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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c112
1 files changed, 105 insertions, 7 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index eda4d51e7e8..16b626a5be4 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -54,6 +54,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "UI_resources.h"
+
#include "GPU_select.h"
#include "WM_api.h"
@@ -812,19 +814,108 @@ bool ED_view3d_boundbox_clip(RegionView3D *rv3d, const BoundBox *bb)
return view3d_boundbox_clip_m4(bb, rv3d->persmatob);
}
-float ED_view3d_depth_read_cached(const ViewContext *vc, int x, int y)
+/* -------------------------------------------------------------------- */
+
+/** \name Depth Utilities
+ * \{ */
+
+float ED_view3d_depth_read_cached(const ViewContext *vc, const int mval[2])
{
ViewDepths *vd = vc->rv3d->depths;
- x -= vc->ar->winrct.xmin;
- y -= vc->ar->winrct.ymin;
+ int x = mval[0];
+ int y = mval[1];
- if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h)
+ if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h) {
return vd->depths[y * vd->w + x];
- else
- return 1;
+ }
+ else {
+ BLI_assert(1.0 <= vd->depth_range[1]);
+ return 1.0f;
+ }
+}
+
+bool ED_view3d_depth_read_cached_normal(
+ const ViewContext *vc, const bglMats *mats, const int mval[2],
+ float r_normal[3])
+{
+ /* Note: we could support passing in a radius.
+ * For now just read 9 pixels. */
+
+ /* pixels surrounding */
+ bool depths_valid[9] = {false};
+ float coords[9][3] = {{0}};
+
+ ARegion *ar = vc->ar;
+ const ViewDepths *depths = vc->rv3d->depths;
+
+ for (int x = 0, i = 0; x < 2; x++) {
+ for (int y = 0; y < 2; y++) {
+ const int mval_ofs[2] = {mval[0] + (x - 1), mval[1] + (y - 1)};
+
+ const double depth = (double)ED_view3d_depth_read_cached(vc, mval_ofs);
+ if ((depth > depths->depth_range[0]) && (depth < depths->depth_range[1])) {
+ if (ED_view3d_depth_unproject(ar, mats, mval_ofs, depth, coords[i])) {
+ depths_valid[i] = true;
+ }
+ }
+ i++;
+ }
+ }
+
+ const int edges[2][6][2] = {
+ /* x edges */
+ {{0, 1}, {1, 2},
+ {3, 4}, {4, 5},
+ {6, 7}, {7, 8}},
+ /* y edges */
+ {{0, 3}, {3, 6},
+ {1, 4}, {4, 7},
+ {2, 5}, {5, 8}},
+ };
+
+ float cross[2][3] = {{0.0f}};
+
+ for (int i = 0; i < 6; i++) {
+ for (int axis = 0; axis < 2; axis++) {
+ if (depths_valid[edges[axis][i][0]] && depths_valid[edges[axis][i][1]]) {
+ float delta[3];
+ sub_v3_v3v3(delta, coords[edges[axis][i][0]], coords[edges[axis][i][1]]);
+ add_v3_v3(cross[axis], delta);
+ }
+ }
+ }
+
+ cross_v3_v3v3(r_normal, cross[0], cross[1]);
+
+ if (normalize_v3(r_normal) != 0.0f) {
+ return true;
+ }
+ else {
+ return false;
+ }
}
+bool ED_view3d_depth_unproject(
+ const ARegion *ar, const bglMats *mats,
+ const int mval[2], const double depth,
+ float r_location_world[3])
+{
+ double p[3];
+ if (gluUnProject(
+ (double)ar->winrct.xmin + mval[0] + 0.5,
+ (double)ar->winrct.ymin + mval[1] + 0.5,
+ depth, mats->modelview, mats->projection, (const GLint *)mats->viewport,
+ &p[0], &p[1], &p[2]))
+ {
+ copy_v3fl_v3db(r_location_world, p);
+ return true;
+ }
+ return false;
+}
+
+/** \} */
+
void ED_view3d_depth_tag_update(RegionView3D *rv3d)
{
if (rv3d->depths)
@@ -1117,6 +1208,7 @@ int view3d_opengl_select(
ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input,
eV3DSelectMode select_mode)
{
+ struct bThemeState theme_state;
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
ARegion *ar = vc->ar;
@@ -1161,6 +1253,10 @@ int view3d_opengl_select(
}
}
+ /* Tools may request depth outside of regular drawing code. */
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
/* Re-use cache (rect must be smaller then the cached)
* other context is assumed to be unchanged */
if (GPU_select_is_cached()) {
@@ -1191,7 +1287,7 @@ int view3d_opengl_select(
hits = GPU_select_end();
/* second pass, to get the closest object to camera */
- if (do_passes) {
+ 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);
@@ -1213,6 +1309,8 @@ int view3d_opengl_select(
finally:
if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */
+ UI_Theme_Restore(&theme_state);
+
return hits;
}