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Diffstat (limited to 'source/blender/windowmanager/intern/wm_draw.c')
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c228
1 files changed, 126 insertions, 102 deletions
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index e1f21699057..b12dbf7b021 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -34,6 +34,8 @@
#include <string.h>
#include "DNA_listBase.h"
+#include "DNA_object_types.h"
+#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_userdef_types.h"
@@ -48,6 +50,8 @@
#include "BKE_context.h"
#include "BKE_image.h"
+#include "BKE_scene.h"
+#include "BKE_workspace.h"
#include "GHOST_C-api.h"
@@ -57,8 +61,8 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
-#include "GPU_glew.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_viewport.h"
#include "RE_engine.h"
@@ -88,7 +92,7 @@ static void wm_paintcursor_draw(bContext *C, ARegion *ar)
if (wm->paintcursors.first) {
wmWindow *win = CTX_wm_window(C);
- bScreen *screen = win->screen;
+ bScreen *screen = WM_window_get_active_screen(win);
wmPaintCursor *pc;
if (ar->swinid && screen->subwinactive == ar->swinid) {
@@ -131,26 +135,30 @@ static bool wm_area_test_invalid_backbuf(ScrArea *sa)
return true;
}
-static void wm_region_test_render_do_draw(const bScreen *screen, ScrArea *sa, ARegion *ar)
+static void wm_region_test_render_do_draw(const Scene *scene, const struct Depsgraph *depsgraph,
+ ScrArea *sa, ARegion *ar)
{
/* tag region for redraw from render engine preview running inside of it */
if (sa->spacetype == SPACE_VIEW3D) {
RegionView3D *rv3d = ar->regiondata;
RenderEngine *engine = (rv3d) ? rv3d->render_engine : NULL;
+ GPUViewport *viewport = (rv3d) ? rv3d->viewport : NULL;
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
- Scene *scene = screen->scene;
View3D *v3d = sa->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
- if (ED_view3d_calc_render_border(scene, v3d, ar, &border_rect))
+ if (ED_view3d_calc_render_border(scene, depsgraph, v3d, ar, &border_rect))
ED_region_tag_redraw_partial(ar, &border_rect);
else
ED_region_tag_redraw(ar);
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
+ else if (viewport && GPU_viewport_do_update(viewport)) {
+ ED_region_tag_redraw(ar);
+ }
}
}
@@ -199,7 +207,7 @@ static void wm_draw_callbacks(wmWindow *win)
static void wm_method_draw_full(bContext *C, wmWindow *win)
{
- bScreen *screen = win->screen;
+ bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
@@ -279,7 +287,7 @@ static void wm_flush_regions_up(bScreen *screen, rcti *dirty)
static void wm_method_draw_overlap_all(bContext *C, wmWindow *win, int exchange)
{
wmWindowManager *wm = CTX_wm_manager(C);
- bScreen *screen = win->screen;
+ bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
static rcti rect = {0, 0, 0, 0};
@@ -415,118 +423,116 @@ static void wm_draw_triple_fail(bContext *C, wmWindow *win)
{
wm_draw_window_clear(win);
- win->drawfail = 1;
+ win->drawfail = true;
wm_method_draw_overlap_all(C, win, 0);
}
-static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
+static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
{
- const int winsize_x = WM_window_pixels_x(win);
- const int winsize_y = WM_window_pixels_y(win);
-
- GLint maxsize;
-
/* compute texture sizes */
- if (GLEW_ARB_texture_rectangle || GLEW_NV_texture_rectangle || GLEW_EXT_texture_rectangle) {
- triple->target = GL_TEXTURE_RECTANGLE_ARB;
- }
- else {
- triple->target = GL_TEXTURE_2D;
- }
-
- triple->x = winsize_x;
- triple->y = winsize_y;
+ triple->x = WM_window_pixels_x(win);
+ triple->y = WM_window_pixels_y(win);
+
+#if USE_TEXTURE_RECTANGLE
+ /* GL_TEXTURE_RECTANGLE is part of GL 3.1 so we can use it soon without runtime checks */
+ triple->target = GL_TEXTURE_RECTANGLE;
+#else
+ triple->target = GL_TEXTURE_2D;
+#endif
/* generate texture names */
glGenTextures(1, &triple->bind);
- if (!triple->bind) {
- /* not the typical failure case but we handle it anyway */
- printf("WM: failed to allocate texture for triple buffer drawing (glGenTextures).\n");
- return 0;
- }
-
/* proxy texture is only guaranteed to test for the cases that
* there is only one texture in use, which may not be the case */
- maxsize = GPU_max_texture_size();
+ const GLint maxsize = GPU_max_texture_size();
if (triple->x > maxsize || triple->y > maxsize) {
- glBindTexture(triple->target, 0);
printf("WM: failed to allocate texture for triple buffer drawing "
- "(texture too large for graphics card).\n");
- return 0;
+ "(texture too large for graphics card).\n");
+ return false;
}
/* setup actual texture */
glBindTexture(triple->target, triple->bind);
- glTexImage2D(triple->target, 0, GL_RGB8, triple->x, triple->y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+ /* no mipmaps */
+#if USE_TEXTURE_RECTANGLE
+ /* already has no mipmaps */
+#else
+ glTexParameteri(triple->target, GL_TEXTURE_MAX_LEVEL, 0);
+ /* GL_TEXTURE_BASE_LEVEL = 0 by default */
+#endif
+
glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glBindTexture(triple->target, 0);
- /* not sure if this works everywhere .. */
- if (glGetError() == GL_OUT_OF_MEMORY) {
- printf("WM: failed to allocate texture for triple buffer drawing (out of memory).\n");
- return 0;
- }
+ glTexImage2D(triple->target, 0, GL_RGB8, triple->x, triple->y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(triple->target, 0);
- return 1;
+ return true;
}
-void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha, bool is_interlace)
+void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
- float halfx, halfy, ratiox, ratioy;
-
/* wmOrtho for the screen has this same offset */
- ratiox = sizex;
- ratioy = sizey;
- halfx = GLA_PIXEL_OFS;
- halfy = GLA_PIXEL_OFS;
+ float ratiox = sizex;
+ float ratioy = sizey;
+ float halfx = GLA_PIXEL_OFS;
+ float halfy = GLA_PIXEL_OFS;
+#if USE_TEXTURE_RECTANGLE
/* texture rectangle has unnormalized coordinates */
- if (triple->target == GL_TEXTURE_2D) {
- ratiox /= triple->x;
- ratioy /= triple->y;
- halfx /= triple->x;
- halfy /= triple->y;
- }
+#else
+ ratiox /= triple->x;
+ ratioy /= triple->y;
+ halfx /= triple->x;
+ halfy /= triple->y;
+#endif
- /* interlace stereo buffer bind the shader before calling wm_triple_draw_textures */
- if (is_interlace) {
- glEnable(triple->target);
- }
- else {
- GPU_basic_shader_bind((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_TEXTURE_2D : GPU_SHADER_TEXTURE_RECT);
- }
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ const int activeTex = 7; /* arbitrary */
+ glActiveTexture(GL_TEXTURE0 + activeTex);
glBindTexture(triple->target, triple->bind);
- glColor4f(1.0f, 1.0f, 1.0f, alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(halfx, halfy);
- glVertex2f(0, 0);
+#if USE_TEXTURE_RECTANGLE
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
+#else
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
+ /* TODO: make pure 2D version
+ * and a 2D_IMAGE (replace, not modulate) version for when alpha = 1.0
+ */
+#endif
+ immUniform1f("alpha", alpha);
+ immUniform1i("image", activeTex);
- glTexCoord2f(ratiox + halfx, halfy);
- glVertex2f(sizex, 0);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
- glTexCoord2f(ratiox + halfx, ratioy + halfy);
- glVertex2f(sizex, sizey);
+ immAttrib2f(texcoord, halfx, halfy);
+ immVertex2f(pos, 0.0f, 0.0f);
- glTexCoord2f(halfx, ratioy + halfy);
- glVertex2f(0, sizey);
- glEnd();
+ immAttrib2f(texcoord, ratiox + halfx, halfy);
+ immVertex2f(pos, sizex, 0.0f);
- glBindTexture(triple->target, 0);
+ immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
+ immVertex2f(pos, sizex, sizey);
- if (is_interlace) {
- glDisable(triple->target);
- }
- else {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- }
+ immAttrib2f(texcoord, halfx, ratioy + halfy);
+ immVertex2f(pos, 0.0f, sizey);
+
+ immEnd();
+ immUnbindProgram();
+
+ glBindTexture(triple->target, 0);
+ if (activeTex != 0)
+ glActiveTexture(GL_TEXTURE0);
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
@@ -535,8 +541,8 @@ static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
const int sizey = WM_window_pixels_y(win);
glBindTexture(triple->target, triple->bind);
+ /* what is GL_READ_BUFFER right now? */
glCopyTexSubImage2D(triple->target, 0, 0, 0, 0, 0, sizex, sizey);
-
glBindTexture(triple->target, 0);
}
@@ -546,10 +552,12 @@ static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *tripl
/* region blend always is 1, except when blend timer is running */
if (fac < 1.0f) {
- wmSubWindowScissorSet(win, win->screen->mainwin, &ar->winrct, true);
+ bScreen *screen = WM_window_get_active_screen(win);
+
+ wmSubWindowScissorSet(win, screen->mainwin, &ar->winrct, true);
glEnable(GL_BLEND);
- wm_triple_draw_textures(win, triple, 1.0f - fac, false);
+ wm_triple_draw_textures(win, triple, 1.0f - fac);
glDisable(GL_BLEND);
}
}
@@ -558,18 +566,20 @@ static void wm_method_draw_triple(bContext *C, wmWindow *win)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *dd, *dd_next, *drawdata = win->drawdata.first;
- bScreen *screen = win->screen;
+ bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
- int copytex = false;
+ bool copytex = false;
if (drawdata && drawdata->triple) {
- glClearColor(0, 0, 0, 0);
+#if 0 /* why do we need to clear before overwriting? */
+ glClearColor(1, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#endif
wmSubWindowSet(win, screen->mainwin);
- wm_triple_draw_textures(win, drawdata->triple, 1.0f, false);
+ wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
else {
/* we run it when we start OR when we turn stereo on */
@@ -664,7 +674,7 @@ static void wm_method_draw_triple(bContext *C, wmWindow *win)
/* after area regions so we can do area 'overlay' drawing */
ED_screen_draw_edges(win);
- win->screen->do_draw = false;
+ WM_window_get_active_screen(win)->do_draw = false;
wm_draw_callbacks(win);
/* draw floating regions (menus) */
@@ -692,7 +702,7 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, eStereoV
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *drawdata;
wmDrawTriple *triple_data, *triple_all;
- bScreen *screen = win->screen;
+ bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
int copytex = false;
@@ -704,12 +714,14 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, eStereoV
if (drawdata && drawdata->triple) {
if (id == 0) {
+#if 0 /* why do we need to clear before overwriting? */
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#endif
wmSubWindowSet(win, screen->mainwin);
- wm_triple_draw_textures(win, drawdata->triple, 1.0f, false);
+ wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
}
else {
@@ -745,9 +757,12 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, eStereoV
case SPACE_VIEW3D:
{
View3D *v3d = sa->spacedata.first;
- BGpic *bgpic = v3d->bgpicbase.first;
- v3d->multiview_eye = sview;
- if (bgpic) bgpic->iuser.multiview_eye = sview;
+ if (v3d->camera && v3d->camera->type == OB_CAMERA) {
+ Camera *cam = v3d->camera->data;
+ CameraBGImage *bgpic = cam->bg_images.first;
+ v3d->multiview_eye = sview;
+ if (bgpic) bgpic->iuser.multiview_eye = sview;
+ }
break;
}
case SPACE_NODE:
@@ -836,7 +851,8 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, eStereoV
/* after area regions so we can do area 'overlay' drawing */
ED_screen_draw_edges(win);
if (sview == STEREO_RIGHT_ID)
- win->screen->do_draw = false;
+ screen->do_draw = false;
+
wm_draw_callbacks(win);
/* draw floating regions (menus) */
@@ -869,7 +885,11 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, eStereoV
/* quick test to prevent changing window drawable */
static bool wm_draw_update_test_window(wmWindow *win)
{
- const bScreen *screen = win->screen;
+ /*const*/ struct WorkSpace *workspace = WM_window_get_active_workspace(win);
+ /*const*/ Scene *scene = WM_window_get_active_scene(win);
+ /*const*/ ViewLayer *view_layer = BKE_workspace_view_layer_get(workspace, scene);
+ struct Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
+ const bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
bool do_draw = false;
@@ -885,7 +905,7 @@ static bool wm_draw_update_test_window(wmWindow *win)
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
- wm_region_test_render_do_draw(screen, sa, ar);
+ wm_region_test_render_do_draw(scene, depsgraph, sa, ar);
if (ar->swinid && ar->do_draw)
do_draw = true;
@@ -932,15 +952,18 @@ void wm_tag_redraw_overlay(wmWindow *win, ARegion *ar)
{
/* for draw triple gestures, paint cursors don't need region redraw */
if (ar && win) {
+ bScreen *screen = WM_window_get_active_screen(win);
+
if (wm_automatic_draw_method(win) != USER_DRAW_TRIPLE)
ED_region_tag_redraw(ar);
- win->screen->do_draw_paintcursor = true;
+ screen->do_draw_paintcursor = true;
}
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *ar)
{
- win->screen->do_draw_paintcursor = true;
+ bScreen *screen = WM_window_get_active_screen(win);
+ screen->do_draw_paintcursor = true;
wm_tag_redraw_overlay(win, ar);
}
@@ -973,7 +996,7 @@ void wm_draw_update(bContext *C)
}
if (wm_draw_update_test_window(win)) {
- bScreen *screen = win->screen;
+ bScreen *screen = WM_window_get_active_screen(win);
CTX_wm_window_set(C, win);
@@ -1028,7 +1051,7 @@ void wm_draw_data_free(wmWindow *win)
void wm_draw_window_clear(wmWindow *win)
{
- bScreen *screen = win->screen;
+ bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
@@ -1046,12 +1069,13 @@ void wm_draw_window_clear(wmWindow *win)
void wm_draw_region_clear(wmWindow *win, ARegion *ar)
{
+ bScreen *screen = WM_window_get_active_screen(win);
int drawmethod = wm_automatic_draw_method(win);
if (ELEM(drawmethod, USER_DRAW_OVERLAP, USER_DRAW_OVERLAP_FLIP))
- wm_flush_regions_down(win->screen, &ar->winrct);
+ wm_flush_regions_down(screen, &ar->winrct);
- win->screen->do_draw = true;
+ screen->do_draw = true;
}
void WM_redraw_windows(bContext *C)