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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c578
1 files changed, 0 insertions, 578 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
deleted file mode 100644
index 38cb5ad8651..00000000000
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ /dev/null
@@ -1,578 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2008 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup spview3d
- */
-
-#include <string.h>
-#include <stdio.h>
-#include <math.h>
-
-#include "DNA_armature_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_collection_types.h"
-#include "DNA_customdata_types.h"
-#include "DNA_object_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_key_types.h"
-#include "DNA_light_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_math.h"
-#include "BLI_utildefines.h"
-#include "BLI_endian_switch.h"
-#include "BLI_threads.h"
-
-#include "BKE_anim.h"
-#include "BKE_camera.h"
-#include "BKE_context.h"
-#include "BKE_customdata.h"
-#include "BKE_image.h"
-#include "BKE_key.h"
-#include "BKE_layer.h"
-#include "BKE_object.h"
-#include "BKE_global.h"
-#include "BKE_paint.h"
-#include "BKE_scene.h"
-#include "BKE_unit.h"
-#include "BKE_movieclip.h"
-
-#include "DEG_depsgraph.h"
-#include "DEG_depsgraph_query.h"
-
-#include "IMB_imbuf_types.h"
-#include "IMB_imbuf.h"
-#include "IMB_colormanagement.h"
-
-#include "BIF_glutil.h"
-
-#include "WM_api.h"
-#include "WM_types.h"
-
-#include "BLF_api.h"
-#include "BLT_translation.h"
-
-#include "ED_armature.h"
-#include "ED_keyframing.h"
-#include "ED_gpencil.h"
-#include "ED_mesh.h"
-#include "ED_screen.h"
-#include "ED_space_api.h"
-#include "ED_screen_types.h"
-#include "ED_transform.h"
-#include "ED_view3d.h"
-
-#include "UI_interface.h"
-#include "UI_interface_icons.h"
-#include "UI_resources.h"
-
-#include "GPU_framebuffer.h"
-#include "GPU_immediate.h"
-#include "GPU_state.h"
-#include "GPU_viewport.h"
-
-#include "RE_engine.h"
-
-#include "DRW_engine.h"
-#include "DRW_select_buffer.h"
-
-#include "view3d_intern.h" /* own include */
-
-/* ********* custom clipping *********** */
-
-/* Legacy 2.7x, now use shaders that use clip distance instead.
- * Remove once clipping is working properly. */
-#define USE_CLIP_PLANES
-
-void ED_view3d_clipping_set(RegionView3D *rv3d)
-{
-#ifdef USE_CLIP_PLANES
- double plane[4];
- const uint tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
-
- for (unsigned a = 0; a < tot; a++) {
- copy_v4db_v4fl(plane, rv3d->clip[a]);
- glClipPlane(GL_CLIP_PLANE0 + a, plane);
- glEnable(GL_CLIP_PLANE0 + a);
- glEnable(GL_CLIP_DISTANCE0 + a);
- }
-#else
- for (unsigned a = 0; a < 6; a++) {
- glEnable(GL_CLIP_DISTANCE0 + a);
- }
-#endif
-}
-
-/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
-void ED_view3d_clipping_disable(void)
-{
- for (unsigned a = 0; a < 6; a++) {
-#ifdef USE_CLIP_PLANES
- glDisable(GL_CLIP_PLANE0 + a);
-#endif
- glDisable(GL_CLIP_DISTANCE0 + a);
- }
-}
-void ED_view3d_clipping_enable(void)
-{
- for (unsigned a = 0; a < 6; a++) {
-#ifdef USE_CLIP_PLANES
- glEnable(GL_CLIP_PLANE0 + a);
-#endif
- glEnable(GL_CLIP_DISTANCE0 + a);
- }
-}
-
-/* *********************** backdraw for selection *************** */
-
-/**
- * \note Only use in object mode.
- */
-static void validate_object_select_id(
- struct Depsgraph *depsgraph, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Object *obact)
-{
- Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
-
- BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
- UNUSED_VARS_NDEBUG(ar);
-
- if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
- BKE_paint_select_face_test(obact_eval))) {
- /* do nothing */
- }
- /* texture paint mode sampling */
- else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) &&
- (v3d->shading.type > OB_WIRE)) {
- /* do nothing */
- }
- else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) && !XRAY_ENABLED(v3d)) {
- /* do nothing */
- }
- else {
- v3d->flag &= ~V3D_INVALID_BACKBUF;
- return;
- }
-
- if (!(v3d->flag & V3D_INVALID_BACKBUF)) {
- return;
- }
-
- if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
- Base *base = BKE_view_layer_base_find(view_layer, obact);
- DRW_select_buffer_context_create(&base, 1, -1);
- }
-
- /* TODO: Create a flag in `DRW_manager` because the drawing is no longer
- * made on the backbuffer in this case. */
- v3d->flag &= ~V3D_INVALID_BACKBUF;
-}
-
-/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
- * Calling this function should be avoided during interactive drawing. */
-static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data)
-{
- DefaultTextureList *dtxl = (DefaultTextureList *)GPU_viewport_texture_list_get(viewport);
-
- GPUFrameBuffer *tmp_fb = GPU_framebuffer_create();
- GPU_framebuffer_texture_attach(tmp_fb, dtxl->depth, 0, 0);
- GPU_framebuffer_bind(tmp_fb);
-
- glReadPixels(rect->xmin,
- rect->ymin,
- BLI_rcti_size_x(rect),
- BLI_rcti_size_y(rect),
- GL_DEPTH_COMPONENT,
- GL_FLOAT,
- data);
-
- GPU_framebuffer_restore();
- GPU_framebuffer_free(tmp_fb);
-}
-
-void ED_view3d_select_id_validate(ViewContext *vc)
-{
- /* TODO: Create a flag in `DRW_manager` because the drawing is no longer
- * made on the backbuffer in this case. */
- if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
- validate_object_select_id(vc->depsgraph, vc->view_layer, vc->ar, vc->v3d, vc->obact);
- }
-}
-
-void ED_view3d_backbuf_depth_validate(ViewContext *vc)
-{
- if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
- ARegion *ar = vc->ar;
- Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
-
- if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
- GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
- DRW_draw_depth_object(vc->ar, vc->v3d, viewport, obact_eval);
- }
-
- vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
- }
-}
-
-/**
- * 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)
-{
- return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
-}
-
-/* *********************** */
-
-void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
-{
- /* clamp rect by region */
- rcti r = {
- .xmin = 0,
- .xmax = ar->winx - 1,
- .ymin = 0,
- .ymax = ar->winy - 1,
- };
-
- /* Constrain rect to depth bounds */
- BLI_rcti_isect(&r, rect, rect);
-
- /* assign values to compare with the ViewDepths */
- int x = rect->xmin;
- int y = rect->ymin;
-
- int w = BLI_rcti_size_x(rect);
- int h = BLI_rcti_size_y(rect);
-
- if (w <= 0 || h <= 0) {
- if (d->depths) {
- MEM_freeN(d->depths);
- }
- d->depths = NULL;
-
- 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 (d->depths) {
- MEM_freeN(d->depths);
- }
-
- d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
-
- d->damaged = true;
- }
-
- if (d->damaged) {
- GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
- view3d_opengl_read_Z_pixels(viewport, rect, d->depths);
- glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
- d->damaged = false;
- }
-}
-
-/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
-void ED_view3d_depth_update(ARegion *ar)
-{
- 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) {
- GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
- rcti r = {
- .xmin = 0,
- .xmax = d->w,
- .ymin = 0,
- .ymax = d->h,
- };
- view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
- glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
- d->damaged = false;
- }
- }
-}
-
-/* utility function to find the closest Z value, use for autodepth */
-float view3d_depth_near(ViewDepths *d)
-{
- /* 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;
-}
-
-void ED_view3d_draw_depth_gpencil(Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d)
-{
- /* Setup view matrix. */
- ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
-
- GPU_clear(GPU_DEPTH_BIT);
-
- GPU_depth_test(true);
-
- GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
- DRW_draw_depth_loop_gpencil(depsgraph, ar, v3d, viewport);
-
- GPU_depth_test(false);
-}
-
-/* *********************** customdata **************** */
-
-void ED_view3d_datamask(const bContext *C,
- const Scene *UNUSED(scene),
- const View3D *v3d,
- CustomData_MeshMasks *r_cddata_masks)
-{
- if (ELEM(v3d->shading.type, OB_TEXTURE, OB_MATERIAL, OB_RENDER)) {
- r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
- r_cddata_masks->vmask |= CD_MASK_ORCO;
- }
- else if (v3d->shading.type == OB_SOLID) {
- if (v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
- r_cddata_masks->lmask |= CD_MASK_MLOOPUV;
- }
- if (v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR) {
- r_cddata_masks->lmask |= CD_MASK_MLOOPCOL;
- }
- }
-
- if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
- (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) {
- r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
- }
-}
-
-/* goes over all modes and view3d settings */
-void ED_view3d_screen_datamask(const bContext *C,
- const Scene *scene,
- const bScreen *screen,
- CustomData_MeshMasks *r_cddata_masks)
-{
- CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH);
-
- /* check if we need tfaces & mcols due to view mode */
- for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
- if (sa->spacetype == SPACE_VIEW3D) {
- ED_view3d_datamask(C, scene, sa->spacedata.first, r_cddata_masks);
- }
- }
-}
-
-/**
- * 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)
-{
- struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
- copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
- copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
- copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
- copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
- copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
- copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
- rv3dmat->pixsize = rv3d->pixsize;
- return (void *)rv3dmat;
-}
-
-void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
-{
- struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
- copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
- copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
- copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
- copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
- copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
- copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
- rv3d->pixsize = rv3dmat->pixsize;
-}
-
-/**
- * \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, int xoffset, int *yoffset)
-{
- ScreenFrameRateInfo *fpsi = scene->fps_info;
- char printable[16];
-
- 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));
-
- float fps = 0.0f;
- int tot = 0;
- for (int i = 0; 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
-
- const int font_id = BLF_default();
-
- /* is this more than half a frame behind? */
- if (fps + 0.5f < (float)(FPS)) {
- UI_FontThemeColor(font_id, TH_REDALERT);
- BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
- }
- else {
- UI_FontThemeColor(font_id, TH_TEXT_HI);
- BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
- }
-
- BLF_enable(font_id, BLF_SHADOW);
- BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
- BLF_shadow_offset(font_id, 1, -1);
-
- *yoffset -= U.widget_unit;
-
-#ifdef WITH_INTERNATIONAL
- BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
-#else
- BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
-#endif
-
- BLF_disable(font_id, BLF_SHADOW);
-}
-
-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);
-}
-
-bool ED_view3d_calc_render_border(
- const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *ar, rcti *rect)
-{
- RegionView3D *rv3d = ar->regiondata;
- bool use_border;
-
- /* test if there is a 3d view rendering */
- if (v3d->shading.type != 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) {
- rctf viewborder;
- ED_view3d_calc_camera_border(scene, depsgraph, 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;
- }
-
- BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
- BLI_rcti_isect(&ar->winrct, rect, rect);
-
- return true;
-}