draw(ar, wx, wy, x, y, dx); - UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, dx * sublines); - } - } - else { - UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0)); - drawgrid_draw(ar, wx, wy, x, y, dx); - UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, dx * sublines); - } + float rect_scale[2]; + if (rect) { + rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx; + rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy; } + /* note: calls BKE_object_where_is_calc for camera... */ + view3d_viewmatrix_set(eval_ctx, scene, v3d, rv3d, rect ? rect_scale : NULL); } + /* update utility matrices */ + mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); + invert_m4_m4(rv3d->persinv, rv3d->persmat); + invert_m4_m4(rv3d->viewinv, rv3d->viewmat); + /* calculate GLSL view dependent values */ - x += (wx); - y += (wy); - UI_GetThemeColor3ubv(TH_GRID, col); + /* store window coordinates scaling/offset */ + if (rv3d->persp == RV3D_CAMOB && v3d->camera) { + rctf cameraborder; + ED_view3d_calc_camera_border(scene, eval_ctx->depsgraph, ar, v3d, rv3d, &cameraborder, false); + rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder); + rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder); - setlinestyle(0); - - /* center cross */ - /* horizontal line */ - if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) - UI_make_axis_color(col, col2, 'Y'); - else UI_make_axis_color(col, col2, 'X'); - glColor3ubv(col2); - - fdrawline(0.0, y, (float)ar->winx, y); - - /* vertical line */ - if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) - UI_make_axis_color(col, col2, 'Y'); - else UI_make_axis_color(col, col2, 'Z'); - glColor3ubv(col2); + rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx; + rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy; + } + else { + rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f; + rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f; + } - fdrawline(x, 0.0, x, (float)ar->winy); + /* calculate pixelsize factor once, is used for lamps and obcenters */ + { + /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])' + * because of float point precision problems at large values [#23908] */ + float v1[3], v2[3]; + float len_px, len_sc; - glDepthMask(GL_TRUE); /* enable write in zbuffer */ -} -#undef GRID_MIN_PX + v1[0] = rv3d->persmat[0][0]; + v1[1] = rv3d->persmat[1][0]; + v1[2] = rv3d->persmat[2][0]; -/** could move this elsewhere, but tied into #ED_view3d_grid_scale */ -float ED_scene_grid_scale(Scene *scene, const char **grid_unit) -{ - /* apply units */ - if (scene->unit.system) { - const void *usys; - int len; + v2[0] = rv3d->persmat[0][1]; + v2[1] = rv3d->persmat[1][1]; + v2[2] = rv3d->persmat[2][1]; - bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len); + len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2))); + len_sc = (float)MAX2(ar->winx, ar->winy); - if (usys) { - int i = bUnit_GetBaseUnit(usys); - if (grid_unit) - *grid_unit = bUnit_GetNameDisplay(usys, i); - return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length; - } + rv3d->pixsize = len_px / len_sc; } - - return 1.0f; -} - -float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit) -{ - return v3d->grid * ED_scene_grid_scale(scene, grid_unit); } -static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth) +static void view3d_main_region_setup_view( + const EvaluationContext *eval_ctx, Scene *scene, + View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect) { - float grid, grid_scale; - unsigned char col_grid[3]; - const int gridlines = v3d->gridlines / 2; - - if (v3d->gridlines < 3) return; - - /* use 'grid_scale' instead of 'v3d->grid' from now on */ - grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit); - grid = gridlines * grid_scale; - - if (!write_depth) - glDepthMask(GL_FALSE); - - 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; - float vert[4][3] = {{0.0f}}; - unsigned char col_bg[3]; - unsigned char col_grid_emphasise[3], col_grid_light[3]; - int a; - int prev_emphasise = -1; - - 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_light, 10); - 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); - - /* set fixed axis */ - vert[0][0] = vert[2][1] = grid; - vert[1][0] = vert[3][1] = -grid; - - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, vert); - - for (a = -gridlines; a <= gridlines; a++) { - const float line = a * grid_scale; - const int is_emphasise = (a % sublines) == 0; - - if (is_emphasise != prev_emphasise) { - glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light); - prev_emphasise = is_emphasise; - } - - /* set variable axis */ - vert[0][1] = vert[1][1] = vert[2][0] = vert[3][0] = line; + RegionView3D *rv3d = ar->regiondata; - glDrawArrays(GL_LINES, 0, 4); - } + ED_view3d_update_viewmat(eval_ctx, scene, v3d, ar, viewmat, winmat, rect); - glDisableClientState(GL_VERTEX_ARRAY); - } - - /* 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)) { - float vert[3]; - unsigned char tcol[3]; - - UI_make_axis_color(col_grid, tcol, 'X' + axis); - glColor3ubv(tcol); - - zero_v3(vert); - vert[axis] = grid; - glVertex3fv(vert); - vert[axis] = -grid; - glVertex3fv(vert); - } - } - glEnd(); - } - - glDepthMask(GL_TRUE); + /* set for opengl */ + gpuLoadProjectionMatrix(rv3d->winmat); + gpuLoadMatrix(rv3d->viewmat); } - -static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) +static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d) { - 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); - setlinestyle(0); - cpack(0xFF); - circ((float)co[0], (float)co[1], f10); - setlinestyle(4); - cpack(0xFFFFFF); - circ((float)co[0], (float)co[1], f10); - setlinestyle(0); - - UI_ThemeColor(TH_VIEW_OVERLAY); - sdrawline(co[0] - f20, co[1], co[0] - f5, co[1]); - sdrawline(co[0] + f5, co[1], co[0] + f20, co[1]); - sdrawline(co[0], co[1] - f20, co[0], co[1] - f5); - sdrawline(co[0], co[1] + f5, co[0], co[1] + f20); + if ((scene->r.scemode & R_MULTIVIEW) == 0) { + return false; } -} - -/* Draw a live substitute of the view icon, which is always shown - * colors copied from transform_manipulator.c, we should keep these matching. */ -static void draw_view_axis(RegionView3D *rv3d, rcti *rect) -{ - const float k = U.rvisize * U.pixelsize; /* axis size */ - const float toll = 0.5; /* used to see when view is quasi-orthogonal */ - float startx = k + 1.0f; /* axis center in screen coordinates, x=y */ - float starty = k + 1.0f; - float ydisp = 0.0; /* vertical displacement to allow obj info text */ - int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */ - float vec[3]; - float dx, dy; - - int axis_order[3] = {0, 1, 2}; - int axis_i; - - startx += rect->xmin; - starty += rect->ymin; - - axis_sort_v3(rv3d->viewinv[2], axis_order); - - /* thickness of lines is proportional to k */ - glLineWidth(2); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - for (axis_i = 0; axis_i < 3; axis_i++) { - int i = axis_order[axis_i]; - const char axis_text[2] = {'x' + i, '\0'}; - - zero_v3(vec); - vec[i] = 1.0f; - mul_qt_v3(rv3d->viewquat, vec); - dx = vec[0] * k; - dy = vec[1] * k; - UI_ThemeColorShadeAlpha(TH_AXIS_X + i, 0, bright); - glBegin(GL_LINES); - glVertex2f(startx, starty + ydisp); - glVertex2f(startx + dx, starty + dy + ydisp); - glEnd(); - - 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); - } + if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) { + return false; } - glDisable(GL_BLEND); -} - -#ifdef WITH_INPUT_NDOF -/* draw center and axis of rotation for ongoing 3D mouse navigation */ -static void draw_rotation_guide(RegionView3D *rv3d) -{ - float o[3]; /* center of rotation */ - float end[3]; /* endpoints for drawing */ - - float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; /* bright blue so it matches device LEDs */ - - negate_v3_v3(o, rv3d->ofs); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glPointSize(5); - glEnable(GL_POINT_SMOOTH); - glDepthMask(0); /* don't overwrite zbuf */ - - if (rv3d->rot_angle != 0.0f) { - /* -- draw rotation axis -- */ - float scaled_axis[3]; - const float scale = rv3d->dist; - mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale); - - - glBegin(GL_LINE_STRIP); - color[3] = 0.0f; /* more transparent toward the ends */ - glColor4fv(color); - add_v3_v3v3(end, o, scaled_axis); - glVertex3fv(end); - -#if 0 - color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */ - /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */ -#endif - - color[3] = 0.5f; /* more opaque toward the center */ - glColor4fv(color); - glVertex3fv(o); - - color[3] = 0.0f; - glColor4fv(color); - sub_v3_v3v3(end, o, scaled_axis); - glVertex3fv(end); - glEnd(); - - /* -- draw ring around rotation center -- */ - { -#define ROT_AXIS_DETAIL 13 - - const float s = 0.05f * scale; - const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL); - float angle; - int i; - - float q[4]; /* rotate ring so it's perpendicular to axis */ - const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f; - if (!upright) { - const float up[3] = {0.0f, 0.0f, 1.0f}; - float vis_angle, vis_axis[3]; - - cross_v3_v3v3(vis_axis, up, rv3d->rot_axis); - vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis)); - axis_angle_to_quat(q, vis_axis, vis_angle); + switch (v3d->stereo3d_camera) { + case STEREO_MONO_ID: + return false; + break; + case STEREO_3D_ID: + /* win will be NULL when calling this from the selection or draw loop. */ + if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) { + return false; } - - color[3] = 0.25f; /* somewhat faint */ - glColor4fv(color); - glBegin(GL_LINE_LOOP); - for (i = 0, angle = 0.0f; i < ROT_AXIS_DETAIL; ++i, angle += step) { - float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f}; - - if (!upright) { - mul_qt_v3(q, p); - } - - add_v3_v3(p, o); - glVertex3fv(p); + if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) && + !BKE_scene_multiview_is_stereo3d(&scene->r)) + { + return false; } - glEnd(); - -#undef ROT_AXIS_DETAIL - } - - color[3] = 1.0f; /* solid dot */ - } - else - color[3] = 0.5f; /* see-through dot */ - - /* -- draw rotation center -- */ - glColor4fv(color); - glBegin(GL_POINTS); - glVertex3fv(o); - glEnd(); - -#if 0 - /* find screen coordinates for rotation center, then draw pretty icon */ - mul_m4_v3(rv3d->persinv, rot_center); - UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN); - /* ^^ just playing around, does not work */ -#endif - - glDisable(GL_BLEND); - glDisable(GL_POINT_SMOOTH); - glDepthMask(1); -} -#endif /* WITH_INPUT_NDOF */ - -static void draw_view_icon(RegionView3D *rv3d, rcti *rect) -{ - BIFIconID icon; - - if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) - icon = ICON_AXIS_TOP; - else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) - icon = ICON_AXIS_FRONT; - else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) - icon = ICON_AXIS_SIDE; - else return; - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - UI_icon_draw(5.0 + rect->xmin, 5.0 + rect->ymin, icon); - - glDisable(GL_BLEND); -} - -static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d) -{ - const char *name = NULL; - - switch (rv3d->view) { - case RV3D_VIEW_FRONT: - if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho"); - else name = IFACE_("Front Persp"); - break; - case RV3D_VIEW_BACK: - if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho"); - else name = IFACE_("Back Persp"); - break; - case RV3D_VIEW_TOP: - if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho"); - else name = IFACE_("Top Persp"); break; - case RV3D_VIEW_BOTTOM: - if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho"); - else name = IFACE_("Bottom Persp"); - break; - case RV3D_VIEW_RIGHT: - if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho"); - else name = IFACE_("Right Persp"); - break; - case RV3D_VIEW_LEFT: - if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho"); - else name = IFACE_("Left Persp"); - break; - + /* We always need the stereo calculation for left and right cameras. */ + case STEREO_LEFT_ID: + case STEREO_RIGHT_ID: default: - if (rv3d->persp == RV3D_CAMOB) { - if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) { - Camera *cam; - cam = v3d->camera->data; - if (cam->type == CAM_PERSP) { - name = IFACE_("Camera Persp"); - } - else if (cam->type == CAM_ORTHO) { - name = IFACE_("Camera Ortho"); - } - else { - BLI_assert(cam->type == CAM_PANO); - name = IFACE_("Camera Pano"); - } - } - else { - name = IFACE_("Object as Camera"); - } - } - else { - name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp"); - } break; } - - return name; + return true; } -static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect) -{ - RegionView3D *rv3d = ar->regiondata; - const char *name = view3d_get_name(v3d, rv3d); - /* increase size for unicode languages (Chinese in utf-8...) */ -#ifdef WITH_INTERNATIONAL - char tmpstr[96]; -#else - char tmpstr[32]; -#endif - if (v3d->localvd) { - BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name); - name = tmpstr; - } +/* setup the view and win matrices for the multiview cameras + * + * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called + * 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_region_setup_view() code to account for that. + */ +static void view3d_stereo3d_setup( + const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect) +{ + bool is_left; + const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME }; + const char *viewname; - UI_ThemeColor(TH_TEXT_HI); -#ifdef WITH_INTERNATIONAL - BLF_draw_default(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr)); -#else - BLF_draw_default_ascii(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr)); -#endif -} + /* show only left or right camera */ + if (v3d->stereo3d_camera != STEREO_3D_ID) + v3d->multiview_eye = v3d->stereo3d_camera; -/* draw info beside axes in bottom left-corner: - * framenum, object name, bone name (if available), marker name (if available) - */ + is_left = v3d->multiview_eye == STEREO_LEFT_ID; + viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID]; -static void draw_selected_name(Scene *scene, Object *ob, const rcti *rect) -{ - const int cfra = CFRA; - const char *msg_pin = " (Pinned)"; - const char *msg_sep = " : "; + /* update the viewport matrices with the new camera */ + if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) { + Camera *data; + float viewmat[4][4]; + float shiftx; - char info[300]; - const char *markern; - char *s = info; - short offset = 1.5f * UI_UNIT_X + rect->xmin; + data = (Camera *)v3d->camera->data; + shiftx = data->shiftx; - s += sprintf(s, "(%d)", cfra); + BLI_thread_lock(LOCK_VIEW3D); + data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname); - /* - * info can contain: - * - a frame (7 + 2) - * - 3 object names (MAX_NAME) - * - 2 BREAD_CRUMB_SEPARATORs (6) - * - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room! - * - a marker name (MAX_NAME + 3) - */ + BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat); + view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, NULL, rect); - /* get name of marker on current frame (if available) */ - markern = BKE_scene_find_marker_name(scene, cfra); - - /* check if there is an object */ - if (ob) { - *s++ = ' '; - s += BLI_strcpy_rlen(s, ob->id.name + 2); + data->shiftx = shiftx; + BLI_thread_unlock(LOCK_VIEW3D); + } + else { /* SCE_VIEWS_FORMAT_MULTIVIEW */ + float viewmat[4][4]; + Object *view_ob = v3d->camera; + Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname); - /* name(s) to display depends on type of object */ - if (ob->type == OB_ARMATURE) { - bArmature *arm = ob->data; - - /* show name of active bone too (if possible) */ - if (arm->edbo) { - if (arm->act_edbone) { - s += BLI_strcpy_rlen(s, msg_sep); - s += BLI_strcpy_rlen(s, arm->act_edbone->name); - } - } - else if (ob->mode & OB_MODE_POSE) { - if (arm->act_bone) { + BLI_thread_lock(LOCK_VIEW3D); + v3d->camera = camera; - if (arm->act_bone->layer & arm->layer) { - s += BLI_strcpy_rlen(s, msg_sep); - s += BLI_strcpy_rlen(s, arm->act_bone->name); - } - } - } - } - else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) { - Key *key = NULL; - KeyBlock *kb = NULL; + BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat); + view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, NULL, rect); - /* try to display active bone and active shapekey too (if they exist) */ + v3d->camera = view_ob; + BLI_thread_unlock(LOCK_VIEW3D); + } +} - if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) { - Object *armobj = BKE_object_pose_armature_get(ob); - if (armobj && armobj->mode & OB_MODE_POSE) { - bArmature *arm = armobj->data; - if (arm->act_bone) { - if (arm->act_bone->layer & arm->layer) { - s += BLI_strcpy_rlen(s, msg_sep); - s += BLI_strcpy_rlen(s, arm->act_bone->name); - } - } - } - } +/** + * Set the correct matrices + */ +void ED_view3d_draw_setup_view( + wmWindow *win, const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d, + float viewmat[4][4], float winmat[4][4], const rcti *rect) +{ + RegionView3D *rv3d = ar->regiondata; - key = BKE_key_from_object(ob); - if (key) { - kb = BLI_findlink(&key->block, ob->shapenr - 1); - if (kb) { - s += BLI_strcpy_rlen(s, msg_sep); - s += BLI_strcpy_rlen(s, kb->name); - if (ob->shapeflag & OB_SHAPE_LOCK) { - s += BLI_strcpy_rlen(s, IFACE_(msg_pin)); - } - } - } - } - - /* 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_TIME_KEYFRAME); - else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) - UI_ThemeColor(TH_TIME_GP_KEYFRAME); - else - UI_ThemeColor(TH_TEXT_HI); + /* Setup the view matrix. */ + if (view3d_stereo3d_active(win, scene, v3d, rv3d)) { + view3d_stereo3d_setup(eval_ctx, scene, v3d, ar, rect); } else { - /* no object */ - if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra)) - UI_ThemeColor(TH_TIME_GP_KEYFRAME); - else - UI_ThemeColor(TH_TEXT_HI); - } - - if (markern) { - s += sprintf(s, " <%s>", markern); + view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, rect); } - - if (U.uiflag & USER_SHOW_ROTVIEWICON) - offset = U.widget_unit + (U.rvisize * 2) + rect->xmin; - - BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info)); } +/* ******************** view border ***************** */ + static void view3d_camera_border( - const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, + const Scene *scene, const struct Depsgraph *depsgraph, + const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, rctf *r_viewborder, const bool no_shift, const bool no_zoom) { CameraParams params; @@ -979,7 +323,7 @@ static void view3d_camera_border( /* get viewport viewplane */ BKE_camera_params_init(¶ms); - BKE_camera_params_from_view3d(¶ms, v3d, rv3d); + BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d); if (no_zoom) params.zoom = 1.0f; BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); @@ -1006,24 +350,26 @@ static void view3d_camera_border( } void ED_view3d_calc_camera_border_size( - const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, + const Scene *scene, const Depsgraph *depsgraph, + const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, float r_size[2]) { rctf viewborder; - view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, true, true); + view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, true, true); r_size[0] = BLI_rctf_size_x(&viewborder); r_size[1] = BLI_rctf_size_y(&viewborder); } void ED_view3d_calc_camera_border( - const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, + const Scene *scene, const Depsgraph *depsgraph, + const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, rctf *r_viewborder, const bool no_shift) { - view3d_camera_border(scene, ar, v3d, rv3d, r_viewborder, no_shift, false); + view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, r_viewborder, no_shift, false); } -static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac) +static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac) { float x3, y3, x4, y4; @@ -1032,29 +378,33 @@ static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float f x4 = x1 + (1.0f - fac) * (x2 - x1); y4 = y1 + (1.0f - fac) * (y2 - y1); - glBegin(GL_LINES); - glVertex2f(x1, y3); - glVertex2f(x2, y3); + immBegin(GWN_PRIM_LINES, 8); - glVertex2f(x1, y4); - glVertex2f(x2, y4); + immVertex2f(shdr_pos, x1, y3); + immVertex2f(shdr_pos, x2, y3); - glVertex2f(x3, y1); - glVertex2f(x3, y2); + immVertex2f(shdr_pos, x1, y4); + immVertex2f(shdr_pos, x2, y4); - glVertex2f(x4, y1); - glVertex2f(x4, y2); - glEnd(); + immVertex2f(shdr_pos, x3, y1); + immVertex2f(shdr_pos, x3, y2); + + immVertex2f(shdr_pos, x4, y1); + immVertex2f(shdr_pos, x4, y2); + + immEnd(); } /* harmonious triangle */ -static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir) +static void drawviewborder_triangle( + uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir) { float ofs; float w = x2 - x1; float h = y2 - y1; - glBegin(GL_LINES); + immBegin(GWN_PRIM_LINES, 6); + if (w > h) { if (golden) { ofs = w * (1.0f - (1.0f / 1.61803399f)); @@ -1064,14 +414,14 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons } if (dir == 'B') SWAP(float, y1, y2); - glVertex2f(x1, y1); - glVertex2f(x2, y2); + immVertex2f(shdr_pos, x1, y1); + immVertex2f(shdr_pos, x2, y2); - glVertex2f(x2, y1); - glVertex2f(x1 + (w - ofs), y2); + immVertex2f(shdr_pos, x2, y1); + immVertex2f(shdr_pos, x1 + (w - ofs), y2); - glVertex2f(x1, y2); - glVertex2f(x1 + ofs, y1); + immVertex2f(shdr_pos, x1, y2); + immVertex2f(shdr_pos, x1 + ofs, y1); } else { if (golden) { @@ -1082,19 +432,20 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons } if (dir == 'B') SWAP(float, x1, x2); - glVertex2f(x1, y1); - glVertex2f(x2, y2); + immVertex2f(shdr_pos, x1, y1); + immVertex2f(shdr_pos, x2, y2); - glVertex2f(x2, y1); - glVertex2f(x1, y1 + ofs); + immVertex2f(shdr_pos, x2, y1); + immVertex2f(shdr_pos, x1, y1 + ofs); - glVertex2f(x1, y2); - glVertex2f(x2, y1 + (h - ofs)); + immVertex2f(shdr_pos, x1, y2); + immVertex2f(shdr_pos, x2, y1 + (h - ofs)); } - glEnd(); + + immEnd(); } -static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) +static void drawviewborder(Scene *scene, const Depsgraph *depsgraph, ARegion *ar, View3D *v3d) { float x1, x2, y1, y2; float x1i, x2i, y1i, y2i; @@ -1108,7 +459,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) if (v3d->camera->type == OB_CAMERA) ca = v3d->camera->data; - ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false); + ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false); /* the offsets */ x1 = viewborder.xmin; y1 = viewborder.ymin; @@ -1128,58 +479,76 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) y1i = (int)(y1 - 1.0001f); x2i = (int)(x2 + (1.0f - 0.0001f)); y2i = (int)(y2 + (1.0f - 0.0001f)); - - /* passepartout, specified in camera edit buttons */ - if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) { - const float winx = (ar->winx + 1); - const float winy = (ar->winy + 1); - if (ca->passepartalpha == 1.0f) { - glColor3f(0, 0, 0); + uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + + /* First, solid lines. */ + { + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + /* passepartout, specified in camera edit buttons */ + if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) { + const float winx = (ar->winx + 1); + const float winy = (ar->winy + 1); + + float alpha = 1.0f; + + if (ca->passepartalpha != 1.0f) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + alpha = ca->passepartalpha; + } + + immUniformColor4f(0.0f, 0.0f, 0.0f, alpha); + + if (x1i > 0.0f) + immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f); + if (x2i < winx) + immRectf(shdr_pos, x2i, winy, winx, 0.0f); + if (y2i < winy) + immRectf(shdr_pos, x1i, winy, x2i, y2i); + if (y2i > 0.0f) + immRectf(shdr_pos, x1i, y1i, x2i, 0.0f); + + glDisable(GL_BLEND); } - else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(0, 0, 0, ca->passepartalpha); + + immUniformThemeColor(TH_BACK); + imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i); + +#ifdef VIEW3D_CAMERA_BORDER_HACK + if (view3d_camera_border_hack_test == true) { + immUniformColor3ubv(view3d_camera_border_hack_col); + imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1); + view3d_camera_border_hack_test = false; } +#endif - if (x1i > 0.0f) - glRectf(0.0, winy, x1i, 0.0); - if (x2i < winx) - glRectf(x2i, winy, winx, 0.0); - if (y2i < winy) - glRectf(x1i, winy, x2i, y2i); - if (y2i > 0.0f) - glRectf(x1i, y1i, x2i, 0.0); - - glDisable(GL_BLEND); + immUnbindProgram(); } - setlinestyle(0); + /* And now, the dashed lines! */ + immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); - UI_ThemeColor(TH_BACK); - - fdrawbox(x1i, y1i, x2i, y2i); + { + float viewport_size[4]; + glGetFloatv(GL_VIEWPORT, viewport_size); + immUniform2f("viewport_size", viewport_size[2], viewport_size[3]); -#ifdef VIEW3D_CAMERA_BORDER_HACK - if (view3d_camera_border_hack_test == true) { - glColor3ubv(view3d_camera_border_hack_col); - fdrawbox(x1i + 1, y1i + 1, x2i - 1, y2i - 1); - view3d_camera_border_hack_test = false; - } -#endif + immUniform1i("num_colors", 0); /* "simple" mode */ + immUniform1f("dash_width", 6.0f); + immUniform1f("dash_factor", 0.5f); - setlinestyle(3); + /* outer line not to confuse with object selection */ + if (v3d->flag2 & V3D_LOCK_CAMERA) { + immUniformThemeColor(TH_REDALERT); + imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1); + } - /* outer line not to confuse with object selecton */ - if (v3d->flag2 & V3D_LOCK_CAMERA) { - UI_ThemeColor(TH_REDALERT); - fdrawbox(x1i - 1, y1i - 1, x2i + 1, y2i + 1); + immUniformThemeColor(TH_VIEW_OVERLAY); + imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i); } - UI_ThemeColor(TH_VIEW_OVERLAY); - fdrawbox(x1i, y1i, x2i, y2i); - /* border */ if (scene->r.mode & R_BORDER) { float x3, y3, x4, y4; @@ -1189,82 +558,76 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1); y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1); - cpack(0x4040FF); - sdrawbox(x3, y3, x4, y4); + immUniformColor3f(1.0f, 0.25f, 0.25f); + imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4); } /* safety border */ if (ca) { + immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f); + if (ca->dtx & CAM_DTX_CENTER) { float x3, y3; - UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0); - x3 = x1 + 0.5f * (x2 - x1); y3 = y1 + 0.5f * (y2 - y1); - glBegin(GL_LINES); - glVertex2f(x1, y3); - glVertex2f(x2, y3); + immBegin(GWN_PRIM_LINES, 4); - glVertex2f(x3, y1); - glVertex2f(x3, y2); - glEnd(); + immVertex2f(shdr_pos, x1, y3); + immVertex2f(shdr_pos, x2, y3); + + immVertex2f(shdr_pos, x3, y1); + immVertex2f(shdr_pos, x3, y2); + + immEnd(); } if (ca->dtx & CAM_DTX_CENTER_DIAG) { - UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0); + immBegin(GWN_PRIM_LINES, 4); - glBegin(GL_LINES); - glVertex2f(x1, y1); - glVertex2f(x2, y2); + immVertex2f(shdr_pos, x1, y1); + immVertex2f(shdr_pos, x2, y2); - glVertex2f(x1, y2); - glVertex2f(x2, y1); - glEnd(); + immVertex2f(shdr_pos, x1, y2); + immVertex2f(shdr_pos, x2, y1); + + immEnd(); } if (ca->dtx & CAM_DTX_THIRDS) { - UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0); - drawviewborder_grid3(x1, x2, y1, y2, 1.0f / 3.0f); + drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f); } if (ca->dtx & CAM_DTX_GOLDEN) { - UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0); - drawviewborder_grid3(x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f)); + drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f)); } if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) { - UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0); - drawviewborder_triangle(x1, x2, y1, y2, 0, 'A'); + drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A'); } if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) { - UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0); - drawviewborder_triangle(x1, x2, y1, y2, 0, 'B'); + drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B'); } if (ca->dtx & CAM_DTX_HARMONY_TRI_A) { - UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0); - drawviewborder_triangle(x1, x2, y1, y2, 1, 'A'); + drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A'); } if (ca->dtx & CAM_DTX_HARMONY_TRI_B) { - UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0); - drawviewborder_triangle(x1, x2, y1, y2, 1, 'B'); + drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B'); } if (ca->flag & CAM_SHOW_SAFE_MARGINS) { UI_draw_safe_areas( - x1, x2, y1, y2, - scene->safe_areas.title, - scene->safe_areas.action); + shdr_pos, x1, x2, y1, y2, + scene->safe_areas.title, scene->safe_areas.action); if (ca->flag & CAM_SHOW_SAFE_CENTER) { UI_draw_safe_areas( - x1, x2, y1, y2, - scene->safe_areas.title_center, - scene->safe_areas.action_center); + shdr_pos, x1, x2, y1, y2, + scene->safe_areas.title_center, scene->safe_areas.action_center); } } @@ -1300,1786 +663,1307 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) } /* draw */ - UI_ThemeColorShade(TH_VIEW_OVERLAY, 100); - UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f); + immUniformThemeColorShade(TH_VIEW_OVERLAY, 100); + + /* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color). + * We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the + * 2.0f round corner effect was nearly not visible anyway... */ + imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax); } } - setlinestyle(0); + immUnbindProgram(); + /* end dashed lines */ /* camera name - draw in highlighted text color */ if (ca && (ca->flag & CAM_SHOWNAME)) { - UI_ThemeColor(TH_TEXT_HI); + UI_FontThemeColor(BLF_default(), TH_TEXT_HI); BLF_draw_default( x1i, y1i - (0.7f * U.widget_unit), 0.0f, v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2); } } -/* *********************** backdraw for selection *************** */ - -static void backdrawview3d(Scene *scene, wmWindow *win, ARegion *ar, View3D *v3d, Object *obact, Object *obedit) +static void drawrenderborder(ARegion *ar, View3D *v3d) { - RegionView3D *rv3d = ar->regiondata; - int multisample_enabled; + /* use the same program for everything */ + uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - BLI_assert(ar->regiontype == RGN_TYPE_WINDOW); + glLineWidth(1.0f); - if (obact && (obact->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) || - BKE_paint_select_face_test(obact))) - { - /* do nothing */ - } - /* texture paint mode sampling */ - else if (obact && (obact->mode & OB_MODE_TEXTURE_PAINT) && - (v3d->drawtype > OB_WIRE)) - { - /* do nothing */ - } - else if ((obact && (obact->mode & OB_MODE_PARTICLE_EDIT)) && - V3D_IS_ZBUF(v3d)) - { - /* do nothing */ - } - else if (obedit && - V3D_IS_ZBUF(v3d)) - { - /* do nothing */ - } - else { - v3d->flag &= ~V3D_INVALID_BACKBUF; - return; - } + immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); - if (!(v3d->flag & V3D_INVALID_BACKBUF)) - return; + float viewport_size[4]; + glGetFloatv(GL_VIEWPORT, viewport_size); + immUniform2f("viewport_size", viewport_size[2], viewport_size[3]); -#if 0 - if (test) { - if (qtest()) { - addafterqueue(ar->win, BACKBUFDRAW, 1); - return; - } - } -#endif + immUniform1i("num_colors", 0); /* "simple" mode */ + immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f); + immUniform1f("dash_width", 6.0f); + immUniform1f("dash_factor", 0.5f); - if (v3d->drawtype > OB_WIRE) v3d->zbuf = true; - - /* dithering and AA break color coding, so disable */ - glDisable(GL_DITHER); - - multisample_enabled = glIsEnabled(GL_MULTISAMPLE); - if (multisample_enabled) - glDisable(GL_MULTISAMPLE); - - 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. */ - int w = BLI_rcti_size_x(&ar->winrct); - int h = BLI_rcti_size_y(&ar->winrct); - char error[256]; - - if (rv3d->gpuoffscreen) { - if (GPU_offscreen_width(rv3d->gpuoffscreen) != w || - GPU_offscreen_height(rv3d->gpuoffscreen) != h) - { - GPU_offscreen_free(rv3d->gpuoffscreen); - rv3d->gpuoffscreen = NULL; - } - } + imm_draw_box_wire_2d(shdr_pos, + v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy, + v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy); - if (!rv3d->gpuoffscreen) { - rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error); + immUnbindProgram(); +} - if (!rv3d->gpuoffscreen) - fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error); - } +void ED_view3d_draw_depth( + const EvaluationContext *eval_ctx, struct Depsgraph *graph, + ARegion *ar, View3D *v3d, bool alphaoverride) +{ + struct bThemeState theme_state; + Scene *scene = DEG_get_evaluated_scene(graph); + RegionView3D *rv3d = ar->regiondata; + + short zbuf = v3d->zbuf; + short flag = v3d->flag; + float glalphaclip = U.glalphaclip; + int obcenter_dia = U.obcenter_dia; + /* temp set drawtype to solid */ + /* Setting these temporarily is not nice */ + v3d->flag &= ~V3D_SELECT_OUTLINE; + U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */ + U.obcenter_dia = 0; + + /* 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(NULL, eval_ctx, scene, ar, v3d, NULL, NULL, NULL); + + glClear(GL_DEPTH_BUFFER_BIT); + + if (rv3d->rflag & RV3D_CLIPPING) { + ED_view3d_clipping_set(rv3d); } + /* get surface depth without bias */ + rv3d->rflag |= RV3D_ZOFFSET_DISABLED; - if (rv3d->gpuoffscreen) - GPU_offscreen_bind(rv3d->gpuoffscreen, true); - else - glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct)); + v3d->zbuf = true; + glEnable(GL_DEPTH_TEST); - glClearColor(0.0, 0.0, 0.0, 0.0); - if (v3d->zbuf) { - glEnable(GL_DEPTH_TEST); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +#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 { - glClear(GL_COLOR_BUFFER_BIT); - glDisable(GL_DEPTH_TEST); + else +#endif /* WITH_OPENGL_LEGACY */ + { + DRW_draw_depth_loop(graph, ar, v3d, eval_ctx->object_mode); } - - if (rv3d->rflag & RV3D_CLIPPING) - ED_view3d_clipping_set(rv3d); - - G.f |= G_BACKBUFSEL; - if (obact && (obact->lay & v3d->lay)) { - draw_object_backbufsel(scene, v3d, rv3d, obact); + if (rv3d->rflag & RV3D_CLIPPING) { + ED_view3d_clipping_disable(); } + rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED; - if (rv3d->gpuoffscreen) - GPU_offscreen_unbind(rv3d->gpuoffscreen, true); - else - ar->swap = 0; /* mark invalid backbuf for wm draw */ - - v3d->flag &= ~V3D_INVALID_BACKBUF; + v3d->zbuf = zbuf; + if (!v3d->zbuf) glDisable(GL_DEPTH_TEST); - G.f &= ~G_BACKBUFSEL; - v3d->zbuf = false; - glDisable(GL_DEPTH_TEST); - glEnable(GL_DITHER); - if (multisample_enabled) - glEnable(GL_MULTISAMPLE); + U.glalphaclip = glalphaclip; + v3d->flag = flag; + U.obcenter_dia = obcenter_dia; - if (rv3d->rflag & RV3D_CLIPPING) - ED_view3d_clipping_disable(); + UI_Theme_Restore(&theme_state); } -void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data) +/* ******************** background plates ***************** */ + +static void view3d_draw_background_gradient(void) { - RegionView3D *rv3d = ar->regiondata; + /* TODO: finish 2D API & draw background with that */ - if (rv3d->gpuoffscreen) { - GPU_offscreen_bind(rv3d->gpuoffscreen, true); - glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); - glReadPixels(x, y, w, h, format, type, data); - GPU_offscreen_unbind(rv3d->gpuoffscreen, true); - } - else { - glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data); - } -} + 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]; -/* XXX depth reading exception, for code not using gpu offscreen */ -static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data) -{ + immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); - glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data); -} + UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo); + UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi); -void ED_view3d_backbuf_validate(ViewContext *vc) -{ - if (vc->v3d->flag & V3D_INVALID_BACKBUF) { - backdrawview3d(vc->scene, vc->win, vc->ar, vc->v3d, vc->obact, vc->obedit); - } + 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(); } -/** - * allow for small values [0.5 - 2.5], - * and large values, FLT_MAX by clamping by the area size - */ -int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist) +static void view3d_draw_background_none(void) { - return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx)); + UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); } -/* samples a single pixel (copied from vpaint) */ -unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y) +static void view3d_draw_background_world(Scene *scene, RegionView3D *rv3d) { - unsigned int col; - - if (x >= vc->ar->winx || y >= vc->ar->winy) { - return 0; - } + if (scene->world) { + GPUMaterial *gpumat = GPU_material_world(scene, scene->world); - ED_view3d_backbuf_validate(vc); + /* 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(); - view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col); - glReadBuffer(GL_BACK); - - if (ENDIAN_ORDER == B_ENDIAN) { - BLI_endian_switch_uint32(&col); + GPU_material_unbind(gpumat); + return; + } } - - return GPU_select_to_index(col); -} -/* reads full rect, converts indices */ -ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int ymax) -{ - struct ImBuf *ibuf_clip; - /* clip */ - const rcti clip = { - max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1), - max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)}; - const int size_clip[2] = { - BLI_rcti_size_x(&clip) + 1, - BLI_rcti_size_y(&clip) + 1}; - - if (UNLIKELY((clip.xmin > clip.xmax) || - (clip.ymin > clip.ymax))) - { - return NULL; - } + /* if any of the above fails */ + view3d_draw_background_none(); +} - ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect); +/* ******************** other elements ***************** */ - ED_view3d_backbuf_validate(vc); - view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect); +#define DEBUG_GRID 0 - glReadBuffer(GL_BACK); +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 */ - if (ENDIAN_ORDER == B_ENDIAN) { - IMB_convert_rgba_to_abgr(ibuf_clip); - } + int first = (int)ceil(-x0 / dx); + int last = (int)floor((max - x0) / dx); - GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]); - - if ((clip.xmin == xmin) && - (clip.xmax == xmax) && - (clip.ymin == ymin) && - (clip.ymax == ymax)) - { - return ibuf_clip; + if (first <= last) { + *r_first = first; + *r_count = last - first + 1; } else { - /* put clipped result into a non-clipped buffer */ - struct ImBuf *ibuf_full; - const int size[2] = { - (xmax - xmin + 1), - (ymax - ymin + 1)}; - - ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect); - - IMB_rectcpy( - ibuf_full, ibuf_clip, - clip.xmin - xmin, clip.ymin - ymin, - 0, 0, - size_clip[0], size_clip[1]); - IMB_freeImBuf(ibuf_clip); - return ibuf_full; + *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 } -/** - * Smart function to sample a rectangle spiral ling outside, nice for backbuf selection - */ -uint ED_view3d_backbuf_sample_rect( - ViewContext *vc, const int mval[2], int size, - unsigned int min, unsigned int max, float *r_dist) +static int gridline_count(ARegion *ar, double x0, double y0, double dx) { - struct ImBuf *buf; - const unsigned int *bufmin, *bufmax, *tbuf; - int minx, miny; - int a, b, rc, nr, amount, dirvec[4][2]; - unsigned int index = 0; - - amount = (size - 1) / 2; - - minx = mval[0] - (amount + 1); - miny = mval[1] - (amount + 1); - buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1); - if (!buf) return 0; - - rc = 0; - - dirvec[0][0] = 1; dirvec[0][1] = 0; - dirvec[1][0] = 0; dirvec[1][1] = -size; - dirvec[2][0] = -1; dirvec[2][1] = 0; - dirvec[3][0] = 0; dirvec[3][1] = size; - - bufmin = buf->rect; - tbuf = buf->rect; - bufmax = buf->rect + size * size; - tbuf += amount * size + amount; - - for (nr = 1; nr <= size; nr++) { - - for (a = 0; a < 2; a++) { - for (b = 0; b < nr; b++) { - if (*tbuf && *tbuf >= min && *tbuf < max) { - /* we got a hit */ - - /* get x,y pixel coords from the offset - * (manhatten distance in keeping with other screen-based selection) */ - *r_dist = (float)( - abs(((int)(tbuf - buf->rect) % size) - (size / 2)) + - abs(((int)(tbuf - buf->rect) / size) - (size / 2))); - - /* indices start at 1 here */ - index = (*tbuf - min) + 1; - goto exit; - } - - tbuf += (dirvec[rc][0] + dirvec[rc][1]); - - if (tbuf < bufmin || tbuf >= bufmax) { - goto exit; - } - } - rc++; - rc &= 3; - } - } + /* 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 */ -exit: - IMB_freeImBuf(buf); - return index; -} +#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); -static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser) -{ - if (BKE_image_is_stereo(ima)) { - iuser->flag |= IMA_SHOW_STEREO; + int total_ct = x_ct + y_ct; - if ((scene->r.scemode & R_MULTIVIEW) == 0) { - iuser->multiview_eye = STEREO_LEFT_ID; - } - else if (v3d->stereo3d_camera != STEREO_3D_ID) { - /* show only left or right camera */ - iuser->multiview_eye = v3d->stereo3d_camera; - } +#if DEBUG_GRID + printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct); +#endif - BKE_image_multiview_index(ima, iuser); - } - else { - iuser->flag &= ~IMA_SHOW_STEREO; - } + return total_ct; } -static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d, - const bool do_foreground, const bool do_camera_frame) +static bool drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3]) { - RegionView3D *rv3d = ar->regiondata; - BGpic *bgpic; - int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0; + /* 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! */ - for (bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) { - bgpic->iuser.scene = scene; /* Needed for render results. */ +#if DEBUG_GRID + printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod); +#endif - if ((bgpic->flag & V3D_BGPIC_FOREGROUND) != fg_flag) - continue; + const float x_max = (float)ar->winx; + const float y_max = (float)ar->winy; - if ((bgpic->view == 0) || /* zero for any */ - (bgpic->view & (1 << rv3d->view)) || /* check agaist flags */ - (rv3d->persp == RV3D_CAMOB && bgpic->view == (1 << RV3D_VIEW_CAMERA))) - { - float image_aspect[2]; - float fac, asp, zoomx, zoomy; - float x1, y1, x2, y2, centx, centy; - - ImBuf *ibuf = NULL, *freeibuf, *releaseibuf; - void *lock; - rctf clip_rect; - - Image *ima = NULL; - MovieClip *clip = NULL; - - /* disable individual images */ - if ((bgpic->flag & V3D_BGPIC_DISABLED)) - continue; - - freeibuf = NULL; - releaseibuf = NULL; - if (bgpic->source == V3D_BGPIC_IMAGE) { - ima = bgpic->ima; - if (ima == NULL) - continue; - BKE_image_user_frame_calc(&bgpic->iuser, CFRA, 0); - if (ima->source == IMA_SRC_SEQUENCE && !(bgpic->iuser.flag & IMA_USER_FRAME_IN_RANGE)) { - ibuf = NULL; /* frame is out of range, dont show */ - } - else { - view3d_stereo_bgpic_setup(scene, v3d, ima, &bgpic->iuser); - ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, &lock); - releaseibuf = ibuf; - } + int first, ct; + int x_ct = 0, y_ct = 0; /* count of lines actually drawn */ + int lines_skipped_for_next_unit = 0; - image_aspect[0] = ima->aspx; - image_aspect[1] = ima->aspy; - } - else if (bgpic->source == V3D_BGPIC_MOVIE) { - /* TODO: skip drawing when out of frame range (as image sequences do above) */ + /* draw vertical lines */ + gridline_range(x0, dx, x_max, &first, &ct); - if (bgpic->flag & V3D_BGPIC_CAMERACLIP) { - if (scene->camera) - clip = BKE_object_movieclip_get(scene, scene->camera, true); - } - else { - clip = bgpic->clip; - } - - if (clip == NULL) - continue; + 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; + } - BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA); - ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser); + if (x_ct == 0) + immAttrib3ub(col, col_value[0], col_value[1], col_value[2]); - image_aspect[0] = clip->aspx; - image_aspect[1] = clip->aspy; + float x = (float)(x0 + i * dx); + immVertex2f(pos, x, 0.0f); + immVertex2f(pos, x, y_max); + ++x_ct; + } - /* working with ibuf from image and clip has got different workflow now. - * ibuf acquired from clip is referenced by cache system and should - * be dereferenced after usage. */ - freeibuf = ibuf; - } - else { - /* perhaps when loading future files... */ - BLI_assert(0); - copy_v2_fl(image_aspect, 1.0f); - } + /* draw horizontal lines */ + gridline_range(y0, dx, y_max, &first, &ct); - if (ibuf == NULL) - continue; + 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 ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */ - if (freeibuf) - IMB_freeImBuf(freeibuf); - if (releaseibuf) - BKE_image_release_ibuf(ima, releaseibuf, lock); + if (x_ct + y_ct == 0) + immAttrib3ub(col, col_value[0], col_value[1], col_value[2]); - continue; - } + float y = (float)(y0 + i * dx); + immVertex2f(pos, 0.0f, y); + immVertex2f(pos, x_max, y); + ++y_ct; + } - if (ibuf->rect == NULL) - IMB_rect_from_float(ibuf); +#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 - if (rv3d->persp == RV3D_CAMOB) { + return lines_skipped_for_next_unit > 0; +} - if (do_camera_frame) { - rctf vb; - ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, false); - x1 = vb.xmin; - y1 = vb.ymin; - x2 = vb.xmax; - y2 = vb.ymax; - } - else { - x1 = ar->winrct.xmin; - y1 = ar->winrct.ymin; - x2 = ar->winrct.xmax; - y2 = ar->winrct.ymax; - } +#define GRID_MIN_PX_D 6.0 +#define GRID_MIN_PX_F 6.0f - /* apply offset last - camera offset is different to offset in blender units */ - /* so this has some sane way of working - this matches camera's shift _exactly_ */ - { - const float max_dim = max_ff(x2 - x1, y2 - y1); - const float xof_scale = bgpic->xof * max_dim; - const float yof_scale = bgpic->yof * max_dim; - - x1 += xof_scale; - y1 += yof_scale; - x2 += xof_scale; - y2 += yof_scale; - } +static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) +{ + RegionView3D *rv3d = ar->regiondata; - centx = (x1 + x2) / 2.0f; - centy = (y1 + y2) / 2.0f; +#if DEBUG_GRID + printf("%s width %d, height %d\n", __FUNCTION__, ar->winx, ar->winy); +#endif - /* aspect correction */ - if (bgpic->flag & V3D_BGPIC_CAMERA_ASPECT) { - /* apply aspect from clip */ - const float w_src = ibuf->x * image_aspect[0]; - const float h_src = ibuf->y * image_aspect[1]; + double fx = rv3d->persmat[3][0]; + double fy = rv3d->persmat[3][1]; + double fw = rv3d->persmat[3][3]; - /* destination aspect is already applied from the camera frame */ - const float w_dst = x1 - x2; - const float h_dst = y1 - y2; + const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */ + const double wy = 0.5 * ar->winy; - const float asp_src = w_src / h_src; - const float asp_dst = w_dst / h_dst; + double x = wx * fx / fw; + double y = wy * fy / fw; - if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) { - if ((asp_src > asp_dst) == ((bgpic->flag & V3D_BGPIC_CAMERA_CROP) != 0)) { - /* fit X */ - const float div = asp_src / asp_dst; - x1 = ((x1 - centx) * div) + centx; - x2 = ((x2 - centx) * div) + centx; - } - else { - /* fit Y */ - const float div = asp_dst / asp_src; - y1 = ((y1 - centy) * div) + centy; - y2 = ((y2 - centy) * div) + centy; - } - } - } - } - else { - float tvec[3]; - float sco[2]; - const float mval_f[2] = {1.0f, 0.0f}; - const float co_zero[3] = {0}; - float zfac; - - /* calc window coord */ - zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL); - ED_view3d_win_to_delta(ar, mval_f, tvec, zfac); - fac = max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */ - fac = 1.0f / fac; - - asp = (float)ibuf->y / (float)ibuf->x; - - zero_v3(tvec); - ED_view3d_project_float_v2_m4(ar, tvec, sco, rv3d->persmat); - - x1 = sco[0] + fac * (bgpic->xof - bgpic->size); - y1 = sco[1] + asp * fac * (bgpic->yof - bgpic->size); - x2 = sco[0] + fac * (bgpic->xof + bgpic->size); - y2 = sco[1] + asp * fac * (bgpic->yof + bgpic->size); - - centx = (x1 + x2) / 2.0f; - centy = (y1 + y2) / 2.0f; - } + 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]; - /* complete clip? */ - BLI_rctf_init(&clip_rect, x1, x2, y1, y2); - if (bgpic->rotation) { - BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation); - } + double dx = fabs(x - wx * fx / fw); + if (dx == 0) dx = fabs(y - wy * fy / fw); - if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx || clip_rect.ymin > ar->winy) { - if (freeibuf) - IMB_freeImBuf(freeibuf); - if (releaseibuf) - BKE_image_release_ibuf(ima, releaseibuf, lock); + x += wx; + y += wy; - continue; - } + /* 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 */ - zoomx = (x2 - x1) / ibuf->x; - zoomy = (y2 - y1) / ibuf->y; + glLineWidth(1.0f); - /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */ - if (zoomx < 1.0f || zoomy < 1.0f) { - float tzoom = min_ff(zoomx, zoomy); - int mip = 0; +#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */ + glDepthMask(GL_FALSE); /* disable write in zbuffer */ +#endif - if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) { - IMB_remakemipmap(ibuf, 0); - ibuf->userflags &= ~IB_MIPMAP_INVALID; - } - else if (ibuf->mipmap[0] == NULL) - IMB_makemipmap(ibuf, 0); - - while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) { - tzoom *= 2.0f; - zoomx *= 2.0f; - zoomy *= 2.0f; - mip++; - } - if (mip > 0) - ibuf = ibuf->mipmap[mip - 1]; - } + 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); - if (v3d->zbuf) glDisable(GL_DEPTH_TEST); - glDepthMask(0); + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + unsigned char col[3], col2[3]; + UI_GetThemeColor3ubv(TH_GRID, col); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - ED_region_pixelspace(ar); + if (unit->system) { + const void *usys; + int len; - glTranslatef(centx, centy, 0.0); - glRotatef(RAD2DEGF(-bgpic->rotation), 0.0f, 0.0f, 1.0f); + bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len); - if (bgpic->flag & V3D_BGPIC_FLIP_X) { - zoomx *= -1.0f; - x1 = x2; - } - if (bgpic->flag & V3D_BGPIC_FLIP_Y) { - zoomy *= -1.0f; - y1 = y2; - } - glPixelZoom(zoomx, zoomy); - glColor4f(1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend); + bool first = true; - /* could not use glaDrawPixelsAuto because it could fallback to - * glaDrawPixelsSafe in some cases, which will end up in missing - * alpha transparency for the background image (sergey) - */ - glaDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect); + if (usys) { + int i = len; + while (i--) { + double scalar = bUnit_GetScaler(usys, i); - glPixelZoom(1.0, 1.0); - glPixelTransferf(GL_ALPHA_SCALE, 1.0f); + 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; + } - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + if (first) { + first = false; - glDisable(GL_BLEND); + /* 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); - glDepthMask(1); - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); + int gridline_ct = gridline_count(ar, x, y, dx_scalar); + if (gridline_ct == 0) + goto drawgrid_cleanup; /* nothing to draw */ - if (freeibuf) - IMB_freeImBuf(freeibuf); - if (releaseibuf) - BKE_image_release_ibuf(ima, releaseibuf, lock); - } - } -} + immBegin(GWN_PRIM_LINES, gridline_ct * 2); + } -static void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d, - const bool do_foreground, const bool do_camera_frame) -{ - RegionView3D *rv3d = ar->regiondata; + 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); - if ((v3d->flag & V3D_DISPBGPICS) == 0) - return; + UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2); - /* disabled - mango request, since footage /w only render is quite useful - * and this option is easy to disable all background images at once */ -#if 0 - if (v3d->flag2 & V3D_RENDER_OVERRIDE) - return; + 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 ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) { - if (rv3d->persp == RV3D_CAMOB) { - view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame); + if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2)) + break; + } } } else { - view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame); - } -} - -/* ****************** View3d afterdraw *************** */ + const double sublines = v3d->gridsubdiv; + const float sublines_fl = v3d->gridsubdiv; -typedef struct View3DAfter { - struct View3DAfter *next, *prev; - struct Base *base; - short dflag; -} View3DAfter; + int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */ -/* temp storage of Objects that need to be drawn as last */ -void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag) -{ - View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after"); - BLI_assert((base->flag & OB_FROMDUPLI) == 0); - BLI_addtail(lb, v3da); - v3da->base = base; - v3da->dflag = dflag; -} + 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; + } + } + } + } -/* disables write in zbuffer and draws it over */ -static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) -{ - View3DAfter *v3da; - - glDepthMask(GL_FALSE); - v3d->transp = true; - - while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { - draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - MEM_freeN(v3da); - } - v3d->transp = false; - - glDepthMask(GL_TRUE); - -} + int gridline_ct = gridline_count(ar, x, y, dx); + if (gridline_ct == 0) + goto drawgrid_cleanup; /* nothing to draw */ -/* clears zbuffer and draws it over */ -static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear) -{ - View3DAfter *v3da; + immBegin(GWN_PRIM_LINES, gridline_ct * 2); - if (*clear && v3d->zbuf) { - glClear(GL_DEPTH_BUFFER_BIT); - *clear = false; + 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); + } } - v3d->xray = true; - while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - MEM_freeN(v3da); + /* 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); } - v3d->xray = false; -} - -/* clears zbuffer and draws it over */ -static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const bool clear) -{ - View3DAfter *v3da; - - if (clear && v3d->zbuf) - glClear(GL_DEPTH_BUFFER_BIT); - - v3d->xray = true; - v3d->transp = true; - - glDepthMask(GL_FALSE); - - while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { - draw_object(scene, ar, v3d, v3da->base, v3da->dflag); - MEM_freeN(v3da); + /* 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); } - v3d->transp = false; - v3d->xray = false; + immEnd(); - glDepthMask(GL_TRUE); +drawgrid_cleanup: + immUnbindProgram(); + +#if 0 /* depth write is left enabled above */ + glDepthMask(GL_TRUE); /* enable write in zbuffer */ +#endif } -/* clears zbuffer and draws it over, - * note that in the select version we don't care about transparent flag as with regular drawing */ -static void view3d_draw_xray_select(Scene *scene, ARegion *ar, View3D *v3d, bool *clear) +#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) { - /* Not ideal, but we need to read from the previous depths before clearing - * otherwise we could have a function to load the depths after drawing. - * - * Clearing the depth buffer isn't all that common between drawing objects so accept this for now. - */ - if (U.gpu_select_pick_deph) { - GPU_select_load_id(-1); - } + /* 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; - View3DAfter *v3da; - if (*clear && v3d->zbuf) { - glClear(GL_DEPTH_BUFFER_BIT); - *clear = false; - } + const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1; - v3d->xray = true; - while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - if (GPU_select_load_id(v3da->base->selcol)) { - draw_object_select(scene, ar, v3d, v3da->base, v3da->dflag); - } - MEM_freeN(v3da); - } - v3d->xray = false; -} + 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]; -/* - * In most cases call draw_dupli_objects, - * draw_dupli_objects_color was added because when drawing set dupli's - * we need to force the color - */ + glLineWidth(1.0f); -#if 0 -int dupli_ob_sort(void *arg1, void *arg2) -{ - void *p1 = ((DupliObject *)arg1)->ob; - void *p2 = ((DupliObject *)arg2)->ob; - int val = 0; - if (p1 < p2) val = -1; - else if (p1 > p2) val = 1; - return val; -} -#endif + UI_GetThemeColor3ubv(TH_GRID, col_grid); + if (!write_depth) + glDepthMask(GL_FALSE); -static DupliObject *dupli_step(DupliObject *dob) -{ - while (dob && dob->no_draw) - dob = dob->next; - return dob; -} + if (show_floor) { + const unsigned vertex_ct = 2 * (gridlines * 4 + 2); + const int sublines = v3d->gridsubdiv; -static void draw_dupli_objects_color( - Scene *scene, ARegion *ar, View3D *v3d, Base *base, - const short dflag, const int color) -{ - RegionView3D *rv3d = ar->regiondata; - ListBase *lb; - LodLevel *savedlod; - DupliObject *dob_prev = NULL, *dob, *dob_next = NULL; - Base tbase = {NULL}; - BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */ - GLuint displist = 0; - unsigned char color_rgb[3]; - const short dflag_dupli = dflag | DRAW_CONSTCOLOR; - short transflag; - bool use_displist = false; /* -1 is initialize */ - char dt; - short dtx; - DupliApplyData *apply_data; - - if (base->object->restrictflag & OB_RESTRICT_VIEW) return; - if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return; - - if (dflag & DRAW_CONSTCOLOR) { - BLI_assert(color == TH_UNDEFINED); - } - else { - UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb); - } + unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3]; - tbase.flag = OB_FROMDUPLI | base->flag; - lb = object_duplilist(G.main->eval_ctx, scene, base->object); - // BLI_listbase_sort(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */ + 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); - apply_data = duplilist_apply(base->object, scene, lb); + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - dob = dupli_step(lb->first); - if (dob) dob_next = dupli_step(dob->next); + immBegin(GWN_PRIM_LINES, vertex_ct); - for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) { - bool testbb = false; + /* draw normal grid lines */ + UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10); - tbase.object = dob->ob; + for (int a = 1; a <= gridlines; a++) { + /* skip emphasised divider lines */ + if (a % sublines != 0) { + const float line = a * grid_scale; - /* Make sure lod is updated from dupli's position */ - savedlod = dob->ob->currentlod; + immAttrib3ubv(color, col_grid_light); -#ifdef WITH_GAMEENGINE - if (rv3d->rflag & RV3D_IS_GAME_ENGINE) { - BKE_object_lod_update(dob->ob, rv3d->viewinv[3]); - } -#endif + immVertex2f(pos, -grid, -line); + immVertex2f(pos, +grid, -line); + immVertex2f(pos, -grid, +line); + immVertex2f(pos, +grid, +line); - /* extra service: draw the duplicator in drawtype of parent, minimum taken - * to allow e.g. boundbox box objects in groups for LOD */ - dt = tbase.object->dt; - tbase.object->dt = MIN2(tbase.object->dt, base->object->dt); + immVertex2f(pos, -line, -grid); + immVertex2f(pos, -line, +grid); + immVertex2f(pos, +line, -grid); + immVertex2f(pos, +line, +grid); + } + } - /* inherit draw extra, but not if a boundbox under the assumption that this - * is intended to speed up drawing, and drawing extra (especially wire) can - * slow it down too much */ - dtx = tbase.object->dtx; - if (tbase.object->dt != OB_BOUNDBOX) - tbase.object->dtx = base->object->dtx; + /* 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); - /* negative scale flag has to propagate */ - transflag = tbase.object->transflag; + if (sublines <= gridlines) { + immAttrib3ubv(color, col_grid_emphasise); - if (is_negative_m4(dob->mat)) - tbase.object->transflag |= OB_NEG_SCALE; - else - tbase.object->transflag &= ~OB_NEG_SCALE; - - /* should move outside the loop but possible color is set in draw_object still */ - if ((dflag & DRAW_CONSTCOLOR) == 0) { - glColor3ubv(color_rgb); - } - - /* generate displist, test for new object */ - if (dob_prev && dob_prev->ob != dob->ob) { - if (use_displist == true) - glDeleteLists(displist, 1); - - use_displist = false; - } - - if ((bb_tmp = BKE_object_boundbox_get(dob->ob))) { - bb = *bb_tmp; /* must make a copy */ - testbb = true; - } + for (int a = sublines; a <= gridlines; a += sublines) { + const float line = a * grid_scale; - if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) { - /* generate displist */ - if (use_displist == false) { - - /* note, since this was added, its checked (dob->type == OB_DUPLIGROUP) - * however this is very slow, it was probably needed for the NLA - * offset feature (used in group-duplicate.blend but no longer works in 2.5) - * so for now it should be ok to - campbell */ - - if ( /* if this is the last no need to make a displist */ - (dob_next == NULL || dob_next->ob != dob->ob) || - /* lamp drawing messes with matrices, could be handled smarter... but this works */ - (dob->ob->type == OB_LAMP) || - (dob->type == OB_DUPLIGROUP && dob->animated) || - !bb_tmp || - draw_glsl_material(scene, dob->ob, v3d, dt) || - check_object_draw_texture(scene, v3d, dt) || - (v3d->flag2 & V3D_SOLID_MATCAP) != 0) - { - // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name + 2); - use_displist = false; + 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); } - else { - // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name + 2); - - /* disable boundbox check for list creation */ - BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 1); - /* need this for next part of code */ - unit_m4(dob->ob->obmat); /* obmat gets restored */ - - displist = glGenLists(1); - glNewList(displist, GL_COMPILE); - draw_object(scene, ar, v3d, &tbase, dflag_dupli); - glEndList(); - - use_displist = true; - BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 0); - } } - - if (use_displist) { - glPushMatrix(); - glMultMatrixf(dob->mat); - glCallList(displist); - glPopMatrix(); - } - else { - copy_m4_m4(dob->ob->obmat, dob->mat); - GPU_begin_dupli_object(dob); - draw_object(scene, ar, v3d, &tbase, dflag_dupli); - GPU_end_dupli_object(); + + /* 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); } - } - - tbase.object->dt = dt; - tbase.object->dtx = dtx; - tbase.object->transflag = transflag; - tbase.object->currentlod = savedlod; - } + else + immAttrib3ubv(color, col_grid_emphasise); - if (apply_data) { - duplilist_restore(lb, apply_data); - duplilist_free_apply_data(apply_data); - } + immVertex2f(pos, -grid, 0.0f); + immVertex2f(pos, +grid, 0.0f); - free_object_duplilist(lb); - - if (use_displist) - glDeleteLists(displist, 1); -} + /* 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); -static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base) -{ - /* define the color here so draw_dupli_objects_color can be called - * from the set loop */ - - int color = (base->flag & SELECT) ? TH_SELECT : TH_WIRE; - /* debug */ - if (base->object->dup_group && base->object->dup_group->id.us < 1) - color = TH_REDALERT; - - draw_dupli_objects_color(scene, ar, v3d, base, 0, color); -} + immVertex2f(pos, 0.0f, -grid); + immVertex2f(pos, 0.0f, +grid); -/* XXX warning, not using gpu offscreen here */ -void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) -{ - int x, y, w, h; - rcti r; - /* clamp rect by region */ + immEnd(); + immUnbindProgram(); - r.xmin = 0; - r.xmax = ar->winx - 1; - r.ymin = 0; - r.ymax = ar->winy - 1; + /* done with XY plane */ + } - /* Constrain rect to depth bounds */ - BLI_rcti_isect(&r, rect, rect); + 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 */ - /* assign values to compare with the ViewDepths */ - x = rect->xmin; - y = rect->ymin; + 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); - w = BLI_rcti_size_x(rect); - h = BLI_rcti_size_y(rect); + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); + immBegin(GWN_PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); - if (w <= 0 || h <= 0) { - if (d->depths) - MEM_freeN(d->depths); - d->depths = NULL; + 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); + } - d->damaged = false; - } - else if (d->w != w || - d->h != h || - d->x != x || - d->y != y || - d->depths == NULL - ) - { - d->x = x; - d->y = y; - d->w = w; - d->h = h; + 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 (d->depths) - MEM_freeN(d->depths); + 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); + } - d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset"); - - d->damaged = true; - } + immEnd(); + immUnbindProgram(); + } - if (d->damaged) { - /* XXX using special function here, it doesn't use the gpu offscreen system */ - view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths); - glGetDoublev(GL_DEPTH_RANGE, d->depth_range); - d->damaged = false; + if (!write_depth) + glDepthMask(GL_TRUE); } } -/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */ -void ED_view3d_depth_update(ARegion *ar) +/** could move this elsewhere, but tied into #ED_view3d_grid_scale */ +float ED_scene_grid_scale(Scene *scene, const char **grid_unit) { - RegionView3D *rv3d = ar->regiondata; - - /* Create storage for, and, if necessary, copy depth buffer */ - if (!rv3d->depths) rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths"); - if (rv3d->depths) { - ViewDepths *d = rv3d->depths; - if (d->w != ar->winx || - d->h != ar->winy || - !d->depths) - { - d->w = ar->winx; - d->h = ar->winy; - if (d->depths) - MEM_freeN(d->depths); - d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths"); - d->damaged = true; - } - - if (d->damaged) { - view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths); - glGetDoublev(GL_DEPTH_RANGE, d->depth_range); - - d->damaged = false; + /* apply units */ + if (scene->unit.system) { + const void *usys; + int len; + + bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len); + + if (usys) { + int i = bUnit_GetBaseUnit(usys); + if (grid_unit) + *grid_unit = bUnit_GetNameDisplay(usys, i); + return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length; } } + + return 1.0f; } -/* utility function to find the closest Z value, use for autodepth */ -float view3d_depth_near(ViewDepths *d) +float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit) { - /* convert to float for comparisons */ - const float near = (float)d->depth_range[0]; - const float far_real = (float)d->depth_range[1]; - float far = far_real; - - const float *depths = d->depths; - float depth = FLT_MAX; - int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */ - - /* far is both the starting 'far' value - * and the closest value found. */ - while (i--) { - depth = *depths++; - if ((depth < far) && (depth > near)) { - far = depth; - } - } - - return far == far_real ? FLT_MAX : far; + return v3d->grid * ED_scene_grid_scale(scene, grid_unit); } -void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) +static bool is_cursor_visible(const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer) { - short zbuf = v3d->zbuf; - RegionView3D *rv3d = ar->regiondata; + if (U.app_flag & USER_APP_VIEW3D_HIDE_CURSOR) { + return false; + } - /* Setup view matrix. */ - ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat, NULL); + Object *ob = OBACT(view_layer); - glClear(GL_DEPTH_BUFFER_BIT); + /* don't draw cursor in paint modes, but with a few exceptions */ + if (ob && eval_ctx->object_mode & OB_MODE_ALL_PAINT) { + /* exception: object is in weight paint and has deforming armature in pose mode */ + if (eval_ctx->object_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 (eval_ctx->object_mode & OB_MODE_TEXTURE_PAINT) { + const Paint *p = BKE_paint_get_active(scene, view_layer, eval_ctx->object_mode); - v3d->zbuf = true; - glEnable(GL_DEPTH_TEST); + if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) { + if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) { + return true; + } + } + } - if (v3d->flag2 & V3D_SHOW_GPENCIL) { - ED_gpencil_draw_view3d(NULL, scene, v3d, ar, true); + /* no exception met? then don't draw cursor! */ + return false; } - - v3d->zbuf = zbuf; + + return true; } -static void view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d) +static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) { - Base *base; - - /* no need for color when drawing depth buffer */ - const short dflag_depth = DRAW_CONSTCOLOR; - - /* draw set first */ - if (scene->set) { - Scene *sce_iter; - for (SETLOOPER(scene->set, sce_iter, base)) { - if (v3d->lay & base->lay) { - draw_object(scene, ar, v3d, base, 0); - if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED); - } - } - } - } - - for (base = scene->base.first; base; base = base->next) { - if (v3d->lay & base->lay) { - /* dupli drawing */ - if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED); - } - draw_object(scene, ar, v3d, base, dflag_depth); - } - } - - /* this isn't that nice, draw xray objects as if they are normal */ - if (v3d->afterdraw_transp.first || - v3d->afterdraw_xray.first || - v3d->afterdraw_xraytransp.first) - { - View3DAfter *v3da; - int mask_orig; + int co[2]; - v3d->xray = true; + /* 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; - /* transp materials can change the depth mask, see #21388 */ - glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig); + 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); - 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 = v3da->next) { - draw_object(scene, ar, v3d, v3da->base, dflag_depth); - } - glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ - } + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - /* draw 3 passes, transp/xray/xraytransp */ - v3d->xray = false; - v3d->transp = true; - while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { - draw_object(scene, ar, v3d, v3da->base, dflag_depth); - MEM_freeN(v3da); - } + const int segments = 16; - v3d->xray = true; - v3d->transp = false; - while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - draw_object(scene, ar, v3d, v3da->base, dflag_depth); - MEM_freeN(v3da); - } + 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); - v3d->xray = true; - v3d->transp = true; - while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { - draw_object(scene, ar, v3d, v3da->base, dflag_depth); - MEM_freeN(v3da); + immVertex2f(pos, x, y); } + immEnd(); - - v3d->xray = false; - v3d->transp = false; + 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); - glDepthMask(mask_orig); + 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(); } } -void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaoverride) +static void draw_view_axis(RegionView3D *rv3d, const rcti *rect) { - struct bThemeState theme_state; - RegionView3D *rv3d = ar->regiondata; - short zbuf = v3d->zbuf; - short flag = v3d->flag; - float glalphaclip = U.glalphaclip; - int obcenter_dia = U.obcenter_dia; - /* temp set drawtype to solid */ - - /* Setting these temporarily is not nice */ - v3d->flag &= ~V3D_SELECT_OUTLINE; - U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */ - U.obcenter_dia = 0; - - /* Tools may request depth outside of regular drawing code. */ - UI_Theme_Store(&theme_state); - UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW); + const float k = U.rvisize * U.pixelsize; /* axis size */ + const int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */ - /* Setup view matrix. */ - ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat, NULL); - - glClear(GL_DEPTH_BUFFER_BIT); - - if (rv3d->rflag & RV3D_CLIPPING) { - ED_view3d_clipping_set(rv3d); + const float startx = rect->xmin + k + 1.0f; /* axis center in screen coordinates, x=y */ + const float starty = rect->ymin + k + 1.0f; + + float axis_pos[3][2]; + unsigned char axis_col[3][4]; + + int axis_order[3] = {0, 1, 2}; + axis_sort_v3(rv3d->viewinv[2], axis_order); + + for (int axis_i = 0; axis_i < 3; axis_i++) { + int i = axis_order[axis_i]; + + /* get position of each axis tip on screen */ + float vec[3] = { 0.0f }; + vec[i] = 1.0f; + mul_qt_v3(rv3d->viewquat, vec); + axis_pos[i][0] = startx + vec[0] * k; + axis_pos[i][1] = starty + vec[1] * k; + + /* get color of each axis */ + UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */ + axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */ } - /* get surface depth without bias */ - rv3d->rflag |= RV3D_ZOFFSET_DISABLED; - v3d->zbuf = true; - glEnable(GL_DEPTH_TEST); + /* draw axis lines */ + glLineWidth(2.0f); + glEnable(GL_LINE_SMOOTH); + glEnable(GL_BLEND); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - view3d_draw_depth_loop(scene, ar, v3d); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT); - if (rv3d->rflag & RV3D_CLIPPING) { - ED_view3d_clipping_disable(); + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + immBegin(GWN_PRIM_LINES, 6); + + for (int axis_i = 0; axis_i < 3; axis_i++) { + int i = axis_order[axis_i]; + + immAttrib4ubv(col, axis_col[i]); + immVertex2f(pos, startx, starty); + immVertex2fv(pos, axis_pos[i]); } - rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED; - - v3d->zbuf = zbuf; - if (!v3d->zbuf) glDisable(GL_DEPTH_TEST); - U.glalphaclip = glalphaclip; - v3d->flag = flag; - U.obcenter_dia = obcenter_dia; + immEnd(); + immUnbindProgram(); + glDisable(GL_LINE_SMOOTH); - UI_Theme_Restore(&theme_state); + /* draw axis names */ + for (int axis_i = 0; axis_i < 3; axis_i++) { + int i = axis_order[axis_i]; + + const char axis_text[2] = {'x' + i, '\0'}; + BLF_color4ubv(BLF_default(), axis_col[i]); + BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1); + } } -void ED_view3d_draw_select_loop( - ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar, - bool use_obedit_skip, bool use_nearest) +#ifdef WITH_INPUT_NDOF +/* draw center and axis of rotation for ongoing 3D mouse navigation */ +static void UNUSED_FUNCTION(draw_rotation_guide)(RegionView3D *rv3d) { - short code = 1; - const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR; + float o[3]; /* center of rotation */ + float end[3]; /* endpoints for drawing */ - if (vc->obedit && vc->obedit->type == OB_MBALL) { - draw_object(scene, ar, v3d, BASACT, dflag); - } - else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) { - /* if not drawing sketch, draw bones */ - if (!BDR_drawSketchNames(vc)) { - draw_object(scene, ar, v3d, BASACT, dflag); - } - } - else { - Base *base; + GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */ - for (base = scene->base.first; base; base = base->next) { - if (base->lay & v3d->lay) { + negate_v3_v3(o, rv3d->ofs); - if ((base->object->restrictflag & OB_RESTRICT_SELECT) || - (use_obedit_skip && (scene->obedit->data == base->object->data))) - { - base->selcol = 0; - } - else { - base->selcol = code; + glEnable(GL_BLEND); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glDepthMask(GL_FALSE); /* don't overwrite zbuf */ - if (use_nearest && (base->object->dtx & OB_DRAWXRAY)) { - ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag); - } - else { - if (GPU_select_load_id(code)) { - draw_object_select(scene, ar, v3d, base, dflag); - } - } - code++; - } - } - } + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); + unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT); - if (use_nearest) { - bool xrayclear = true; - if (v3d->afterdraw_xray.first) { - view3d_draw_xray_select(scene, ar, v3d, &xrayclear); - } - } - } -} + immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR); -typedef struct View3DShadow { - struct View3DShadow *next, *prev; - GPULamp *lamp; -} View3DShadow; + if (rv3d->rot_angle != 0.0f) { + /* -- draw rotation axis -- */ + float scaled_axis[3]; + const float scale = rv3d->dist; + mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale); -static void gpu_render_lamp_update(Scene *scene, View3D *v3d, - Object *ob, Object *par, - float obmat[4][4], unsigned int lay, - ListBase *shadows, SceneRenderLayer *srl) -{ - GPULamp *lamp; - Lamp *la = (Lamp *)ob->data; - View3DShadow *shadow; - unsigned int layers; - - lamp = GPU_lamp_from_blender(scene, ob, par); - - if (lamp) { - GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat); - GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy); + + immBegin(GWN_PRIM_LINE_STRIP, 3); + color[3] = 0; /* more transparent toward the ends */ + immAttrib4ubv(col, color); + add_v3_v3v3(end, o, scaled_axis); + immVertex3fv(pos, end); + +#if 0 + color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */ + /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */ +#endif + + color[3] = 127; /* more opaque toward the center */ + immAttrib4ubv(col, color); + immVertex3fv(pos, o); + + color[3] = 0; + immAttrib4ubv(col, color); + sub_v3_v3v3(end, o, scaled_axis); + immVertex3fv(pos, end); + immEnd(); - layers = lay & v3d->lay; - if (srl) - layers &= srl->lay; - - if (layers && - GPU_lamp_has_shadow_buffer(lamp) && - /* keep last, may do string lookup */ - GPU_lamp_visible(lamp, srl, NULL)) + /* -- draw ring around rotation center -- */ { - shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow"); - shadow->lamp = lamp; - BLI_addtail(shadows, shadow); - } - } -} +#define ROT_AXIS_DETAIL 13 -static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d) -{ - ListBase shadows; - View3DShadow *shadow; - Scene *sce_iter; - Base *base; - Object *ob; - World *world = scene->world; - SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL; - - BLI_listbase_clear(&shadows); - - /* update lamp transform and gather shadow lamps */ - for (SETLOOPER(scene, sce_iter, base)) { - ob = base->object; - - if (ob->type == OB_LAMP) - gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl); - - if (ob->transflag & OB_DUPLI) { - DupliObject *dob; - ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob); - - for (dob = lb->first; dob; dob = dob->next) - if (dob->ob->type == OB_LAMP) - gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl); - - free_object_duplilist(lb); - } - } - - /* render shadows after updating all lamps, nested object_duplilist - * don't work correct since it's replacing object matrices */ - for (shadow = shadows.first; shadow; shadow = shadow->next) { - /* this needs to be done better .. */ - float viewmat[4][4], winmat[4][4]; - int drawtype, lay, winsize, flag2 = v3d->flag2; - ARegion ar = {NULL}; - RegionView3D rv3d = {{{0}}}; - - drawtype = v3d->drawtype; - lay = v3d->lay; - - v3d->drawtype = OB_SOLID; - v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp); - v3d->flag2 &= ~(V3D_SOLID_TEX | V3D_SHOW_SOLID_MATCAP); - v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW; - - GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat); - - ar.regiondata = &rv3d; - ar.regiontype = RGN_TYPE_WINDOW; - rv3d.persp = RV3D_CAMOB; - copy_m4_m4(rv3d.winmat, winmat); - copy_m4_m4(rv3d.viewmat, viewmat); - invert_m4_m4(rv3d.viewinv, rv3d.viewmat); - mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat); - invert_m4_m4(rv3d.persinv, rv3d.viewinv); - - /* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */ - ED_view3d_draw_offscreen( - scene, v3d, &ar, winsize, winsize, viewmat, winmat, - false, false, true, - NULL, NULL, NULL, NULL); - GPU_lamp_shadow_buffer_unbind(shadow->lamp); - - v3d->drawtype = drawtype; - v3d->lay = lay; - v3d->flag2 = flag2; - } - - BLI_freelistN(&shadows); - - /* update world values */ - if (world) { - GPU_mist_update_enable(world->mode & WO_MIST); - GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr); - GPU_horizon_update_color(&world->horr); - GPU_ambient_update_color(&world->ambr); - GPU_zenith_update_color(&world->zenr); - } -} + const float s = 0.05f * scale; + const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL); -/* *********************** customdata **************** */ + float q[4]; /* rotate ring so it's perpendicular to axis */ + const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f; + if (!upright) { + const float up[3] = {0.0f, 0.0f, 1.0f}; + float vis_angle, vis_axis[3]; -CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d) -{ - CustomDataMask mask = 0; - const int drawtype = view3d_effective_drawtype(v3d); + cross_v3_v3v3(vis_axis, up, rv3d->rot_axis); + vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis)); + axis_angle_to_quat(q, vis_axis, vis_angle); + } - if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL) || - ((drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) - { - mask |= CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL; + immBegin(GWN_PRIM_LINE_LOOP, ROT_AXIS_DETAIL); + color[3] = 63; /* somewhat faint */ + immAttrib4ubv(col, color); + float angle = 0.0f; + for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) { + float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f}; - if (BKE_scene_use_new_shading_nodes(scene)) { - if (drawtype == OB_MATERIAL) - mask |= CD_MASK_ORCO; - } - else { - if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) || - (drawtype == OB_MATERIAL)) - { - mask |= CD_MASK_ORCO; + if (!upright) { + mul_qt_v3(q, p); + } + + add_v3_v3(p, o); + immVertex3fv(pos, p); } + immEnd(); + +#undef ROT_AXIS_DETAIL } + + color[3] = 255; /* solid dot */ } + else + color[3] = 127; /* see-through dot */ - return mask; -} + immUnbindProgram(); -/* goes over all modes and view3d settings */ -CustomDataMask ED_view3d_screen_datamask(const bScreen *screen) -{ - const Scene *scene = screen->scene; - CustomDataMask mask = CD_MASK_BAREMESH; - const ScrArea *sa; - - /* check if we need tfaces & mcols due to view mode */ - for (sa = screen->areabase.first; sa; sa = sa->next) { - if (sa->spacetype == SPACE_VIEW3D) { - mask |= ED_view3d_datamask(scene, sa->spacedata.first); - } - } + /* -- draw rotation center -- */ + immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR); + glPointSize(5.0f); + immBegin(GWN_PRIM_POINTS, 1); + immAttrib4ubv(col, color); + immVertex3fv(pos, o); + immEnd(); + immUnbindProgram(); - return mask; +#if 0 + /* find screen coordinates for rotation center, then draw pretty icon */ + mul_m4_v3(rv3d->persinv, rot_center); + UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN); + /* ^^ just playing around, does not work */ +#endif + + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); } +#endif /* WITH_INPUT_NDOF */ + +/* ******************** info ***************** */ /** - * \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], const rcti *rect) +* Render and camera border +*/ +static void view3d_draw_border(const bContext *C, ARegion *ar) { + Scene *scene = CTX_data_scene(C); + Depsgraph *depsgraph = CTX_data_depsgraph(C); RegionView3D *rv3d = ar->regiondata; + View3D *v3d = CTX_wm_view3d(C); - /* setup window matrices */ - if (winmat) - copy_m4_m4(rv3d->winmat, winmat); - else - view3d_winmatrix_set(ar, v3d, rect); - - /* setup view matrix */ - if (viewmat) { - copy_m4_m4(rv3d->viewmat, viewmat); + if (rv3d->persp == RV3D_CAMOB) { + drawviewborder(scene, depsgraph, ar, v3d); } - else { - float rect_scale[2]; - if (rect) { - rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx; - rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy; - } - view3d_viewmatrix_set(scene, v3d, rv3d, rect ? rect_scale : NULL); /* note: calls BKE_object_where_is_calc for camera... */ + else if (v3d->flag2 & V3D_RENDER_BORDER) { + drawrenderborder(ar, v3d); } +} - /* update utility matrices */ - mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); - invert_m4_m4(rv3d->persinv, rv3d->persmat); - invert_m4_m4(rv3d->viewinv, rv3d->viewmat); - - /* calculate GLSL view dependent values */ +/** +* Grease Pencil +*/ +static void view3d_draw_grease_pencil(const bContext *UNUSED(C)) +{ + /* TODO viewport */ +} - /* store window coordinates scaling/offset */ - if (rv3d->persp == RV3D_CAMOB && v3d->camera) { - rctf cameraborder; - ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false); - rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder); - rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder); - - rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx; - rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy; - } - else { - rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f; - rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f; - } +/** +* Viewport Name +*/ +static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d) +{ + const char *name = NULL; - /** - * Calculate pixel-size factor once, is used for lamps and object centers. - * Used by #ED_view3d_pixel_size and typically not accessed directly. - * - * \note #BKE_camera_params_compute_viewplane' also calculates a pixel-size value, - * passed to #RE_SetPixelSize, in ortho mode this is compatible with this value, - * but in perspective mode its offset by the near-clip. - * - * 'RegionView3D.pixsize' is used for viewport drawing, not rendering. - */ - { - /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])' - * because of float point precision problems at large values [#23908] */ - float v1[3], v2[3]; - float len_px, len_sc; + switch (rv3d->view) { + case RV3D_VIEW_FRONT: + if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho"); + else name = IFACE_("Front Persp"); + break; + case RV3D_VIEW_BACK: + if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho"); + else name = IFACE_("Back Persp"); + break; + case RV3D_VIEW_TOP: + if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho"); + else name = IFACE_("Top Persp"); + break; + case RV3D_VIEW_BOTTOM: + if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho"); + else name = IFACE_("Bottom Persp"); + break; + case RV3D_VIEW_RIGHT: + if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho"); + else name = IFACE_("Right Persp"); + break; + case RV3D_VIEW_LEFT: + if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho"); + else name = IFACE_("Left Persp"); + break; - v1[0] = rv3d->persmat[0][0]; - v1[1] = rv3d->persmat[1][0]; - v1[2] = rv3d->persmat[2][0]; + default: + if (rv3d->persp == RV3D_CAMOB) { + if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) { + Camera *cam; + cam = v3d->camera->data; + if (cam->type == CAM_PERSP) { + name = IFACE_("Camera Persp"); + } + else if (cam->type == CAM_ORTHO) { + name = IFACE_("Camera Ortho"); + } + else { + BLI_assert(cam->type == CAM_PANO); + name = IFACE_("Camera Pano"); + } + } + else { + name = IFACE_("Object as Camera"); + } + } + else { + name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp"); + } + } - v2[0] = rv3d->persmat[0][1]; - v2[1] = rv3d->persmat[1][1]; - v2[2] = rv3d->persmat[2][1]; + return name; +} - len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2))); - len_sc = (float)MAX2(ar->winx, ar->winy); +static void draw_viewport_name(ARegion *ar, View3D *v3d, const rcti *rect) +{ + RegionView3D *rv3d = ar->regiondata; + const char *name = view3d_get_name(v3d, rv3d); + /* increase size for unicode languages (Chinese in utf-8...) */ +#ifdef WITH_INTERNATIONAL + char tmpstr[96]; +#else + char tmpstr[32]; +#endif - rv3d->pixsize = len_px / len_sc; + if (v3d->localvd) { + BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name); + name = tmpstr; } + + UI_FontThemeColor(BLF_default(), TH_TEXT_HI); +#ifdef WITH_INTERNATIONAL + BLF_draw_default(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr)); +#else + BLF_draw_default_ascii(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr)); +#endif } /** - * 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. + * draw info beside axes in bottom left-corner: + * framenum, object name, bone name (if available), marker name (if available) */ -static void view3d_draw_objects( - const bContext *C, - Scene *scene, View3D *v3d, ARegion *ar, - const char **grid_unit, - const bool do_bgpic, const bool draw_offscreen, GPUFX *fx) -{ - RegionView3D *rv3d = ar->regiondata; - Base *base; - const bool do_camera_frame = !draw_offscreen; - const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0; - const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO); - /* only draw grids after in solid modes, else it hovers over mesh wires */ - const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE) && fx; - bool do_composite_xray = false; - bool xrayclear = true; - - if (!draw_offscreen) { - ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); - } - if (rv3d->rflag & RV3D_CLIPPING) - view3d_draw_clipping(rv3d); +static void draw_selected_name( + Scene *scene, Object *ob, const eObjectMode object_mode, const rcti *rect) +{ + const int cfra = CFRA; + const char *msg_pin = " (Pinned)"; + const char *msg_sep = " : "; - /* set zbuffer after we draw clipping region */ - if (v3d->drawtype > OB_WIRE) { - v3d->zbuf = true; - } - else { - v3d->zbuf = false; - } + const int font_id = BLF_default(); - /* special case (depth for wire color) */ - if (v3d->drawtype <= OB_WIRE) { - if (scene->obedit && scene->obedit->type == OB_MESH) { - Mesh *me = scene->obedit->data; - if (me->drawflag & ME_DRAWEIGHT) { - v3d->zbuf = true; - } - } - } + char info[300]; + char *s = info; + short offset = 1.5f * UI_UNIT_X + rect->xmin; - if (v3d->zbuf) { - glEnable(GL_DEPTH_TEST); - } + s += sprintf(s, "(%d)", cfra); - /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override - * objects if done last */ - if (draw_grids) { - /* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */ - rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit); + /* + * info can contain: + * - a frame (7 + 2) + * - 3 object names (MAX_NAME) + * - 2 BREAD_CRUMB_SEPARATORs (6) + * - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room! + * - a marker name (MAX_NAME + 3) + */ - if (!draw_floor) { - ED_region_pixelspace(ar); - *grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */ - drawgrid(&scene->unit, ar, v3d, grid_unit); - /* XXX make function? replaces persp(1) */ - glMatrixMode(GL_PROJECTION); - glLoadMatrixf(rv3d->winmat); - glMatrixMode(GL_MODELVIEW); - glLoadMatrixf(rv3d->viewmat); - } - else if (!draw_grids_after) { - drawfloor(scene, v3d, grid_unit, true); - } - } + /* get name of marker on current frame (if available) */ + const char *markern = BKE_scene_find_marker_name(scene, cfra); - /* important to do before clipping */ - if (do_bgpic) { - view3d_draw_bgpic_test(scene, ar, v3d, false, do_camera_frame); - } + /* check if there is an object */ + if (ob) { + *s++ = ' '; + s += BLI_strcpy_rlen(s, ob->id.name + 2); - if (rv3d->rflag & RV3D_CLIPPING) { - ED_view3d_clipping_set(rv3d); - } + /* name(s) to display depends on type of object */ + if (ob->type == OB_ARMATURE) { + bArmature *arm = ob->data; - /* draw set first */ - if (scene->set) { - const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET; - Scene *sce_iter; - for (SETLOOPER(scene->set, sce_iter, base)) { - if (v3d->lay & base->lay) { - UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); - draw_object(scene, ar, v3d, base, dflag); - - if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(scene, ar, v3d, base, dflag, TH_UNDEFINED); + /* show name of active bone too (if possible) */ + if (arm->edbo) { + if (arm->act_edbone) { + s += BLI_strcpy_rlen(s, msg_sep); + s += BLI_strcpy_rlen(s, arm->act_edbone->name); } } - } - - /* Transp and X-ray afterdraw stuff for sets is done later */ - } - - - if (draw_offscreen) { - for (base = scene->base.first; base; base = base->next) { - if (v3d->lay & base->lay) { - /* dupli drawing */ - if (base->object->transflag & OB_DUPLI) - draw_dupli_objects(scene, ar, v3d, base); + else if (object_mode & OB_MODE_POSE) { + if (arm->act_bone) { - draw_object(scene, ar, v3d, base, 0); + if (arm->act_bone->layer & arm->layer) { + s += BLI_strcpy_rlen(s, msg_sep); + s += BLI_strcpy_rlen(s, arm->act_bone->name); + } + } } } - } - else { - unsigned int lay_used = 0; - - /* then draw not selected and the duplis, but skip editmode object */ - for (base = scene->base.first; base; base = base->next) { - lay_used |= base->lay; - - if (v3d->lay & base->lay) { + else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) { + /* try to display active bone and active shapekey too (if they exist) */ - /* dupli drawing */ - if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects(scene, ar, v3d, base); - } - if ((base->flag & SELECT) == 0) { - if (base->object != scene->obedit) - draw_object(scene, ar, v3d, base, 0); + if (ob->type == OB_MESH && object_mode & OB_MODE_WEIGHT_PAINT) { + Object *armobj = BKE_object_pose_armature_get(ob); + if (armobj) { + bArmature *arm = armobj->data; + if (arm->act_bone) { + if (arm->act_bone->layer & arm->layer) { + s += BLI_strcpy_rlen(s, msg_sep); + s += BLI_strcpy_rlen(s, arm->act_bone->name); + } + } } } - } - - /* mask out localview */ - v3d->lay_used = lay_used & ((1 << 20) - 1); - /* draw selected and editmode */ - for (base = scene->base.first; base; base = base->next) { - if (v3d->lay & base->lay) { - if (base->object == scene->obedit || (base->flag & SELECT)) { - draw_object(scene, ar, v3d, base, 0); + Key *key = BKE_key_from_object(ob); + if (key) { + KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1); + if (kb) { + s += BLI_strcpy_rlen(s, msg_sep); + s += BLI_strcpy_rlen(s, kb->name); + if (ob->shapeflag & OB_SHAPE_LOCK) { + s += BLI_strcpy_rlen(s, IFACE_(msg_pin)); + } } } } - } - /* perspective floor goes last to use scene depth and avoid writing to depth buffer */ - if (draw_grids_after) { - drawfloor(scene, v3d, grid_unit, false); + /* 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_FontThemeColor(font_id, TH_TIME_KEYFRAME); + else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) + UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME); + else + UI_FontThemeColor(font_id, TH_TEXT_HI); + } + else { + /* no object */ + if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra)) + UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME); + else + UI_FontThemeColor(font_id, TH_TEXT_HI); } - /* 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(wm, scene, v3d, ar, true); - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); + if (markern) { + s += sprintf(s, " <%s>", markern); } - /* transp and X-ray afterdraw stuff */ - if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); + if (U.uiflag & USER_SHOW_ROTVIEWICON) + offset = U.widget_unit + (U.rvisize * 2) + rect->xmin; - /* always do that here to cleanup depth buffers if none needed */ - if (fx) { - do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first); - GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray); - } + BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info)); +} - if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, &xrayclear); - if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, xrayclear); +/* ******************** view loop ***************** */ - if (fx && do_composite_xray) { - GPU_fx_compositor_XRay_resolve(fx); - } +/** +* Information drawn on top of the solid plates and composed data +*/ +void view3d_draw_region_info(const bContext *C, ARegion *ar, const int offset) +{ + RegionView3D *rv3d = ar->regiondata; + View3D *v3d = CTX_wm_view3d(C); + Scene *scene = CTX_data_scene(C); + wmWindowManager *wm = CTX_wm_manager(C); - if (!draw_offscreen) { - ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); - } + /* correct projection matrix */ + ED_region_pixelspace(ar); - if (rv3d->rflag & RV3D_CLIPPING) - ED_view3d_clipping_disable(); + /* local coordinate visible rect inside region, to accomodate overlapping ui */ + rcti rect; + ED_region_visible_rect(ar, &rect); + + /* Leave room for previously drawn info. */ + rect.ymax -= offset; - /* important to do after clipping */ - if (do_bgpic) { - view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame); + view3d_draw_border(C, ar); + view3d_draw_grease_pencil(C); + + if (U.uiflag & USER_SHOW_ROTVIEWICON) { + draw_view_axis(rv3d, &rect); } - if (!draw_offscreen) { - BIF_draw_manipulator(C); + if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) { + ED_scene_draw_fps(scene, &rect); + } + else if (U.uiflag & USER_SHOW_VIEWPORTNAME) { + draw_viewport_name(ar, v3d, &rect); } - /* cleanup */ - if (v3d->zbuf) { - v3d->zbuf = false; - glDisable(GL_DEPTH_TEST); + if (U.uiflag & USER_DRAWVIEWINFO) { + const WorkSpace *workspace = CTX_wm_workspace(C); + ViewLayer *view_layer = CTX_data_view_layer(C); + Object *ob = OBACT(view_layer); + draw_selected_name(scene, ob, workspace->object_mode, &rect); } +#if 0 /* TODO */ + if (grid_unit) { /* draw below the viewport name */ + char numstr[32] = ""; - if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) { - GPU_free_images_old(); + UI_FontThemeColor(BLF_default(), TH_TEXT_HI); + if (v3d->grid != 1.0f) { + BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid); + } + + BLF_draw_default_ascii(rect.xmin + U.widget_unit, + rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f, + numstr[0] ? numstr : grid_unit, sizeof(numstr)); } +#endif } -static void view3d_main_region_setup_view( - Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect) +static void view3d_draw_view(const bContext *C, ARegion *ar) { - RegionView3D *rv3d = ar->regiondata; + EvaluationContext eval_ctx; + CTX_data_eval_ctx(C, &eval_ctx); - ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat, rect); + ED_view3d_draw_setup_view(CTX_wm_window(C), &eval_ctx, CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL); - /* set for opengl */ - glMatrixMode(GL_PROJECTION); - glLoadMatrixf(rv3d->winmat); - glMatrixMode(GL_MODELVIEW); - glLoadMatrixf(rv3d->viewmat); + /* Only 100% compliant on new spec goes bellow */ + DRW_draw_view(C); } -/** - * 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; -}; - -struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d) +void view3d_main_region_draw(const bContext *C, ARegion *ar) { - 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; + Scene *scene = CTX_data_scene(C); + WorkSpace *workspace = CTX_wm_workspace(C); + View3D *v3d = CTX_wm_view3d(C); + RegionView3D *rv3d = ar->regiondata; + ViewRender *view_render = BKE_viewrender_get(scene, workspace); + RenderEngineType *type = RE_engines_find(view_render->engine_id); + + /* 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(); + } + + GPU_viewport_bind(rv3d->viewport, &ar->winrct); + view3d_draw_view(C, ar); + GPU_viewport_unbind(rv3d->viewport); + + rcti rect = ar->winrct; + BLI_rcti_translate(&rect, -ar->winrct.xmin, -ar->winrct.ymin); + GPU_viewport_draw_to_screen(rv3d->viewport, &rect); + + GPU_free_images_old(); + GPU_pass_cache_garbage_collect(); + + v3d->flag |= V3D_INVALID_BACKBUF; } -void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat) + +/* -------------------------------------------------------------------- */ + +/** \name Offscreen Drawing + * \{ */ + +static void view3d_stereo3d_setup_offscreen( + const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar, + float winmat[4][4], const char *viewname) { - 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; + /* update the viewport matrices with the new camera */ + if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) { + float viewmat[4][4]; + const bool is_left = STREQ(viewname, STEREO_LEFT_NAME); + + BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat); + view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL); + } + 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_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL); + } } -void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d) +void ED_view3d_draw_offscreen_init(const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d) { - /* shadow buffers, before we setup matrices */ - if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) - gpu_update_lamps_shadows_world(scene, v3d); + RenderEngineType *engine_type = eval_ctx->engine_type; + if (engine_type->flag & RE_USE_LEGACY_PIPELINE) { + /* shadow buffers, before we setup matrices */ + if (draw_glsl_material(eval_ctx, scene, view_layer, NULL, v3d, v3d->drawtype)) { + VP_deprecated_gpu_update_lamps_shadows_world(eval_ctx, scene, v3d); + } + } } /* @@ -3087,79 +1971,13 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d) */ static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar) { - if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) { - RegionView3D *rv3d = ar->regiondata; - GPUMaterial *gpumat = GPU_material_world(scene, scene->world); - - /* calculate full shader for background */ - GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0)); - - bool material_not_bound = !GPU_material_bound(gpumat); - - if (material_not_bound) { - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - glColor4f(0.0f, 0.0f, 0.0f, 1.0f); - } - - /* Draw world */ - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); - glBegin(GL_TRIANGLE_STRIP); - glVertex3f(-1.0, -1.0, 1.0); - glVertex3f(1.0, -1.0, 1.0); - glVertex3f(-1.0, 1.0, 1.0); - glVertex3f(1.0, 1.0, 1.0); - glEnd(); - - if (material_not_bound) { - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - } + glClear(GL_DEPTH_BUFFER_BIT); - GPU_material_unbind(gpumat); - - glDepthFunc(GL_LEQUAL); - glDisable(GL_DEPTH_TEST); + if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) { + VP_view3d_draw_background_world(scene, ar->regiondata); } else { - if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); - glBegin(GL_QUADS); - UI_ThemeColor(TH_LOW_GRAD); - glVertex3f(-1.0, -1.0, 1.0); - glVertex3f(1.0, -1.0, 1.0); - UI_ThemeColor(TH_HIGH_GRAD); - glVertex3f(1.0, 1.0, 1.0); - glVertex3f(-1.0, 1.0, 1.0); - glEnd(); - glDepthFunc(GL_LEQUAL); - glDisable(GL_DEPTH_TEST); - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - } - else { - UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - } + VP_view3d_draw_background_none(); } } @@ -3167,24 +1985,20 @@ static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar) * stuff like shadow buffers */ void ED_view3d_draw_offscreen( - Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, + const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, + 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, const char *viewname, GPUFX *fx, GPUFXSettings *fx_settings, - GPUOffScreen *ofs) + GPUOffScreen *ofs, GPUViewport *viewport) { - struct bThemeState theme_state; - int bwinx, bwiny; - rcti brect; bool do_compositing = false; RegionView3D *rv3d = ar->regiondata; - glPushMatrix(); - /* set temporary new size */ - bwinx = ar->winx; - bwiny = ar->winy; - brect = ar->winrct; + int bwinx = ar->winx; + int bwiny = ar->winy; + rcti brect = ar->winrct; ar->winx = winx; ar->winy = winy; @@ -3193,6 +2007,7 @@ void ED_view3d_draw_offscreen( ar->winrct.xmax = winx; ar->winrct.ymax = winy; + struct bThemeState theme_state; UI_Theme_Store(&theme_state); UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW); @@ -3205,58 +2020,63 @@ void ED_view3d_draw_offscreen( GPU_free_images_anim(); } - /* setup view matrices before fx or unbinding the offscreen buffers will cause issues */ + gpuPushProjectionMatrix(); + gpuLoadIdentity(); + gpuPushMatrix(); + gpuLoadIdentity(); + if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera) - view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname); + view3d_stereo3d_setup_offscreen(eval_ctx, scene, v3d, ar, winmat, viewname); else - view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL); + view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL); - /* framebuffer fx needed, we need to draw offscreen first */ - if (v3d->fx_settings.fx_flag && fx) { - GPUSSAOSettings *ssao = NULL; + Depsgraph *depsgraph = eval_ctx->depsgraph; - if (v3d->drawtype < OB_SOLID) { - ssao = v3d->fx_settings.ssao; - v3d->fx_settings.ssao = NULL; - } + /* main drawing call */ + RenderEngineType *engine_type = eval_ctx->engine_type; + if (engine_type->flag & RE_USE_LEGACY_PIPELINE) { - do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings); + /* framebuffer fx needed, we need to draw offscreen first */ + if (v3d->fx_settings.fx_flag && fx) { + GPUSSAOSettings *ssao = NULL; - if (ssao) - v3d->fx_settings.ssao = ssao; - } + if (v3d->drawtype < OB_SOLID) { + ssao = v3d->fx_settings.ssao; + v3d->fx_settings.ssao = NULL; + } - /* clear opengl buffers */ - if (do_sky) { - view3d_main_region_clear(scene, v3d, ar); - } - else { - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - } + do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings); - /* main drawing call */ - view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL); + if (ssao) + v3d->fx_settings.ssao = ssao; + } - /* post process */ - if (do_compositing) { - if (!winmat) - is_persp = rv3d->is_persp; - GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs); - } + VP_deprecated_view3d_draw_objects(NULL, eval_ctx, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL); - if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) { - /* draw grease-pencil stuff */ - ED_region_pixelspace(ar); + /* post process */ + if (do_compositing) { + if (!winmat) + is_persp = rv3d->is_persp; + GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs); + } + 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, v3d, ar, false); - } + 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(); + /* 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( + eval_ctx->depsgraph, eval_ctx->engine_type, ar, v3d, eval_ctx->object_mode, + do_sky, ofs, viewport); } /* restore size */ @@ -3264,7 +2084,8 @@ void ED_view3d_draw_offscreen( ar->winy = bwiny; ar->winrct = brect; - glPopMatrix(); + gpuPopProjectionMatrix(); + gpuPopMatrix(); UI_Theme_Restore(&theme_state); @@ -3272,37 +2093,21 @@ void ED_view3d_draw_offscreen( } /** - * Set the correct matrices - */ -void ED_view3d_draw_setup_view( - wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d, float viewmat[4][4], float winmat[4][4], const rcti *rect) -{ - RegionView3D *rv3d = ar->regiondata; - - /* Setup the view matrix. */ - if (view3d_stereo3d_active(win, scene, v3d, rv3d)) { - view3d_stereo3d_setup(scene, v3d, ar, rect); - } - else { - view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, rect); - } -} - -/** * 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, + const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, + View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, unsigned int draw_flags, int alpha_mode, int samples, const char *viewname, /* output vars */ GPUFX *fx, GPUOffScreen *ofs, char err_out[256]) { + const Depsgraph *depsgraph = eval_ctx->depsgraph; RegionView3D *rv3d = ar->regiondata; - ImBuf *ibuf; 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); @@ -3318,21 +2123,23 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( } const bool own_ofs = (ofs == NULL); + DRW_opengl_context_enable(); if (own_ofs) { /* bind */ - ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, err_out); + ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out); if (ofs == NULL) { + DRW_opengl_context_disable(); return NULL; } } - ED_view3d_draw_offscreen_init(scene, v3d); + ED_view3d_draw_offscreen_init(eval_ctx, scene, view_layer, v3d); GPU_offscreen_bind(ofs, true); /* read in pixels & stamp */ - ibuf = IMB_allocImBuf(sizex, sizey, 32, flag); + ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag); /* render 3d view */ if (rv3d->persp == RV3D_CAMOB && v3d->camera) { @@ -3357,7 +2164,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( rctf viewplane; float clipsta, clipend; - is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL); + is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL); if (is_ortho) { orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend); } @@ -3369,9 +2176,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( if ((samples && use_full_sample) == 0) { /* Single-pass render, common case */ ED_view3d_draw_offscreen( - scene, v3d, ar, sizex, sizey, NULL, winmat, + eval_ctx, scene, view_layer, v3d, ar, sizex, sizey, NULL, winmat, draw_background, draw_sky, !is_ortho, viewname, - fx, &fx_settings, ofs); + fx, &fx_settings, ofs, NULL); if (ibuf->rect_float) { GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float); @@ -3385,28 +2192,21 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( * 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; + float *rect_temp = (ibuf->rect_float) ? ibuf->rect_float : MEM_mallocN(sizex * sizey * sizeof(float[4]), "rect_temp"); + float *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(float[4]), "accum_buffer"); + GPUViewport *viewport = GPU_viewport_create_from_offscreen(ofs); BLI_jitter_init(jit_ofs, samples); /* first sample buffer, also initializes 'rv3d->persmat' */ ED_view3d_draw_offscreen( - scene, v3d, ar, sizex, sizey, NULL, winmat, + eval_ctx, scene, view_layer, 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]; - } + fx, &fx_settings, ofs, viewport); + GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer); /* skip the first sample */ - for (j = 1; j < samples; j++) { + for (int j = 1; j < samples; j++) { copy_m4_m4(winmat_jitter, winmat); window_translate_m4( winmat_jitter, rv3d->persmat, @@ -3414,29 +2214,39 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( (jit_ofs[j][1] * 2.0f) / sizey); ED_view3d_draw_offscreen( - scene, v3d, ar, sizex, sizey, NULL, winmat_jitter, + eval_ctx, scene, view_layer, 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); + fx, &fx_settings, ofs, viewport); + GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp); - i = sizex * sizey * 4; + unsigned int i = sizex * sizey * 4; while (i--) { accum_buffer[i] += rect_temp[i]; } } + { + /* don't free data owned by 'ofs' */ + GPU_viewport_clear_from_offscreen(viewport); + GPU_viewport_free(viewport); + } + + if (ibuf->rect_float == NULL) { + MEM_freeN(rect_temp); + } + if (ibuf->rect_float) { float *rect_float = ibuf->rect_float; - i = sizex * sizey * 4; + unsigned int i = sizex * sizey * 4; while (i--) { - rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f); + rect_float[i] = accum_buffer[i] / samples; } } else { unsigned char *rect_ub = (unsigned char *)ibuf->rect; - i = sizex * sizey * 4; + unsigned int i = sizex * sizey * 4; while (i--) { - rect_ub[i] = accum_buffer[i] / samples; + rect_ub[i] = (unsigned char)(255.0f * accum_buffer[i] / samples); } } @@ -3450,6 +2260,8 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( GPU_offscreen_free(ofs); } + DRW_opengl_context_disable(); + if (ibuf->rect_float && ibuf->rect) IMB_rect_from_float(ibuf); @@ -3465,7 +2277,8 @@ ImBuf *ED_view3d_draw_offscreen_imbuf( * \note used by the sequencer */ ImBuf *ED_view3d_draw_offscreen_imbuf_simple( - Scene *scene, Object *camera, int width, int height, + const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, + Object *camera, int width, int height, unsigned int flag, unsigned int draw_flags, int drawtype, int alpha_mode, int samples, const char *viewname, GPUFX *fx, GPUOffScreen *ofs, char err_out[256]) @@ -3526,670 +2339,105 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple( invert_m4_m4(rv3d.persinv, rv3d.viewinv); return ED_view3d_draw_offscreen_imbuf( - scene, &v3d, &ar, width, height, flag, draw_flags, - alpha_mode, samples, viewname, fx, ofs, err_out); + eval_ctx, scene, view_layer, &v3d, &ar, width, height, flag, + draw_flags, alpha_mode, samples, viewname, fx, ofs, err_out); } +/** \} */ -/** - * \note The info that this uses is updated in #ED_refresh_viewport_fps, - * which currently gets called during #SCREEN_OT_animation_step. - */ -void ED_scene_draw_fps(Scene *scene, const rcti *rect) -{ - ScreenFrameRateInfo *fpsi = scene->fps_info; - float fps; - char printable[16]; - int i, tot; - - if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) - return; - - printable[0] = '\0'; - -#if 0 - /* this is too simple, better do an average */ - fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime)) -#else - fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime)); - - for (i = 0, tot = 0, fps = 0.0f; i < REDRAW_FRAME_AVERAGE; i++) { - if (fpsi->redrawtimes_fps[i]) { - fps += fpsi->redrawtimes_fps[i]; - tot++; - } - } - if (tot) { - fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE; - - //fpsi->redrawtime_index++; - //if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE) - // fpsi->redrawtime = 0; - - fps = fps / tot; - } -#endif - - /* is this more than half a frame behind? */ - if (fps + 0.5f < (float)(FPS)) { - UI_ThemeColor(TH_REDALERT); - BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps); - } - else { - UI_ThemeColor(TH_TEXT_HI); - BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f)); - } - -#ifdef WITH_INTERNATIONAL - BLF_draw_default(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable)); -#else - BLF_draw_default_ascii(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable)); -#endif -} -static bool view3d_main_region_do_render_draw(const Scene *scene) -{ - RenderEngineType *type = RE_engines_find(scene->r.engine); +/* -------------------------------------------------------------------- */ - return (type && type->view_update && type->view_draw); -} +/** \name Legacy Interface + * + * This will be removed once the viewport gets replaced + * meanwhile it should keep the old viewport working. + * + * \{ */ -bool ED_view3d_calc_render_border( - const Scene *scene, const View3D *v3d, const ARegion *ar, - rcti *rect) +void VP_legacy_drawcursor( + const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d) { - RegionView3D *rv3d = ar->regiondata; - rctf viewborder; - bool use_border; - - /* test if there is a 3d view rendering */ - if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene)) - return false; - - /* test if there is a border render */ - if (rv3d->persp == RV3D_CAMOB) - use_border = (scene->r.mode & R_BORDER) != 0; - else - use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0; - - if (!use_border) - return false; - - /* compute border */ - if (rv3d->persp == RV3D_CAMOB) { - ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false); - - rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder); - rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder); - rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder); - rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder); - } - else { - rect->xmin = v3d->render_border.xmin * ar->winx; - rect->xmax = v3d->render_border.xmax * ar->winx; - rect->ymin = v3d->render_border.ymin * ar->winy; - rect->ymax = v3d->render_border.ymax * ar->winy; + if (is_cursor_visible(eval_ctx, scene, view_layer)) { + drawcursor(scene, ar, v3d); } - - BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin); - BLI_rcti_isect(&ar->winrct, rect, rect); - - return true; } -static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene, - ARegion *ar, View3D *v3d, - bool clip_border, const rcti *border_rect) +void VP_legacy_draw_view_axis(RegionView3D *rv3d, const rcti *rect) { - RegionView3D *rv3d = ar->regiondata; - RenderEngineType *type; - GLint scissor[4]; - - /* create render engine */ - if (!rv3d->render_engine) { - RenderEngine *engine; - - type = RE_engines_find(scene->r.engine); - - if (!(type->view_update && type->view_draw)) - return false; - - engine = RE_engine_create_ex(type, true); - - engine->tile_x = scene->r.tilex; - engine->tile_y = scene->r.tiley; - - type->view_update(engine, C); - - rv3d->render_engine = engine; - } - - /* setup view matrices */ - view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL, NULL); - - /* background draw */ - ED_region_pixelspace(ar); - - if (clip_border) { - /* for border draw, we only need to clear a subset of the 3d view */ - if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) { - glGetIntegerv(GL_SCISSOR_BOX, scissor); - glScissor(border_rect->xmin, border_rect->ymin, - BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect)); - } - else { - return false; - } - } - - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - if (v3d->flag & V3D_DISPBGPICS) - view3d_draw_bgpic_test(scene, ar, v3d, false, true); - else - fdrawcheckerboard(0, 0, ar->winx, ar->winy); - - /* render result draw */ - type = rv3d->render_engine->type; - type->view_draw(rv3d->render_engine, C); - - if (v3d->flag & V3D_DISPBGPICS) - view3d_draw_bgpic_test(scene, ar, v3d, true, true); - - if (clip_border) { - /* restore scissor as it was before */ - glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); - } - - return true; + draw_view_axis(rv3d, rect); } -static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border) +void VP_legacy_draw_viewport_name(ARegion *ar, View3D *v3d, const rcti *rect) { - float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f}; - - if (!rv3d->render_engine || !rv3d->render_engine->text[0]) - return; - - if (render_border) { - /* draw darkened background color. no alpha because border render does - * 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); - - if (camera) { - if (camera->flag & CAM_SHOWPASSEPARTOUT) { - alpha *= (1.0f - camera->passepartalpha); - } - } - - UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color); - mul_v3_fl(fill_color, alpha); - fill_color[3] = 1.0f; - } - - ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true); + draw_viewport_name(ar, v3d, rect); } -static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d) +void VP_legacy_draw_selected_name(Scene *scene, Object *ob, eObjectMode object_mode, const rcti *rect) { - if ((scene->r.scemode & R_MULTIVIEW) == 0) { - return false; - } - - if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) { - return false; - } - - switch (v3d->stereo3d_camera) { - case STEREO_MONO_ID: - return false; - break; - case STEREO_3D_ID: - /* win will be NULL when calling this from the selection or draw loop. */ - if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) { - return false; - } - if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) && - !BKE_scene_multiview_is_stereo3d(&scene->r)) - { - return false; - } - break; - /* We always need the stereo calculation for left and right cameras. */ - case STEREO_LEFT_ID: - case STEREO_RIGHT_ID: - default: - break; - } - return true; + draw_selected_name(scene, ob, object_mode, rect); } -/* setup the view and win matrices for the multiview cameras - * - * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called - * 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_region_setup_view() code to account for that. - */ -static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect) +void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) { - bool is_left; - const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME}; - const char *viewname; - - /* show only left or right camera */ - if (v3d->stereo3d_camera != STEREO_3D_ID) - v3d->multiview_eye = v3d->stereo3d_camera; - - is_left = v3d->multiview_eye == STEREO_LEFT_ID; - viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID]; - - /* update the viewport matrices with the new camera */ - if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) { - Camera *data; - float viewmat[4][4]; - float shiftx; - - data = (Camera *)v3d->camera->data; - shiftx = data->shiftx; - - BLI_thread_lock(LOCK_VIEW3D); - 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_region_setup_view(scene, v3d, ar, viewmat, NULL, rect); - - data->shiftx = shiftx; - BLI_thread_unlock(LOCK_VIEW3D); - } - else { /* SCE_VIEWS_FORMAT_MULTIVIEW */ - float viewmat[4][4]; - Object *view_ob = v3d->camera; - Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname); - - BLI_thread_lock(LOCK_VIEW3D); - v3d->camera = camera; - - BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat); - view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect); - - v3d->camera = view_ob; - BLI_thread_unlock(LOCK_VIEW3D); - } + drawgrid(unit, ar, v3d, grid_unit); } -static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar, - float winmat[4][4], const char *viewname) +void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth) { - /* update the viewport matrices with the new camera */ - if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) { - float viewmat[4][4]; - const bool is_left = STREQ(viewname, STEREO_LEFT_NAME); - - BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat); - view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL); - } - 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_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL); - } + drawfloor(scene, v3d, grid_unit, write_depth); } -#ifdef WITH_GAMEENGINE -static void update_lods(Scene *scene, float camera_pos[3]) +void VP_legacy_view3d_main_region_setup_view( + const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, + ARegion *ar, float viewmat[4][4], float winmat[4][4]) { - Scene *sce_iter; - Base *base; - Object *ob; - - for (SETLOOPER(scene, sce_iter, base)) { - ob = base->object; - BKE_object_lod_update(ob, camera_pos); - } + view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL); } -#endif -static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d, - ARegion *ar, const char **grid_unit) +bool VP_legacy_view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d) { - wmWindow *win = CTX_wm_window(C); - RegionView3D *rv3d = ar->regiondata; - unsigned int lay_used = v3d->lay_used; - - /* post processing */ - bool do_compositing = false; - - /* shadow buffers, before we setup matrices */ - if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) - gpu_update_lamps_shadows_world(scene, v3d); - - /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */ - if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) { - rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE; - GPU_default_lights(); - } - - /* Setup the view matrix. */ - ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d, NULL, NULL, NULL); - - rv3d->rflag &= ~RV3D_IS_GAME_ENGINE; -#ifdef WITH_GAMEENGINE - if (STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)) { - rv3d->rflag |= RV3D_IS_GAME_ENGINE; - - /* Make sure LoDs are up to date */ - update_lods(scene, rv3d->viewinv[3]); - } -#endif - - /* framebuffer fx needed, we need to draw offscreen first */ - if (v3d->fx_settings.fx_flag && v3d->drawtype >= OB_SOLID) { - GPUFXSettings fx_settings; - BKE_screen_gpu_fx_validate(&v3d->fx_settings); - fx_settings = v3d->fx_settings; - if (!rv3d->compositor) - rv3d->compositor = GPU_fx_compositor_create(); - - if (rv3d->persp == RV3D_CAMOB && v3d->camera) - BKE_camera_to_gpu_dof(v3d->camera, &fx_settings); - else { - fx_settings.dof = NULL; - } - - do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings); - } - - /* clear the background */ - view3d_main_region_clear(scene, v3d, ar); - - /* enables anti-aliasing for 3D view drawing */ - if (win->multisamples != USER_MULTISAMPLE_NONE) { - glEnable(GL_MULTISAMPLE); - } - - /* main drawing call */ - view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL); - - /* post process */ - if (do_compositing) { - GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL); - } - - /* Disable back anti-aliasing */ - 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 */ - /* find header and force tag redraw */ - ScrArea *sa = CTX_wm_area(C); - ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER); - ED_region_tag_redraw(ar_header); /* can be NULL */ - } - - if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { - BDR_drawSketch(C); - } - -#ifdef WITH_INPUT_NDOF - if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((rv3d->viewlock & RV3D_LOCKED) == 0) && (rv3d->persp != RV3D_CAMOB)) - /* TODO: draw something else (but not this) during fly mode */ - draw_rotation_guide(rv3d); -#endif + return view3d_stereo3d_active(win, scene, v3d, rv3d); } -static bool is_cursor_visible(Scene *scene) +void VP_legacy_view3d_stereo3d_setup(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar) { - if (U.app_flag & USER_APP_VIEW3D_HIDE_CURSOR) { - return false; - } - - Object *ob = OBACT; - - /* 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); - - 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; + view3d_stereo3d_setup(eval_ctx, scene, v3d, ar, NULL); } -static void view3d_main_region_draw_info(const bContext *C, Scene *scene, - ARegion *ar, View3D *v3d, - const char *grid_unit, bool render_border) +bool VP_legacy_use_depth(View3D *v3d, Object *obedit) { - wmWindowManager *wm = CTX_wm_manager(C); - RegionView3D *rv3d = ar->regiondata; - rcti rect; - - /* local coordinate visible rect inside region, to accomodate overlapping ui */ - ED_region_visible_rect(ar, &rect); - - if (rv3d->persp == RV3D_CAMOB) { - drawviewborder(scene, ar, v3d); - } - else if (v3d->flag2 & V3D_RENDER_BORDER) { - glLineWidth(1.0f); - setlinestyle(3); - cpack(0x4040FF); - - 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); - } - - 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(wm, scene, v3d, ar, false); - } - - if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { - Object *ob; - - /* 3d cursor */ - if (is_cursor_visible(scene)) { - drawcursor(scene, ar, v3d); - } - - if (U.uiflag & USER_SHOW_ROTVIEWICON) - draw_view_axis(rv3d, &rect); - else - draw_view_icon(rv3d, &rect); - - ob = OBACT; - if (U.uiflag & USER_DRAWVIEWINFO) - draw_selected_name(scene, ob, &rect); - } - - if (rv3d->render_engine) { - view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border); - return; - } - - if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { - if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) { - ED_scene_draw_fps(scene, &rect); - } - else if (U.uiflag & USER_SHOW_VIEWPORTNAME) { - draw_viewport_name(ar, v3d, &rect); - } - - if (grid_unit) { /* draw below the viewport name */ - char numstr[32] = ""; - - UI_ThemeColor(TH_TEXT_HI); - if (v3d->grid != 1.0f) { - BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid); - } - - BLF_draw_default_ascii(rect.xmin + U.widget_unit, - rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f, - numstr[0] ? numstr : grid_unit, sizeof(numstr)); - } - } + return use_depth_doit(v3d, obedit); } -void view3d_main_region_draw(const bContext *C, ARegion *ar) +void VP_drawviewborder(Scene *scene, const struct Depsgraph *depsgraph, ARegion *ar, View3D *v3d) { - Scene *scene = CTX_data_scene(C); - View3D *v3d = CTX_wm_view3d(C); - const char *grid_unit = NULL; - rcti border_rect; - bool render_border, clip_border; - - /* if we only redraw render border area, skip opengl draw and also - * don't do scissor because it's already set */ - render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect); - clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect)); - - /* draw viewport using opengl */ - 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(); -#endif - if (G.debug & G_DEBUG_SIMDATA) - draw_sim_debug_data(scene, v3d, ar); - - ED_region_pixelspace(ar); - } - - /* draw viewport using external renderer */ - if (v3d->drawtype == OB_RENDER) - view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect); - - view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border); - - v3d->flag |= V3D_INVALID_BACKBUF; - - BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_transp)); - BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray)); - BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp)); + drawviewborder(scene, depsgraph, ar, v3d); } -#ifdef DEBUG_DRAW -/* debug drawing */ -#define _DEBUG_DRAW_QUAD_TOT 1024 -#define _DEBUG_DRAW_EDGE_TOT 1024 -static float _bl_debug_draw_quads[_DEBUG_DRAW_QUAD_TOT][4][3]; -static int _bl_debug_draw_quads_tot = 0; -static float _bl_debug_draw_edges[_DEBUG_DRAW_QUAD_TOT][2][3]; -static int _bl_debug_draw_edges_tot = 0; -static unsigned int _bl_debug_draw_quads_color[_DEBUG_DRAW_QUAD_TOT]; -static unsigned int _bl_debug_draw_edges_color[_DEBUG_DRAW_EDGE_TOT]; -static unsigned int _bl_debug_draw_color; - -void bl_debug_draw_quad_clear(void) -{ - _bl_debug_draw_quads_tot = 0; - _bl_debug_draw_edges_tot = 0; - _bl_debug_draw_color = 0x00FF0000; -} -void bl_debug_color_set(const unsigned int color) +void VP_drawrenderborder(ARegion *ar, View3D *v3d) { - _bl_debug_draw_color = color; + drawrenderborder(ar, v3d); } -void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3]) + +void VP_view3d_draw_background_none(void) { - if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_QUAD_TOT) { - printf("%s: max quad count hit %d!", __func__, _bl_debug_draw_quads_tot); + if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { + view3d_draw_background_gradient(); } else { - float *pt = &_bl_debug_draw_quads[_bl_debug_draw_quads_tot][0][0]; - copy_v3_v3(pt, v0); pt += 3; - copy_v3_v3(pt, v1); pt += 3; - copy_v3_v3(pt, v2); pt += 3; - copy_v3_v3(pt, v3); pt += 3; - _bl_debug_draw_quads_color[_bl_debug_draw_quads_tot] = _bl_debug_draw_color; - _bl_debug_draw_quads_tot++; + view3d_draw_background_none(); } } -void bl_debug_draw_edge_add(const float v0[3], const float v1[3]) + +void VP_view3d_draw_background_world(Scene *scene, RegionView3D *rv3d) { - if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_EDGE_TOT) { - printf("%s: max edge count hit %d!", __func__, _bl_debug_draw_edges_tot); - } - else { - float *pt = &_bl_debug_draw_edges[_bl_debug_draw_edges_tot][0][0]; - copy_v3_v3(pt, v0); pt += 3; - copy_v3_v3(pt, v1); pt += 3; - _bl_debug_draw_edges_color[_bl_debug_draw_edges_tot] = _bl_debug_draw_color; - _bl_debug_draw_edges_tot++; - } + view3d_draw_background_world(scene, rv3d); } -static void bl_debug_draw(void) + +void VP_view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar) { - unsigned int color; - if (_bl_debug_draw_quads_tot) { - int i; - color = _bl_debug_draw_quads_color[0]; - cpack(color); - for (i = 0; i < _bl_debug_draw_quads_tot; i ++) { - if (_bl_debug_draw_quads_color[i] != color) { - color = _bl_debug_draw_quads_color[i]; - cpack(color); - } - glBegin(GL_LINE_LOOP); - glVertex3fv(_bl_debug_draw_quads[i][0]); - glVertex3fv(_bl_debug_draw_quads[i][1]); - glVertex3fv(_bl_debug_draw_quads[i][2]); - glVertex3fv(_bl_debug_draw_quads[i][3]); - glEnd(); - } - } - if (_bl_debug_draw_edges_tot) { - int i; - color = _bl_debug_draw_edges_color[0]; - cpack(color); - glBegin(GL_LINES); - for (i = 0; i < _bl_debug_draw_edges_tot; i ++) { - if (_bl_debug_draw_edges_color[i] != color) { - color = _bl_debug_draw_edges_color[i]; - cpack(color); - } - glVertex3fv(_bl_debug_draw_edges[i][0]); - glVertex3fv(_bl_debug_draw_edges[i][1]); - } - glEnd(); - color = _bl_debug_draw_edges_color[0]; - cpack(color); - glPointSize(4.0); - glBegin(GL_POINTS); - for (i = 0; i < _bl_debug_draw_edges_tot; i ++) { - if (_bl_debug_draw_edges_color[i] != color) { - color = _bl_debug_draw_edges_color[i]; - cpack(color); - } - glVertex3fv(_bl_debug_draw_edges[i][0]); - glVertex3fv(_bl_debug_draw_edges[i][1]); - } - glEnd(); - } + view3d_main_region_clear(scene, v3d, ar); } -#endif + +/** \} */ |