diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw_legacy.c | 160 |
1 files changed, 88 insertions, 72 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c index c458539be3e..6184ed63543 100644 --- a/source/blender/editors/space_view3d/view3d_draw_legacy.c +++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c @@ -213,7 +213,7 @@ static void draw_view_icon(RegionView3D *rv3d, rcti *rect) /* *********************** backdraw for selection *************** */ -static void backdrawview3d(const bContext *C, Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d) +static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d) { RegionView3D *rv3d = ar->regiondata; struct Base *base = sl->basact; @@ -314,7 +314,7 @@ static void backdrawview3d(const bContext *C, Scene *scene, SceneLayer *sl, wmWi G.f |= G_BACKBUFSEL; if (base && ((base->flag & BASE_VISIBLED) != 0)) - draw_object_backbufsel(C, scene, v3d, rv3d, base->object); + draw_object_backbufsel(eval_ctx, scene, v3d, rv3d, base->object); if (rv3d->gpuoffscreen) GPU_offscreen_unbind(rv3d->gpuoffscreen, true); @@ -355,10 +355,11 @@ static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data); } -void ED_view3d_backbuf_validate(const bContext *C, ViewContext *vc) +void ED_view3d_backbuf_validate(const struct EvaluationContext *eval_ctx, ViewContext *vc) { - if (vc->v3d->flag & V3D_INVALID_BACKBUF) - backdrawview3d(C, vc->scene, vc->scene_layer, vc->win, vc->ar, vc->v3d); + if (vc->v3d->flag & V3D_INVALID_BACKBUF) { + backdrawview3d(eval_ctx, vc->scene, vc->scene_layer, vc->win, vc->ar, vc->v3d); + } } /** @@ -371,13 +372,14 @@ int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist) } /* samples a single pixel (copied from vpaint) */ -unsigned int ED_view3d_backbuf_sample(const bContext *C, ViewContext *vc, int x, int y) +unsigned int ED_view3d_backbuf_sample( + const EvaluationContext *eval_ctx, ViewContext *vc, int x, int y) { if (x >= vc->ar->winx || y >= vc->ar->winy) { return 0; } - ED_view3d_backbuf_validate(C, vc); + ED_view3d_backbuf_validate(eval_ctx, vc); unsigned int col; view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col); @@ -391,7 +393,8 @@ unsigned int ED_view3d_backbuf_sample(const bContext *C, ViewContext *vc, int x, } /* reads full rect, converts indices */ -ImBuf *ED_view3d_backbuf_read(const bContext *C, ViewContext *vc, int xmin, int ymin, int xmax, int ymax) +ImBuf *ED_view3d_backbuf_read( + const EvaluationContext *eval_ctx, ViewContext *vc, int xmin, int ymin, int xmax, int ymax) { /* clip */ const rcti clip = { @@ -409,7 +412,7 @@ ImBuf *ED_view3d_backbuf_read(const bContext *C, ViewContext *vc, int xmin, int ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect); - ED_view3d_backbuf_validate(C, vc); + ED_view3d_backbuf_validate(eval_ctx, 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); @@ -448,7 +451,7 @@ ImBuf *ED_view3d_backbuf_read(const bContext *C, ViewContext *vc, int xmin, int /* smart function to sample a rect spiralling outside, nice for backbuf selection */ unsigned int ED_view3d_backbuf_sample_rect( - const bContext *C, ViewContext *vc, const int mval[2], int size, + const EvaluationContext *eval_ctx, ViewContext *vc, const int mval[2], int size, unsigned int min, unsigned int max, float *r_dist) { int dirvec[4][2]; @@ -457,7 +460,7 @@ unsigned int ED_view3d_backbuf_sample_rect( const int minx = mval[0] - (amount + 1); const int miny = mval[1] - (amount + 1); - ImBuf *buf = ED_view3d_backbuf_read(C, vc, minx, miny, minx + size - 1, miny + size - 1); + ImBuf *buf = ED_view3d_backbuf_read(eval_ctx, vc, minx, miny, minx + size - 1, miny + size - 1); if (!buf) return 0; unsigned index = 0; @@ -837,7 +840,8 @@ void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag) } /* disables write in zbuffer and draws it over */ -static void view3d_draw_transp(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d) +static void view3d_draw_transp( + const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d) { View3DAfter *v3da; @@ -845,7 +849,7 @@ static void view3d_draw_transp(const bContext *C, Scene *scene, SceneLayer *sl, v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { - draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->transp = false; @@ -855,7 +859,8 @@ static void view3d_draw_transp(const bContext *C, Scene *scene, SceneLayer *sl, } /* clears zbuffer and draws it over */ -static void view3d_draw_xray(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) +static void view3d_draw_xray( + const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) { if (*clear && v3d->zbuf) { glClear(GL_DEPTH_BUFFER_BIT); @@ -865,7 +870,7 @@ static void view3d_draw_xray(const bContext *C, Scene *scene, SceneLayer *sl, AR v3d->xray = true; View3DAfter *v3da; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->xray = false; @@ -873,7 +878,8 @@ static void view3d_draw_xray(const bContext *C, Scene *scene, SceneLayer *sl, AR /* clears zbuffer and draws it over */ -static void view3d_draw_xraytransp(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear) +static void view3d_draw_xraytransp( + const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear) { if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); @@ -885,7 +891,7 @@ static void view3d_draw_xraytransp(const bContext *C, Scene *scene, SceneLayer * View3DAfter *v3da; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { - draw_object(C, scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } @@ -897,7 +903,8 @@ static void view3d_draw_xraytransp(const bContext *C, Scene *scene, SceneLayer * /* 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(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) +static void view3d_draw_xray_select( + const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) { /* 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. @@ -917,7 +924,7 @@ static void view3d_draw_xray_select(const bContext *C, Scene *scene, SceneLayer v3d->xray = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { if (GPU_select_load_id(v3da->base->object->select_color)) { - draw_object_select(C, scene, sl, ar, v3d, v3da->base, v3da->dflag); + draw_object_select(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); } MEM_freeN(v3da); } @@ -953,7 +960,7 @@ static DupliObject *dupli_step(DupliObject *dob) } static void draw_dupli_objects_color( - const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base, + const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base, const short dflag, const int color) { RegionView3D *rv3d = ar->regiondata; @@ -967,9 +974,6 @@ static void draw_dupli_objects_color( char dt; short dtx; DupliApplyData *apply_data; - EvaluationContext eval_ctx; - - CTX_data_eval_ctx(C, &eval_ctx); if ((base->flag & BASE_VISIBLED) == 0) return; if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return; @@ -983,10 +987,10 @@ static void draw_dupli_objects_color( tbase.flag_legacy = OB_FROMDUPLI | base->flag_legacy; tbase.flag = base->flag; - lb = object_duplilist(G.main->eval_ctx, scene, base->object); + lb = object_duplilist(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. */ - apply_data = duplilist_apply(&eval_ctx, base->object, scene, lb); + apply_data = duplilist_apply(eval_ctx, base->object, scene, lb); DupliObject *dob_next = NULL; DupliObject *dob = dupli_step(lb->first); @@ -1039,7 +1043,7 @@ static void draw_dupli_objects_color( if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) { copy_m4_m4(dob->ob->obmat, dob->mat); GPU_begin_dupli_object(dob); - draw_object(C, scene, sl, ar, v3d, &tbase, dflag_dupli); + draw_object(eval_ctx, scene, sl, ar, v3d, &tbase, dflag_dupli); GPU_end_dupli_object(); } @@ -1057,7 +1061,7 @@ static void draw_dupli_objects_color( free_object_duplilist(lb); } -void draw_dupli_objects(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base) +void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base) { /* define the color here so draw_dupli_objects_color can be called * from the set loop */ @@ -1067,7 +1071,7 @@ void draw_dupli_objects(const bContext *C, Scene *scene, SceneLayer *sl, ARegion if (base->object->dup_group && base->object->dup_group->id.us < 1) color = TH_REDALERT; - draw_dupli_objects_color(C, scene, sl, ar, v3d, base, 0, color); + draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, 0, color); } /* XXX warning, not using gpu offscreen here */ @@ -1180,12 +1184,13 @@ float view3d_depth_near(ViewDepths *d) return far == far_real ? FLT_MAX : far; } -void ED_view3d_draw_depth_gpencil(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d) +void ED_view3d_draw_depth_gpencil( + const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d) { bool zbuf = v3d->zbuf; /* Setup view matrix. */ - ED_view3d_draw_setup_view(NULL, C, scene, ar, v3d, NULL, NULL, NULL); + ED_view3d_draw_setup_view(NULL, eval_ctx, scene, ar, v3d, NULL, NULL, NULL); glClear(GL_DEPTH_BUFFER_BIT); @@ -1200,10 +1205,10 @@ void ED_view3d_draw_depth_gpencil(const bContext *C, Scene *scene, ARegion *ar, if (!zbuf) glDisable(GL_DEPTH_TEST); } -void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d) +void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d) { Base *base; - SceneLayer *sl = CTX_data_scene_layer(C); + SceneLayer *sl = eval_ctx->scene_layer; /* no need for color when drawing depth buffer */ const short dflag_depth = DRAW_CONSTCOLOR; @@ -1212,9 +1217,9 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie Scene *sce_iter; for (SETLOOPER(scene->set, sce_iter, base)) { if ((base->flag & BASE_VISIBLED) != 0) { - draw_object(C, scene, sl, ar, v3d, base, 0); + draw_object(eval_ctx, scene, sl, ar, v3d, base, 0); if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); + draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); } } } @@ -1224,9 +1229,9 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie if ((base->flag & BASE_VISIBLED) != 0) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); + draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); } - draw_object(C, scene, sl, ar, v3d, base, dflag_depth); + draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag_depth); } } @@ -1247,7 +1252,7 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie 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(C, scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); } glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ } @@ -1256,21 +1261,21 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie v3d->xray = false; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { - draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = false; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { - draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { - draw_object(C, scene, sl, ar, v3d, v3da->base, dflag_depth); + draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } @@ -1283,19 +1288,19 @@ void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, Vie } void ED_view3d_draw_select_loop( - const bContext *C, ViewContext *vc, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, - bool use_obedit_skip, bool use_nearest) + const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, SceneLayer *sl, + View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest) { short code = 1; const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR; if (vc->obedit && vc->obedit->type == OB_MBALL) { - draw_object(C, scene, sl, ar, v3d, BASACT_NEW(sl), dflag); + draw_object(eval_ctx, scene, sl, ar, v3d, BASACT_NEW(sl), dflag); } else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) { /* if not drawing sketch, draw bones */ if (!BDR_drawSketchNames(vc)) { - draw_object(C, scene, sl, ar, v3d, BASACT_NEW(sl), dflag); + draw_object(eval_ctx, scene, sl, ar, v3d, BASACT_NEW(sl), dflag); } } else { @@ -1316,7 +1321,7 @@ void ED_view3d_draw_select_loop( } else { if (GPU_select_load_id(code)) { - draw_object(C, scene, sl, ar, v3d, base, dflag); + draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag); } } code++; @@ -1327,7 +1332,7 @@ void ED_view3d_draw_select_loop( if (use_nearest) { bool xrayclear = true; if (v3d->afterdraw_xray.first) { - view3d_draw_xray_select(C, scene, sl, ar, v3d, &xrayclear); + view3d_draw_xray_select(eval_ctx, scene, sl, ar, v3d, &xrayclear); } } } @@ -1367,7 +1372,7 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d, } } -static void gpu_update_lamps_shadows_world(EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) +static void gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) { ListBase shadows; Scene *sce_iter; @@ -1500,6 +1505,7 @@ CustomDataMask ED_view3d_screen_datamask(const Scene *scene, const bScreen *scre */ static void view3d_draw_objects( const bContext *C, + const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar, const char **grid_unit, const bool do_bgpic, const bool draw_offscreen, GPUFX *fx) @@ -1563,10 +1569,10 @@ static void view3d_draw_objects( for (SETLOOPER(scene->set, sce_iter, base)) { if ((base->flag & BASE_VISIBLED) != 0) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); - draw_object(C, scene, sl, ar, v3d, base, dflag); + draw_object(eval_ctx, scene, sl, ar, v3d, base, dflag); if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects_color(C, scene, sl, ar, v3d, base, dflag, TH_UNDEFINED); + draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag, TH_UNDEFINED); } } } @@ -1578,10 +1584,11 @@ static void view3d_draw_objects( for (base = sl->object_bases.first; base; base = base->next) { if ((base->flag & BASE_VISIBLED) != 0) { /* dupli drawing */ - if (base->object->transflag & OB_DUPLI) - draw_dupli_objects(C, scene, sl, ar, v3d, base); + if (base->object->transflag & OB_DUPLI) { + draw_dupli_objects(eval_ctx, scene, sl, ar, v3d, base); + } - draw_object(C, scene, sl, ar, v3d, base, 0); + draw_object(eval_ctx, scene, sl, ar, v3d, base, 0); } } } @@ -1596,11 +1603,11 @@ static void view3d_draw_objects( /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { - draw_dupli_objects(C, scene, sl, ar, v3d, base); + draw_dupli_objects(eval_ctx, scene, sl, ar, v3d, base); } if ((base->flag & BASE_SELECTED) == 0) { if (base->object != scene->obedit) - draw_object(C, scene, sl, ar, v3d, base, 0); + draw_object(eval_ctx, scene, sl, ar, v3d, base, 0); } } } @@ -1612,7 +1619,7 @@ static void view3d_draw_objects( for (base = sl->object_bases.first; base; base = base->next) { if ((base->flag & BASE_VISIBLED) != 0) { if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) { - draw_object(C, scene, sl, ar, v3d, base, 0); + draw_object(eval_ctx, scene, sl, ar, v3d, base, 0); } } } @@ -1634,7 +1641,7 @@ static void view3d_draw_objects( } /* transp and X-ray afterdraw stuff */ - if (v3d->afterdraw_transp.first) view3d_draw_transp(C, scene, sl, ar, v3d); + if (v3d->afterdraw_transp.first) view3d_draw_transp(eval_ctx, scene, sl, ar, v3d); /* always do that here to cleanup depth buffers if none needed */ if (fx) { @@ -1642,8 +1649,8 @@ static void view3d_draw_objects( GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray); } - if (v3d->afterdraw_xray.first) view3d_draw_xray(C, scene, sl, ar, v3d, &xrayclear); - if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(C, scene, sl, ar, v3d, xrayclear); + if (v3d->afterdraw_xray.first) view3d_draw_xray(eval_ctx, scene, sl, ar, v3d, &xrayclear); + if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(eval_ctx, scene, sl, ar, v3d, xrayclear); if (fx && do_composite_xray) { GPU_fx_compositor_XRay_resolve(fx); @@ -1823,14 +1830,16 @@ bool ED_view3d_calc_render_border(const Scene *scene, View3D *v3d, ARegion *ar, * IMPORTANT: this is deprecated, any changes made in this function should * be mirrored in view3d_draw_render_draw() in view3d_draw.c */ -static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene, - ARegion *ar, View3D *v3d, - bool clip_border, const rcti *border_rect) +static bool view3d_main_region_draw_engine( + const bContext *C, const EvaluationContext *eval_ctx, Scene *scene, + ARegion *ar, View3D *v3d, + bool clip_border, const rcti *border_rect) { RegionView3D *rv3d = ar->regiondata; RenderEngineType *type; GLint scissor[4]; + /* create render engine */ if (!rv3d->render_engine) { RenderEngine *engine; @@ -1851,7 +1860,7 @@ static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene, } /* setup view matrices */ - VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL); + VP_legacy_view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, NULL, NULL); /* background draw */ ED_region_pixelspace(ar); @@ -1955,10 +1964,12 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Sce } /* setup the view matrix */ - if (VP_legacy_view3d_stereo3d_active(C, scene, v3d, rv3d)) - VP_legacy_view3d_stereo3d_setup(C, scene, v3d, ar); - else - VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL); + if (VP_legacy_view3d_stereo3d_active(win, scene, v3d, rv3d)) { + VP_legacy_view3d_stereo3d_setup(&eval_ctx, scene, v3d, ar); + } + else { + VP_legacy_view3d_main_region_setup_view(&eval_ctx, scene, v3d, ar, NULL, NULL); + } rv3d->rflag &= ~RV3D_IS_GAME_ENGINE; #ifdef WITH_GAMEENGINE @@ -1992,7 +2003,7 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Sce } /* main drawing call */ - view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL); + view3d_draw_objects(C, &eval_ctx, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL); /* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */ /* TODO depth culling manipulators is not yet supported, just drawing _3D here, should @@ -2089,6 +2100,7 @@ static void view3d_main_region_draw_info(const bContext *C, Scene *scene, void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) { + EvaluationContext eval_ctx; Scene *scene = CTX_data_scene(C); SceneLayer *sl = CTX_data_scene_layer(C); View3D *v3d = CTX_wm_view3d(C); @@ -2105,6 +2117,8 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) gpuPushMatrix(); gpuLoadIdentity(); + CTX_data_eval_ctx(C, &eval_ctx); + /* draw viewport using opengl */ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) { VP_view3d_main_region_clear(scene, v3d, ar); /* background */ @@ -2118,10 +2132,11 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) } /* draw viewport using external renderer */ - if (v3d->drawtype == OB_RENDER) - view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect); + if (v3d->drawtype == OB_RENDER) { + view3d_main_region_draw_engine(C, &eval_ctx, scene, ar, v3d, clip_border, &border_rect); + } - VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL); + VP_legacy_view3d_main_region_setup_view(&eval_ctx, scene, v3d, ar, NULL, NULL); glClear(GL_DEPTH_BUFFER_BIT); ED_region_pixelspace(ar); @@ -2153,14 +2168,15 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) void VP_deprecated_view3d_draw_objects( const bContext *C, + const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar, const char **grid_unit, const bool do_bgpic, const bool draw_offscreen, GPUFX *fx) { - view3d_draw_objects(C, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx); + view3d_draw_objects(C, eval_ctx, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx); } -void VP_deprecated_gpu_update_lamps_shadows_world(EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) +void VP_deprecated_gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) { gpu_update_lamps_shadows_world(eval_ctx, scene, v3d); } |