Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c706
1 files changed, 138 insertions, 568 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index e48ecd7797a..c52a1714802 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -41,32 +41,27 @@
#include "BKE_action.h"
#include "BKE_camera.h"
#include "BKE_context.h"
-#include "BKE_depsgraph.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_report.h"
#include "BKE_scene.h"
-#include "BIF_gl.h"
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
#include "UI_resources.h"
+#include "GPU_glew.h"
#include "GPU_select.h"
+#include "GPU_matrix.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
-#ifdef WITH_GAMEENGINE
-# include "BLI_listbase.h"
-# include "BLI_callbacks.h"
-
-# include "GPU_draw.h"
-
-# include "BL_System.h"
-#endif
+#include "DRW_engine.h"
#include "view3d_intern.h" /* own include */
@@ -125,14 +120,14 @@ static void view3d_smooth_view_state_restore(const struct SmoothView3DState *sms
/* the arguments are the desired situation */
void ED_view3d_smooth_view_ex(
/* avoid passing in the context */
- wmWindowManager *wm, wmWindow *win, ScrArea *sa,
+ const Depsgraph *depsgraph, wmWindowManager *wm, wmWindow *win, ScrArea *sa,
View3D *v3d, ARegion *ar, const int smooth_viewtx,
const V3D_SmoothParams *sview)
{
RegionView3D *rv3d = ar->regiondata;
struct SmoothView3DStore sms = {{0}};
bool ok = false;
-
+
/* initialize sms */
view3d_smooth_view_state_backup(&sms.dst, v3d, rv3d);
view3d_smooth_view_state_backup(&sms.src, v3d, rv3d);
@@ -156,7 +151,7 @@ void ED_view3d_smooth_view_ex(
* we allow camera option locking to initialize the view settings from the camera.
*/
if (sview->camera == NULL && sview->camera_old == NULL) {
- ED_view3d_camera_lock_init(v3d, rv3d);
+ ED_view3d_camera_lock_init(depsgraph, v3d, rv3d);
}
/* store the options we want to end with */
@@ -181,8 +176,9 @@ void ED_view3d_smooth_view_ex(
}
if (sview->camera) {
- sms.dst.dist = ED_view3d_offset_distance(sview->camera->obmat, sview->ofs, VIEW3D_DIST_FALLBACK);
- ED_view3d_from_object(sview->camera, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens);
+ Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera);
+ sms.dst.dist = ED_view3d_offset_distance(ob_camera_eval->obmat, sview->ofs, VIEW3D_DIST_FALLBACK);
+ ED_view3d_from_object(ob_camera_eval, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens);
sms.to_camera = true; /* restore view3d values in end */
}
@@ -206,9 +202,10 @@ void ED_view3d_smooth_view_ex(
if (changed) {
/* original values */
if (sview->camera_old) {
- sms.src.dist = ED_view3d_offset_distance(sview->camera_old->obmat, rv3d->ofs, 0.0f);
+ Object *ob_camera_old_eval = DEG_get_evaluated_object(depsgraph, sview->camera_old);
+ sms.src.dist = ED_view3d_offset_distance(ob_camera_old_eval->obmat, rv3d->ofs, 0.0f);
/* this */
- ED_view3d_from_object(sview->camera_old, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens);
+ ED_view3d_from_object(ob_camera_old_eval, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens);
}
/* grid draw as floor */
if ((rv3d->viewlock & RV3D_LOCKED) == 0) {
@@ -230,9 +227,10 @@ void ED_view3d_smooth_view_ex(
/* ensure it shows correct */
if (sms.to_camera) {
/* use ortho if we move from an ortho view to an ortho camera */
+ Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera);
rv3d->persp = (((rv3d->is_persp == false) &&
- (sview->camera->type == OB_CAMERA) &&
- (((Camera *)sview->camera->data)->type == CAM_ORTHO)) ?
+ (ob_camera_eval->type == OB_CAMERA) &&
+ (((Camera *)ob_camera_eval->data)->type == CAM_ORTHO)) ?
RV3D_ORTHO : RV3D_PERSP);
}
@@ -265,7 +263,7 @@ void ED_view3d_smooth_view_ex(
rv3d->dist = sms.dst.dist;
v3d->lens = sms.dst.lens;
- ED_view3d_camera_lock_sync(v3d, rv3d);
+ ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d);
}
if (rv3d->viewlock & RV3D_BOXVIEW) {
@@ -281,11 +279,13 @@ void ED_view3d_smooth_view(
View3D *v3d, ARegion *ar, const int smooth_viewtx,
const struct V3D_SmoothParams *sview)
{
+ const Depsgraph *depsgraph = CTX_data_depsgraph(C);
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
ScrArea *sa = CTX_wm_area(C);
ED_view3d_smooth_view_ex(
+ depsgraph,
wm, win, sa,
v3d, ar, smooth_viewtx,
sview);
@@ -294,6 +294,7 @@ void ED_view3d_smooth_view(
/* only meant for timer usage */
static void view3d_smoothview_apply(bContext *C, View3D *v3d, ARegion *ar, bool sync_boxview)
{
+ const Depsgraph *depsgraph = CTX_data_depsgraph(C);
RegionView3D *rv3d = ar->regiondata;
struct SmoothView3DStore *sms = rv3d->sms;
float step, step_inv;
@@ -314,7 +315,7 @@ static void view3d_smoothview_apply(bContext *C, View3D *v3d, ARegion *ar, bool
else {
view3d_smooth_view_state_restore(&sms->dst, v3d, rv3d);
- ED_view3d_camera_lock_sync(v3d, rv3d);
+ ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d);
ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
}
@@ -347,7 +348,7 @@ static void view3d_smoothview_apply(bContext *C, View3D *v3d, ARegion *ar, bool
rv3d->dist = sms->dst.dist * step + sms->src.dist * step_inv;
v3d->lens = sms->dst.lens * step + sms->src.lens * step_inv;
- ED_view3d_camera_lock_sync(v3d, rv3d);
+ ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d);
if (ED_screen_animation_playing(CTX_wm_manager(C))) {
ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
}
@@ -405,8 +406,9 @@ void ED_view3d_smooth_view_force_finish(
/* force update of view matrix so tools that run immediately after
* can use them without redrawing first */
+ Depsgraph *depsgraph = CTX_data_depsgraph(C);
Scene *scene = CTX_data_scene(C);
- ED_view3d_update_viewmat(scene, v3d, ar, NULL, NULL, NULL);
+ ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, NULL, NULL, NULL);
}
}
@@ -434,6 +436,7 @@ void VIEW3D_OT_smoothview(wmOperatorType *ot)
static int view3d_camera_to_view_exec(bContext *C, wmOperator *UNUSED(op))
{
+ const Depsgraph *depsgraph = CTX_data_depsgraph(C);
View3D *v3d;
ARegion *ar;
RegionView3D *rv3d;
@@ -447,11 +450,11 @@ static int view3d_camera_to_view_exec(bContext *C, wmOperator *UNUSED(op))
BKE_object_tfm_protected_backup(v3d->camera, &obtfm);
- ED_view3d_to_object(v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist);
+ ED_view3d_to_object(depsgraph, v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist);
BKE_object_tfm_protected_restore(v3d->camera, &obtfm, v3d->camera->protectflag);
- DAG_id_tag_update(&v3d->camera->id, OB_RECALC_OB);
+ DEG_id_tag_update(&v3d->camera->id, OB_RECALC_OB);
rv3d->persp = RV3D_CAMOB;
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, v3d->camera);
@@ -504,29 +507,31 @@ void VIEW3D_OT_camera_to_view(wmOperatorType *ot)
* meant to take into account vertex/bone selection for eg. */
static int view3d_camera_to_view_selected_exec(bContext *C, wmOperator *op)
{
- Main *bmain = CTX_data_main(C);
+ Depsgraph *depsgraph = CTX_data_depsgraph(C);
Scene *scene = CTX_data_scene(C);
+ ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C); /* can be NULL */
Object *camera_ob = v3d ? v3d->camera : scene->camera;
+ Object *camera_ob_eval = DEG_get_evaluated_object(depsgraph, camera_ob);
float r_co[3]; /* the new location to apply */
float r_scale; /* only for ortho cameras */
- if (camera_ob == NULL) {
+ if (camera_ob_eval == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active camera");
return OPERATOR_CANCELLED;
}
/* this function does all the important stuff */
- if (BKE_camera_view_frame_fit_to_scene(bmain, scene, v3d, camera_ob, r_co, &r_scale)) {
+ if (BKE_camera_view_frame_fit_to_scene(depsgraph, scene, view_layer, camera_ob_eval, r_co, &r_scale)) {
ObjectTfmProtectedChannels obtfm;
float obmat_new[4][4];
- if ((camera_ob->type == OB_CAMERA) && (((Camera *)camera_ob->data)->type == CAM_ORTHO)) {
+ if ((camera_ob_eval->type == OB_CAMERA) && (((Camera *)camera_ob_eval->data)->type == CAM_ORTHO)) {
((Camera *)camera_ob->data)->ortho_scale = r_scale;
}
- copy_m4_m4(obmat_new, camera_ob->obmat);
+ copy_m4_m4(obmat_new, camera_ob_eval->obmat);
copy_v3_v3(obmat_new[3], r_co);
/* only touch location */
@@ -535,7 +540,7 @@ static int view3d_camera_to_view_selected_exec(bContext *C, wmOperator *op)
BKE_object_tfm_protected_restore(camera_ob, &obtfm, OB_LOCK_SCALE | OB_LOCK_ROT4D);
/* notifiers */
- DAG_id_tag_update(&camera_ob->id, OB_RECALC_OB);
+ DEG_id_tag_update(&camera_ob->id, OB_RECALC_OB);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, camera_ob);
return OPERATOR_FINISHED;
}
@@ -690,14 +695,14 @@ void VIEW3D_OT_object_as_camera(wmOperatorType *ot)
/**
* \param rect optional for picking (can be NULL).
*/
-void view3d_winmatrix_set(ARegion *ar, const View3D *v3d, const rcti *rect)
+void view3d_winmatrix_set(Depsgraph *depsgraph, ARegion *ar, const View3D *v3d, const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
rctf viewplane;
float clipsta, clipend;
bool is_ortho;
- is_ortho = ED_view3d_viewplane_get(v3d, rv3d, ar->winx, ar->winy, &viewplane, &clipsta, &clipend, NULL);
+ is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, ar->winx, ar->winy, &viewplane, &clipsta, &clipend, NULL);
rv3d->is_persp = !is_ortho;
#if 0
@@ -716,14 +721,14 @@ void view3d_winmatrix_set(ARegion *ar, const View3D *v3d, const rcti *rect)
}
if (is_ortho) {
- wmOrtho(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
+ gpuOrtho(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
else {
- wmFrustum(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
+ gpuFrustum(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
/* update matrix in 3d view region */
- glGetFloatv(GL_PROJECTION_MATRIX, (float *)rv3d->winmat);
+ gpuGetProjectionMatrix(rv3d->winmat);
}
static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
@@ -742,6 +747,7 @@ static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
/**
* Sets #RegionView3D.viewmat
*
+ * \param depsgraph: Depsgraph.
* \param scene: Scene for camera and cursor location.
* \param v3d: View 3D space data.
* \param rv3d: 3D region which stores the final matrices.
@@ -751,13 +757,14 @@ static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
* \note don't set windows active in here, is used by renderwin too.
*/
void view3d_viewmatrix_set(
- Scene *scene,
+ Depsgraph *depsgraph, Scene *scene,
const View3D *v3d, RegionView3D *rv3d, const float rect_scale[2])
{
if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */
if (v3d->camera) {
- BKE_object_where_is_calc(scene, v3d->camera);
- obmat_to_viewmat(rv3d, v3d->camera);
+ Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
+ BKE_object_where_is_calc(depsgraph, scene, ob_camera_eval);
+ obmat_to_viewmat(rv3d, ob_camera_eval);
}
else {
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
@@ -775,15 +782,15 @@ void view3d_viewmatrix_set(
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
if (rv3d->persp == RV3D_PERSP) rv3d->viewmat[3][2] -= rv3d->dist;
if (v3d->ob_centre) {
- Object *ob = v3d->ob_centre;
+ Object *ob_eval = DEG_get_evaluated_object(depsgraph, v3d->ob_centre);
float vec[3];
- copy_v3_v3(vec, ob->obmat[3]);
- if (ob->type == OB_ARMATURE && v3d->ob_centre_bone[0]) {
- bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, v3d->ob_centre_bone);
+ copy_v3_v3(vec, ob_eval->obmat[3]);
+ if (ob_eval->type == OB_ARMATURE && v3d->ob_centre_bone[0]) {
+ bPoseChannel *pchan = BKE_pose_channel_find_name(ob_eval->pose, v3d->ob_centre_bone);
if (pchan) {
copy_v3_v3(vec, pchan->pose_mat[3]);
- mul_m4_v3(ob->obmat, vec);
+ mul_m4_v3(ob_eval->obmat, vec);
}
}
translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
@@ -791,7 +798,7 @@ void view3d_viewmatrix_set(
}
else if (v3d->ob_centre_cursor) {
float vec[3];
- copy_v3_v3(vec, ED_view3d_cursor3d_get(scene, (View3D *)v3d));
+ copy_v3_v3(vec, ED_view3d_cursor3d_get(scene, (View3D *)v3d)->location);
translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
use_lock_ofs = true;
}
@@ -850,6 +857,45 @@ void view3d_opengl_select_cache_end(void)
GPU_select_cache_end();
}
+#ifndef WITH_OPENGL_LEGACY
+struct DrawSelectLoopUserData {
+ uint pass;
+ uint hits;
+ uint *buffer;
+ uint buffer_len;
+ const rcti *rect;
+ char gpu_select_mode;
+};
+
+static bool drw_select_loop_pass(eDRWSelectStage stage, void *user_data)
+{
+ bool continue_pass = false;
+ struct DrawSelectLoopUserData *data = user_data;
+ if (stage == DRW_SELECT_PASS_PRE) {
+ GPU_select_begin(data->buffer, data->buffer_len, data->rect, data->gpu_select_mode, data->hits);
+ /* always run POST after PRE. */
+ continue_pass = true;
+ }
+ else if (stage == DRW_SELECT_PASS_POST) {
+ int hits = GPU_select_end();
+ if (data->pass == 0) {
+ /* quirk of GPU_select_end, only take hits value from first call. */
+ data->hits = hits;
+ }
+ if (data->gpu_select_mode == GPU_SELECT_NEAREST_FIRST_PASS) {
+ data->gpu_select_mode = GPU_SELECT_NEAREST_SECOND_PASS;
+ continue_pass = (hits > 0);
+ }
+ data->pass += 1;
+ }
+ else {
+ BLI_assert(0);
+ }
+ return continue_pass;
+
+}
+#endif /* WITH_OPENGL_LEGACY */
+
/**
* \warning be sure to account for a negative return value
* This is an error, "Too many objects in select buffer"
@@ -862,12 +908,13 @@ int view3d_opengl_select(
eV3DSelectMode select_mode)
{
struct bThemeState theme_state;
+ Depsgraph *depsgraph = vc->depsgraph;
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
ARegion *ar = vc->ar;
rcti rect;
int hits;
- const bool use_obedit_skip = (scene->obedit != NULL) && (vc->obedit == NULL);
+ const bool use_obedit_skip = (OBEDIT_FROM_VIEW_LAYER(vc->view_layer) != NULL) && (vc->obedit == NULL);
const bool is_pick_select = (U.gpu_select_pick_deph != 0);
const bool do_passes = (
(is_pick_select == false) &&
@@ -919,37 +966,61 @@ int view3d_opengl_select(
goto finally;
}
+#ifndef WITH_OPENGL_LEGACY
+ /* All of the queries need to be perform on the drawing context. */
+ DRW_opengl_context_enable();
+#endif
+
G.f |= G_PICKSEL;
/* Important we use the 'viewmat' and don't re-calculate since
* the object & bone view locking takes 'rect' into account, see: T51629. */
- ED_view3d_draw_setup_view(vc->win, scene, ar, v3d, vc->rv3d->viewmat, NULL, &rect);
+ ED_view3d_draw_setup_view(vc->win, depsgraph, scene, ar, v3d, vc->rv3d->viewmat, NULL, &rect);
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = true;
glEnable(GL_DEPTH_TEST);
}
-
+
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(vc->rv3d);
- GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0);
-
- ED_view3d_draw_select_loop(vc, scene, v3d, ar, use_obedit_skip, use_nearest);
- hits = GPU_select_end();
-
- /* second pass, to get the closest object to camera */
- if (do_passes && (hits > 0)) {
- GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
-
- ED_view3d_draw_select_loop(vc, scene, v3d, ar, use_obedit_skip, use_nearest);
+#ifdef WITH_OPENGL_LEGACY
+ if (IS_VIEWPORT_LEGACY(vc->v3d)) {
+ GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0);
+ ED_view3d_draw_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip, use_nearest);
+ hits = GPU_select_end();
- GPU_select_end();
+ if (do_passes && (hits > 0)) {
+ GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
+ ED_view3d_draw_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip, use_nearest);
+ GPU_select_end();
+ }
}
+ else
+#else
+ {
+ /* We need to call "GPU_select_*" API's inside DRW_draw_select_loop
+ * because the OpenGL context created & destroyed inside this function. */
+ struct DrawSelectLoopUserData drw_select_loop_user_data = {
+ .pass = 0,
+ .hits = 0,
+ .buffer = buffer,
+ .buffer_len = bufsize,
+ .rect = &rect,
+ .gpu_select_mode = gpu_select_mode,
+ };
+ DRW_draw_select_loop(
+ depsgraph, ar, v3d,
+ use_obedit_skip, use_nearest, &rect,
+ drw_select_loop_pass, &drw_select_loop_user_data);
+ hits = drw_select_loop_user_data.hits;
+ }
+#endif /* WITH_OPENGL_LEGACY */
G.f &= ~G_PICKSEL;
- ED_view3d_draw_setup_view(vc->win, scene, ar, v3d, vc->rv3d->viewmat, NULL, NULL);
+ ED_view3d_draw_setup_view(vc->win, depsgraph, scene, ar, v3d, vc->rv3d->viewmat, NULL, NULL);
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = 0;
@@ -959,7 +1030,12 @@ int view3d_opengl_select(
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
+#ifndef WITH_OPENGL_LEGACY
+ DRW_opengl_context_disable();
+#endif
+
finally:
+
if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */
UI_Theme_Restore(&theme_state);
@@ -970,44 +1046,10 @@ finally:
/** \} */
/* -------------------------------------------------------------------- */
-/** \name Local View Operators
+/** \name View Layer Utilities
* \{ */
-static unsigned int free_localbit(Main *bmain)
-{
- unsigned int lay;
- ScrArea *sa;
- bScreen *sc;
-
- lay = 0;
-
- /* sometimes we loose a localview: when an area is closed */
- /* check all areas: which localviews are in use? */
- for (sc = bmain->screen.first; sc; sc = sc->id.next) {
- for (sa = sc->areabase.first; sa; sa = sa->next) {
- SpaceLink *sl = sa->spacedata.first;
- for (; sl; sl = sl->next) {
- if (sl->spacetype == SPACE_VIEW3D) {
- View3D *v3d = (View3D *) sl;
- lay |= v3d->lay;
- }
- }
- }
- }
-
- if ((lay & 0x01000000) == 0) return 0x01000000;
- if ((lay & 0x02000000) == 0) return 0x02000000;
- if ((lay & 0x04000000) == 0) return 0x04000000;
- if ((lay & 0x08000000) == 0) return 0x08000000;
- if ((lay & 0x10000000) == 0) return 0x10000000;
- if ((lay & 0x20000000) == 0) return 0x20000000;
- if ((lay & 0x40000000) == 0) return 0x40000000;
- if ((lay & 0x80000000) == 0) return 0x80000000;
-
- return 0;
-}
-
-int ED_view3d_scene_layer_set(int lay, const int *values, int *active)
+int ED_view3d_view_layer_set(int lay, const int *values, int *active)
{
int i, tot = 0;
@@ -1045,476 +1087,4 @@ int ED_view3d_scene_layer_set(int lay, const int *values, int *active)
return lay;
}
-static bool view3d_localview_init(
- wmWindowManager *wm, wmWindow *win,
- Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx,
- ReportList *reports)
-{
- View3D *v3d = sa->spacedata.first;
- Base *base;
- float min[3], max[3], box[3], mid[3];
- float size = 0.0f;
- unsigned int locallay;
- bool ok = false;
-
- if (v3d->localvd) {
- return ok;
- }
-
- INIT_MINMAX(min, max);
-
- locallay = free_localbit(bmain);
-
- if (locallay == 0) {
- BKE_report(reports, RPT_ERROR, "No more than 8 local views");
- ok = false;
- }
- else {
- if (scene->obedit) {
- BKE_object_minmax(scene->obedit, min, max, false);
-
- ok = true;
-
- BASACT->lay |= locallay;
- scene->obedit->lay = BASACT->lay;
- }
- else {
- for (base = FIRSTBASE; base; base = base->next) {
- if (TESTBASE(v3d, base)) {
- BKE_object_minmax(base->object, min, max, false);
- base->lay |= locallay;
- base->object->lay = base->lay;
- ok = true;
- }
- }
- }
-
- sub_v3_v3v3(box, max, min);
- size = max_fff(box[0], box[1], box[2]);
- }
-
- if (ok == true) {
- ARegion *ar;
-
- v3d->localvd = MEM_mallocN(sizeof(View3D), "localview");
-
- memcpy(v3d->localvd, v3d, sizeof(View3D));
-
- mid_v3_v3v3(mid, min, max);
-
- copy_v3_v3(v3d->cursor, mid);
-
- for (ar = sa->regionbase.first; ar; ar = ar->next) {
- if (ar->regiontype == RGN_TYPE_WINDOW) {
- RegionView3D *rv3d = ar->regiondata;
- bool ok_dist = true;
-
- /* new view values */
- Object *camera_old = NULL;
- float dist_new, ofs_new[3];
-
- rv3d->localvd = MEM_mallocN(sizeof(RegionView3D), "localview region");
- memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D));
-
- negate_v3_v3(ofs_new, mid);
-
- if (rv3d->persp == RV3D_CAMOB) {
- rv3d->persp = RV3D_PERSP;
- camera_old = v3d->camera;
- }
-
- if (rv3d->persp == RV3D_ORTHO) {
- if (size < 0.0001f) {
- ok_dist = false;
- }
- }
-
- if (ok_dist) {
- dist_new = ED_view3d_radius_to_dist(v3d, ar, rv3d->persp, true, (size / 2) * VIEW3D_MARGIN);
- if (rv3d->persp == RV3D_PERSP) {
- /* don't zoom closer than the near clipping plane */
- dist_new = max_ff(dist_new, v3d->near * 1.5f);
- }
- }
-
- ED_view3d_smooth_view_ex(
- wm, win, sa, v3d, ar, smooth_viewtx,
- &(const V3D_SmoothParams) {
- .camera_old = camera_old,
- .ofs = ofs_new, .quat = rv3d->viewquat,
- .dist = ok_dist ? &dist_new : NULL, .lens = &v3d->lens});
- }
- }
-
- v3d->lay = locallay;
- }
- else {
- /* clear flags */
- for (base = FIRSTBASE; base; base = base->next) {
- if (base->lay & locallay) {
- base->lay -= locallay;
- if (base->lay == 0) base->lay = v3d->layact;
- if (base->object != scene->obedit) base->flag |= SELECT;
- base->object->lay = base->lay;
- }
- }
- }
-
- DAG_on_visible_update(bmain, false);
-
- return ok;
-}
-
-static void restore_localviewdata(wmWindowManager *wm, wmWindow *win, Main *bmain, ScrArea *sa, const int smooth_viewtx)
-{
- const bool free = true;
- ARegion *ar;
- View3D *v3d = sa->spacedata.first;
- Object *camera_old, *camera_new;
-
- if (v3d->localvd == NULL) return;
-
- camera_old = v3d->camera;
- camera_new = v3d->localvd->camera;
-
- v3d->lay = v3d->localvd->lay;
- v3d->layact = v3d->localvd->layact;
- v3d->drawtype = v3d->localvd->drawtype;
- v3d->camera = v3d->localvd->camera;
-
- if (free) {
- MEM_freeN(v3d->localvd);
- v3d->localvd = NULL;
- }
-
- for (ar = sa->regionbase.first; ar; ar = ar->next) {
- if (ar->regiontype == RGN_TYPE_WINDOW) {
- RegionView3D *rv3d = ar->regiondata;
-
- if (rv3d->localvd) {
- Object *camera_old_rv3d, *camera_new_rv3d;
-
- camera_old_rv3d = (rv3d->persp == RV3D_CAMOB) ? camera_old : NULL;
- camera_new_rv3d = (rv3d->localvd->persp == RV3D_CAMOB) ? camera_new : NULL;
-
- rv3d->view = rv3d->localvd->view;
- rv3d->persp = rv3d->localvd->persp;
- rv3d->camzoom = rv3d->localvd->camzoom;
-
- ED_view3d_smooth_view_ex(
- wm, win, sa,
- v3d, ar, smooth_viewtx,
- &(const V3D_SmoothParams) {
- .camera_old = camera_old_rv3d, .camera = camera_new_rv3d,
- .ofs = rv3d->localvd->ofs, .quat = rv3d->localvd->viewquat,
- .dist = &rv3d->localvd->dist});
-
- if (free) {
- MEM_freeN(rv3d->localvd);
- rv3d->localvd = NULL;
- }
- }
-
- ED_view3d_shade_update(bmain, v3d, sa);
- }
- }
-}
-
-static bool view3d_localview_exit(
- wmWindowManager *wm, wmWindow *win,
- Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx)
-{
- View3D *v3d = sa->spacedata.first;
- struct Base *base;
- unsigned int locallay;
-
- if (v3d->localvd) {
-
- locallay = v3d->lay & 0xFF000000;
-
- restore_localviewdata(wm, win, bmain, sa, smooth_viewtx);
-
- /* for when in other window the layers have changed */
- if (v3d->scenelock) v3d->lay = scene->lay;
-
- for (base = FIRSTBASE; base; base = base->next) {
- if (base->lay & locallay) {
- base->lay -= locallay;
- if (base->lay == 0) base->lay = v3d->layact;
- if (base->object != scene->obedit) {
- base->flag |= SELECT;
- base->object->flag |= SELECT;
- }
- base->object->lay = base->lay;
- }
- }
-
- DAG_on_visible_update(bmain, false);
-
- return true;
- }
- else {
- return false;
- }
-}
-
-static int localview_exec(bContext *C, wmOperator *op)
-{
- const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
- wmWindowManager *wm = CTX_wm_manager(C);
- wmWindow *win = CTX_wm_window(C);
- Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
- ScrArea *sa = CTX_wm_area(C);
- View3D *v3d = CTX_wm_view3d(C);
- bool changed;
-
- if (v3d->localvd) {
- changed = view3d_localview_exit(wm, win, bmain, scene, sa, smooth_viewtx);
- }
- else {
- changed = view3d_localview_init(wm, win, bmain, scene, sa, smooth_viewtx, op->reports);
- }
-
- if (changed) {
- DAG_id_type_tag(bmain, ID_OB);
- ED_area_tag_redraw(sa);
-
- /* unselected objects become selected when exiting */
- if (v3d->localvd == NULL) {
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
- }
-
- return OPERATOR_FINISHED;
- }
- else {
- return OPERATOR_CANCELLED;
- }
-}
-
-void VIEW3D_OT_localview(wmOperatorType *ot)
-{
- /* identifiers */
- ot->name = "Local View";
- ot->description = "Toggle display of selected object(s) separately and centered in view";
- ot->idname = "VIEW3D_OT_localview";
-
- /* api callbacks */
- ot->exec = localview_exec;
- ot->flag = OPTYPE_UNDO; /* localview changes object layer bitflags */
-
- ot->poll = ED_operator_view3d_active;
-}
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Game Engine Operator
- *
- * Start the game engine (handles context switching).
- * \{ */
-
-#ifdef WITH_GAMEENGINE
-
-static ListBase queue_back;
-static void game_engine_save_state(bContext *C, wmWindow *win)
-{
- Object *obact = CTX_data_active_object(C);
-
- glPushAttrib(GL_ALL_ATTRIB_BITS);
-
- if (obact && obact->mode & OB_MODE_TEXTURE_PAINT)
- GPU_paint_set_mipmap(1);
-
- queue_back = win->queue;
-
- BLI_listbase_clear(&win->queue);
-}
-
-static void game_engine_restore_state(bContext *C, wmWindow *win)
-{
- Object *obact = CTX_data_active_object(C);
-
- if (obact && obact->mode & OB_MODE_TEXTURE_PAINT)
- GPU_paint_set_mipmap(0);
-
- /* check because closing win can set to NULL */
- if (win) {
- win->queue = queue_back;
- }
-
- GPU_state_init();
- GPU_set_tpage(NULL, 0, 0);
-
- glPopAttrib();
-}
-
-/* was space_set_commmandline_options in 2.4x */
-static void game_set_commmandline_options(GameData *gm)
-{
- SYS_SystemHandle syshandle;
- int test;
-
- if ((syshandle = SYS_GetSystem())) {
- /* User defined settings */
- test = (U.gameflags & USER_DISABLE_MIPMAP);
- GPU_set_mipmap(!test);
- SYS_WriteCommandLineInt(syshandle, "nomipmap", test);
-
- /* File specific settings: */
- /* Only test the first one. These two are switched
- * simultaneously. */
- test = (gm->flag & GAME_SHOW_FRAMERATE);
- SYS_WriteCommandLineInt(syshandle, "show_framerate", test);
- SYS_WriteCommandLineInt(syshandle, "show_profile", test);
-
- test = (gm->flag & GAME_SHOW_DEBUG_PROPS);
- SYS_WriteCommandLineInt(syshandle, "show_properties", test);
-
- test = (gm->flag & GAME_SHOW_PHYSICS);
- SYS_WriteCommandLineInt(syshandle, "show_physics", test);
-
- test = (gm->flag & GAME_ENABLE_ALL_FRAMES);
- SYS_WriteCommandLineInt(syshandle, "fixedtime", test);
-
- test = (gm->flag & GAME_ENABLE_ANIMATION_RECORD);
- SYS_WriteCommandLineInt(syshandle, "animation_record", test);
-
- test = (gm->flag & GAME_IGNORE_DEPRECATION_WARNINGS);
- SYS_WriteCommandLineInt(syshandle, "ignore_deprecation_warnings", test);
-
- test = (gm->matmode == GAME_MAT_MULTITEX);
- SYS_WriteCommandLineInt(syshandle, "blender_material", test);
- test = (gm->matmode == GAME_MAT_GLSL);
- SYS_WriteCommandLineInt(syshandle, "blender_glsl_material", test);
- test = (gm->flag & GAME_DISPLAY_LISTS);
- SYS_WriteCommandLineInt(syshandle, "displaylists", test);
-
-
- }
-}
-
-#endif /* WITH_GAMEENGINE */
-
-static int game_engine_poll(bContext *C)
-{
- bScreen *screen;
- /* we need a context and area to launch BGE
- * it's a temporary solution to avoid crash at load time
- * if we try to auto run the BGE. Ideally we want the
- * context to be set as soon as we load the file. */
-
- if (CTX_wm_window(C) == NULL) return 0;
- if ((screen = CTX_wm_screen(C)) == NULL) return 0;
-
- if (CTX_data_mode_enum(C) != CTX_MODE_OBJECT)
- return 0;
-
- if (!BKE_scene_uses_blender_game(screen->scene))
- return 0;
-
- return 1;
-}
-
-static int game_engine_exec(bContext *C, wmOperator *op)
-{
-#ifdef WITH_GAMEENGINE
- Scene *startscene = CTX_data_scene(C);
- Main *bmain = CTX_data_main(C);
- ScrArea /* *sa, */ /* UNUSED */ *prevsa = CTX_wm_area(C);
- ARegion *ar, *prevar = CTX_wm_region(C);
- wmWindow *prevwin = CTX_wm_window(C);
- RegionView3D *rv3d;
- rcti cam_frame;
-
- UNUSED_VARS(op);
-
- /* bad context switch .. */
- if (!ED_view3d_context_activate(C))
- return OPERATOR_CANCELLED;
-
- /* redraw to hide any menus/popups, we don't go back to
- * the window manager until after this operator exits */
- WM_redraw_windows(C);
-
- BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_PRE);
-
- rv3d = CTX_wm_region_view3d(C);
- /* sa = CTX_wm_area(C); */ /* UNUSED */
- ar = CTX_wm_region(C);
-
- view3d_operator_needs_opengl(C);
-
- game_set_commmandline_options(&startscene->gm);
-
- if ((rv3d->persp == RV3D_CAMOB) &&
- (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) &&
- (startscene->gm.stereoflag != STEREO_DOME))
- {
- /* Letterbox */
- rctf cam_framef;
- ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, false);
- cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin;
- cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin;
- cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin;
- cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin;
- BLI_rcti_isect(&ar->winrct, &cam_frame, &cam_frame);
- }
- else {
- cam_frame.xmin = ar->winrct.xmin;
- cam_frame.xmax = ar->winrct.xmax;
- cam_frame.ymin = ar->winrct.ymin;
- cam_frame.ymax = ar->winrct.ymax;
- }
-
-
- game_engine_save_state(C, prevwin);
-
- StartKetsjiShell(C, ar, &cam_frame, 1);
-
- /* window wasnt closed while the BGE was running */
- if (BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) {
- prevwin = NULL;
- CTX_wm_window_set(C, NULL);
- }
-
- ED_area_tag_redraw(CTX_wm_area(C));
-
- if (prevwin) {
- /* restore context, in case it changed in the meantime, for
- * example by working in another window or closing it */
- CTX_wm_region_set(C, prevar);
- CTX_wm_window_set(C, prevwin);
- CTX_wm_area_set(C, prevsa);
- }
-
- game_engine_restore_state(C, prevwin);
-
- //XXX restore_all_scene_cfra(scene_cfra_store);
- BKE_scene_set_background(CTX_data_main(C), startscene);
- //XXX BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, scene->lay);
-
- BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_POST);
-
- return OPERATOR_FINISHED;
-#else
- UNUSED_VARS(C);
- BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build");
- return OPERATOR_CANCELLED;
-#endif
-}
-
-void VIEW3D_OT_game_start(wmOperatorType *ot)
-{
- /* identifiers */
- ot->name = "Start Game Engine";
- ot->description = "Start game engine";
- ot->idname = "VIEW3D_OT_game_start";
-
- /* api callbacks */
- ot->exec = game_engine_exec;
-
- ot->poll = game_engine_poll;
-}
-
/** \} */