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-rw-r--r--source/blender/blenfont/BLF_api.h6
-rw-r--r--source/blender/blenfont/intern/blf.c91
-rw-r--r--source/blender/blenfont/intern/blf_font.c34
-rw-r--r--source/blender/blenfont/intern/blf_glyph.c121
-rw-r--r--source/blender/blenfont/intern/blf_internal.h5
-rw-r--r--source/blender/blenfont/intern/blf_internal_types.h8
-rw-r--r--source/blender/blenkernel/BKE_DerivedMesh.h5
-rw-r--r--source/blender/blenkernel/BKE_screen.h6
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c14
-rw-r--r--source/blender/blenkernel/intern/cloth.c1
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c5
-rw-r--r--source/blender/blenkernel/intern/icons.c2
-rw-r--r--source/blender/blenkernel/intern/library.c70
-rw-r--r--source/blender/blenkernel/intern/library_query.c4
-rw-r--r--source/blender/blenkernel/intern/rigidbody.c2
-rw-r--r--source/blender/blenkernel/intern/screen.c17
-rw-r--r--source/blender/blenkernel/intern/softbody.c3
-rw-r--r--source/blender/blenlib/BLI_math_color.h1
-rw-r--r--source/blender/blenlib/BLI_math_matrix.h191
-rw-r--r--source/blender/blenlib/BLI_math_vector.h1
-rw-r--r--source/blender/blenlib/intern/math_color_inline.c8
-rw-r--r--source/blender/blenlib/intern/math_matrix.c302
-rw-r--r--source/blender/blenlib/intern/math_vector.c14
-rw-r--r--source/blender/blenlib/intern/scanfill_utils.c14
-rw-r--r--source/blender/blenloader/intern/readfile.c6
-rw-r--r--source/blender/blenloader/intern/versioning_270.c23
-rw-r--r--source/blender/blenloader/intern/writefile.c7
-rw-r--r--source/blender/bmesh/tools/bmesh_intersect.c21
-rw-r--r--source/blender/depsgraph/intern/depsgraph_tag.cc2
-rw-r--r--source/blender/draw/CMakeLists.txt62
-rw-r--r--source/blender/draw/DRW_defines.h25
-rw-r--r--source/blender/draw/DRW_engines.h0
-rw-r--r--source/blender/editors/animation/anim_channels_defines.c112
-rw-r--r--source/blender/editors/animation/anim_draw.c52
-rw-r--r--source/blender/editors/gpencil/drawgpencil.c1125
-rw-r--r--source/blender/editors/gpencil/gpencil_brush.c31
-rw-r--r--source/blender/editors/gpencil/gpencil_paint.c36
-rw-r--r--source/blender/editors/include/BIF_glutil.h90
-rw-r--r--source/blender/editors/include/ED_screen.h4
-rw-r--r--source/blender/editors/include/UI_interface.h10
-rw-r--r--source/blender/editors/include/UI_resources.h9
-rw-r--r--source/blender/editors/interface/interface_draw.c210
-rw-r--r--source/blender/editors/interface/interface_eyedropper.c6
-rw-r--r--source/blender/editors/interface/interface_handlers.c36
-rw-r--r--source/blender/editors/interface/interface_icons.c72
-rw-r--r--source/blender/editors/interface/interface_intern.h3
-rw-r--r--source/blender/editors/interface/interface_panel.c73
-rw-r--r--source/blender/editors/interface/interface_regions.c5
-rw-r--r--source/blender/editors/interface/interface_style.c7
-rw-r--r--source/blender/editors/interface/interface_templates.c23
-rw-r--r--source/blender/editors/interface/interface_widgets.c112
-rw-r--r--source/blender/editors/interface/resources.c53
-rw-r--r--source/blender/editors/interface/view2d.c299
-rw-r--r--source/blender/editors/render/render_preview.c7
-rw-r--r--source/blender/editors/screen/CMakeLists.txt1
-rw-r--r--source/blender/editors/screen/area.c305
-rw-r--r--source/blender/editors/screen/glutil.c242
-rw-r--r--source/blender/editors/screen/screen_draw.c435
-rw-r--r--source/blender/editors/screen/screen_edit.c329
-rw-r--r--source/blender/editors/screen/screen_intern.h8
-rw-r--r--source/blender/editors/screen/screen_ops.c7
-rw-r--r--source/blender/editors/screen/screendump.c29
-rw-r--r--source/blender/editors/sculpt_paint/paint_image.c25
-rw-r--r--source/blender/editors/space_action/action_draw.c66
-rw-r--r--source/blender/editors/space_api/spacetypes.c11
-rw-r--r--source/blender/editors/space_console/console_draw.c22
-rw-r--r--source/blender/editors/space_file/file_draw.c44
-rw-r--r--source/blender/editors/space_graph/graph_draw.c207
-rw-r--r--source/blender/editors/space_image/image_draw.c33
-rw-r--r--source/blender/editors/space_info/textview.c32
-rw-r--r--source/blender/editors/space_nla/nla_draw.c51
-rw-r--r--source/blender/editors/space_node/drawnode.c150
-rw-r--r--source/blender/editors/space_node/node_draw.c308
-rw-r--r--source/blender/editors/space_node/node_intern.h3
-rw-r--r--source/blender/editors/space_outliner/outliner_draw.c217
-rw-r--r--source/blender/editors/space_outliner/outliner_edit.c116
-rw-r--r--source/blender/editors/space_outliner/outliner_intern.h22
-rw-r--r--source/blender/editors/space_outliner/outliner_ops.c5
-rw-r--r--source/blender/editors/space_outliner/outliner_select.c284
-rw-r--r--source/blender/editors/space_outliner/outliner_tools.c2
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c20
-rw-r--r--source/blender/editors/space_text/text_draw.c9
-rw-r--r--source/blender/editors/space_time/space_time.c106
-rw-r--r--source/blender/editors/space_view3d/CMakeLists.txt1
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c8
-rw-r--r--source/blender/editors/space_view3d/drawobject.c2380
-rw-r--r--source/blender/editors/space_view3d/drawsimdebug.c102
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c10
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c4635
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c2731
-rw-r--r--source/blender/editors/space_view3d/view3d_fly.c49
-rw-r--r--source/blender/editors/space_view3d/view3d_header.c6
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h37
-rw-r--r--source/blender/editors/space_view3d/view3d_ruler.c8
-rw-r--r--source/blender/editors/space_view3d/view3d_walk.c33
-rw-r--r--source/blender/editors/transform/transform_manipulator.c127
-rw-r--r--source/blender/editors/util/ed_util.c24
-rw-r--r--source/blender/gpu/CMakeLists.txt76
-rw-r--r--source/blender/gpu/GPU_basic_shader.h6
-rw-r--r--source/blender/gpu/GPU_batch.h37
-rw-r--r--source/blender/gpu/GPU_debug.h15
-rw-r--r--source/blender/gpu/GPU_draw.h7
-rw-r--r--source/blender/gpu/GPU_framebuffer.h2
-rw-r--r--source/blender/gpu/GPU_immediate.h48
-rw-r--r--source/blender/gpu/GPU_matrix.h147
-rw-r--r--source/blender/gpu/GPU_shader.h58
-rw-r--r--source/blender/gpu/GPU_viewport.h52
-rw-r--r--source/blender/gpu/gawain/attrib_binding.c69
-rw-r--r--source/blender/gpu/gawain/attrib_binding.h24
-rw-r--r--source/blender/gpu/gawain/batch.c249
-rw-r--r--source/blender/gpu/gawain/batch.h97
-rw-r--r--source/blender/gpu/gawain/buffer_id.cpp116
-rw-r--r--source/blender/gpu/gawain/buffer_id.h34
-rw-r--r--source/blender/gpu/gawain/common.h58
-rw-r--r--source/blender/gpu/gawain/element.c283
-rw-r--r--source/blender/gpu/gawain/element.h64
-rw-r--r--source/blender/gpu/gawain/imm_util.c46
-rw-r--r--source/blender/gpu/gawain/imm_util.h18
-rw-r--r--source/blender/gpu/gawain/immediate.c813
-rw-r--r--source/blender/gpu/gawain/immediate.h105
-rw-r--r--source/blender/gpu/gawain/vertex_buffer.c170
-rw-r--r--source/blender/gpu/gawain/vertex_buffer.h64
-rw-r--r--source/blender/gpu/gawain/vertex_format.c246
-rw-r--r--source/blender/gpu/gawain/vertex_format.h87
-rw-r--r--source/blender/gpu/intern/gpu_basic_shader.c145
-rw-r--r--source/blender/gpu/intern/gpu_batch.c35
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c37
-rw-r--r--source/blender/gpu/intern/gpu_debug.c279
-rw-r--r--source/blender/gpu/intern/gpu_draw.c46
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c23
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c194
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c73
-rw-r--r--source/blender/gpu/intern/gpu_init_exit.c6
-rw-r--r--source/blender/gpu/intern/gpu_material.c8
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c701
-rw-r--r--source/blender/gpu/intern/gpu_shader.c333
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.h40
-rw-r--r--source/blender/gpu/intern/gpu_texture.c85
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c138
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl29
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl34
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl29
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_frag.glsl31
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_geom.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl6
-rwxr-xr-xsource/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl64
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl60
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl78
-rwxr-xr-xsource/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl44
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl67
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl52
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl22
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl52
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl36
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl25
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl37
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl22
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl24
-rw-r--r--source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl13
-rw-r--r--source/blender/makesdna/DNA_gpencil_types.h1
-rw-r--r--source/blender/makesdna/DNA_outliner_types.h13
-rw-r--r--source/blender/makesdna/DNA_screen_types.h7
-rw-r--r--source/blender/makesdna/DNA_userdef_types.h3
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h34
-rw-r--r--source/blender/makesrna/intern/rna_image_api.c2
-rw-r--r--source/blender/makesrna/intern/rna_main_api.c1
-rw-r--r--source/blender/makesrna/intern/rna_space.c43
-rw-r--r--source/blender/python/generic/bgl.c799
-rw-r--r--source/blender/python/generic/blf_py_api.c4
-rw-r--r--source/blender/render/intern/source/voxeldata.c1
-rw-r--r--source/blender/windowmanager/CMakeLists.txt11
-rw-r--r--source/blender/windowmanager/WM_api.h10
-rw-r--r--source/blender/windowmanager/WM_types.h4
-rw-r--r--source/blender/windowmanager/intern/wm_dragdrop.c6
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c182
-rw-r--r--source/blender/windowmanager/intern/wm_event_system.c114
-rw-r--r--source/blender/windowmanager/intern/wm_init_exit.c4
-rw-r--r--source/blender/windowmanager/intern/wm_operators.c93
-rw-r--r--source/blender/windowmanager/intern/wm_stereo.c181
-rw-r--r--source/blender/windowmanager/intern/wm_window.c12
-rw-r--r--source/blender/windowmanager/manipulators/WM_manipulator_api.h110
-rw-r--r--source/blender/windowmanager/manipulators/WM_manipulator_types.h167
-rw-r--r--source/blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_intern.h100
-rw-r--r--source/blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_utils.c171
-rw-r--r--source/blender/windowmanager/manipulators/intern/wm_manipulator.c404
-rw-r--r--source/blender/windowmanager/manipulators/intern/wm_manipulator_intern.h230
-rw-r--r--source/blender/windowmanager/manipulators/intern/wm_manipulatorgroup.c588
-rw-r--r--source/blender/windowmanager/manipulators/intern/wm_manipulatormap.c760
-rw-r--r--source/blender/windowmanager/manipulators/wm_manipulator_wmapi.h90
-rw-r--r--source/blender/windowmanager/wm.h2
-rw-r--r--source/blender/windowmanager/wm_draw.h4
-rw-r--r--source/blender/windowmanager/wm_event_system.h5
-rw-r--r--source/blender/windowmanager/wm_event_types.h2
219 files changed, 18546 insertions, 8634 deletions
diff --git a/source/blender/blenfont/BLF_api.h b/source/blender/blenfont/BLF_api.h
index 1f38d64924c..3da0434687c 100644
--- a/source/blender/blenfont/BLF_api.h
+++ b/source/blender/blenfont/BLF_api.h
@@ -34,6 +34,9 @@
#include "BLI_compiler_attrs.h"
+/* enable this only if needed (unused circa 2016) */
+#define BLF_BLUR_ENABLE 0
+
struct rctf;
struct ColorManagedDisplay;
struct ResultBLF;
@@ -144,7 +147,10 @@ void BLF_rotation(int fontid, float angle);
void BLF_clipping(int fontid, float xmin, float ymin, float xmax, float ymax);
void BLF_clipping_default(float xmin, float ymin, float xmax, float ymax);
void BLF_wordwrap(int fontid, int wrap_width);
+
+#if BLF_BLUR_ENABLE
void BLF_blur(int fontid, int size);
+#endif
void BLF_enable(int fontid, int option);
void BLF_disable(int fontid, int option);
diff --git a/source/blender/blenfont/intern/blf.c b/source/blender/blenfont/intern/blf.c
index 132a0ec3808..1ce4753cc39 100644
--- a/source/blender/blenfont/intern/blf.c
+++ b/source/blender/blenfont/intern/blf.c
@@ -56,7 +56,9 @@
#include "IMB_colormanagement.h"
#ifndef BLF_STANDALONE
-#include "GPU_basic_shader.h"
+#include "GPU_shader.h"
+#include "GPU_matrix.h"
+#include "GPU_immediate.h"
#endif
#include "blf_internal_types.h"
@@ -453,6 +455,7 @@ void BLF_size(int fontid, int size, int dpi)
}
}
+#if BLF_BLUR_ENABLE
void BLF_blur(int fontid, int size)
{
FontBLF *font = blf_get(fontid);
@@ -461,6 +464,7 @@ void BLF_blur(int fontid, int size)
font->blur = size;
}
}
+#endif
void BLF_draw_default(float x, float y, float z, const char *str, size_t len)
{
@@ -490,7 +494,7 @@ void BLF_rotation_default(float angle)
}
}
-static void blf_draw_gl__start(FontBLF *font, GLint *mode)
+static void blf_draw_gl__start(FontBLF *font)
{
/*
* The pixmap alignment hack is handle
@@ -500,52 +504,48 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#ifndef BLF_STANDALONE
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
-#endif
-
- /* Save the current matrix mode. */
- glGetIntegerv(GL_MATRIX_MODE, mode);
-
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
- glLoadIdentity();
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gpuMatrixBegin3D_legacy();
if (font->flags & BLF_MATRIX)
- glMultMatrixf(font->m);
+ gpuMultMatrix3D((float (*)[4])font->m);
- glTranslate3fv(font->pos);
+ gpuTranslate3fv(font->pos);
if (font->flags & BLF_ASPECT)
- glScalef(font->aspect[0], font->aspect[1], font->aspect[2]);
+ gpuScale3fv(font->aspect);
if (font->flags & BLF_ROTATION) /* radians -> degrees */
- glRotatef(font->angle * (float)(180.0 / M_PI), 0.0f, 0.0f, 1.0f);
+ gpuRotateAxis(RAD2DEG(font->angle), 'Z');
+
+ float temp_color[4];
+ glGetFloatv(GL_CURRENT_COLOR, temp_color); /* TODO(merwin): new BLF_color function? */
+ rgba_float_to_uchar(font->color, temp_color);
+
+#ifndef BLF_STANDALONE
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ BLI_assert(pos == BLF_POS_ID);
+ BLI_assert(texCoord == BLF_COORD_ID);
+ BLI_assert(color == BLF_COLOR_ID);
- if (font->shadow || font->blur)
- glGetFloatv(GL_CURRENT_COLOR, font->orig_col);
+ immBindBuiltinProgram(GPU_SHADER_TEXT);
+#endif
/* always bind the texture for the first glyph */
font->tex_bind_state = -1;
}
-static void blf_draw_gl__end(GLint mode)
+static void blf_draw_gl__end(void)
{
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- if (mode != GL_MODELVIEW)
- glMatrixMode(mode);
+ gpuMatrixEnd();
#ifndef BLF_STANDALONE
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immUnbindProgram();
#endif
+
glDisable(GL_BLEND);
}
@@ -554,23 +554,26 @@ void BLF_draw_ex(
struct ResultBLF *r_info)
{
FontBLF *font = blf_get(fontid);
- GLint mode;
BLF_RESULT_CHECK_INIT(r_info);
if (font && font->glyph_cache) {
- blf_draw_gl__start(font, &mode);
+ blf_draw_gl__start(font);
if (font->flags & BLF_WORD_WRAP) {
blf_font_draw__wrap(font, str, len, r_info);
}
else {
blf_font_draw(font, str, len, r_info);
}
- blf_draw_gl__end(mode);
+ blf_draw_gl__end();
}
}
void BLF_draw(int fontid, const char *str, size_t len)
{
+ if (len == 0 || str[0] == '\0') {
+ return;
+ }
+
BLF_draw_ex(fontid, str, len, NULL);
}
@@ -579,12 +582,11 @@ void BLF_draw_ascii_ex(
struct ResultBLF *r_info)
{
FontBLF *font = blf_get(fontid);
- GLint mode;
BLF_RESULT_CHECK_INIT(r_info);
if (font && font->glyph_cache) {
- blf_draw_gl__start(font, &mode);
+ blf_draw_gl__start(font);
if (font->flags & BLF_WORD_WRAP) {
/* use non-ascii draw function for word-wrap */
blf_font_draw__wrap(font, str, len, r_info);
@@ -592,24 +594,31 @@ void BLF_draw_ascii_ex(
else {
blf_font_draw_ascii(font, str, len, r_info);
}
- blf_draw_gl__end(mode);
+ blf_draw_gl__end();
}
}
void BLF_draw_ascii(int fontid, const char *str, size_t len)
{
+ if (len == 0 || str[0] == '\0') {
+ return;
+ }
+
BLF_draw_ascii_ex(fontid, str, len, NULL);
}
int BLF_draw_mono(int fontid, const char *str, size_t len, int cwidth)
{
+ if (len == 0 || str[0] == '\0') {
+ return 0;
+ }
+
FontBLF *font = blf_get(fontid);
- GLint mode;
int columns = 0;
if (font && font->glyph_cache) {
- blf_draw_gl__start(font, &mode);
+ blf_draw_gl__start(font);
columns = blf_font_draw_mono(font, str, len, cwidth);
- blf_draw_gl__end(mode);
+ blf_draw_gl__end();
}
return columns;
@@ -855,7 +864,7 @@ void BLF_shadow(int fontid, int level, const float rgba[4])
if (font) {
font->shadow = level;
- copy_v4_v4(font->shadow_col, rgba);
+ rgba_float_to_uchar(font->shadow_color, rgba);
}
}
diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c
index 44a1d08f1fd..71350a0f8dc 100644
--- a/source/blender/blenfont/intern/blf_font.c
+++ b/source/blender/blenfont/intern/blf_font.c
@@ -58,6 +58,8 @@
#include "BIF_gl.h"
#include "BLF_api.h"
+#include "GPU_immediate.h"
+
#include "blf_internal_types.h"
#include "blf_internal.h"
@@ -172,6 +174,23 @@ static void blf_font_ensure_ascii_table(FontBLF *font)
} \
} (void)0
+static unsigned verts_needed(const FontBLF *font, const char *str, size_t len)
+{
+ unsigned length = (unsigned)((len == INT_MAX) ? strlen(str) : len);
+ unsigned quad_ct = 1;
+
+ if (font->flags & BLF_SHADOW) {
+ if (font->shadow == 0)
+ quad_ct += 1;
+ if (font->shadow <= 4)
+ quad_ct += 9; /* 3x3 kernel */
+ else
+ quad_ct += 25; /* 5x5 kernel */
+ }
+
+ return length * quad_ct * 4;
+}
+
static void blf_font_draw_ex(
FontBLF *font, const char *str, size_t len, struct ResultBLF *r_info,
int pen_y)
@@ -187,6 +206,9 @@ static void blf_font_draw_ex(
blf_font_ensure_ascii_table(font);
+ immBeginAtMost(GL_QUADS, verts_needed(font, str, len));
+ /* at most because some glyphs might be clipped & not drawn */
+
while ((i < len) && str[i]) {
BLF_UTF8_NEXT_FAST(font, g, str, i, c, glyph_ascii_table);
@@ -204,6 +226,8 @@ static void blf_font_draw_ex(
g_prev = g;
}
+ immEnd();
+
if (r_info) {
r_info->lines = 1;
r_info->width = pen_x;
@@ -229,6 +253,8 @@ static void blf_font_draw_ascii_ex(
blf_font_ensure_ascii_table(font);
+ immBeginAtMost(GL_QUADS, verts_needed(font, str, len));
+
while ((c = *(str++)) && len--) {
BLI_assert(c < 128);
if ((g = glyph_ascii_table[c]) == NULL)
@@ -243,6 +269,8 @@ static void blf_font_draw_ascii_ex(
g_prev = g;
}
+ immEnd();
+
if (r_info) {
r_info->lines = 1;
r_info->width = pen_x;
@@ -265,6 +293,8 @@ int blf_font_draw_mono(FontBLF *font, const char *str, size_t len, int cwidth)
blf_font_ensure_ascii_table(font);
+ immBeginAtMost(GL_QUADS, verts_needed(font, str, len));
+
while ((i < len) && str[i]) {
BLF_UTF8_NEXT_FAST(font, g, str, i, c, glyph_ascii_table);
@@ -284,6 +314,8 @@ int blf_font_draw_mono(FontBLF *font, const char *str, size_t len, int cwidth)
pen_x += cwidth * col;
}
+ immEnd();
+
return columns;
}
@@ -922,7 +954,9 @@ static void blf_font_fill(FontBLF *font)
font->size = 0;
BLI_listbase_clear(&font->cache);
font->glyph_cache = NULL;
+#if BLF_BLUR_ENABLE
font->blur = 0;
+#endif
font->max_tex_size = -1;
font->buf_info.fbuf = NULL;
diff --git a/source/blender/blenfont/intern/blf_glyph.c b/source/blender/blenfont/intern/blf_glyph.c
index aa7d539538b..b1bab13f3ae 100644
--- a/source/blender/blenfont/intern/blf_glyph.c
+++ b/source/blender/blenfont/intern/blf_glyph.c
@@ -56,7 +56,7 @@
#include "BLF_api.h"
#ifndef BLF_STANDALONE
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#endif
#include "blf_internal_types.h"
@@ -182,17 +182,6 @@ static void blf_glyph_cache_texture(FontBLF *font, GlyphCacheBLF *gc)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
-#ifndef BLF_STANDALONE
- /* needed since basic shader doesn't support alpha-only textures,
- * while we could add support this is only used in a few places
- * (an alternative could be to have a simple shader for BLF). */
- if (GLEW_ARB_texture_swizzle && GPU_basic_shader_use_glsl_get()) {
- GLint swizzle_mask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask);
- }
-#endif
-
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, gc->p2_width, gc->p2_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
}
@@ -326,73 +315,73 @@ void blf_glyph_free(GlyphBLF *g)
MEM_freeN(g);
}
-static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, float y2)
+static void blf_texture_draw(const unsigned char color[4], float uv[2][2], float dx, float y1, float dx1, float y2)
{
- glBegin(GL_QUADS);
- glTexCoord2f(uv[0][0], uv[0][1]);
- glVertex2f(dx, y1);
-
- glTexCoord2f(uv[0][0], uv[1][1]);
- glVertex2f(dx, y2);
-
- glTexCoord2f(uv[1][0], uv[1][1]);
- glVertex2f(dx1, y2);
-
- glTexCoord2f(uv[1][0], uv[0][1]);
- glVertex2f(dx1, y1);
- glEnd();
+ immAttrib2f(BLF_COORD_ID, uv[0][0], uv[0][1]);
+ immSkipAttrib(BLF_COLOR_ID); /* skip color of most vertices */
+ immVertex2f(BLF_POS_ID, dx, y1);
+
+ immAttrib2f(BLF_COORD_ID, uv[0][0], uv[1][1]);
+ immSkipAttrib(BLF_COLOR_ID);
+ immVertex2f(BLF_POS_ID, dx, y2);
+
+ immAttrib2f(BLF_COORD_ID, uv[1][0], uv[1][1]);
+ immSkipAttrib(BLF_COLOR_ID);
+ immVertex2f(BLF_POS_ID, dx1, y2);
+
+ immAttrib2f(BLF_COORD_ID, uv[1][0], uv[0][1]);
+ immAttrib4ubv(BLF_COLOR_ID, color); /* set color of provoking vertex */
+ immVertex2f(BLF_POS_ID, dx1, y1);
}
-static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
+static void blf_texture5_draw(const unsigned char color_in[4], float uv[2][2], float x1, float y1, float x2, float y2)
{
const float soft[25] = {1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f,
1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
2 / 60.0f, 5 / 60.0f, 8 / 60.0f, 5 / 60.0f, 2 / 60.0f,
1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f};
-
+
const float *fp = soft;
- float color[4];
+ unsigned char color[4];
float dx, dy;
- color[0] = shadow_col[0];
- color[1] = shadow_col[1];
- color[2] = shadow_col[2];
-
+ color[0] = color_in[0];
+ color[1] = color_in[1];
+ color[2] = color_in[2];
+
+ const float alpha_in = (1 / 255.0f) * color_in[3];
+
for (dx = -2; dx < 3; dx++) {
for (dy = -2; dy < 3; dy++, fp++) {
- color[3] = *(fp) * shadow_col[3];
- glColor4fv(color);
- blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
+ color[3] = FTOCHAR(*fp * alpha_in);
+ blf_texture_draw(color, uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
}
}
-
- glColor4fv(color);
}
-static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
+static void blf_texture3_draw(const unsigned char color_in[4], float uv[2][2], float x1, float y1, float x2, float y2)
{
const float soft[9] = {1 / 16.0f, 2 / 16.0f, 1 / 16.0f,
2 / 16.0f, 4 / 16.0f, 2 / 16.0f,
1 / 16.0f, 2 / 16.0f, 1 / 16.0f};
const float *fp = soft;
- float color[4];
+ unsigned char color[4];
float dx, dy;
- color[0] = shadow_col[0];
- color[1] = shadow_col[1];
- color[2] = shadow_col[2];
+ color[0] = color_in[0];
+ color[1] = color_in[1];
+ color[2] = color_in[2];
+
+ const float alpha_in = (1 / 255.0f) * color_in[3];
for (dx = -1; dx < 2; dx++) {
for (dy = -1; dy < 2; dy++, fp++) {
- color[3] = *(fp) * shadow_col[3];
- glColor4fv(color);
- blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
+ color[3] = FTOCHAR(*fp * alpha_in);
+ blf_texture_draw(color, uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
}
}
-
- glColor4fv(color);
}
static void blf_glyph_calc_rect(rctf *rect, GlyphBLF *g, float x, float y)
@@ -486,39 +475,37 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
glBindTexture(GL_TEXTURE_2D, (font->tex_bind_state = g->tex));
}
+ /* TODO: blur & shadow in shader, single quad per glyph */
+
if (font->flags & BLF_SHADOW) {
rctf rect_ofs;
blf_glyph_calc_rect(&rect_ofs, g,
x + (float)font->shadow_x,
y + (float)font->shadow_y);
- switch (font->shadow) {
- case 3:
- blf_texture3_draw(font->shadow_col, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
- break;
- case 5:
- blf_texture5_draw(font->shadow_col, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
- break;
- default:
- glColor4fv(font->shadow_col);
- blf_texture_draw(g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
- break;
+ if (font->shadow == 0) {
+ blf_texture_draw(font->shadow_color, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
+ }
+ else if (font->shadow <= 4) {
+ blf_texture3_draw(font->shadow_color, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
+ }
+ else {
+ blf_texture5_draw(font->shadow_color, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
}
-
- glColor4fv(font->orig_col);
}
+#if BLF_BLUR_ENABLE
switch (font->blur) {
case 3:
- blf_texture3_draw(font->orig_col, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ blf_texture3_draw(font->color, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
break;
case 5:
- blf_texture5_draw(font->orig_col, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ blf_texture5_draw(font->color, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
break;
default:
- blf_texture_draw(g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
- break;
+ blf_texture_draw(font->color, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
}
-
- return;
+#else
+ blf_texture_draw(font->color, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+#endif
}
diff --git a/source/blender/blenfont/intern/blf_internal.h b/source/blender/blenfont/intern/blf_internal.h
index d9d758ce548..ba17e050399 100644
--- a/source/blender/blenfont/intern/blf_internal.h
+++ b/source/blender/blenfont/intern/blf_internal.h
@@ -37,6 +37,11 @@ struct GlyphBLF;
struct GlyphCacheBLF;
struct rctf;
+/* vertex attribute IDs (fixed IDs so we don't have to pass them around) */
+#define BLF_POS_ID 0
+#define BLF_COORD_ID 1
+#define BLF_COLOR_ID 2
+
unsigned int blf_next_p2(unsigned int x);
unsigned int blf_hash(unsigned int val);
diff --git a/source/blender/blenfont/intern/blf_internal_types.h b/source/blender/blenfont/intern/blf_internal_types.h
index 0fac576a8cc..9164a02b2cc 100644
--- a/source/blender/blenfont/intern/blf_internal_types.h
+++ b/source/blender/blenfont/intern/blf_internal_types.h
@@ -175,8 +175,10 @@ typedef struct FontBLF {
/* angle in radians. */
float angle;
+#if 0 /* BLF_BLUR_ENABLE */
/* blur: 3 or 5 large kernel */
int blur;
+#endif
/* shadow level. */
int shadow;
@@ -186,10 +188,10 @@ typedef struct FontBLF {
int shadow_y;
/* shadow color. */
- float shadow_col[4];
+ unsigned char shadow_color[4];
- /* store color here when drawing shadow or blur. */
- float orig_col[4];
+ /* main text color. */
+ unsigned char color[4];
/* Multiplied this matrix with the current one before
* draw the text! see blf_draw__start.
diff --git a/source/blender/blenkernel/BKE_DerivedMesh.h b/source/blender/blenkernel/BKE_DerivedMesh.h
index 789bc8df7e5..059f7309cf5 100644
--- a/source/blender/blenkernel/BKE_DerivedMesh.h
+++ b/source/blender/blenkernel/BKE_DerivedMesh.h
@@ -145,6 +145,10 @@ typedef DMDrawOption (*DMSetDrawOptions)(void *userData, int index);
typedef DMDrawOption (*DMSetDrawOptionsMappedTex)(void *userData, int origindex, int mat_nr);
typedef DMDrawOption (*DMSetDrawOptionsTex)(struct MTexPoly *mtexpoly, const bool has_vcol, int matnr);
+/* Cleanup callback type */
+typedef void (*DMCleanupBatchCache)(void *batchCache);
+void DM_set_batch_cleanup_callback(DMCleanupBatchCache);
+
typedef enum DMDrawFlag {
DM_DRAW_USE_COLORS = (1 << 0),
DM_DRAW_ALWAYS_SMOOTH = (1 << 1),
@@ -183,6 +187,7 @@ struct DerivedMesh {
int deformedOnly; /* set by modifier stack if only deformed from original */
BVHCache *bvhCache;
struct GPUDrawObject *drawObject;
+ void *batchCache;
DerivedMeshType type;
float auto_bump_scale;
DMDirtyFlag dirty;
diff --git a/source/blender/blenkernel/BKE_screen.h b/source/blender/blenkernel/BKE_screen.h
index 14e978b23f2..010810ad0cc 100644
--- a/source/blender/blenkernel/BKE_screen.h
+++ b/source/blender/blenkernel/BKE_screen.h
@@ -49,6 +49,7 @@ struct bScreen;
struct uiLayout;
struct uiList;
struct wmKeyConfig;
+struct wmManipulatorMap;
struct wmNotifier;
struct wmWindow;
struct wmWindowManager;
@@ -96,6 +97,9 @@ typedef struct SpaceType {
/* on startup, define dropboxes for spacetype+regions */
void (*dropboxes)(void);
+ /* initialize manipulator-map-types and manipulator-group-types with the region */
+ void (*manipulators)(void);
+
/* return context data */
int (*context)(const struct bContext *, const char *, struct bContextDataResult *);
@@ -284,6 +288,8 @@ void BKE_spacedata_id_unref(struct ScrArea *sa, struct SpaceLink *sl, struct ID
struct ARegion *BKE_area_region_copy(struct SpaceType *st, struct ARegion *ar);
void BKE_area_region_free(struct SpaceType *st, struct ARegion *ar);
void BKE_screen_area_free(struct ScrArea *sa);
+/* Manipulator-maps of a region need to be freed with the region. Uses callback to avoid low-level call. */
+void BKE_region_callback_free_manipulatormap_set(void (*callback)(struct wmManipulatorMap *));
struct ARegion *BKE_area_find_region_type(struct ScrArea *sa, int type);
struct ARegion *BKE_area_find_region_active_win(struct ScrArea *sa);
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 1f937d837b4..fb0087aefac 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -260,6 +260,12 @@ static CustomData *dm_getPolyCData(DerivedMesh *dm)
return &dm->polyData;
}
+static DMCleanupBatchCache cleanupBatchCache = NULL;
+void DM_set_batch_cleanup_callback(DMCleanupBatchCache func)
+{
+ cleanupBatchCache = func;
+}
+
/**
* Utility function to initialize a DerivedMesh's function pointers to
* the default implementation (for those functions which have a default)
@@ -317,7 +323,9 @@ void DM_init(
dm->numPolyData = numPolys;
DM_init_funcs(dm);
-
+
+ dm->batchCache = NULL; /* necessary? dm->drawObject is not set to NULL yet it works fine */
+
dm->needsFree = 1;
dm->auto_bump_scale = -1.0f;
dm->dirty = 0;
@@ -377,6 +385,10 @@ int DM_release(DerivedMesh *dm)
if (dm->needsFree) {
bvhcache_free(&dm->bvhCache);
GPU_drawobject_free(dm);
+ if (dm->batchCache && cleanupBatchCache) {
+ cleanupBatchCache(dm->batchCache);
+ dm->batchCache = NULL;
+ }
CustomData_free(&dm->vertData, dm->numVertData);
CustomData_free(&dm->edgeData, dm->numEdgeData);
CustomData_free(&dm->faceData, dm->numTessFaceData);
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c
index 28ef3f6f248..162525c7cd5 100644
--- a/source/blender/blenkernel/intern/cloth.c
+++ b/source/blender/blenkernel/intern/cloth.c
@@ -478,7 +478,6 @@ void clothModifier_do(ClothModifierData *clmd, Scene *scene, Object *ob, Derived
return;
}
- if (!can_simulate)
return;
/* if on second frame, write cache for first frame */
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index 4d9e314afc4..fce4620294d 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -5562,8 +5562,6 @@ static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *su
dynamicPaint_updateBrushMaterials(brushObj, brush->mat, scene, &bMats);
/* Apply brush on the surface depending on it's collision type */
- /* Particle brush: */
- if (brush->collision == MOD_DPAINT_COL_PSYS) {
if (brush->psys && brush->psys->part &&
ELEM(brush->psys->part->type, PART_EMITTER, PART_FLUID) &&
psys_check_enabled(brushObj, brush->psys, G.is_rendering))
@@ -5573,9 +5571,8 @@ static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *su
BKE_scene_frame_get(scene), ADT_RECALC_ANIM);
dynamicPaint_paintParticles(surface, brush->psys, brush, timescale);
}
- }
/* Object center distance: */
- else if (brush->collision == MOD_DPAINT_COL_POINT && brushObj != ob) {
+ if (brush->collision == MOD_DPAINT_COL_POINT && brushObj != ob) {
dynamicPaint_paintSinglePoint(surface, brushObj->loc, brush, brushObj, &bMats, scene, timescale);
}
/* Mesh volume/proximity: */
diff --git a/source/blender/blenkernel/intern/icons.c b/source/blender/blenkernel/intern/icons.c
index 7669c4ba112..70cf0d5a445 100644
--- a/source/blender/blenkernel/intern/icons.c
+++ b/source/blender/blenkernel/intern/icons.c
@@ -42,6 +42,7 @@
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "DNA_brush_types.h"
@@ -252,6 +253,7 @@ PreviewImage **BKE_previewimg_id_get_p(ID *id)
ID_PRV_CASE(ID_OB, Object);
ID_PRV_CASE(ID_GR, Group);
ID_PRV_CASE(ID_SCE, Scene);
+ ID_PRV_CASE(ID_SCR, bScreen);
#undef ID_PRV_CASE
}
diff --git a/source/blender/blenkernel/intern/library.c b/source/blender/blenkernel/intern/library.c
index 64535f229a9..056e302eee2 100644
--- a/source/blender/blenkernel/intern/library.c
+++ b/source/blender/blenkernel/intern/library.c
@@ -1208,41 +1208,41 @@ void BKE_main_free(Main *mainvar)
/* errors freeing ID's can be hard to track down,
* enable this so valgrind will give the line number in its error log */
switch (a) {
- case 0: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 1: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 2: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 3: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 4: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 5: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 6: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 7: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 8: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 9: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 10: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 11: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 12: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 13: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 14: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 15: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 16: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 17: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 18: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 19: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 20: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 21: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 22: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 23: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 24: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 25: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 26: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 27: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 28: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 29: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 30: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 31: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 32: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 33: BKE_libblock_free_ex(mainvar, id, false, false); break;
- case 34: BKE_libblock_free_ex(mainvar, id, false, false); break;
+ case 0: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 1: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 2: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 3: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 4: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 5: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 6: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 7: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 8: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 9: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 10: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 11: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 12: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 13: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 14: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 15: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 16: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 17: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 18: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 19: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 20: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 21: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 22: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 23: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 24: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 25: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 26: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 27: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 28: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 29: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 30: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 31: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 32: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 33: BKE_libblock_free_ex(mainvar, id, false); break;
+ case 34: BKE_libblock_free_ex(mainvar, id, false); break;
default:
BLI_assert(0);
break;
diff --git a/source/blender/blenkernel/intern/library_query.c b/source/blender/blenkernel/intern/library_query.c
index fa75c906fb1..bfc26fcac0f 100644
--- a/source/blender/blenkernel/intern/library_query.c
+++ b/source/blender/blenkernel/intern/library_query.c
@@ -63,7 +63,6 @@
#include "DNA_world_types.h"
#include "BLI_utildefines.h"
-#include "BLI_listbase.h"
#include "BLI_ghash.h"
#include "BLI_linklist_stack.h"
@@ -405,7 +404,6 @@ void BKE_library_foreach_ID_link(ID *id, LibraryIDLinkCallback callback, void *u
CALLBACK_INVOKE(toolsett->particle.scene, IDWALK_NOP);
CALLBACK_INVOKE(toolsett->particle.object, IDWALK_NOP);
CALLBACK_INVOKE(toolsett->particle.shape_object, IDWALK_NOP);
-
library_foreach_paint(&data, &toolsett->imapaint.paint);
CALLBACK_INVOKE(toolsett->imapaint.stencil, IDWALK_USER);
CALLBACK_INVOKE(toolsett->imapaint.clone, IDWALK_USER);
@@ -945,7 +943,7 @@ bool BKE_library_idtype_can_use_idtype(const short id_type_owner, const short id
/* Could be the following, but simpler to just always say 'yes' here. */
#if 0
return ELEM(id_type_used, ID_ME, ID_CU, ID_MB, ID_LT, ID_SPK, ID_AR, ID_LA, ID_CA, /* obdata */
- ID_OB, ID_MA, ID_GD, ID_GR, ID_TE, ID_PA, ID_TXT, ID_SO, ID_MC, ID_IM, ID_AC
+ ID_OB, ID_MA, ID_GD, ID_GR, ID_TE, ID_TXT, ID_SO, ID_MC, ID_IM, ID_AC
/* + constraints, modifiers and game logic ID types... */);
#else
return true;
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c
index b5f34a29ebb..6f86c68dc07 100644
--- a/source/blender/blenkernel/intern/rigidbody.c
+++ b/source/blender/blenkernel/intern/rigidbody.c
@@ -1589,7 +1589,7 @@ void BKE_rigidbody_do_simulation(Scene *scene, float ctime)
}
/* advance simulation, we can only step one frame forward */
- if (can_simulate) {
+ if (ctime == rbw->ltime + 1) {
/* write cache for first frame when on second frame */
if (rbw->ltime == startframe && (cache->flag & PTCACHE_OUTDATED || cache->last_exact == 0)) {
BKE_ptcache_write(&pid, startframe);
diff --git a/source/blender/blenkernel/intern/screen.c b/source/blender/blenkernel/intern/screen.c
index 857bd5447c8..c5d00d63b6d 100644
--- a/source/blender/blenkernel/intern/screen.c
+++ b/source/blender/blenkernel/intern/screen.c
@@ -50,6 +50,7 @@
#include "BLI_utildefines.h"
#include "BLI_rect.h"
+#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_screen.h"
@@ -180,6 +181,7 @@ ARegion *BKE_area_region_copy(SpaceType *st, ARegion *ar)
BLI_listbase_clear(&newar->panels_category_active);
BLI_listbase_clear(&newar->ui_lists);
newar->swinid = 0;
+ newar->manipulator_map = NULL;
newar->regiontimer = NULL;
/* use optional regiondata callback */
@@ -288,6 +290,17 @@ void BKE_spacedata_id_unref(struct ScrArea *sa, struct SpaceLink *sl, struct ID
}
}
+
+/**
+ * Avoid bad-level calls to #WM_manipulatormap_delete.
+ */
+static void (*region_free_manipulatormap_callback)(struct wmManipulatorMap *) = NULL;
+
+void BKE_region_callback_free_manipulatormap_set(void (*callback)(struct wmManipulatorMap *))
+{
+ region_free_manipulatormap_callback = callback;
+}
+
/* not region itself */
void BKE_area_region_free(SpaceType *st, ARegion *ar)
{
@@ -337,6 +350,8 @@ void BKE_area_region_free(SpaceType *st, ARegion *ar)
MEM_freeN(uilst->properties);
}
}
+
+ region_free_manipulatormap_callback(ar->manipulator_map);
BLI_freelistN(&ar->ui_lists);
BLI_freelistN(&ar->ui_previews);
BLI_freelistN(&ar->panels_category);
@@ -380,6 +395,8 @@ void BKE_screen_free(bScreen *sc)
BLI_freelistN(&sc->vertbase);
BLI_freelistN(&sc->edgebase);
BLI_freelistN(&sc->areabase);
+
+ BKE_previewimg_free(&sc->preview);
}
/* for depsgraph */
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 03cf33083da..660107eb2e6 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -3650,7 +3650,6 @@ void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], i
float dtime, timescale;
int framedelta, framenr, startframe, endframe;
int cache_result;
-
cache= sb->pointcache;
framenr= (int)cfra;
@@ -3719,7 +3718,7 @@ void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], i
}
/* try to read from cache */
- bool can_simulate = (framenr == sb->last_frame+1) && !(cache->flag & PTCACHE_BAKED);
+ bool can_simulate = (framenr == sb->last_frame + 1) && !(cache->flag & PTCACHE_BAKED);
cache_result = BKE_ptcache_read(&pid, (float)framenr+scene->r.subframe, can_simulate);
diff --git a/source/blender/blenlib/BLI_math_color.h b/source/blender/blenlib/BLI_math_color.h
index 5e6b1256d30..c7abe6192f7 100644
--- a/source/blender/blenlib/BLI_math_color.h
+++ b/source/blender/blenlib/BLI_math_color.h
@@ -142,6 +142,7 @@ MINLINE void float_to_byte_dither_v3(unsigned char b[3], const float f[3], float
rgba_char_args_set(col, (r) * 255, (g) * 255, (b) * 255, (a) * 255)
MINLINE void rgba_char_args_set(char col[4], const char r, const char g, const char b, const char a);
+MINLINE void rgba_float_args_set(float col[4], const float r, const float g, const float b, const float a);
MINLINE void rgba_char_args_test_set(char col[4], const char r, const char g, const char b, const char a);
MINLINE void cpack_cpy_3ub(unsigned char r_col[3], const unsigned int pack);
diff --git a/source/blender/blenlib/BLI_math_matrix.h b/source/blender/blenlib/BLI_math_matrix.h
index d0dfad2a02f..029f6872b04 100644
--- a/source/blender/blenlib/BLI_math_matrix.h
+++ b/source/blender/blenlib/BLI_math_matrix.h
@@ -46,31 +46,43 @@ void unit_m2(float R[2][2]);
void unit_m3(float R[3][3]);
void unit_m4(float R[4][4]);
-void copy_m2_m2(float R[2][2], float A[2][2]);
-void copy_m3_m3(float R[3][3], float A[3][3]);
-void copy_m4_m4(float R[4][4], float A[4][4]);
-void copy_m3_m4(float R[3][3], float A[4][4]);
-void copy_m4_m3(float R[4][4], float A[3][3]);
+void copy_m2_m2(float R[2][2], const float A[2][2]);
+void copy_m3_m3(float R[3][3], const float A[3][3]);
+void copy_m4_m4(float R[4][4], const float A[4][4]);
+void copy_m3_m4(float R[3][3], const float A[4][4]);
+void copy_m4_m3(float R[4][4], const float A[3][3]);
/* double->float */
-void copy_m3_m3d(float R[3][3], double A[3][3]);
+void copy_m3_m3d(float R[3][3], const double A[3][3]);
void swap_m3m3(float A[3][3], float B[3][3]);
void swap_m4m4(float A[4][4], float B[4][4]);
/******************************** Arithmetic *********************************/
-void add_m3_m3m3(float R[3][3], float A[3][3], float B[3][3]);
-void add_m4_m4m4(float R[4][4], float A[4][4], float B[4][4]);
+void add_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3]);
+void add_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4]);
-void sub_m3_m3m3(float R[3][3], float A[3][3], float B[3][3]);
-void sub_m4_m4m4(float R[4][4], float A[4][4], float B[4][4]);
+void sub_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3]);
+void sub_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4]);
-void mul_m3_m3m3(float R[3][3], float A[3][3], float B[3][3]);
-void mul_m4_m3m4(float R[4][4], float A[3][3], float B[4][4]);
-void mul_m4_m4m3(float R[4][4], float A[4][4], float B[3][3]);
-void mul_m4_m4m4(float R[4][4], float A[4][4], float B[4][4]);
-void mul_m3_m3m4(float R[3][3], float A[4][4], float B[3][3]);
+void mul_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3]);
+void mul_m4_m3m4(float R[4][4], const float A[3][3], const float B[4][4]);
+void mul_m4_m4m3(float R[4][4], const float A[4][4], const float B[3][3]);
+void mul_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4]);
+void mul_m3_m3m4(float R[3][3], const float A[4][4], const float B[3][3]);
+
+/* special matrix multiplies
+ * uniq: R <-- AB, R is neither A nor B
+ * pre: R <-- AR
+ * post: R <-- RB
+ */
+void mul_m3_m3m3_uniq(float R[3][3], const float A[3][3], const float B[3][3]);
+void mul_m3_m3_pre(float R[3][3], const float A[3][3]);
+void mul_m3_m3_post(float R[3][3], const float B[3][3]);
+void mul_m4_m4m4_uniq(float R[4][4], const float A[4][4], const float B[4][4]);
+void mul_m4_m4_pre(float R[4][4], const float A[4][4]);
+void mul_m4_m4_post(float R[4][4], const float B[4][4]);
/* mul_m3_series */
void _va_mul_m3_series_3(float R[3][3], float M1[3][3], float M2[3][3]) ATTR_NONNULL();
@@ -100,27 +112,28 @@ void _va_mul_m4_series_9(float R[4][4], float M1[4][4], float M2[4][4], float M3
#define mul_m3_series(...) VA_NARGS_CALL_OVERLOAD(_va_mul_m3_series_, __VA_ARGS__)
#define mul_m4_series(...) VA_NARGS_CALL_OVERLOAD(_va_mul_m4_series_, __VA_ARGS__)
-void mul_m4_v3(float M[4][4], float r[3]);
-void mul_v3_m4v3(float r[3], float M[4][4], const float v[3]);
-void mul_v2_m4v3(float r[2], float M[4][4], const float v[3]);
-void mul_v2_m2v2(float r[2], float M[2][2], const float v[2]);
-void mul_m2v2(float M[2][2], float v[2]);
-void mul_mat3_m4_v3(float M[4][4], float r[3]);
-void mul_v3_mat3_m4v3(float r[3], float M[4][4], const float v[3]);
-void mul_m4_v4(float M[4][4], float r[4]);
-void mul_v4_m4v4(float r[4], float M[4][4], const float v[4]);
-void mul_project_m4_v3(float M[4][4], float vec[3]);
-void mul_v3_project_m4_v3(float r[3], float mat[4][4], const float vec[3]);
-void mul_v2_project_m4_v3(float r[2], float M[4][4], const float vec[3]);
-
-void mul_m3_v2(float m[3][3], float r[2]);
-void mul_v2_m3v2(float r[2], float m[3][3], float v[2]);
-void mul_m3_v3(float M[3][3], float r[3]);
-void mul_v3_m3v3(float r[3], float M[3][3], const float a[3]);
-void mul_v2_m3v3(float r[2], float M[3][3], const float a[3]);
-void mul_transposed_m3_v3(float M[3][3], float r[3]);
-void mul_transposed_mat3_m4_v3(float M[4][4], float r[3]);
-void mul_m3_v3_double(float M[3][3], double r[3]);
+void mul_m4_v3(const float M[4][4], float r[3]);
+void mul_v3_m4v3(float r[3], const float M[4][4], const float v[3]);
+void mul_v2_m4v3(float r[2], const float M[4][4], const float v[3]);
+void mul_v2_m2v2(float r[2], const float M[2][2], const float v[2]);
+void mul_m2v2(const float M[2][2], float v[2]);
+void mul_mat3_m4_v3(const float M[4][4], float r[3]);
+void mul_v3_mat3_m4v3(float r[3], const float M[4][4], const float v[3]);
+void mul_m4_v4(const float M[4][4], float r[4]);
+void mul_v4_m4v4(float r[4], const float M[4][4], const float v[4]);
+void mul_v4_m4v3(float r[4], const float M[4][4], const float v[3]); /* v has implicit w = 1.0f */
+void mul_project_m4_v3(const float M[4][4], float vec[3]);
+void mul_v3_project_m4_v3(float r[3], const float mat[4][4], const float vec[3]);
+void mul_v2_project_m4_v3(float r[2], const float M[4][4], const float vec[3]);
+
+void mul_m3_v2(const float m[3][3], float r[2]);
+void mul_v2_m3v2(float r[2], const float m[3][3], const float v[2]);
+void mul_m3_v3(const float M[3][3], float r[3]);
+void mul_v3_m3v3(float r[3], const float M[3][3], const float a[3]);
+void mul_v2_m3v3(float r[2], const float M[3][3], const float a[3]);
+void mul_transposed_m3_v3(const float M[3][3], float r[3]);
+void mul_transposed_mat3_m4_v3(const float M[4][4], float r[3]);
+void mul_m3_v3_double(const float M[3][3], double r[3]);
void mul_m3_fl(float R[3][3], float f);
void mul_m4_fl(float R[4][4], float f);
@@ -131,102 +144,102 @@ void negate_mat3_m4(float R[4][4]);
void negate_m4(float R[4][4]);
bool invert_m3_ex(float m[3][3], const float epsilon);
-bool invert_m3_m3_ex(float m1[3][3], float m2[3][3], const float epsilon);
+bool invert_m3_m3_ex(float m1[3][3], const float m2[3][3], const float epsilon);
bool invert_m3(float R[3][3]);
-bool invert_m3_m3(float R[3][3], float A[3][3]);
+bool invert_m3_m3(float R[3][3], const float A[3][3]);
bool invert_m4(float R[4][4]);
-bool invert_m4_m4(float R[4][4], float A[4][4]);
+bool invert_m4_m4(float R[4][4], const float A[4][4]);
/* double arithmetic (mixed float/double) */
-void mul_m4_v4d(float M[4][4], double r[4]);
-void mul_v4d_m4v4d(double r[4], float M[4][4], double v[4]);
+void mul_m4_v4d(const float M[4][4], double r[4]);
+void mul_v4d_m4v4d(double r[4], const float M[4][4], const double v[4]);
/* double matrix functions (no mixing types) */
-void mul_v3_m3v3_db(double r[3], double M[3][3], const double a[3]);
-void mul_m3_v3_db(double M[3][3], double r[3]);
+void mul_v3_m3v3_db(double r[3], const double M[3][3], const double a[3]);
+void mul_m3_v3_db(const double M[3][3], double r[3]);
/****************************** Linear Algebra *******************************/
void transpose_m3(float R[3][3]);
-void transpose_m3_m3(float R[3][3], float A[3][3]);
-void transpose_m3_m4(float R[3][3], float A[4][4]);
+void transpose_m3_m3(float R[3][3], const float A[3][3]);
+void transpose_m3_m4(float R[3][3], const float A[4][4]);
void transpose_m4(float R[4][4]);
-void transpose_m4_m4(float R[4][4], float A[4][4]);
+void transpose_m4_m4(float R[4][4], const float A[4][4]);
-int compare_m4m4(float mat1[4][4], float mat2[4][4], float limit);
+int compare_m4m4(const float mat1[4][4], const float mat2[4][4], float limit);
void normalize_m3_ex(float R[3][3], float r_scale[3]) ATTR_NONNULL();
void normalize_m3(float R[3][3]) ATTR_NONNULL();
-void normalize_m3_m3_ex(float R[3][3], float A[3][3], float r_scale[3]) ATTR_NONNULL();
-void normalize_m3_m3(float R[3][3], float A[3][3]) ATTR_NONNULL();
+void normalize_m3_m3_ex(float R[3][3], const float A[3][3], float r_scale[3]) ATTR_NONNULL();
+void normalize_m3_m3(float R[3][3], const float A[3][3]) ATTR_NONNULL();
void normalize_m4_ex(float R[4][4], float r_scale[3]) ATTR_NONNULL();
void normalize_m4(float R[4][4]) ATTR_NONNULL();
-void normalize_m4_m4_ex(float R[4][4], float A[4][4], float r_scale[3]) ATTR_NONNULL();
-void normalize_m4_m4(float R[4][4], float A[4][4]) ATTR_NONNULL();
+void normalize_m4_m4_ex(float R[4][4], const float A[4][4], float r_scale[3]) ATTR_NONNULL();
+void normalize_m4_m4(float R[4][4],const float A[4][4]) ATTR_NONNULL();
void orthogonalize_m3(float R[3][3], int axis);
void orthogonalize_m4(float R[4][4], int axis);
-bool is_orthogonal_m3(float mat[3][3]);
-bool is_orthogonal_m4(float mat[4][4]);
-bool is_orthonormal_m3(float mat[3][3]);
-bool is_orthonormal_m4(float mat[4][4]);
+bool is_orthogonal_m3(const float mat[3][3]);
+bool is_orthogonal_m4(const float mat[4][4]);
+bool is_orthonormal_m3(const float mat[3][3]);
+bool is_orthonormal_m4(const float mat[4][4]);
-bool is_uniform_scaled_m3(float mat[3][3]);
-bool is_uniform_scaled_m4(float m[4][4]);
+bool is_uniform_scaled_m3(const float mat[3][3]);
+bool is_uniform_scaled_m4(const float m[4][4]);
/* Note: 'adjoint' here means the adjugate (adjunct, "classical adjoint") matrix!
* Nowadays 'adjoint' usually refers to the conjugate transpose,
* which for real-valued matrices is simply the transpose.
*/
-void adjoint_m2_m2(float R[2][2], float A[2][2]);
-void adjoint_m3_m3(float R[3][3], float A[3][3]);
-void adjoint_m4_m4(float R[4][4], float A[4][4]);
+void adjoint_m2_m2(float R[2][2], const float A[2][2]);
+void adjoint_m3_m3(float R[3][3], const float A[3][3]);
+void adjoint_m4_m4(float R[4][4], const float A[4][4]);
float determinant_m2(float a, float b,
float c, float d);
float determinant_m3(float a, float b, float c,
float d, float e, float f,
float g, float h, float i);
-float determinant_m3_array(float m[3][3]);
-float determinant_m4(float A[4][4]);
+float determinant_m3_array(const float m[3][3]);
+float determinant_m4(const float A[4][4]);
#define PSEUDOINVERSE_EPSILON 1e-8f
void svd_m4(float U[4][4], float s[4], float V[4][4], float A[4][4]);
-void pseudoinverse_m4_m4(float Ainv[4][4], float A[4][4], float epsilon);
-void pseudoinverse_m3_m3(float Ainv[3][3], float A[3][3], float epsilon);
+void pseudoinverse_m4_m4(float Ainv[4][4], const float A[4][4], float epsilon);
+void pseudoinverse_m3_m3(float Ainv[3][3], const float A[3][3], float epsilon);
-bool has_zero_axis_m4(float matrix[4][4]);
+bool has_zero_axis_m4(const float matrix[4][4]);
-void invert_m4_m4_safe(float Ainv[4][4], float A[4][4]);
+void invert_m4_m4_safe(float Ainv[4][4], const float A[4][4]);
/****************************** Transformations ******************************/
void scale_m3_fl(float R[3][3], float scale);
void scale_m4_fl(float R[4][4], float scale);
-float mat3_to_scale(float M[3][3]);
-float mat4_to_scale(float M[4][4]);
+float mat3_to_scale(const float M[3][3]);
+float mat4_to_scale(const float M[4][4]);
void size_to_mat3(float R[3][3], const float size[3]);
void size_to_mat4(float R[4][4], const float size[3]);
-void mat3_to_size(float r[3], float M[3][3]);
-void mat4_to_size(float r[3], float M[4][4]);
+void mat3_to_size(float r[3], const float M[3][3]);
+void mat4_to_size(float r[3], const float M[4][4]);
void translate_m4(float mat[4][4], float tx, float ty, float tz);
void rotate_m4(float mat[4][4], const char axis, const float angle);
void transform_pivot_set_m4(float mat[4][4], const float pivot[3]);
-void mat3_to_rot_size(float rot[3][3], float size[3], float mat3[3][3]);
-void mat4_to_loc_rot_size(float loc[3], float rot[3][3], float size[3], float wmat[4][4]);
-void mat4_to_loc_quat(float loc[3], float quat[4], float wmat[4][4]);
-void mat4_decompose(float loc[3], float quat[4], float size[3], float wmat[4][4]);
+void mat3_to_rot_size(float rot[3][3], float size[3], const float mat3[3][3]);
+void mat4_to_loc_rot_size(float loc[3], float rot[3][3], float size[3], const float wmat[4][4]);
+void mat4_to_loc_quat(float loc[3], float quat[4], const float wmat[4][4]);
+void mat4_decompose(float loc[3], float quat[4], float size[3], const float wmat[4][4]);
-void mat3_polar_decompose(float mat3[3][3], float r_U[3][3], float r_P[3][3]);
+void mat3_polar_decompose(const float mat3[3][3], float r_U[3][3], float r_P[3][3]);
void loc_eul_size_to_mat4(float R[4][4],
const float loc[3], const float eul[3], const float size[3]);
@@ -237,20 +250,20 @@ void loc_quat_size_to_mat4(float R[4][4],
void loc_axisangle_size_to_mat4(float R[4][4],
const float loc[3], const float axis[4], const float angle, const float size[3]);
-void blend_m3_m3m3(float R[3][3], float A[3][3], float B[3][3], const float t);
-void blend_m4_m4m4(float R[4][4], float A[4][4], float B[4][4], const float t);
+void blend_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3], const float t);
+void blend_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4], const float t);
-void interp_m3_m3m3(float R[3][3], float A[3][3], float B[3][3], const float t);
-void interp_m4_m4m4(float R[4][4], float A[4][4], float B[4][4], const float t);
+void interp_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3], const float t);
+void interp_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4], const float t);
-bool is_negative_m3(float mat[3][3]);
-bool is_negative_m4(float mat[4][4]);
+bool is_negative_m3(const float mat[3][3]);
+bool is_negative_m4(const float mat[4][4]);
-bool is_zero_m3(float mat[3][3]);
-bool is_zero_m4(float mat[4][4]);
+bool is_zero_m3(const float mat[3][3]);
+bool is_zero_m4(const float mat[4][4]);
-bool equals_m3m3(float mat1[3][3], float mat2[3][3]);
-bool equals_m4m4(float mat1[4][4], float mat2[4][4]);
+bool equals_m3m3(const float mat1[3][3], const float mat2[3][3]);
+bool equals_m4m4(const float mat1[4][4], const float mat2[4][4]);
/* SpaceTransform helper */
typedef struct SpaceTransform {
@@ -259,8 +272,8 @@ typedef struct SpaceTransform {
} SpaceTransform;
-void BLI_space_transform_from_matrices(struct SpaceTransform *data, float local[4][4], float target[4][4]);
-void BLI_space_transform_global_from_matrices(struct SpaceTransform *data, float local[4][4], float target[4][4]);
+void BLI_space_transform_from_matrices(struct SpaceTransform *data, const float local[4][4], const float target[4][4]);
+void BLI_space_transform_global_from_matrices(struct SpaceTransform *data, const float local[4][4], const float target[4][4]);
void BLI_space_transform_apply(const struct SpaceTransform *data, float co[3]);
void BLI_space_transform_invert(const struct SpaceTransform *data, float co[3]);
void BLI_space_transform_apply_normal(const struct SpaceTransform *data, float no[3]);
@@ -271,8 +284,8 @@ void BLI_space_transform_invert_normal(const struct SpaceTransform *data, float
/*********************************** Other ***********************************/
-void print_m3(const char *str, float M[3][3]);
-void print_m4(const char *str, float M[4][4]);
+void print_m3(const char *str, const float M[3][3]);
+void print_m4(const char *str, const float M[4][4]);
#define print_m3_id(M) print_m3(STRINGIFY(M), M)
#define print_m4_id(M) print_m4(STRINGIFY(M), M)
diff --git a/source/blender/blenlib/BLI_math_vector.h b/source/blender/blenlib/BLI_math_vector.h
index 8e0884ba347..2bf3747c41d 100644
--- a/source/blender/blenlib/BLI_math_vector.h
+++ b/source/blender/blenlib/BLI_math_vector.h
@@ -305,6 +305,7 @@ void ortho_basis_v3v3_v3(float r_n1[3], float r_n2[3], const float n[3]);
void ortho_v3_v3(float out[3], const float v[3]);
void ortho_v2_v2(float out[2], const float v[2]);
void bisect_v3_v3v3v3(float r[3], const float a[3], const float b[3], const float c[3]);
+void rotate_v2_v2fl(float r[2], const float p[2], const float angle);
void rotate_v3_v3v3fl(float v[3], const float p[3], const float axis[3], const float angle);
void rotate_normalized_v3_v3v3fl(float out[3], const float p[3], const float axis[3], const float angle);
diff --git a/source/blender/blenlib/intern/math_color_inline.c b/source/blender/blenlib/intern/math_color_inline.c
index 01a805a09b6..bc3a1ee3e90 100644
--- a/source/blender/blenlib/intern/math_color_inline.c
+++ b/source/blender/blenlib/intern/math_color_inline.c
@@ -239,6 +239,14 @@ MINLINE void rgba_char_args_set(char col[4], const char r, const char g, const c
col[3] = a;
}
+MINLINE void rgba_float_args_set(float col[4], const float r, const float g, const float b, const float a)
+{
+ col[0] = r;
+ col[1] = g;
+ col[2] = b;
+ col[3] = a;
+}
+
MINLINE void rgba_char_args_test_set(char col[4], const char r, const char g, const char b, const char a)
{
if (col[3] == 0) {
diff --git a/source/blender/blenlib/intern/math_matrix.c b/source/blender/blenlib/intern/math_matrix.c
index 9a60c670ec7..50b92f5a383 100644
--- a/source/blender/blenlib/intern/math_matrix.c
+++ b/source/blender/blenlib/intern/math_matrix.c
@@ -74,23 +74,23 @@ void unit_m4(float m[4][4])
m[3][0] = m[3][1] = m[3][2] = 0.0f;
}
-void copy_m2_m2(float m1[2][2], float m2[2][2])
+void copy_m2_m2(float m1[2][2], const float m2[2][2])
{
memcpy(m1, m2, sizeof(float[2][2]));
}
-void copy_m3_m3(float m1[3][3], float m2[3][3])
+void copy_m3_m3(float m1[3][3], const float m2[3][3])
{
/* destination comes first: */
memcpy(m1, m2, sizeof(float[3][3]));
}
-void copy_m4_m4(float m1[4][4], float m2[4][4])
+void copy_m4_m4(float m1[4][4], const float m2[4][4])
{
memcpy(m1, m2, sizeof(float[4][4]));
}
-void copy_m3_m4(float m1[3][3], float m2[4][4])
+void copy_m3_m4(float m1[3][3], const float m2[4][4])
{
m1[0][0] = m2[0][0];
m1[0][1] = m2[0][1];
@@ -105,7 +105,7 @@ void copy_m3_m4(float m1[3][3], float m2[4][4])
m1[2][2] = m2[2][2];
}
-void copy_m4_m3(float m1[4][4], float m2[3][3]) /* no clear */
+void copy_m4_m3(float m1[4][4], const float m2[3][3]) /* no clear */
{
m1[0][0] = m2[0][0];
m1[0][1] = m2[0][1];
@@ -131,7 +131,7 @@ void copy_m4_m3(float m1[4][4], float m2[3][3]) /* no clear */
}
-void copy_m3_m3d(float R[3][3], double A[3][3])
+void copy_m3_m3d(float R[3][3], const double A[3][3])
{
/* Keep it stupid simple for better data flow in CPU. */
R[0][0] = (float)A[0][0];
@@ -177,64 +177,107 @@ void swap_m4m4(float m1[4][4], float m2[4][4])
/******************************** Arithmetic *********************************/
-void mul_m4_m4m4(float m1[4][4], float m3_[4][4], float m2_[4][4])
+void mul_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4])
{
- float m2[4][4], m3[4][4];
+ if (A == R)
+ mul_m4_m4_post(R, B);
+ else if (B == R)
+ mul_m4_m4_pre(R, A);
+ else
+ mul_m4_m4m4_uniq(R, A, B);
+}
- /* copy so it works when m1 is the same pointer as m2 or m3 */
- copy_m4_m4(m2, m2_);
- copy_m4_m4(m3, m3_);
+void mul_m4_m4m4_uniq(float R[4][4], const float A[4][4], const float B[4][4])
+{
+ BLI_assert(R != A && R != B);
- /* matrix product: m1[j][k] = m2[j][i].m3[i][k] */
- m1[0][0] = m2[0][0] * m3[0][0] + m2[0][1] * m3[1][0] + m2[0][2] * m3[2][0] + m2[0][3] * m3[3][0];
- m1[0][1] = m2[0][0] * m3[0][1] + m2[0][1] * m3[1][1] + m2[0][2] * m3[2][1] + m2[0][3] * m3[3][1];
- m1[0][2] = m2[0][0] * m3[0][2] + m2[0][1] * m3[1][2] + m2[0][2] * m3[2][2] + m2[0][3] * m3[3][2];
- m1[0][3] = m2[0][0] * m3[0][3] + m2[0][1] * m3[1][3] + m2[0][2] * m3[2][3] + m2[0][3] * m3[3][3];
+ /* matrix product: R[j][k] = A[j][i] . B[i][k] */
+ R[0][0] = B[0][0] * A[0][0] + B[0][1] * A[1][0] + B[0][2] * A[2][0] + B[0][3] * A[3][0];
+ R[0][1] = B[0][0] * A[0][1] + B[0][1] * A[1][1] + B[0][2] * A[2][1] + B[0][3] * A[3][1];
+ R[0][2] = B[0][0] * A[0][2] + B[0][1] * A[1][2] + B[0][2] * A[2][2] + B[0][3] * A[3][2];
+ R[0][3] = B[0][0] * A[0][3] + B[0][1] * A[1][3] + B[0][2] * A[2][3] + B[0][3] * A[3][3];
- m1[1][0] = m2[1][0] * m3[0][0] + m2[1][1] * m3[1][0] + m2[1][2] * m3[2][0] + m2[1][3] * m3[3][0];
- m1[1][1] = m2[1][0] * m3[0][1] + m2[1][1] * m3[1][1] + m2[1][2] * m3[2][1] + m2[1][3] * m3[3][1];
- m1[1][2] = m2[1][0] * m3[0][2] + m2[1][1] * m3[1][2] + m2[1][2] * m3[2][2] + m2[1][3] * m3[3][2];
- m1[1][3] = m2[1][0] * m3[0][3] + m2[1][1] * m3[1][3] + m2[1][2] * m3[2][3] + m2[1][3] * m3[3][3];
+ R[1][0] = B[1][0] * A[0][0] + B[1][1] * A[1][0] + B[1][2] * A[2][0] + B[1][3] * A[3][0];
+ R[1][1] = B[1][0] * A[0][1] + B[1][1] * A[1][1] + B[1][2] * A[2][1] + B[1][3] * A[3][1];
+ R[1][2] = B[1][0] * A[0][2] + B[1][1] * A[1][2] + B[1][2] * A[2][2] + B[1][3] * A[3][2];
+ R[1][3] = B[1][0] * A[0][3] + B[1][1] * A[1][3] + B[1][2] * A[2][3] + B[1][3] * A[3][3];
- m1[2][0] = m2[2][0] * m3[0][0] + m2[2][1] * m3[1][0] + m2[2][2] * m3[2][0] + m2[2][3] * m3[3][0];
- m1[2][1] = m2[2][0] * m3[0][1] + m2[2][1] * m3[1][1] + m2[2][2] * m3[2][1] + m2[2][3] * m3[3][1];
- m1[2][2] = m2[2][0] * m3[0][2] + m2[2][1] * m3[1][2] + m2[2][2] * m3[2][2] + m2[2][3] * m3[3][2];
- m1[2][3] = m2[2][0] * m3[0][3] + m2[2][1] * m3[1][3] + m2[2][2] * m3[2][3] + m2[2][3] * m3[3][3];
+ R[2][0] = B[2][0] * A[0][0] + B[2][1] * A[1][0] + B[2][2] * A[2][0] + B[2][3] * A[3][0];
+ R[2][1] = B[2][0] * A[0][1] + B[2][1] * A[1][1] + B[2][2] * A[2][1] + B[2][3] * A[3][1];
+ R[2][2] = B[2][0] * A[0][2] + B[2][1] * A[1][2] + B[2][2] * A[2][2] + B[2][3] * A[3][2];
+ R[2][3] = B[2][0] * A[0][3] + B[2][1] * A[1][3] + B[2][2] * A[2][3] + B[2][3] * A[3][3];
- m1[3][0] = m2[3][0] * m3[0][0] + m2[3][1] * m3[1][0] + m2[3][2] * m3[2][0] + m2[3][3] * m3[3][0];
- m1[3][1] = m2[3][0] * m3[0][1] + m2[3][1] * m3[1][1] + m2[3][2] * m3[2][1] + m2[3][3] * m3[3][1];
- m1[3][2] = m2[3][0] * m3[0][2] + m2[3][1] * m3[1][2] + m2[3][2] * m3[2][2] + m2[3][3] * m3[3][2];
- m1[3][3] = m2[3][0] * m3[0][3] + m2[3][1] * m3[1][3] + m2[3][2] * m3[2][3] + m2[3][3] * m3[3][3];
+ R[3][0] = B[3][0] * A[0][0] + B[3][1] * A[1][0] + B[3][2] * A[2][0] + B[3][3] * A[3][0];
+ R[3][1] = B[3][0] * A[0][1] + B[3][1] * A[1][1] + B[3][2] * A[2][1] + B[3][3] * A[3][1];
+ R[3][2] = B[3][0] * A[0][2] + B[3][1] * A[1][2] + B[3][2] * A[2][2] + B[3][3] * A[3][2];
+ R[3][3] = B[3][0] * A[0][3] + B[3][1] * A[1][3] + B[3][2] * A[2][3] + B[3][3] * A[3][3];
+}
+void mul_m4_m4_pre(float R[4][4], const float A[4][4])
+{
+ BLI_assert(A != R);
+ float B[4][4];
+ copy_m4_m4(B, R);
+ mul_m4_m4m4_uniq(R, A, B);
}
-void mul_m3_m3m3(float m1[3][3], float m3_[3][3], float m2_[3][3])
+void mul_m4_m4_post(float R[4][4], const float B[4][4])
{
- float m2[3][3], m3[3][3];
+ BLI_assert(B != R);
+ float A[4][4];
+ copy_m4_m4(A, R);
+ mul_m4_m4m4_uniq(R, A, B);
+}
- /* copy so it works when m1 is the same pointer as m2 or m3 */
- copy_m3_m3(m2, m2_);
- copy_m3_m3(m3, m3_);
+void mul_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3])
+{
+ if (A == R)
+ mul_m3_m3_post(R, B);
+ else if (B == R)
+ mul_m3_m3_pre(R, A);
+ else
+ mul_m3_m3m3_uniq(R, A, B);
+}
- /* m1[i][j] = m2[i][k] * m3[k][j], args are flipped! */
- m1[0][0] = m2[0][0] * m3[0][0] + m2[0][1] * m3[1][0] + m2[0][2] * m3[2][0];
- m1[0][1] = m2[0][0] * m3[0][1] + m2[0][1] * m3[1][1] + m2[0][2] * m3[2][1];
- m1[0][2] = m2[0][0] * m3[0][2] + m2[0][1] * m3[1][2] + m2[0][2] * m3[2][2];
+void mul_m3_m3_pre(float R[3][3], const float A[3][3])
+{
+ BLI_assert(A != R);
+ float B[3][3];
+ copy_m3_m3(B, R);
+ mul_m3_m3m3_uniq(R, A, B);
+}
- m1[1][0] = m2[1][0] * m3[0][0] + m2[1][1] * m3[1][0] + m2[1][2] * m3[2][0];
- m1[1][1] = m2[1][0] * m3[0][1] + m2[1][1] * m3[1][1] + m2[1][2] * m3[2][1];
- m1[1][2] = m2[1][0] * m3[0][2] + m2[1][1] * m3[1][2] + m2[1][2] * m3[2][2];
+void mul_m3_m3_post(float R[3][3], const float B[3][3])
+{
+ BLI_assert(B != R);
+ float A[3][3];
+ copy_m3_m3(A, R);
+ mul_m3_m3m3_uniq(R, A, B);
+}
- m1[2][0] = m2[2][0] * m3[0][0] + m2[2][1] * m3[1][0] + m2[2][2] * m3[2][0];
- m1[2][1] = m2[2][0] * m3[0][1] + m2[2][1] * m3[1][1] + m2[2][2] * m3[2][1];
- m1[2][2] = m2[2][0] * m3[0][2] + m2[2][1] * m3[1][2] + m2[2][2] * m3[2][2];
+void mul_m3_m3m3_uniq(float R[3][3], const float A[3][3], const float B[3][3])
+{
+ BLI_assert(R != A && R != B);
+
+ R[0][0] = B[0][0] * A[0][0] + B[0][1] * A[1][0] + B[0][2] * A[2][0];
+ R[0][1] = B[0][0] * A[0][1] + B[0][1] * A[1][1] + B[0][2] * A[2][1];
+ R[0][2] = B[0][0] * A[0][2] + B[0][1] * A[1][2] + B[0][2] * A[2][2];
+
+ R[1][0] = B[1][0] * A[0][0] + B[1][1] * A[1][0] + B[1][2] * A[2][0];
+ R[1][1] = B[1][0] * A[0][1] + B[1][1] * A[1][1] + B[1][2] * A[2][1];
+ R[1][2] = B[1][0] * A[0][2] + B[1][1] * A[1][2] + B[1][2] * A[2][2];
+
+ R[2][0] = B[2][0] * A[0][0] + B[2][1] * A[1][0] + B[2][2] * A[2][0];
+ R[2][1] = B[2][0] * A[0][1] + B[2][1] * A[1][1] + B[2][2] * A[2][1];
+ R[2][2] = B[2][0] * A[0][2] + B[2][1] * A[1][2] + B[2][2] * A[2][2];
}
-void mul_m4_m4m3(float m1[4][4], float m3_[4][4], float m2_[3][3])
+void mul_m4_m4m3(float m1[4][4], const float m3_[4][4], const float m2_[3][3])
{
float m2[3][3], m3[4][4];
/* copy so it works when m1 is the same pointer as m2 or m3 */
+ /* TODO: avoid copying when matrices are different */
copy_m3_m3(m2, m2_);
copy_m4_m4(m3, m3_);
@@ -250,11 +293,12 @@ void mul_m4_m4m3(float m1[4][4], float m3_[4][4], float m2_[3][3])
}
/* m1 = m2 * m3, ignore the elements on the 4th row/column of m3 */
-void mul_m3_m3m4(float m1[3][3], float m3_[4][4], float m2_[3][3])
+void mul_m3_m3m4(float m1[3][3], const float m3_[4][4], const float m2_[3][3])
{
float m2[3][3], m3[4][4];
/* copy so it works when m1 is the same pointer as m2 or m3 */
+ /* TODO: avoid copying when matrices are different */
copy_m3_m3(m2, m2_);
copy_m4_m4(m3, m3_);
@@ -272,11 +316,12 @@ void mul_m3_m3m4(float m1[3][3], float m3_[4][4], float m2_[3][3])
m1[2][2] = m2[2][0] * m3[0][2] + m2[2][1] * m3[1][2] + m2[2][2] * m3[2][2];
}
-void mul_m4_m3m4(float m1[4][4], float m3_[3][3], float m2_[4][4])
+void mul_m4_m3m4(float m1[4][4], const float m3_[3][3], const float m2_[4][4])
{
float m2[4][4], m3[3][3];
/* copy so it works when m1 is the same pointer as m2 or m3 */
+ /* TODO: avoid copying when matrices are different */
copy_m4_m4(m2, m2_);
copy_m3_m3(m3, m3_);
@@ -434,7 +479,7 @@ void _va_mul_m4_series_9(
}
/** \} */
-void mul_v2_m3v2(float r[2], float m[3][3], float v[2])
+void mul_v2_m3v2(float r[2], const float m[3][3], const float v[2])
{
float temp[3], warped[3];
@@ -447,12 +492,12 @@ void mul_v2_m3v2(float r[2], float m[3][3], float v[2])
r[1] = warped[1] / warped[2];
}
-void mul_m3_v2(float m[3][3], float r[2])
+void mul_m3_v2(const float m[3][3], float r[2])
{
mul_v2_m3v2(r, m, r);
}
-void mul_m4_v3(float mat[4][4], float vec[3])
+void mul_m4_v3(const float mat[4][4], float vec[3])
{
const float x = vec[0];
const float y = vec[1];
@@ -462,7 +507,7 @@ void mul_m4_v3(float mat[4][4], float vec[3])
vec[2] = x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2] + mat[3][2];
}
-void mul_v3_m4v3(float r[3], float mat[4][4], const float vec[3])
+void mul_v3_m4v3(float r[3], const float mat[4][4], const float vec[3])
{
const float x = vec[0];
const float y = vec[1];
@@ -472,7 +517,7 @@ void mul_v3_m4v3(float r[3], float mat[4][4], const float vec[3])
r[2] = x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2] + mat[3][2];
}
-void mul_v2_m4v3(float r[2], float mat[4][4], const float vec[3])
+void mul_v2_m4v3(float r[2], const float mat[4][4], const float vec[3])
{
const float x = vec[0];
@@ -480,7 +525,7 @@ void mul_v2_m4v3(float r[2], float mat[4][4], const float vec[3])
r[1] = x * mat[0][1] + vec[1] * mat[1][1] + mat[2][1] * vec[2] + mat[3][1];
}
-void mul_v2_m2v2(float r[2], float mat[2][2], const float vec[2])
+void mul_v2_m2v2(float r[2], const float mat[2][2], const float vec[2])
{
const float x = vec[0];
@@ -488,13 +533,13 @@ void mul_v2_m2v2(float r[2], float mat[2][2], const float vec[2])
r[1] = mat[0][1] * x + mat[1][1] * vec[1];
}
-void mul_m2v2(float mat[2][2], float vec[2])
+void mul_m2v2(const float mat[2][2], float vec[2])
{
mul_v2_m2v2(vec, mat, vec);
}
/* same as mul_m4_v3() but doesnt apply translation component */
-void mul_mat3_m4_v3(float mat[4][4], float vec[3])
+void mul_mat3_m4_v3(const float mat[4][4], float vec[3])
{
const float x = vec[0];
const float y = vec[1];
@@ -504,7 +549,7 @@ void mul_mat3_m4_v3(float mat[4][4], float vec[3])
vec[2] = x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2];
}
-void mul_v3_mat3_m4v3(float r[3], float mat[4][4], const float vec[3])
+void mul_v3_mat3_m4v3(float r[3], const float mat[4][4], const float vec[3])
{
const float x = vec[0];
const float y = vec[1];
@@ -514,7 +559,7 @@ void mul_v3_mat3_m4v3(float r[3], float mat[4][4], const float vec[3])
r[2] = x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2];
}
-void mul_project_m4_v3(float mat[4][4], float vec[3])
+void mul_project_m4_v3(const float mat[4][4], float vec[3])
{
/* absolute value to not flip the frustum upside down behind the camera */
const float w = fabsf(mul_project_m4_v3_zfac(mat, vec));
@@ -525,7 +570,7 @@ void mul_project_m4_v3(float mat[4][4], float vec[3])
vec[2] /= w;
}
-void mul_v3_project_m4_v3(float r[3], float mat[4][4], const float vec[3])
+void mul_v3_project_m4_v3(float r[3], const float mat[4][4], const float vec[3])
{
const float w = fabsf(mul_project_m4_v3_zfac(mat, vec));
mul_v3_m4v3(r, mat, vec);
@@ -535,7 +580,7 @@ void mul_v3_project_m4_v3(float r[3], float mat[4][4], const float vec[3])
r[2] /= w;
}
-void mul_v2_project_m4_v3(float r[2], float mat[4][4], const float vec[3])
+void mul_v2_project_m4_v3(float r[2], const float mat[4][4], const float vec[3])
{
const float w = fabsf(mul_project_m4_v3_zfac(mat, vec));
mul_v2_m4v3(r, mat, vec);
@@ -544,7 +589,7 @@ void mul_v2_project_m4_v3(float r[2], float mat[4][4], const float vec[3])
r[1] /= w;
}
-void mul_v4_m4v4(float r[4], float mat[4][4], const float v[4])
+void mul_v4_m4v4(float r[4], const float mat[4][4], const float v[4])
{
const float x = v[0];
const float y = v[1];
@@ -556,12 +601,12 @@ void mul_v4_m4v4(float r[4], float mat[4][4], const float v[4])
r[3] = x * mat[0][3] + y * mat[1][3] + z * mat[2][3] + mat[3][3] * v[3];
}
-void mul_m4_v4(float mat[4][4], float r[4])
+void mul_m4_v4(const float mat[4][4], float r[4])
{
mul_v4_m4v4(r, mat, r);
}
-void mul_v4d_m4v4d(double r[4], float mat[4][4], double v[4])
+void mul_v4d_m4v4d(double r[4], const float mat[4][4], const double v[4])
{
const double x = v[0];
const double y = v[1];
@@ -573,12 +618,21 @@ void mul_v4d_m4v4d(double r[4], float mat[4][4], double v[4])
r[3] = x * (double)mat[0][3] + y * (double)mat[1][3] + z * (double)mat[2][3] + (double)mat[3][3] * v[3];
}
-void mul_m4_v4d(float mat[4][4], double r[4])
+void mul_m4_v4d(const float mat[4][4], double r[4])
{
mul_v4d_m4v4d(r, mat, r);
}
-void mul_v3_m3v3(float r[3], float M[3][3], const float a[3])
+void mul_v4_m4v3(float r[4], const float M[4][4], const float v[3])
+{
+ /* v has implicit w = 1.0f */
+ r[0] = v[0] * M[0][0] + v[1] * M[1][0] + M[2][0] * v[2] + M[3][0];
+ r[1] = v[0] * M[0][1] + v[1] * M[1][1] + M[2][1] * v[2] + M[3][1];
+ r[2] = v[0] * M[0][2] + v[1] * M[1][2] + M[2][2] * v[2] + M[3][2];
+ r[3] = v[0] * M[0][3] + v[1] * M[1][3] + M[2][3] * v[2] + M[3][3];
+}
+
+void mul_v3_m3v3(float r[3], const float M[3][3], const float a[3])
{
BLI_assert(r != a);
@@ -587,7 +641,7 @@ void mul_v3_m3v3(float r[3], float M[3][3], const float a[3])
r[2] = M[0][2] * a[0] + M[1][2] * a[1] + M[2][2] * a[2];
}
-void mul_v3_m3v3_db(double r[3], double M[3][3], const double a[3])
+void mul_v3_m3v3_db(double r[3], const double M[3][3], const double a[3])
{
BLI_assert(r != a);
@@ -596,7 +650,7 @@ void mul_v3_m3v3_db(double r[3], double M[3][3], const double a[3])
r[2] = M[0][2] * a[0] + M[1][2] * a[1] + M[2][2] * a[2];
}
-void mul_v2_m3v3(float r[2], float M[3][3], const float a[3])
+void mul_v2_m3v3(float r[2], const float M[3][3], const float a[3])
{
BLI_assert(r != a);
@@ -604,17 +658,17 @@ void mul_v2_m3v3(float r[2], float M[3][3], const float a[3])
r[1] = M[0][1] * a[0] + M[1][1] * a[1] + M[2][1] * a[2];
}
-void mul_m3_v3(float M[3][3], float r[3])
+void mul_m3_v3(const float M[3][3], float r[3])
{
mul_v3_m3v3(r, M, (const float[3]){UNPACK3(r)});
}
-void mul_m3_v3_db(double M[3][3], double r[3])
+void mul_m3_v3_db(const double M[3][3], double r[3])
{
mul_v3_m3v3_db(r, M, (const double[3]){UNPACK3(r)});
}
-void mul_transposed_m3_v3(float mat[3][3], float vec[3])
+void mul_transposed_m3_v3(const float mat[3][3], float vec[3])
{
const float x = vec[0];
const float y = vec[1];
@@ -624,7 +678,7 @@ void mul_transposed_m3_v3(float mat[3][3], float vec[3])
vec[2] = x * mat[2][0] + y * mat[2][1] + mat[2][2] * vec[2];
}
-void mul_transposed_mat3_m4_v3(float mat[4][4], float vec[3])
+void mul_transposed_mat3_m4_v3(const float mat[4][4], float vec[3])
{
const float x = vec[0];
const float y = vec[1];
@@ -688,7 +742,7 @@ void negate_m4(float m[4][4])
m[i][j] *= -1.0f;
}
-void mul_m3_v3_double(float mat[3][3], double vec[3])
+void mul_m3_v3_double(const float mat[3][3], double vec[3])
{
const double x = vec[0];
const double y = vec[1];
@@ -698,7 +752,7 @@ void mul_m3_v3_double(float mat[3][3], double vec[3])
vec[2] = x * (double)mat[0][2] + y * (double)mat[1][2] + (double)mat[2][2] * vec[2];
}
-void add_m3_m3m3(float m1[3][3], float m2[3][3], float m3[3][3])
+void add_m3_m3m3(float m1[3][3], const float m2[3][3], const float m3[3][3])
{
int i, j;
@@ -707,7 +761,7 @@ void add_m3_m3m3(float m1[3][3], float m2[3][3], float m3[3][3])
m1[i][j] = m2[i][j] + m3[i][j];
}
-void add_m4_m4m4(float m1[4][4], float m2[4][4], float m3[4][4])
+void add_m4_m4m4(float m1[4][4], const float m2[4][4], const float m3[4][4])
{
int i, j;
@@ -716,7 +770,7 @@ void add_m4_m4m4(float m1[4][4], float m2[4][4], float m3[4][4])
m1[i][j] = m2[i][j] + m3[i][j];
}
-void sub_m3_m3m3(float m1[3][3], float m2[3][3], float m3[3][3])
+void sub_m3_m3m3(float m1[3][3], const float m2[3][3], const float m3[3][3])
{
int i, j;
@@ -725,7 +779,7 @@ void sub_m3_m3m3(float m1[3][3], float m2[3][3], float m3[3][3])
m1[i][j] = m2[i][j] - m3[i][j];
}
-void sub_m4_m4m4(float m1[4][4], float m2[4][4], float m3[4][4])
+void sub_m4_m4m4(float m1[4][4], const float m2[4][4], const float m3[4][4])
{
int i, j;
@@ -734,7 +788,7 @@ void sub_m4_m4m4(float m1[4][4], float m2[4][4], float m3[4][4])
m1[i][j] = m2[i][j] - m3[i][j];
}
-float determinant_m3_array(float m[3][3])
+float determinant_m3_array(const float m[3][3])
{
return (m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) -
m[1][0] * (m[0][1] * m[2][2] - m[0][2] * m[2][1]) +
@@ -750,7 +804,7 @@ bool invert_m3_ex(float m[3][3], const float epsilon)
return success;
}
-bool invert_m3_m3_ex(float m1[3][3], float m2[3][3], const float epsilon)
+bool invert_m3_m3_ex(float m1[3][3], const float m2[3][3], const float epsilon)
{
float det;
int a, b;
@@ -786,7 +840,7 @@ bool invert_m3(float m[3][3])
return success;
}
-bool invert_m3_m3(float m1[3][3], float m2[3][3])
+bool invert_m3_m3(float m1[3][3], const float m2[3][3])
{
float det;
int a, b;
@@ -830,7 +884,7 @@ bool invert_m4(float m[4][4])
* Mark Segal - 1992
*/
-bool invert_m4_m4(float inverse[4][4], float mat[4][4])
+bool invert_m4_m4(float inverse[4][4], const float mat[4][4])
{
int i, j, k;
double temp;
@@ -908,7 +962,7 @@ void transpose_m3(float mat[3][3])
mat[2][1] = t;
}
-void transpose_m3_m3(float rmat[3][3], float mat[3][3])
+void transpose_m3_m3(float rmat[3][3], const float mat[3][3])
{
BLI_assert(rmat != mat);
@@ -924,7 +978,7 @@ void transpose_m3_m3(float rmat[3][3], float mat[3][3])
}
/* seems obscure but in-fact a common operation */
-void transpose_m3_m4(float rmat[3][3], float mat[4][4])
+void transpose_m3_m4(float rmat[3][3], const float mat[4][4])
{
BLI_assert(&rmat[0][0] != &mat[0][0]);
@@ -965,7 +1019,7 @@ void transpose_m4(float mat[4][4])
mat[3][2] = t;
}
-void transpose_m4_m4(float rmat[4][4], float mat[4][4])
+void transpose_m4_m4(float rmat[4][4], const float mat[4][4])
{
BLI_assert(rmat != mat);
@@ -987,7 +1041,8 @@ void transpose_m4_m4(float rmat[4][4], float mat[4][4])
rmat[3][3] = mat[3][3];
}
-int compare_m4m4(float mat1[4][4], float mat2[4][4], float limit)
+/* TODO: return bool */
+int compare_m4m4(const float mat1[4][4], const float mat2[4][4], float limit)
{
if (compare_v4v4(mat1[0], mat2[0], limit))
if (compare_v4v4(mat1[1], mat2[1], limit))
@@ -1165,7 +1220,7 @@ void orthogonalize_m4(float mat[4][4], int axis)
mul_v3_fl(mat[2], size[2]);
}
-bool is_orthogonal_m3(float m[3][3])
+bool is_orthogonal_m3(const float m[3][3])
{
int i, j;
@@ -1179,7 +1234,7 @@ bool is_orthogonal_m3(float m[3][3])
return true;
}
-bool is_orthogonal_m4(float m[4][4])
+bool is_orthogonal_m4(const float m[4][4])
{
int i, j;
@@ -1194,7 +1249,7 @@ bool is_orthogonal_m4(float m[4][4])
return true;
}
-bool is_orthonormal_m3(float m[3][3])
+bool is_orthonormal_m3(const float m[3][3])
{
if (is_orthogonal_m3(m)) {
int i;
@@ -1209,7 +1264,7 @@ bool is_orthonormal_m3(float m[3][3])
return false;
}
-bool is_orthonormal_m4(float m[4][4])
+bool is_orthonormal_m4(const float m[4][4])
{
if (is_orthogonal_m4(m)) {
int i;
@@ -1224,7 +1279,7 @@ bool is_orthonormal_m4(float m[4][4])
return false;
}
-bool is_uniform_scaled_m3(float m[3][3])
+bool is_uniform_scaled_m3(const float m[3][3])
{
const float eps = 1e-7f;
float t[3][3];
@@ -1252,7 +1307,7 @@ bool is_uniform_scaled_m3(float m[3][3])
return false;
}
-bool is_uniform_scaled_m4(float m[4][4])
+bool is_uniform_scaled_m4(const float m[4][4])
{
float t[3][3];
copy_m3_m4(t, m);
@@ -1274,14 +1329,14 @@ void normalize_m3(float mat[3][3])
}
}
-void normalize_m3_m3_ex(float rmat[3][3], float mat[3][3], float r_scale[3])
+void normalize_m3_m3_ex(float rmat[3][3], const float mat[3][3], float r_scale[3])
{
int i;
for (i = 0; i < 3; i++) {
r_scale[i] = normalize_v3_v3(rmat[i], mat[i]);
}
}
-void normalize_m3_m3(float rmat[3][3], float mat[3][3])
+void normalize_m3_m3(float rmat[3][3], const float mat[3][3])
{
int i;
for (i = 0; i < 3; i++) {
@@ -1310,7 +1365,7 @@ void normalize_m4(float mat[4][4])
}
}
-void normalize_m4_m4_ex(float rmat[4][4], float mat[4][4], float r_scale[3])
+void normalize_m4_m4_ex(float rmat[4][4], const float mat[4][4], float r_scale[3])
{
int i;
for (i = 0; i < 3; i++) {
@@ -1319,7 +1374,7 @@ void normalize_m4_m4_ex(float rmat[4][4], float mat[4][4], float r_scale[3])
}
copy_v4_v4(rmat[3], mat[3]);
}
-void normalize_m4_m4(float rmat[4][4], float mat[4][4])
+void normalize_m4_m4(float rmat[4][4], const float mat[4][4])
{
int i;
for (i = 0; i < 3; i++) {
@@ -1329,7 +1384,7 @@ void normalize_m4_m4(float rmat[4][4], float mat[4][4])
copy_v4_v4(rmat[3], mat[3]);
}
-void adjoint_m2_m2(float m1[2][2], float m[2][2])
+void adjoint_m2_m2(float m1[2][2], const float m[2][2])
{
BLI_assert(m1 != m);
m1[0][0] = m[1][1];
@@ -1338,7 +1393,7 @@ void adjoint_m2_m2(float m1[2][2], float m[2][2])
m1[1][1] = m[0][0];
}
-void adjoint_m3_m3(float m1[3][3], float m[3][3])
+void adjoint_m3_m3(float m1[3][3], const float m[3][3])
{
BLI_assert(m1 != m);
m1[0][0] = m[1][1] * m[2][2] - m[1][2] * m[2][1];
@@ -1354,7 +1409,7 @@ void adjoint_m3_m3(float m1[3][3], float m[3][3])
m1[2][2] = m[0][0] * m[1][1] - m[0][1] * m[1][0];
}
-void adjoint_m4_m4(float out[4][4], float in[4][4]) /* out = ADJ(in) */
+void adjoint_m4_m4(float out[4][4], const float in[4][4]) /* out = ADJ(in) */
{
float a1, a2, a3, a4, b1, b2, b3, b4;
float c1, c2, c3, c4, d1, d2, d3, d4;
@@ -1420,7 +1475,7 @@ float determinant_m3(float a1, float a2, float a3,
return ans;
}
-float determinant_m4(float m[4][4])
+float determinant_m4(const float m[4][4])
{
float ans;
float a1, a2, a3, a4, b1, b2, b3, b4, c1, c2, c3, c4, d1, d2, d3, d4;
@@ -1488,14 +1543,14 @@ void size_to_mat4(float mat[4][4], const float size[3])
mat[3][3] = 1.0f;
}
-void mat3_to_size(float size[3], float mat[3][3])
+void mat3_to_size(float size[3], const float mat[3][3])
{
size[0] = len_v3(mat[0]);
size[1] = len_v3(mat[1]);
size[2] = len_v3(mat[2]);
}
-void mat4_to_size(float size[3], float mat[4][4])
+void mat4_to_size(float size[3], const float mat[4][4])
{
size[0] = len_v3(mat[0]);
size[1] = len_v3(mat[1]);
@@ -1505,7 +1560,7 @@ void mat4_to_size(float size[3], float mat[4][4])
/* this gets the average scale of a matrix, only use when your scaling
* data that has no idea of scale axis, examples are bone-envelope-radius
* and curve radius */
-float mat3_to_scale(float mat[3][3])
+float mat3_to_scale(const float mat[3][3])
{
/* unit length vector */
float unit_vec[3];
@@ -1514,7 +1569,7 @@ float mat3_to_scale(float mat[3][3])
return len_v3(unit_vec);
}
-float mat4_to_scale(float mat[4][4])
+float mat4_to_scale(const float mat[4][4])
{
/* unit length vector */
float unit_vec[3];
@@ -1523,7 +1578,7 @@ float mat4_to_scale(float mat[4][4])
return len_v3(unit_vec);
}
-void mat3_to_rot_size(float rot[3][3], float size[3], float mat3[3][3])
+void mat3_to_rot_size(float rot[3][3], float size[3], const float mat3[3][3])
{
/* keep rot as a 3x3 matrix, the caller can convert into a quat or euler */
size[0] = normalize_v3_v3(rot[0], mat3[0]);
@@ -1535,7 +1590,7 @@ void mat3_to_rot_size(float rot[3][3], float size[3], float mat3[3][3])
}
}
-void mat4_to_loc_rot_size(float loc[3], float rot[3][3], float size[3], float wmat[4][4])
+void mat4_to_loc_rot_size(float loc[3], float rot[3][3], float size[3], const float wmat[4][4])
{
float mat3[3][3]; /* wmat -> 3x3 */
@@ -1546,7 +1601,7 @@ void mat4_to_loc_rot_size(float loc[3], float rot[3][3], float size[3], float wm
copy_v3_v3(loc, wmat[3]);
}
-void mat4_to_loc_quat(float loc[3], float quat[4], float wmat[4][4])
+void mat4_to_loc_quat(float loc[3], float quat[4], const float wmat[4][4])
{
float mat3[3][3];
float mat3_n[3][3]; /* normalized mat3 */
@@ -1564,7 +1619,7 @@ void mat4_to_loc_quat(float loc[3], float quat[4], float wmat[4][4])
copy_v3_v3(loc, wmat[3]);
}
-void mat4_decompose(float loc[3], float quat[4], float size[3], float wmat[4][4])
+void mat4_decompose(float loc[3], float quat[4], float size[3], const float wmat[4][4])
{
float rot[3][3];
mat4_to_loc_rot_size(loc, rot, size, wmat);
@@ -1581,7 +1636,7 @@ void mat4_decompose(float loc[3], float quat[4], float size[3], float wmat[4][4]
* See https://en.wikipedia.org/wiki/Polar_decomposition for more.
*/
#ifndef MATH_STANDALONE
-void mat3_polar_decompose(float mat3[3][3], float r_U[3][3], float r_P[3][3])
+void mat3_polar_decompose(const float mat3[3][3], float r_U[3][3], float r_P[3][3])
{
/* From svd decomposition (M = WSV*), we have:
* U = WV*
@@ -1625,6 +1680,7 @@ void translate_m4(float mat[4][4], float Tx, float Ty, float Tz)
mat[3][2] += (Tx * mat[0][2] + Ty * mat[1][2] + Tz * mat[2][2]);
}
+/* TODO: enum for axis? */
/**
* Rotate a matrix in-place.
*
@@ -1688,7 +1744,7 @@ void transform_pivot_set_m4(float mat[4][4], const float pivot[3])
mul_m4_m4m4(mat, mat, tmat);
}
-void blend_m3_m3m3(float out[3][3], float dst[3][3], float src[3][3], const float srcweight)
+void blend_m3_m3m3(float out[3][3], const float dst[3][3], const float src[3][3], const float srcweight)
{
float srot[3][3], drot[3][3];
float squat[4], dquat[4], fquat[4];
@@ -1711,7 +1767,7 @@ void blend_m3_m3m3(float out[3][3], float dst[3][3], float src[3][3], const floa
mul_m3_m3m3(out, rmat, smat);
}
-void blend_m4_m4m4(float out[4][4], float dst[4][4], float src[4][4], const float srcweight)
+void blend_m4_m4m4(float out[4][4], const float dst[4][4], const float src[4][4], const float srcweight)
{
float sloc[3], dloc[3], floc[3];
float srot[3][3], drot[3][3];
@@ -1749,7 +1805,7 @@ void blend_m4_m4m4(float out[4][4], float dst[4][4], float src[4][4], const floa
* @param B the intput matrix which is totally effective with \a t = 1.0.
* @param t the interpolation factor.
*/
-void interp_m3_m3m3(float R[3][3], float A[3][3], float B[3][3], const float t)
+void interp_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3], const float t)
{
/* 'Rotation' component ('U' part of polar decomposition, the closest orthogonal matrix to M3 rot/scale
* transformation matrix), spherically interpolated. */
@@ -1784,7 +1840,7 @@ void interp_m3_m3m3(float R[3][3], float A[3][3], float B[3][3], const float t)
* @param B the intput matrix which is totally effective with \a t = 1.0.
* @param t the interpolation factor.
*/
-void interp_m4_m4m4(float R[4][4], float A[4][4], float B[4][4], const float t)
+void interp_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4], const float t)
{
float A3[3][3], B3[3][3], R3[3][3];
@@ -1805,27 +1861,27 @@ void interp_m4_m4m4(float R[4][4], float A[4][4], float B[4][4], const float t)
}
#endif /* MATH_STANDALONE */
-bool is_negative_m3(float mat[3][3])
+bool is_negative_m3(const float mat[3][3])
{
float vec[3];
cross_v3_v3v3(vec, mat[0], mat[1]);
return (dot_v3v3(vec, mat[2]) < 0.0f);
}
-bool is_negative_m4(float mat[4][4])
+bool is_negative_m4(const float mat[4][4])
{
float vec[3];
cross_v3_v3v3(vec, mat[0], mat[1]);
return (dot_v3v3(vec, mat[2]) < 0.0f);
}
-bool is_zero_m3(float mat[3][3])
+bool is_zero_m3(const float mat[3][3])
{
return (is_zero_v3(mat[0]) &&
is_zero_v3(mat[1]) &&
is_zero_v3(mat[2]));
}
-bool is_zero_m4(float mat[4][4])
+bool is_zero_m4(const float mat[4][4])
{
return (is_zero_v4(mat[0]) &&
is_zero_v4(mat[1]) &&
@@ -1833,14 +1889,14 @@ bool is_zero_m4(float mat[4][4])
is_zero_v4(mat[3]));
}
-bool equals_m3m3(float mat1[3][3], float mat2[3][3])
+bool equals_m3m3(const float mat1[3][3], const float mat2[3][3])
{
return (equals_v3v3(mat1[0], mat2[0]) &&
equals_v3v3(mat1[1], mat2[1]) &&
equals_v3v3(mat1[2], mat2[2]));
}
-bool equals_m4m4(float mat1[4][4], float mat2[4][4])
+bool equals_m4m4(const float mat1[4][4], const float mat2[4][4])
{
return (equals_v4v4(mat1[0], mat2[0]) &&
equals_v4v4(mat1[1], mat2[1]) &&
@@ -1931,7 +1987,7 @@ void loc_axisangle_size_to_mat4(float mat[4][4], const float loc[3], const float
/*********************************** Other ***********************************/
-void print_m3(const char *str, float m[3][3])
+void print_m3(const char *str, const float m[3][3])
{
printf("%s\n", str);
printf("%f %f %f\n", m[0][0], m[1][0], m[2][0]);
@@ -1940,7 +1996,7 @@ void print_m3(const char *str, float m[3][3])
printf("\n");
}
-void print_m4(const char *str, float m[4][4])
+void print_m4(const char *str, const float m[4][4])
{
printf("%s\n", str);
printf("%f %f %f %f\n", m[0][0], m[1][0], m[2][0], m[3][0]);
@@ -2394,7 +2450,7 @@ void svd_m4(float U[4][4], float s[4], float V[4][4], float A_[4][4])
}
}
-void pseudoinverse_m4_m4(float Ainv[4][4], float A_[4][4], float epsilon)
+void pseudoinverse_m4_m4(float Ainv[4][4], const float A_[4][4], float epsilon)
{
/* compute Moore-Penrose pseudo inverse of matrix, singular values
* below epsilon are ignored for stability (truncated SVD) */
@@ -2415,7 +2471,7 @@ void pseudoinverse_m4_m4(float Ainv[4][4], float A_[4][4], float epsilon)
mul_m4_series(Ainv, U, Wm, V);
}
-void pseudoinverse_m3_m3(float Ainv[3][3], float A[3][3], float epsilon)
+void pseudoinverse_m3_m3(float Ainv[3][3], const float A[3][3], float epsilon)
{
/* try regular inverse when possible, otherwise fall back to slow svd */
if (!invert_m3_m3(Ainv, A)) {
@@ -2427,14 +2483,14 @@ void pseudoinverse_m3_m3(float Ainv[3][3], float A[3][3], float epsilon)
}
}
-bool has_zero_axis_m4(float matrix[4][4])
+bool has_zero_axis_m4(const float matrix[4][4])
{
return len_squared_v3(matrix[0]) < FLT_EPSILON ||
len_squared_v3(matrix[1]) < FLT_EPSILON ||
len_squared_v3(matrix[2]) < FLT_EPSILON;
}
-void invert_m4_m4_safe(float Ainv[4][4], float A[4][4])
+void invert_m4_m4_safe(float Ainv[4][4], const float A[4][4])
{
if (!invert_m4_m4(Ainv, A)) {
float Atemp[4][4];
@@ -2482,7 +2538,7 @@ void invert_m4_m4_safe(float Ainv[4][4], float A[4][4])
* this defines a transform matrix TM such that (x', y', z') = TM * (x, y, z)
* where (x', y', z') are the coordinates of P' in target space such that it keeps (X, Y, Z) coordinates in global space.
*/
-void BLI_space_transform_from_matrices(SpaceTransform *data, float local[4][4], float target[4][4])
+void BLI_space_transform_from_matrices(SpaceTransform *data, const float local[4][4], const float target[4][4])
{
float itarget[4][4];
invert_m4_m4(itarget, target);
@@ -2500,7 +2556,7 @@ void BLI_space_transform_from_matrices(SpaceTransform *data, float local[4][4],
* this defines a transform matrix TM such that (X', Y', Z') = TM * (X, Y, Z)
* where (X', Y', Z') are the coordinates of p' in global space such that it keeps (x, y, z) coordinates in target space.
*/
-void BLI_space_transform_global_from_matrices(SpaceTransform *data, float local[4][4], float target[4][4])
+void BLI_space_transform_global_from_matrices(SpaceTransform *data, const float local[4][4], const float target[4][4])
{
float ilocal[4][4];
invert_m4_m4(ilocal, local);
diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c
index dfecc3b556a..500c6e57923 100644
--- a/source/blender/blenlib/intern/math_vector.c
+++ b/source/blender/blenlib/intern/math_vector.c
@@ -782,6 +782,20 @@ void ortho_v2_v2(float out[2], const float v[2])
}
/**
+ * Rotate a point \a p by \a angle around origin (0, 0)
+ */
+void rotate_v2_v2fl(float r[2], const float p[2], const float angle)
+{
+ const float co = cosf(angle);
+ const float si = sinf(angle);
+
+ BLI_assert(r != p);
+
+ r[0] = co * p[0] - si * p[1];
+ r[1] = si * p[0] + co * p[1];
+}
+
+/**
* Rotate a point \a p by \a angle around an arbitrary unit length \a axis.
* http://local.wasp.uwa.edu.au/~pbourke/geometry/
*/
diff --git a/source/blender/blenlib/intern/scanfill_utils.c b/source/blender/blenlib/intern/scanfill_utils.c
index 3b6ab99ae86..ef1df479f13 100644
--- a/source/blender/blenlib/intern/scanfill_utils.c
+++ b/source/blender/blenlib/intern/scanfill_utils.c
@@ -95,20 +95,6 @@ void BLI_scanfill_obj_dump(ScanFillContext *sf_ctx)
}
#endif
-#if 0
-void BLI_scanfill_view3d_dump(ScanFillContext *sf_ctx)
-{
- ScanFillEdge *eed;
-
- bl_debug_draw_quad_clear();
- bl_debug_color_set(0x0000ff);
-
- for (eed = sf_ctx->filledgebase.first; eed; eed = eed->next) {
- bl_debug_draw_edge_add(eed->v1->co, eed->v2->co);
- }
-}
-#endif
-
static ListBase *edge_isect_ls_ensure(GHash *isect_hash, ScanFillEdge *eed)
{
ListBase *e_ls;
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index a63b9ed7d19..0e1861abcf1 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -6910,6 +6910,7 @@ static void direct_link_region(FileData *fd, ARegion *ar, int spacetype)
rv3d->sms = NULL;
rv3d->smooth_timer = NULL;
rv3d->compositor = NULL;
+ rv3d->viewport = NULL;
}
}
}
@@ -6926,6 +6927,7 @@ static void direct_link_region(FileData *fd, ARegion *ar, int spacetype)
ar->type = NULL;
ar->swap = 0;
ar->do_draw = 0;
+ ar->manipulator_map = NULL;
ar->regiontimer = NULL;
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
}
@@ -6972,6 +6974,8 @@ static bool direct_link_screen(FileData *fd, bScreen *sc)
sc->mainwin = sc->subwinactive= 0; /* indices */
sc->swap = 0;
+ sc->preview = direct_link_preview_image(fd, sc->preview);
+
/* edges */
for (se = sc->edgebase.first; se; se = se->next) {
se->v1 = newdataadr(fd, se->v1);
@@ -9358,7 +9362,7 @@ static void expand_object(FileData *fd, Main *mainvar, Object *ob)
expand_doit(fd, mainvar, ob->proxy);
if (ob->proxy_group)
expand_doit(fd, mainvar, ob->proxy_group);
-
+
for (psys = ob->particlesystem.first; psys; psys = psys->next)
expand_doit(fd, mainvar, psys->part);
diff --git a/source/blender/blenloader/intern/versioning_270.c b/source/blender/blenloader/intern/versioning_270.c
index 88c583b827e..ea654ad6906 100644
--- a/source/blender/blenloader/intern/versioning_270.c
+++ b/source/blender/blenloader/intern/versioning_270.c
@@ -1492,4 +1492,27 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
+
+ {
+ if (!DNA_struct_elem_find(fd->filesdna, "View3DDebug", "char", "background")) {
+ bScreen *screen;
+
+ for (screen = main->screen.first; screen; screen = screen->id.next) {
+ ScrArea *sa;
+ for (sa = screen->areabase.first; sa; sa = sa->next) {
+ SpaceLink *sl;
+
+ for (sl = sa->spacedata.first; sl; sl = sl->next) {
+ switch (sl->spacetype) {
+ case SPACE_VIEW3D:
+ {
+ View3D *v3d = (View3D *)sl;
+ v3d->debug.background = V3D_DEBUG_BACKGROUND_NONE;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
}
diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c
index ad1999c0bc7..27db83055bb 100644
--- a/source/blender/blenloader/intern/writefile.c
+++ b/source/blender/blenloader/intern/writefile.c
@@ -1721,6 +1721,8 @@ static void write_modifiers(WriteData *wd, ListBase *modbase)
SmokeModifierData *smd = (SmokeModifierData *)md;
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
+ writestruct(wd, DATA, SmokeDomainSettings, 1, smd->domain);
+
if (smd->domain) {
write_pointcaches(wd, &(smd->domain->ptcaches[0]));
@@ -1734,11 +1736,8 @@ static void write_modifiers(WriteData *wd, ListBase *modbase)
if (smd->domain->coba) {
writestruct(wd, DATA, ColorBand, 1, smd->domain->coba);
}
- }
- writestruct(wd, DATA, SmokeDomainSettings, 1, smd->domain);
- if (smd->domain) {
/* cleanup the fake pointcache */
BKE_ptcache_free_list(&smd->domain->ptcaches[1]);
smd->domain->point_cache[1] = NULL;
@@ -3007,6 +3006,8 @@ static void write_screens(WriteData *wd, ListBase *scrbase)
writestruct(wd, ID_SCRN, bScreen, 1, sc);
write_iddata(wd, &sc->id);
+ write_previews(wd, sc->preview);
+
/* direct data */
for (sv = sc->vertbase.first; sv; sv = sv->next) {
writestruct(wd, DATA, ScrVert, 1, sv);
diff --git a/source/blender/bmesh/tools/bmesh_intersect.c b/source/blender/bmesh/tools/bmesh_intersect.c
index 58234ddf3bd..2b38af80fc9 100644
--- a/source/blender/bmesh/tools/bmesh_intersect.c
+++ b/source/blender/bmesh/tools/bmesh_intersect.c
@@ -81,12 +81,6 @@
/* use accelerated overlap check */
#define USE_BVH
-// #define USE_BOOLEAN_RAYCAST_DRAW
-
-#ifdef USE_BOOLEAN_RAYCAST_DRAW
-/* insert bl_debug_draw_quad_clear... here */
-#endif
-
// #define USE_DUMP
static void tri_v3_scale(
@@ -1006,10 +1000,6 @@ bool BM_mesh_intersect(
int i_a, i_b;
#endif
-#ifdef USE_BOOLEAN_RAYCAST_DRAW
- bl_debug_draw_quad_clear();
-#endif
-
s.bm = bm;
s.edgetri_cache = BLI_ghash_new(BLI_ghashutil_inthash_v4_p, BLI_ghashutil_inthash_v4_cmp, __func__);
@@ -1607,17 +1597,6 @@ bool BM_mesh_intersect(
do_flip = (side == 0);
break;
}
-
-#ifdef USE_BOOLEAN_RAYCAST_DRAW
- {
- unsigned int colors[4] = {0x00000000, 0xffffffff, 0xff000000, 0x0000ff};
- float co_other[3] = {UNPACK3(co)};
- co_other[0] += 1000.0f;
- bl_debug_color_set(colors[(hits & 1) == 1]);
- bl_debug_draw_edge_add(co, co_other);
- }
-#endif
-
}
if (do_remove) {
diff --git a/source/blender/depsgraph/intern/depsgraph_tag.cc b/source/blender/depsgraph/intern/depsgraph_tag.cc
index e8ed03666a6..a9df68beb36 100644
--- a/source/blender/depsgraph/intern/depsgraph_tag.cc
+++ b/source/blender/depsgraph/intern/depsgraph_tag.cc
@@ -74,7 +74,9 @@ extern "C" {
* design of those areas is more clear we'll do the same legacy code here.
* - sergey -
*/
+#if 0
#define DEPSGRAPH_USE_LEGACY_TAGGING
+#endif
namespace {
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
new file mode 100644
index 00000000000..60449ebc600
--- /dev/null
+++ b/source/blender/draw/CMakeLists.txt
@@ -0,0 +1,62 @@
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# 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) 2016, Blender Foundation
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): Blender Institute
+#
+# ***** END GPL LICENSE BLOCK *****
+
+set(INC
+ .
+ intern
+ nodes
+ operations
+ ../blenkernel
+ ../blenlib
+ ../blentranslation
+ ../imbuf
+ ../makesdna
+ ../makesrna
+ ../windowmanager
+ ../nodes
+ ../nodes/composite
+ ../nodes/intern
+ ../render/extern/include
+ ../render/intern/include
+ ../../../extern/clew/include
+ ../../../intern/guardedalloc
+ ../../../intern/atomic
+)
+
+set(INC_SYS
+
+)
+
+set(SRC
+ DRW_defines.h
+
+)
+
+list(APPEND INC
+)
+
+endif()
+
+blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/blender/draw/DRW_defines.h b/source/blender/draw/DRW_defines.h
new file mode 100644
index 00000000000..212c39e203b
--- /dev/null
+++ b/source/blender/draw/DRW_defines.h
@@ -0,0 +1,25 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * 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.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+#ifndef __DRW_DEFINES_H__
+#define __DRW_DEFINES_H__
+
+#endif /* __DRW_DEFINES_H__ */
diff --git a/source/blender/draw/DRW_engines.h b/source/blender/draw/DRW_engines.h
new file mode 100644
index 00000000000..e69de29bb2d
--- /dev/null
+++ b/source/blender/draw/DRW_engines.h
diff --git a/source/blender/editors/animation/anim_channels_defines.c b/source/blender/editors/animation/anim_channels_defines.c
index 57302c18a88..f05932db1b2 100644
--- a/source/blender/editors/animation/anim_channels_defines.c
+++ b/source/blender/editors/animation/anim_channels_defines.c
@@ -119,11 +119,10 @@ static void acf_generic_root_backdrop(bAnimContext *ac, bAnimListElem *ale, floa
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- glColor3fv(color);
/* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
UI_draw_roundbox_corner_set((expanded) ? UI_CNR_TOP_LEFT : (UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT));
- UI_draw_roundbox_gl_mode(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8);
+ UI_draw_roundbox_gl_mode_3fvAlpha(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
}
@@ -421,14 +420,13 @@ static void acf_summary_backdrop(bAnimContext *ac, bAnimListElem *ale, float ymi
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- glColor3fv(color);
/* rounded corners on LHS only
* - top and bottom
* - special hack: make the top a bit higher, since we are first...
*/
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT);
- UI_draw_roundbox_gl_mode(GL_POLYGON, 0, yminc - 2, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8);
+ UI_draw_roundbox_gl_mode_3fvAlpha(GL_POLYGON, 0, yminc - 2, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
}
/* name for summary entries */
@@ -814,11 +812,10 @@ static void acf_group_backdrop(bAnimContext *ac, bAnimListElem *ale, float yminc
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- glColor3fv(color);
/* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
UI_draw_roundbox_corner_set(expanded ? UI_CNR_TOP_LEFT : (UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT));
- UI_draw_roundbox_gl_mode(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8);
+ UI_draw_roundbox_gl_mode_3fvAlpha(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
}
/* name for group entries */
@@ -1071,11 +1068,10 @@ static void acf_nla_controls_backdrop(bAnimContext *ac, bAnimListElem *ale, floa
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- glColor3fv(color);
- /* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
+ /* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
UI_draw_roundbox_corner_set(expanded ? UI_CNR_TOP_LEFT : (UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT));
- UI_draw_roundbox_gl_mode(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 5);
+ UI_draw_roundbox_gl_mode_3fvAlpha(GL_POLYGON, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 5, color, 1.0f);
}
/* name for nla controls expander entries */
@@ -2002,83 +1998,6 @@ static bAnimChannelType ACF_DSWOR =
acf_dswor_setting_ptr /* pointer for setting */
};
-/* Particle Expander ------------------------------------------- */
-
-// TODO: just get this from RNA?
-static int acf_dspart_icon(bAnimListElem *UNUSED(ale))
-{
- return ICON_PARTICLE_DATA;
-}
-
-/* get the appropriate flag(s) for the setting when it is valid */
-static int acf_dspart_setting_flag(bAnimContext *UNUSED(ac), eAnimChannel_Settings setting, bool *neg)
-{
- /* clear extra return data first */
- *neg = false;
-
- switch (setting) {
- case ACHANNEL_SETTING_EXPAND: /* expanded */
- return PART_DS_EXPAND;
-
- case ACHANNEL_SETTING_MUTE: /* mute (only in NLA) */
- return ADT_NLA_EVAL_OFF;
-
- case ACHANNEL_SETTING_VISIBLE: /* visible (only in Graph Editor) */
- *neg = true;
- return ADT_CURVES_NOT_VISIBLE;
-
- case ACHANNEL_SETTING_SELECT: /* selected */
- return ADT_UI_SELECTED;
-
- default: /* unsupported */
- return 0;
- }
-}
-
-/* get pointer to the setting */
-static void *acf_dspart_setting_ptr(bAnimListElem *ale, eAnimChannel_Settings setting, short *type)
-{
- ParticleSettings *part = (ParticleSettings *)ale->data;
-
- /* clear extra return data first */
- *type = 0;
-
- switch (setting) {
- case ACHANNEL_SETTING_EXPAND: /* expanded */
- return GET_ACF_FLAG_PTR(part->flag, type);
-
- case ACHANNEL_SETTING_SELECT: /* selected */
- case ACHANNEL_SETTING_MUTE: /* muted (for NLA only) */
- case ACHANNEL_SETTING_VISIBLE: /* visible (for Graph Editor only) */
- if (part->adt)
- return GET_ACF_FLAG_PTR(part->adt->flag, type);
- return NULL;
-
- default: /* unsupported */
- return NULL;
- }
-}
-
-/* particle expander type define */
-static bAnimChannelType ACF_DSPART =
-{
- "Particle Data Expander", /* type name */
- ACHANNEL_ROLE_EXPANDER, /* role */
-
- acf_generic_dataexpand_color, /* backdrop color */
- acf_generic_dataexpand_backdrop, /* backdrop */
- acf_generic_indention_1, /* indent level */
- acf_generic_basic_offset, /* offset */
-
- acf_generic_idblock_name, /* name */
- acf_generic_idblock_name_prop, /* name prop */
- acf_dspart_icon, /* icon */
-
- acf_generic_dataexpand_setting_valid, /* has setting */
- acf_dspart_setting_flag, /* flag for setting */
- acf_dspart_setting_ptr /* pointer for setting */
-};
-
/* MetaBall Expander ------------------------------------------- */
// TODO: just get this from RNA?
@@ -3420,24 +3339,20 @@ static void acf_nlaaction_backdrop(bAnimContext *ac, bAnimListElem *ale, float y
*/
nla_action_get_color(adt, (bAction *)ale->data, color);
- if (adt && (adt->flag & ADT_NLA_EDIT_ON)) {
- /* Yes, the color vector has 4 components, BUT we only want to be using 3 of them! */
- glColor3fv(color);
- }
- else {
- float alpha = (adt && (adt->flag & ADT_NLA_SOLO_TRACK)) ? 0.3f : 1.0f;
- glColor4f(color[0], color[1], color[2], alpha);
- }
-
- /* only on top left corner, to show that this channel sits on top of the preceding ones
+ if (adt && (adt->flag & ADT_NLA_EDIT_ON))
+ color[3] = 1.0f;
+ else
+ color[3] = (adt && (adt->flag & ADT_NLA_SOLO_TRACK)) ? 0.3f : 1.0f;
+
+ /* only on top left corner, to show that this channel sits on top of the preceding ones
* while still linking into the action line strip to the right
*/
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT);
-
+
/* draw slightly shifted up vertically to look like it has more separation from other channels,
* but we then need to slightly shorten it so that it doesn't look like it overlaps
*/
- UI_draw_roundbox_gl_mode(GL_POLYGON, offset, yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, offset, yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8, color);
}
/* name for nla action entries */
@@ -3580,7 +3495,6 @@ static void ANIM_init_channel_typeinfo_data(void)
animchannelTypeInfo[type++] = &ACF_DSSKEY; /* ShapeKey Channel */
animchannelTypeInfo[type++] = &ACF_DSWOR; /* World Channel */
animchannelTypeInfo[type++] = &ACF_DSNTREE; /* NodeTree Channel */
- animchannelTypeInfo[type++] = &ACF_DSPART; /* Particle Channel */
animchannelTypeInfo[type++] = &ACF_DSMBALL; /* MetaBall Channel */
animchannelTypeInfo[type++] = &ACF_DSARM; /* Armature Channel */
animchannelTypeInfo[type++] = &ACF_DSMESH; /* Mesh Channel */
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index 33e44d73894..58b9b8eba91 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -62,6 +62,8 @@
#include "UI_resources.h"
#include "UI_view2d.h"
+#include "GPU_immediate.h"
+
/* *************************************************** */
/* CURRENT FRAME DRAWING */
@@ -95,9 +97,16 @@ static void draw_cfra_number(Scene *scene, View2D *v2d, const float cfra, const
x = cfra * xscale;
y = 0.9f * U.widget_unit;
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* draw green box around/behind text */
- UI_ThemeColorShade(TH_CFRAME, 0);
- glRectf(x, y, x + slen, y + 0.75f * U.widget_unit);
+ immUniformThemeColorShade(TH_CFRAME, 0);
+
+ immRectf(pos, x, y, x + slen, y + 0.75f * U.widget_unit);
+ immUnbindProgram();
/* draw current frame number - black text */
UI_ThemeColor(TH_TEXT);
@@ -112,17 +121,23 @@ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag)
{
Scene *scene = CTX_data_scene(C);
- /* Draw a light green line to indicate current frame */
- UI_ThemeColor(TH_CFRAME);
-
const float x = (float)(scene->r.cfra * scene->r.framelen);
glLineWidth((flag & DRAWCFRA_WIDE) ? 3.0 : 2.0);
- glBegin(GL_LINES);
- glVertex2f(x, v2d->cur.ymin - 500.0f); /* XXX arbitrary... want it go to bottom */
- glVertex2f(x, v2d->cur.ymax);
- glEnd();
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ /* Draw a light green line to indicate current frame */
+ immUniformThemeColor(TH_CFRAME);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, x, v2d->cur.ymin - 500.0f); /* XXX arbitrary... want it go to bottom */
+ immVertex2f(pos, x, v2d->cur.ymax);
+ immEnd();
+ immUnbindProgram();
/* Draw current frame number in a little box */
if (flag & DRAWCFRA_SHOW_NUMBOX) {
@@ -144,17 +159,24 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
if (PRVRANGEON) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+
/* only draw two separate 'curtains' if there's no overlap between them */
if (PSFRA < PEFRA + end_frame_width) {
- glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
- glRectf((float)(PEFRA + end_frame_width), v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+ immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
+ immRectf(pos, (float)(PEFRA + end_frame_width), v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
else {
- glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+ immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
-
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
}
}
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index 2fd574d6523..8a4ba6687cd 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -60,9 +60,11 @@
#include "WM_api.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
+
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_view3d.h"
@@ -94,97 +96,194 @@ typedef enum eDrawStrokeFlags {
/* thickness above which we should use special drawing */
#define GP_DRAWTHICKNESS_SPECIAL 3
+/* conversion utility (float --> normalized unsigned byte) */
+#define F2UB(x) (unsigned char)(255.0f * x)
+
/* ----- Tool Buffer Drawing ------ */
-/* helper function to set color of buffer point */
-static void gp_set_tpoint_color(tGPspoint *pt, float ink[4])
+/* helper functions to set color of buffer point */
+
+static void gp_set_tpoint_varying_color(const tGPspoint *pt, const float ink[4], unsigned attrib_id)
{
float alpha = ink[3] * pt->strength;
CLAMP(alpha, GPENCIL_STRENGTH_MIN, 1.0f);
- glColor4f(ink[0], ink[1], ink[2], alpha);
+ immAttrib4ub(attrib_id, F2UB(ink[0]), F2UB(ink[1]), F2UB(ink[2]), F2UB(alpha));
}
-/* helper function to set color of point */
-static void gp_set_point_color(bGPDspoint *pt, float ink[4])
+static void gp_set_point_uniform_color(const bGPDspoint *pt, const float ink[4])
{
float alpha = ink[3] * pt->strength;
CLAMP(alpha, GPENCIL_STRENGTH_MIN, 1.0f);
- glColor4f(ink[0], ink[1], ink[2], alpha);
+ immUniform4f("color", ink[0], ink[1], ink[2], alpha);
}
-/* helper function to set color and point */
-static void gp_set_color_and_tpoint(tGPspoint *pt, float ink[4])
+static void gp_set_point_varying_color(const bGPDspoint *pt, const float ink[4], unsigned attrib_id)
{
- gp_set_tpoint_color(pt, ink);
- glVertex2iv(&pt->x);
+ float alpha = ink[3] * pt->strength;
+ CLAMP(alpha, GPENCIL_STRENGTH_MIN, 1.0f);
+ immAttrib4ub(attrib_id, F2UB(ink[0]), F2UB(ink[1]), F2UB(ink[2]), F2UB(alpha));
+}
+
+/* draw fills for buffer stroke */
+static void gp_draw_stroke_buffer_fill(const tGPspoint *points, int totpoints, float ink[4])
+{
+ if (totpoints < 3) {
+ return;
+ }
+ int tot_triangles = totpoints - 2;
+ /* allocate memory for temporary areas */
+ unsigned int(*tmp_triangles)[3] = MEM_mallocN(sizeof(*tmp_triangles) * tot_triangles, "GP Stroke buffer temp triangulation");
+ float(*points2d)[2] = MEM_mallocN(sizeof(*points2d) * totpoints, "GP Stroke buffer temp 2d points");
+
+ /* Convert points to array and triangulate
+ * Here a cache is not used because while drawing the information changes all the time, so the cache
+ * would be recalculated constantly, so it is better to do direct calculation for each function call
+ */
+ for (int i = 0; i < totpoints; i++) {
+ const tGPspoint *pt = &points[i];
+ points2d[i][0] = pt->x;
+ points2d[i][1] = pt->y;
+ }
+ BLI_polyfill_calc((const float(*)[2])points2d, (unsigned int)totpoints, 0, (unsigned int(*)[3])tmp_triangles);
+
+ /* draw triangulation data */
+ if (tot_triangles > 0) {
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
+ /* Draw all triangles for filling the polygon */
+ immBegin(GL_TRIANGLES, tot_triangles * 3);
+ /* TODO: use batch instead of immediate mode, to share vertices */
+
+ const tGPspoint *pt;
+ for (int i = 0; i < tot_triangles; i++) {
+ /* vertex 1 */
+ pt = &points[tmp_triangles[i][0]];
+ gp_set_tpoint_varying_color(pt, ink, color);
+ immVertex2iv(pos, &pt->x);
+ /* vertex 2 */
+ pt = &points[tmp_triangles[i][1]];
+ gp_set_tpoint_varying_color(pt, ink, color);
+ immVertex2iv(pos, &pt->x);
+ /* vertex 3 */
+ pt = &points[tmp_triangles[i][2]];
+ gp_set_tpoint_varying_color(pt, ink, color);
+ immVertex2iv(pos, &pt->x);
+ }
+
+ immEnd();
+ immUnbindProgram();
+ }
+
+ /* clear memory */
+ if (tmp_triangles) {
+ MEM_freeN(tmp_triangles);
+ }
+ if (points2d) {
+ MEM_freeN(points2d);
+ }
}
/* draw stroke defined in buffer (simple ogl lines/points for now, as dotted lines) */
-static void gp_draw_stroke_buffer(tGPspoint *points, int totpoints, short thickness,
- short dflag, short sflag, float ink[4])
+static void gp_draw_stroke_buffer(const tGPspoint *points, int totpoints, short thickness,
+ short dflag, short sflag, float ink[4], float fill_ink[4])
{
- tGPspoint *pt;
- int i;
-
+ int draw_points = 0;
+
/* error checking */
if ((points == NULL) || (totpoints <= 0))
return;
-
+
/* check if buffer can be drawn */
if (dflag & (GP_DRAWDATA_ONLY3D | GP_DRAWDATA_ONLYV2D))
return;
-
+
+ if (sflag & GP_STROKE_ERASER) {
+ /* don't draw stroke at all! */
+ return;
+ }
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ const tGPspoint *pt = points;
+
if (totpoints == 1) {
/* if drawing a single point, draw it larger */
glPointSize((float)(thickness + 2) * points->pressure);
- glBegin(GL_POINTS);
-
- gp_set_color_and_tpoint(points, ink);
- glEnd();
- }
- else if (sflag & GP_STROKE_ERASER) {
- /* don't draw stroke at all! */
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+ immBegin(GL_POINTS, 1);
+ gp_set_tpoint_varying_color(pt, ink, color);
+ immVertex2iv(pos, &pt->x);
}
else {
float oldpressure = points[0].pressure;
-
+
/* draw stroke curve */
if (G.debug & G_DEBUG) setlinestyle(2);
-
+
glLineWidth(max_ff(oldpressure * thickness, 1.0));
- glBegin(GL_LINE_STRIP);
-
- for (i = 0, pt = points; i < totpoints && pt; i++, pt++) {
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBeginAtMost(GL_LINE_STRIP, totpoints);
+
+ /* TODO: implement this with a geometry shader to draw one continuous tapered stroke */
+
+ for (int i = 0; i < totpoints; i++, pt++) {
/* if there was a significant pressure change, stop the curve, change the thickness of the stroke,
* and continue drawing again (since line-width cannot change in middle of GL_LINE_STRIP)
*/
if (fabsf(pt->pressure - oldpressure) > 0.2f) {
- glEnd();
+ /* need to have 2 points to avoid immEnd assert error */
+ if (draw_points < 2) {
+ gp_set_tpoint_varying_color(pt - 1, ink, color);
+ immVertex2iv(pos, &(pt - 1)->x);
+ }
+
+ immEnd();
+ draw_points = 0;
+
glLineWidth(max_ff(pt->pressure * thickness, 1.0f));
- glBegin(GL_LINE_STRIP);
-
+ immBeginAtMost(GL_LINE_STRIP, totpoints - i + 1);
+
/* need to roll-back one point to ensure that there are no gaps in the stroke */
if (i != 0) {
- gp_set_color_and_tpoint((pt - 1), ink);
+ gp_set_tpoint_varying_color(pt - 1, ink, color);
+ immVertex2iv(pos, &(pt - 1)->x);
+ ++draw_points;
}
-
- /* now the point we want... */
- gp_set_color_and_tpoint(pt, ink);
-
- oldpressure = pt->pressure;
- }
- else {
- gp_set_color_and_tpoint(pt, ink);
+
+ oldpressure = pt->pressure; /* reset our threshold */
}
+
+ /* now the point we want */
+ gp_set_tpoint_varying_color(pt, ink, color);
+ immVertex2iv(pos, &pt->x);
+ ++draw_points;
+ }
+ /* need to have 2 points to avoid immEnd assert error */
+ if (draw_points < 2) {
+ gp_set_tpoint_varying_color(pt - 1, ink, color);
+ immVertex2iv(pos, &(pt - 1)->x);
}
- glEnd();
if (G.debug & G_DEBUG) setlinestyle(0);
}
+
+ immEnd();
+ immUnbindProgram();
+
+ // draw fill
+ if (fill_ink[3] > GPENCIL_ALPHA_OPACITY_THRESH) {
+ gp_draw_stroke_buffer_fill(points, totpoints, fill_ink);
+ }
}
/* --------- 2D Stroke Drawing Helpers --------- */
/* change in parameter list */
-static void gp_calc_2d_stroke_fxy(float pt[3], short sflag, int offsx, int offsy, int winx, int winy, float r_co[2])
+static void gp_calc_2d_stroke_fxy(const float pt[3], short sflag, int offsx, int offsy, int winx, int winy, float r_co[2])
{
if (sflag & GP_STROKE_2DSPACE) {
r_co[0] = pt[0];
@@ -210,203 +309,141 @@ static void gp_calc_2d_stroke_fxy(float pt[3], short sflag, int offsx, int offsy
/* draw a 2D buffer stroke in "volumetric" style
* NOTE: the stroke buffer doesn't have any coordinate offsets/transforms
*/
-static void gp_draw_stroke_volumetric_buffer(tGPspoint *points, int totpoints, short thickness,
- short dflag, short UNUSED(sflag), float ink[4])
+static void gp_draw_stroke_volumetric_buffer(const tGPspoint *points, int totpoints, short thickness,
+ short dflag, const float ink[4])
{
- GLUquadricObj *qobj = gluNewQuadric();
- float modelview[4][4];
-
- tGPspoint *pt;
- int i;
-
/* error checking */
if ((points == NULL) || (totpoints <= 0))
return;
-
+
/* check if buffer can be drawn */
if (dflag & (GP_DRAWDATA_ONLY3D | GP_DRAWDATA_ONLYV2D))
return;
-
- /* get basic matrix - should be camera space (i.e "identity") */
- glGetFloatv(GL_MODELVIEW_MATRIX, (float *)modelview);
-
- /* draw points */
- glPushMatrix();
-
- for (i = 0, pt = points; i < totpoints; i++, pt++) {
- /* set the transformed position */
- // TODO: scale should change based on zoom level, which requires proper translation mult too!
- modelview[3][0] = pt->x;
- modelview[3][1] = pt->y;
-
- glLoadMatrixf((float *)modelview);
-
- /* draw the disk using the current state... */
- gp_set_tpoint_color(pt, ink);
- gluDisk(qobj, 0.0, pt->pressure * thickness, 32, 1);
-
-
- modelview[3][0] = modelview[3][1] = 0.0f;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
+ GPU_enable_program_point_size();
+ immBegin(GL_POINTS, totpoints);
+
+ const tGPspoint *pt = points;
+ for (int i = 0; i < totpoints; i++, pt++) {
+ gp_set_tpoint_varying_color(pt, ink, color);
+ immAttrib1f(size, pt->pressure * thickness); /* TODO: scale based on view transform (zoom level) */
+ immVertex2f(pos, pt->x, pt->y);
}
- glPopMatrix();
- gluDeleteQuadric(qobj);
+ immEnd();
+ immUnbindProgram();
+ GPU_disable_program_point_size();
}
/* draw a 2D strokes in "volumetric" style */
-static void gp_draw_stroke_volumetric_2d(bGPDspoint *points, int totpoints, short thickness,
- short dflag, short sflag,
+static void gp_draw_stroke_volumetric_2d(const bGPDspoint *points, int totpoints, short thickness,
+ short UNUSED(dflag), short sflag,
int offsx, int offsy, int winx, int winy,
- float diff_mat[4][4], float ink[4])
+ const float diff_mat[4][4], const float ink[4])
{
- GLUquadricObj *qobj = gluNewQuadric();
- float modelview[4][4];
- float baseloc[3];
- float scalefac = 1.0f;
-
- bGPDspoint *pt;
- int i;
- float fpt[3];
-
- /* HACK: We need a scale factor for the drawing in the image editor,
- * which seems to use 1 unit as it's maximum size, whereas everything
- * else assumes 1 unit = 1 pixel. Otherwise, we only get a massive blob.
- */
- if ((dflag & GP_DRAWDATA_IEDITHACK) && (dflag & GP_DRAWDATA_ONLYV2D)) {
- scalefac = 0.001f;
- }
-
- /* get basic matrix */
- glGetFloatv(GL_MODELVIEW_MATRIX, (float *)modelview);
- copy_v3_v3(baseloc, modelview[3]);
-
- /* draw points */
- glPushMatrix();
-
- for (i = 0, pt = points; i < totpoints; i++, pt++) {
- /* color of point */
- gp_set_point_color(pt, ink);
-
- /* set the transformed position */
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
+ GPU_enable_program_point_size();
+ immBegin(GL_POINTS, totpoints);
+
+ const bGPDspoint *pt = points;
+ for (int i = 0; i < totpoints; i++, pt++) {
+ /* transform position to 2D */
float co[2];
-
+ float fpt[3];
+
mul_v3_m4v3(fpt, diff_mat, &pt->x);
gp_calc_2d_stroke_fxy(fpt, sflag, offsx, offsy, winx, winy, co);
- translate_m4(modelview, co[0], co[1], 0.0f);
-
- glLoadMatrixf((float *)modelview);
-
- /* draw the disk using the current state... */
- gluDisk(qobj, 0.0, pt->pressure * thickness * scalefac, 32, 1);
-
- /* restore matrix */
- copy_v3_v3(modelview[3], baseloc);
+
+ gp_set_point_varying_color(pt, ink, color);
+ immAttrib1f(size, pt->pressure * thickness); /* TODO: scale based on view transform */
+ immVertex2f(pos, co[0], co[1]);
}
-
- glPopMatrix();
- gluDeleteQuadric(qobj);
+
+ immEnd();
+ immUnbindProgram();
+ GPU_disable_program_point_size();
}
/* draw a 3D stroke in "volumetric" style */
static void gp_draw_stroke_volumetric_3d(
- bGPDspoint *points, int totpoints, short thickness,
- short UNUSED(dflag), short UNUSED(sflag), float diff_mat[4][4], float ink[4])
+ const bGPDspoint *points, int totpoints, short thickness,
+ const float ink[4])
{
- GLUquadricObj *qobj = gluNewQuadric();
-
- float base_modelview[4][4], modelview[4][4];
- float base_loc[3];
-
- bGPDspoint *pt;
- int i;
- float fpt[3];
-
- /* Get the basic modelview matrix we use for performing calculations */
- glGetFloatv(GL_MODELVIEW_MATRIX, (float *)base_modelview);
- copy_v3_v3(base_loc, base_modelview[3]);
-
- /* Create the basic view-aligned billboard matrix we're going to actually draw qobj with:
- * - We need to knock out the rotation so that we are
- * simply left with a camera-facing billboard
- * - The scale factors here are chosen so that the thickness
- * is relatively reasonable. Otherwise, it gets far too
- * large!
- */
- scale_m4_fl(modelview, 0.1f);
-
- /* draw each point as a disk... */
- glPushMatrix();
-
- for (i = 0, pt = points; i < totpoints && pt; i++, pt++) {
- /* color of point */
- gp_set_point_color(pt, ink);
-
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
-
- /* apply translation to base_modelview, so that the translated point is put in the right place */
- translate_m4(base_modelview, fpt[0], fpt[1], fpt[2]);
-
- /* copy the translation component to the billboard matrix we're going to use,
- * then reset the base matrix to the original values so that we can do the same
- * for the next point without accumulation/pollution effects
- */
- copy_v3_v3(modelview[3], base_modelview[3]); /* copy offset value */
- copy_v3_v3(base_modelview[3], base_loc); /* restore */
-
- /* apply our billboard matrix for drawing... */
- glLoadMatrixf((float *)modelview);
-
- /* draw the disk using the current state... */
- gluDisk(qobj, 0.0, pt->pressure * thickness, 32, 1);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
+ GPU_enable_program_point_size();
+ immBegin(GL_POINTS, totpoints);
+
+ const bGPDspoint *pt = points;
+ for (int i = 0; i < totpoints && pt; i++, pt++) {
+ gp_set_point_varying_color(pt, ink, color);
+ immAttrib1f(size, pt->pressure * thickness); /* TODO: scale based on view transform */
+ immVertex3fv(pos, &pt->x); /* we can adjust size in vertex shader based on view/projection! */
}
-
- glPopMatrix();
- gluDeleteQuadric(qobj);
+
+ immEnd();
+ immUnbindProgram();
+ GPU_disable_program_point_size();
}
/* --------------- Stroke Fills ----------------- */
/* Get points of stroke always flat to view not affected by camera view or view position */
-static void gp_stroke_2d_flat(bGPDspoint *points, int totpoints, float(*points2d)[2], int *r_direction)
+static void gp_stroke_2d_flat(const bGPDspoint *points, int totpoints, float(*points2d)[2], int *r_direction)
{
- bGPDspoint *pt0 = &points[0];
- bGPDspoint *pt1 = &points[1];
- bGPDspoint *pt3 = &points[(int)(totpoints * 0.75)];
-
+ const bGPDspoint *pt0 = &points[0];
+ const bGPDspoint *pt1 = &points[1];
+ const bGPDspoint *pt3 = &points[(int)(totpoints * 0.75)];
+
float locx[3];
float locy[3];
float loc3[3];
float normal[3];
-
+
/* local X axis (p0 -> p1) */
sub_v3_v3v3(locx, &pt1->x, &pt0->x);
-
+
/* point vector at 3/4 */
sub_v3_v3v3(loc3, &pt3->x, &pt0->x);
-
+
/* vector orthogonal to polygon plane */
cross_v3_v3v3(normal, locx, loc3);
-
+
/* local Y axis (cross to normal/x axis) */
cross_v3_v3v3(locy, normal, locx);
-
+
/* Normalize vectors */
normalize_v3(locx);
normalize_v3(locy);
-
+
/* Get all points in local space */
for (int i = 0; i < totpoints; i++) {
- bGPDspoint *pt = &points[i];
+ const bGPDspoint *pt = &points[i];
float loc[3];
-
+
/* Get local space using first point as origin */
sub_v3_v3v3(loc, &pt->x, &pt0->x);
-
+
points2d[i][0] = dot_v3v3(loc, locx);
points2d[i][1] = dot_v3v3(loc, locy);
}
-
+
/* Concave (-1), Convex (1), or Autodetect (0)? */
*r_direction = (int)locy[2];
}
@@ -416,14 +453,14 @@ static void gp_stroke_2d_flat(bGPDspoint *points, int totpoints, float(*points2d
static void gp_triangulate_stroke_fill(bGPDstroke *gps)
{
BLI_assert(gps->totpoints >= 3);
-
+
/* allocate memory for temporary areas */
gps->tot_triangles = gps->totpoints - 2;
unsigned int (*tmp_triangles)[3] = MEM_mallocN(sizeof(*tmp_triangles) * gps->tot_triangles, "GP Stroke temp triangulation");
float (*points2d)[2] = MEM_mallocN(sizeof(*points2d) * gps->totpoints, "GP Stroke temp 2d points");
-
+
int direction = 0;
-
+
/* convert to 2d and triangulate */
gp_stroke_2d_flat(gps->points, gps->totpoints, points2d, &direction);
BLI_polyfill_calc((const float(*)[2])points2d, (unsigned int)gps->totpoints, direction, (unsigned int(*)[3])tmp_triangles);
@@ -438,7 +475,7 @@ static void gp_triangulate_stroke_fill(bGPDstroke *gps)
else {
gps->triangles = MEM_recallocN(gps->triangles, sizeof(*gps->triangles) * gps->tot_triangles);
}
-
+
for (int i = 0; i < gps->tot_triangles; i++) {
bGPDtriangle *stroke_triangle = &gps->triangles[i];
stroke_triangle->v1 = tmp_triangles[i][0];
@@ -450,15 +487,15 @@ static void gp_triangulate_stroke_fill(bGPDstroke *gps)
/* No triangles needed - Free anything allocated previously */
if (gps->triangles)
MEM_freeN(gps->triangles);
-
+
gps->triangles = NULL;
}
-
+
/* disable recalculation flag */
if (gps->flag & GP_STROKE_RECALC_CACHES) {
gps->flag &= ~GP_STROKE_RECALC_CACHES;
}
-
+
/* clear memory */
if (tmp_triangles) MEM_freeN(tmp_triangles);
if (points2d) MEM_freeN(points2d);
@@ -468,42 +505,55 @@ static void gp_triangulate_stroke_fill(bGPDstroke *gps)
/* draw fills for shapes */
static void gp_draw_stroke_fill(
bGPdata *gpd, bGPDstroke *gps,
- int offsx, int offsy, int winx, int winy, float diff_mat[4][4])
+ int offsx, int offsy, int winx, int winy, const float diff_mat[4][4], const float color[4])
{
- bGPDpalettecolor *palcolor;
- int i;
float fpt[3];
BLI_assert(gps->totpoints >= 3);
- palcolor = ED_gpencil_stroke_getcolor(gpd, gps);
+ bGPDpalettecolor *palcolor = ED_gpencil_stroke_getcolor(gpd, gps);
/* Triangulation fill if high quality flag is enabled */
if (palcolor->flag & PC_COLOR_HQ_FILL) {
- bGPDtriangle *stroke_triangle;
- bGPDspoint *pt;
-
/* Calculate triangles cache for filling area (must be done only after changes) */
if ((gps->flag & GP_STROKE_RECALC_CACHES) || (gps->tot_triangles == 0) || (gps->triangles == NULL)) {
gp_triangulate_stroke_fill(gps);
}
- /* Draw all triangles for filling the polygon (cache must be calculated before) */
BLI_assert(gps->tot_triangles >= 1);
- glBegin(GL_TRIANGLES);
- for (i = 0, stroke_triangle = gps->triangles; i < gps->tot_triangles; i++, stroke_triangle++) {
+
+ unsigned pos;
+ if (gps->flag & GP_STROKE_3DSPACE) {
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ else {
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ }
+
+ immUniformColor4fv(color);
+
+ /* Draw all triangles for filling the polygon (cache must be calculated before) */
+ immBegin(GL_TRIANGLES, gps->tot_triangles * 3);
+ /* TODO: use batch instead of immediate mode, to share vertices */
+
+ bGPDtriangle *stroke_triangle = gps->triangles;
+ bGPDspoint *pt;
+
+ for (int i = 0; i < gps->tot_triangles; i++, stroke_triangle++) {
if (gps->flag & GP_STROKE_3DSPACE) {
/* vertex 1 */
pt = &gps->points[stroke_triangle->v1];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
+ immVertex3fv(pos, fpt);
/* vertex 2 */
pt = &gps->points[stroke_triangle->v2];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
+ immVertex3fv(pos, fpt);
/* vertex 3 */
pt = &gps->points[stroke_triangle->v3];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
+ immVertex3fv(pos, fpt);
}
else {
float co[2];
@@ -511,21 +561,25 @@ static void gp_draw_stroke_fill(
pt = &gps->points[stroke_triangle->v1];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
gp_calc_2d_stroke_fxy(fpt, gps->flag, offsx, offsy, winx, winy, co);
- glVertex2fv(co);
+ immVertex2fv(pos, co);
/* vertex 2 */
pt = &gps->points[stroke_triangle->v2];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
gp_calc_2d_stroke_fxy(fpt, gps->flag, offsx, offsy, winx, winy, co);
- glVertex2fv(co);
+ immVertex2fv(pos, co);
/* vertex 3 */
pt = &gps->points[stroke_triangle->v3];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
gp_calc_2d_stroke_fxy(fpt, gps->flag, offsx, offsy, winx, winy, co);
- glVertex2fv(co);
+ immVertex2fv(pos, co);
}
}
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
}
+
+#if 0 /* convert to modern GL only if needed */
else {
/* As an initial implementation, we use the OpenGL filled polygon drawing
* here since it's the easiest option to implement for this case. It does
@@ -537,10 +591,10 @@ static void gp_draw_stroke_fill(
* created using old versions of Blender which may have depended on the artifacts
* the old fills created.
*/
- bGPDspoint *pt;
+ bGPDspoint *pt = gps->points;
glBegin(GL_POLYGON);
- for (i = 0, pt = gps->points; i < gps->totpoints; i++, pt++) {
+ for (int i = 0; i < gps->totpoints; i++, pt++) {
if (gps->flag & GP_STROKE_3DSPACE) {
mul_v3_m4v3(fpt, diff_mat, &pt->x);
glVertex3fv(fpt);
@@ -555,159 +609,186 @@ static void gp_draw_stroke_fill(
glEnd();
}
+#endif
}
/* ----- Existing Strokes Drawing (3D and Point) ------ */
/* draw a given stroke - just a single dot (only one point) */
static void gp_draw_stroke_point(
- bGPDspoint *points, short thickness, short dflag, short sflag,
- int offsx, int offsy, int winx, int winy, float diff_mat[4][4], float ink[4])
+ const bGPDspoint *points, short thickness, short UNUSED(dflag), short sflag,
+ int offsx, int offsy, int winx, int winy, const float diff_mat[4][4], const float ink[4])
{
- float fpt[3];
- bGPDspoint *pt = &points[0];
-
- /* color of point */
- gp_set_point_color(pt, ink);
+ const bGPDspoint *pt = points;
- /* set point thickness (since there's only one of these) */
- glPointSize((float)(thickness + 2) * points->pressure);
-
/* get final position using parent matrix */
+ float fpt[3];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
- /* draw point */
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
if (sflag & GP_STROKE_3DSPACE) {
- glBegin(GL_POINTS);
- glVertex3fv(fpt);
- glEnd();
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
}
else {
- float co[2];
-
- /* get coordinates of point */
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+
+ /* get 2D coordinates of point */
+ float co[3] = { 0.0f };
gp_calc_2d_stroke_fxy(fpt, sflag, offsx, offsy, winx, winy, co);
-
- /* if thickness is less than GP_DRAWTHICKNESS_SPECIAL, simple dot looks ok
- * - also mandatory in if Image Editor 'image-based' dot
- */
- if ((thickness < GP_DRAWTHICKNESS_SPECIAL) ||
- ((dflag & GP_DRAWDATA_IEDITHACK) && (sflag & GP_STROKE_2DSPACE)))
- {
- glBegin(GL_POINTS);
- glVertex2fv(co);
- glEnd();
- }
- else {
- /* draw filled circle as is done in circf (but without the matrix push/pops which screwed things up) */
- GLUquadricObj *qobj = gluNewQuadric();
-
- gluQuadricDrawStyle(qobj, GLU_FILL);
-
- /* need to translate drawing position, but must reset after too! */
- glTranslate2fv(co);
- gluDisk(qobj, 0.0, thickness, 32, 1);
- glTranslatef(-co[0], -co[1], 0.0);
-
- gluDeleteQuadric(qobj);
- }
+ copy_v3_v3(fpt, co);
}
+
+ gp_set_point_uniform_color(pt, ink);
+ /* set point thickness (since there's only one of these) */
+ immUniform1f("size", (float)(thickness + 2) * pt->pressure);
+
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, fpt);
+ immEnd();
+
+ immUnbindProgram();
}
/* draw a given stroke in 3d (i.e. in 3d-space), using simple ogl lines */
-static void gp_draw_stroke_3d(bGPDspoint *points, int totpoints, short thickness, bool debug,
- short UNUSED(sflag), float diff_mat[4][4], float ink[4], bool cyclic)
+static void gp_draw_stroke_3d(const bGPDspoint *points, int totpoints, short thickness, bool UNUSED(debug),
+ short UNUSED(sflag), const float diff_mat[4][4], const float ink[4], bool cyclic)
{
- bGPDspoint *pt, *pt2;
float curpressure = points[0].pressure;
- int i;
float fpt[3];
float cyclic_fpt[3];
+ int draw_points = 0;
+
+ /* if cyclic needs one vertex more */
+ int cyclic_add = 0;
+ if (cyclic) {
+ ++cyclic_add;
+ }
+
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
+
+ /* TODO: implement this with a geometry shader to draw one continuous tapered stroke */
/* draw stroke curve */
glLineWidth(max_ff(curpressure * thickness, 1.0f));
- glBegin(GL_LINE_STRIP);
- for (i = 0, pt = points; i < totpoints && pt; i++, pt++) {
- gp_set_point_color(pt, ink);
+ immBeginAtMost(GL_LINE_STRIP, totpoints + cyclic_add);
+ const bGPDspoint *pt = points;
+ for (int i = 0; i < totpoints; i++, pt++) {
+ gp_set_point_varying_color(pt, ink, color);
/* if there was a significant pressure change, stop the curve, change the thickness of the stroke,
* and continue drawing again (since line-width cannot change in middle of GL_LINE_STRIP)
* Note: we want more visible levels of pressures when thickness is bigger.
*/
if (fabsf(pt->pressure - curpressure) > 0.2f / (float)thickness) {
- glEnd();
+ /* if the pressure changes before get at least 2 vertices, need to repeat last point to avoid assert in immEnd() */
+ if (draw_points < 2) {
+ const bGPDspoint *pt2 = pt - 1;
+ mul_v3_m4v3(fpt, diff_mat, &pt2->x);
+ immVertex3fv(pos, fpt);
+ }
+ immEnd();
+ draw_points = 0;
+
curpressure = pt->pressure;
glLineWidth(max_ff(curpressure * thickness, 1.0f));
- glBegin(GL_LINE_STRIP);
-
+ immBeginAtMost(GL_LINE_STRIP, totpoints - i + 1 + cyclic_add);
+
/* need to roll-back one point to ensure that there are no gaps in the stroke */
if (i != 0) {
- pt2 = pt - 1;
+ const bGPDspoint *pt2 = pt - 1;
mul_v3_m4v3(fpt, diff_mat, &pt2->x);
- glVertex3fv(fpt);
+ gp_set_point_varying_color(pt2, ink, color);
+ immVertex3fv(pos, fpt);
+ ++draw_points;
}
-
- /* now the point we want... */
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
}
- else {
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
- }
- /* saves first point to use in cyclic */
- if (i == 0) {
+
+ /* now the point we want */
+ mul_v3_m4v3(fpt, diff_mat, &pt->x);
+ immVertex3fv(pos, fpt);
+ ++draw_points;
+
+ if (cyclic && i == 0) {
+ /* save first point to use in cyclic */
copy_v3_v3(cyclic_fpt, fpt);
}
}
- /* if cyclic draw line to first point */
+
if (cyclic) {
- glVertex3fv(cyclic_fpt);
+ /* draw line to first point to complete the cycle */
+ immVertex3fv(pos, cyclic_fpt);
+ ++draw_points;
+ }
+
+ /* if less of two points, need to repeat last point to avoid assert in immEnd() */
+ if (draw_points < 2) {
+ const bGPDspoint *pt2 = pt - 1;
+ mul_v3_m4v3(fpt, diff_mat, &pt2->x);
+ gp_set_point_varying_color(pt2, ink, color);
+ immVertex3fv(pos, fpt);
}
- glEnd();
+ immEnd();
+ immUnbindProgram();
+
+#if 0 /* convert to modern GL only if needed */
/* draw debug points of curve on top? */
/* XXX: for now, we represent "selected" strokes in the same way as debug, which isn't used anymore */
if (debug) {
glPointSize((float)(thickness + 2));
-
+
glBegin(GL_POINTS);
- for (i = 0, pt = points; i < totpoints && pt; i++, pt++) {
+ const bGPDspoint *pt = points;
+ for (int i = 0; i < totpoints; i++, pt++) {
mul_v3_m4v3(fpt, diff_mat, &pt->x);
glVertex3fv(fpt);
}
glEnd();
-
}
+#endif
}
/* ----- Fancy 2D-Stroke Drawing ------ */
/* draw a given stroke in 2d */
-static void gp_draw_stroke_2d(bGPDspoint *points, int totpoints, short thickness_s, short dflag, short sflag,
- bool debug, int offsx, int offsy, int winx, int winy, float diff_mat[4][4], float ink[4])
+static void gp_draw_stroke_2d(const bGPDspoint *points, int totpoints, short thickness_s, short dflag, short sflag,
+ bool debug, int offsx, int offsy, int winx, int winy, const float diff_mat[4][4], const float ink[4])
{
/* otherwise thickness is twice that of the 3D view */
float thickness = (float)thickness_s * 0.5f;
-
+
/* strokes in Image Editor need a scale factor, since units there are not pixels! */
float scalefac = 1.0f;
if ((dflag & GP_DRAWDATA_IEDITHACK) && (dflag & GP_DRAWDATA_ONLYV2D)) {
scalefac = 0.001f;
}
-
+
+ /* TODO: fancy++ with the magic of shaders */
+
/* tessellation code - draw stroke as series of connected quads with connection
* edges rotated to minimize shrinking artifacts, and rounded endcaps
*/
{
- bGPDspoint *pt1, *pt2;
+ const bGPDspoint *pt1, *pt2;
float pm[2];
int i;
float fpt[3];
-
- glShadeModel(GL_FLAT);
- glBegin(GL_QUADS);
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ /* this code previously used glShadeModel(GL_FLAT) */
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_QUADS, (totpoints - 2) * 4 + 12);
+
for (i = 0, pt1 = points, pt2 = points + 1; i < (totpoints - 1); i++, pt1++, pt2++) {
float s0[2], s1[2]; /* segment 'center' points */
float t0[2], t1[2]; /* tessellated coordinates */
@@ -721,19 +802,19 @@ static void gp_draw_stroke_2d(bGPDspoint *points, int totpoints, short thickness
mul_v3_m4v3(fpt, diff_mat, &pt2->x);
gp_calc_2d_stroke_fxy(fpt, sflag, offsx, offsy, winx, winy, s1);
-
+
/* calculate gradient and normal - 'angle'=(ny/nx) */
m1[1] = s1[1] - s0[1];
m1[0] = s1[0] - s0[0];
normalize_v2(m1);
m2[1] = -m1[0];
m2[0] = m1[1];
-
+
/* always use pressure from first point here */
pthick = (pt1->pressure * thickness * scalefac);
-
+
/* color of point */
- gp_set_point_color(pt1, ink);
+ gp_set_point_varying_color(pt1, ink, color);
/* if the first segment, start of segment is segment's normal */
if (i == 0) {
@@ -744,40 +825,40 @@ static void gp_draw_stroke_2d(bGPDspoint *points, int totpoints, short thickness
mt[1] = m2[1] * pthick * 0.5f;
sc[0] = s0[0] - (m1[0] * pthick * 0.75f);
sc[1] = s0[1] - (m1[1] * pthick * 0.75f);
-
+
t0[0] = sc[0] - mt[0];
t0[1] = sc[1] - mt[1];
t1[0] = sc[0] + mt[0];
t1[1] = sc[1] + mt[1];
-
- glVertex2fv(t0);
- glVertex2fv(t1);
-
+
+ immVertex2fv(pos, t0);
+ immVertex2fv(pos, t1);
+
/* calculate points for start of segment */
mt[0] = m2[0] * pthick;
mt[1] = m2[1] * pthick;
-
+
t0[0] = s0[0] - mt[0];
t0[1] = s0[1] - mt[1];
t1[0] = s0[0] + mt[0];
t1[1] = s0[1] + mt[1];
-
+
/* draw this line twice (first to finish off start cap, then for stroke) */
- glVertex2fv(t1);
- glVertex2fv(t0);
- glVertex2fv(t0);
- glVertex2fv(t1);
+ immVertex2fv(pos, t1);
+ immVertex2fv(pos, t0);
+ immVertex2fv(pos, t0);
+ immVertex2fv(pos, t1);
}
/* if not the first segment, use bisector of angle between segments */
else {
float mb[2]; /* bisector normal */
float athick, dfac; /* actual thickness, difference between thicknesses */
-
+
/* calculate gradient of bisector (as average of normals) */
mb[0] = (pm[0] + m2[0]) / 2;
mb[1] = (pm[1] + m2[1]) / 2;
normalize_v2(mb);
-
+
/* calculate gradient to apply
* - as basis, use just pthick * bisector gradient
* - if cross-section not as thick as it should be, add extra padding to fix it
@@ -786,49 +867,48 @@ static void gp_draw_stroke_2d(bGPDspoint *points, int totpoints, short thickness
mt[1] = mb[1] * pthick;
athick = len_v2(mt);
dfac = pthick - (athick * 2);
-
+
if (((athick * 2.0f) < pthick) && (IS_EQF(athick, pthick) == 0)) {
mt[0] += (mb[0] * dfac);
mt[1] += (mb[1] * dfac);
}
-
+
/* calculate points for start of segment */
t0[0] = s0[0] - mt[0];
t0[1] = s0[1] - mt[1];
t1[0] = s0[0] + mt[0];
t1[1] = s0[1] + mt[1];
-
+
/* draw this line twice (once for end of current segment, and once for start of next) */
- glVertex2fv(t1);
- glVertex2fv(t0);
- glVertex2fv(t0);
- glVertex2fv(t1);
+ immVertex2fv(pos, t1);
+ immVertex2fv(pos, t0);
+ immVertex2fv(pos, t0);
+ immVertex2fv(pos, t1);
}
-
+
/* if last segment, also draw end of segment (defined as segment's normal) */
if (i == totpoints - 2) {
/* for once, we use second point's pressure (otherwise it won't be drawn) */
pthick = (pt2->pressure * thickness * scalefac);
-
+
/* color of point */
- gp_set_point_color(pt2, ink);
+ gp_set_point_varying_color(pt2, ink, color);
/* calculate points for end of segment */
mt[0] = m2[0] * pthick;
mt[1] = m2[1] * pthick;
-
+
t0[0] = s1[0] - mt[0];
t0[1] = s1[1] - mt[1];
t1[0] = s1[0] + mt[0];
t1[1] = s1[1] + mt[1];
-
+
/* draw this line twice (once for end of stroke, and once for endcap)*/
- glVertex2fv(t1);
- glVertex2fv(t0);
- glVertex2fv(t0);
- glVertex2fv(t1);
-
-
+ immVertex2fv(pos, t1);
+ immVertex2fv(pos, t0);
+ immVertex2fv(pos, t0);
+ immVertex2fv(pos, t1);
+
/* draw end cap as last step
* - make points slightly closer to center (about halfway across)
*/
@@ -836,34 +916,33 @@ static void gp_draw_stroke_2d(bGPDspoint *points, int totpoints, short thickness
mt[1] = m2[1] * pthick * 0.5f;
sc[0] = s1[0] + (m1[0] * pthick * 0.75f);
sc[1] = s1[1] + (m1[1] * pthick * 0.75f);
-
+
t0[0] = sc[0] - mt[0];
t0[1] = sc[1] - mt[1];
t1[0] = sc[0] + mt[0];
t1[1] = sc[1] + mt[1];
-
- glVertex2fv(t1);
- glVertex2fv(t0);
+
+ immVertex2fv(pos, t1);
+ immVertex2fv(pos, t0);
}
-
+
/* store stroke's 'natural' normal for next stroke to use */
copy_v2_v2(pm, m2);
}
-
- glEnd();
- glShadeModel(GL_SMOOTH);
+
+ immEnd();
+ immUnbindProgram();
}
-
+
+#if 0 /* convert to modern GL only if needed */
/* draw debug points of curve on top? (original stroke points) */
if (debug) {
- bGPDspoint *pt;
- int i;
- float fpt[3];
-
glPointSize((float)(thickness_s + 2));
-
+
glBegin(GL_POINTS);
- for (i = 0, pt = points; i < totpoints && pt; i++, pt++) {
+ const bGPDspoint *pt = points;
+ for (int i = 0; i < totpoints && pt; i++, pt++) {
+ float fpt[3];
float co[2];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
gp_calc_2d_stroke_fxy(fpt, sflag, offsx, offsy, winx, winy, co);
@@ -871,6 +950,9 @@ static void gp_draw_stroke_2d(bGPDspoint *points, int totpoints, short thickness
}
glEnd();
}
+#else
+ UNUSED_VARS(debug);
+#endif
}
/* ----- Strokes Drawing ------ */
@@ -884,41 +966,41 @@ static bool gp_can_draw_stroke(const bGPDstroke *gps, const int dflag)
return false;
if (!(dflag & GP_DRAWDATA_ONLY3D) && (gps->flag & GP_STROKE_3DSPACE))
return false;
-
+
/* 2) Screen Space 2D Strokes */
if ((dflag & GP_DRAWDATA_ONLYV2D) && !(gps->flag & GP_STROKE_2DSPACE))
return false;
if (!(dflag & GP_DRAWDATA_ONLYV2D) && (gps->flag & GP_STROKE_2DSPACE))
return false;
-
+
/* 3) Image Space (2D) */
if ((dflag & GP_DRAWDATA_ONLYI2D) && !(gps->flag & GP_STROKE_2DIMAGE))
return false;
if (!(dflag & GP_DRAWDATA_ONLYI2D) && (gps->flag & GP_STROKE_2DIMAGE))
return false;
-
-
+
/* skip stroke if it doesn't have any valid data */
if ((gps->points == NULL) || (gps->totpoints < 1))
return false;
-
+
/* stroke can be drawn */
return true;
}
/* draw a set of strokes */
static void gp_draw_strokes(
- bGPdata *gpd, bGPDframe *gpf, int offsx, int offsy, int winx, int winy, int dflag,
+ bGPdata *gpd, const bGPDframe *gpf, int offsx, int offsy, int winx, int winy, int dflag,
bool debug, short lthick, const float opacity, const float tintcolor[4],
- const bool onion, const bool custonion, float diff_mat[4][4])
+ const bool onion, const bool custonion, const float diff_mat[4][4])
{
- bGPDstroke *gps;
float tcolor[4];
float tfill[4];
short sthickness;
float ink[4];
- for (gps = gpf->strokes.first; gps; gps = gps->next) {
+ GPU_enable_program_point_size();
+
+ for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
/* check if stroke can be drawn */
if (gp_can_draw_stroke(gps, dflag) == false) {
continue;
@@ -936,6 +1018,10 @@ static void gp_draw_strokes(
/* calculate thickness */
sthickness = gps->thickness + lthick;
+ if (sthickness <= 0) {
+ continue;
+ }
+
/* check which stroke-drawer to use */
if (dflag & GP_DRAWDATA_ONLY3D) {
const int no_xray = (dflag & GP_DRAWDATA_NO_XRAY);
@@ -962,19 +1048,20 @@ static void gp_draw_strokes(
interp_v3_v3v3(tfill, palcolor->fill, tintcolor, tintcolor[3]);
tfill[3] = palcolor->fill[3] * opacity;
if (tfill[3] > GPENCIL_ALPHA_OPACITY_THRESH) {
+ const float *color;
if (!onion) {
- glColor4fv(tfill);
+ color = tfill;
}
else {
if (custonion) {
- glColor4fv(tintcolor);
+ color = tintcolor;
}
else {
ARRAY_SET_ITEMS(tfill, UNPACK3(palcolor->fill), tintcolor[3]);
- glColor4fv(tfill);
+ color = tfill;
}
}
- gp_draw_stroke_fill(gpd, gps, offsx, offsy, winx, winy, diff_mat);
+ gp_draw_stroke_fill(gpd, gps, offsx, offsy, winx, winy, diff_mat, color);
}
}
@@ -996,7 +1083,7 @@ static void gp_draw_strokes(
}
if (palcolor->flag & PC_COLOR_VOLUMETRIC) {
/* volumetric stroke drawing */
- gp_draw_stroke_volumetric_3d(gps->points, gps->totpoints, sthickness, dflag, gps->flag, diff_mat, ink);
+ gp_draw_stroke_volumetric_3d(gps->points, gps->totpoints, sthickness, ink);
}
else {
/* 3D Lines - OpenGL primitives-based */
@@ -1027,20 +1114,21 @@ static void gp_draw_strokes(
interp_v3_v3v3(tfill, palcolor->fill, tintcolor, tintcolor[3]);
tfill[3] = palcolor->fill[3] * opacity;
if (tfill[3] > GPENCIL_ALPHA_OPACITY_THRESH) {
+ const float *color;
if (!onion) {
- glColor4fv(tfill);
+ color = tfill;
}
else {
if (custonion) {
- glColor4fv(tintcolor);
+ color = tintcolor;
}
else {
ARRAY_SET_ITEMS(tfill, palcolor->fill[0], palcolor->fill[1], palcolor->fill[2],
tintcolor[3]);
- glColor4fv(tfill);
+ color = tfill;
}
}
- gp_draw_stroke_fill(gpd, gps, offsx, offsy, winx, winy, diff_mat);
+ gp_draw_stroke_fill(gpd, gps, offsx, offsy, winx, winy, diff_mat, color);
}
}
@@ -1078,15 +1166,15 @@ static void gp_draw_strokes(
}
}
}
+
+ GPU_disable_program_point_size();
}
/* Draw selected verts for strokes being edited */
static void gp_draw_strokes_edit(
- bGPdata *gpd, bGPDframe *gpf, int offsx, int offsy, int winx, int winy, short dflag,
- short lflag, float diff_mat[4][4], float alpha)
+ bGPdata *gpd, const bGPDframe *gpf, int offsx, int offsy, int winx, int winy, short dflag,
+ short lflag, const float diff_mat[4][4], float alpha)
{
- bGPDstroke *gps;
-
/* if alpha 0 do not draw */
if (alpha == 0.0f)
return;
@@ -1100,36 +1188,32 @@ static void gp_draw_strokes_edit(
glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
glDepthMask(0);
glEnable(GL_DEPTH_TEST);
-
+
/* first arg is normally rv3d->dist, but this isn't
* available here and seems to work quite well without */
bglPolygonOffset(1.0f, 1.0f);
#if 0
- glEnable(GL_POLYGON_OFFSET_LINE);
+ glEnable(GL_POLYGON_OFFSET_LINE); /* do we want LINE or POINT here? (merwin) */
glPolygonOffset(-1.0f, -1.0f);
#endif
}
}
-
-
- /* draw stroke verts */
- for (gps = gpf->strokes.first; gps; gps = gps->next) {
- bGPDspoint *pt;
- float vsize, bsize;
- int i;
- float fpt[3];
+ GPU_enable_program_point_size();
+
+ /* draw stroke verts */
+ for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
/* check if stroke can be drawn */
if (gp_can_draw_stroke(gps, dflag) == false)
continue;
-
+
/* Optimisation: only draw points for selected strokes
* We assume that selected points can only occur in
* strokes that are selected too.
*/
if ((gps->flag & GP_STROKE_SELECT) == 0)
continue;
-
+
/* verify palette color lock */
{
bGPDpalettecolor *palcolor = ED_gpencil_stroke_getcolor(gpd, gps);
@@ -1148,7 +1232,8 @@ static void gp_draw_strokes_edit(
* they stand out more.
* - We use the theme setting for size of the unselected verts
*/
- bsize = UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
+ float bsize = UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
+ float vsize;
if ((int)bsize > 8) {
vsize = 10.0f;
bsize = 8.0f;
@@ -1156,89 +1241,83 @@ static void gp_draw_strokes_edit(
else {
vsize = bsize + 2;
}
-
- /* First Pass: Draw all the verts (i.e. these become the unselected state) */
+
/* for now, we assume that the base color of the points is not too close to the real color */
/* set color using palette */
bGPDpalettecolor *palcolor = ED_gpencil_stroke_getcolor(gpd, gps);
- glColor3fv(palcolor->color);
- glPointSize(bsize);
-
- glBegin(GL_POINTS);
- for (i = 0, pt = gps->points; i < gps->totpoints && pt; i++, pt++) {
+ float selectColor[4];
+ UI_GetThemeColor3fv(TH_GP_VERTEX_SELECT, selectColor);
+ selectColor[3] = alpha;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos; /* specified later */
+ unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+
+ if (gps->flag & GP_STROKE_3DSPACE) {
+ pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
+ }
+ else {
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR);
+ }
+
+ immBegin(GL_POINTS, gps->totpoints);
+
+ /* Draw start and end point differently if enabled stroke direction hint */
+ bool show_direction_hint = (gpd->flag & GP_DATA_SHOW_DIRECTION) && (gps->totpoints > 1);
+
+ /* Draw all the stroke points (selected or not) */
+ bGPDspoint *pt = gps->points;
+ float fpt[3];
+ for (int i = 0; i < gps->totpoints; i++, pt++) {
+ /* size and color first */
+ if (show_direction_hint && i == 0) {
+ /* start point in green bigger */
+ immAttrib3f(color, 0.0f, 1.0f, 0.0f);
+ immAttrib1f(size, vsize + 4);
+ }
+ else if (show_direction_hint && (i == gps->totpoints - 1)) {
+ /* end point in red smaller */
+ immAttrib3f(color, 1.0f, 0.0f, 0.0f);
+ immAttrib1f(size, vsize + 1);
+ }
+ else if (pt->flag & GP_SPOINT_SELECT) {
+ immAttrib3fv(color, selectColor);
+ immAttrib1f(size, vsize);
+ }
+ else {
+ immAttrib3fv(color, palcolor->color);
+ immAttrib1f(size, bsize);
+ }
+
+ /* then position */
if (gps->flag & GP_STROKE_3DSPACE) {
mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
+ immVertex3fv(pos, fpt);
}
else {
float co[2];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
gp_calc_2d_stroke_fxy(fpt, gps->flag, offsx, offsy, winx, winy, co);
- glVertex2fv(co);
+ immVertex2fv(pos, co);
}
}
- glEnd();
-
-
- /* Second Pass: Draw only verts which are selected */
- float curColor[4];
- UI_GetThemeColor3fv(TH_GP_VERTEX_SELECT, curColor);
- glColor4f(curColor[0], curColor[1], curColor[2], alpha);
- glPointSize(vsize);
-
- glBegin(GL_POINTS);
- for (i = 0, pt = gps->points; i < gps->totpoints && pt; i++, pt++) {
- if (pt->flag & GP_SPOINT_SELECT) {
- if (gps->flag & GP_STROKE_3DSPACE) {
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
- }
- else {
- float co[2];
-
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
- gp_calc_2d_stroke_fxy(fpt, gps->flag, offsx, offsy, winx, winy, co);
- glVertex2fv(co);
- }
- }
- }
- glEnd();
-
- /* Draw start and end point if enabled stroke direction hint */
- if ((gpd->flag & GP_DATA_SHOW_DIRECTION) && (gps->totpoints > 1)) {
- bGPDspoint *p;
-
- glPointSize(vsize + 4);
- glBegin(GL_POINTS);
-
- /* start point in green bigger */
- glColor3f(0.0f, 1.0f, 0.0f);
- p = &gps->points[0];
- mul_v3_m4v3(fpt, diff_mat, &p->x);
- glVertex3fv(fpt);
- glEnd();
+ immEnd();
+ immUnbindProgram();
+ }
- /* end point in red smaller */
- glPointSize(vsize + 1);
- glBegin(GL_POINTS);
+ GPU_disable_program_point_size();
- glColor3f(1.0f, 0.0f, 0.0f);
- p = &gps->points[gps->totpoints - 1];
- mul_v3_m4v3(fpt, diff_mat, &p->x);
- glVertex3fv(fpt);
- glEnd();
- }
- }
-
-
/* clear depth mask */
if (dflag & GP_DRAWDATA_ONLY3D) {
if (no_xray) {
glDepthMask(mask_orig);
glDisable(GL_DEPTH_TEST);
-
+
bglPolygonOffset(0.0, 0.0);
#if 0
glDisable(GL_POLYGON_OFFSET_LINE);
@@ -1252,8 +1331,8 @@ static void gp_draw_strokes_edit(
/* draw onion-skinning for a layer */
static void gp_draw_onionskins(
- bGPdata *gpd, bGPDlayer *gpl, bGPDframe *gpf, int offsx, int offsy, int winx, int winy,
- int UNUSED(cfra), int dflag, bool debug, float diff_mat[4][4])
+ bGPdata *gpd, const bGPDlayer *gpl, const bGPDframe *gpf, int offsx, int offsy, int winx, int winy,
+ int UNUSED(cfra), int dflag, bool debug, const float diff_mat[4][4])
{
const float default_color[3] = {UNPACK3(U.gpencil_new_layer_col)};
const float alpha = 1.0f;
@@ -1266,17 +1345,14 @@ static void gp_draw_onionskins(
else {
copy_v3_v3(color, default_color);
}
-
+
if (gpl->gstep > 0) {
- bGPDframe *gf;
- float fac;
-
/* draw previous frames first */
- for (gf = gpf->prev; gf; gf = gf->prev) {
+ for (bGPDframe *gf = gpf->prev; gf; gf = gf->prev) {
/* check if frame is drawable */
if ((gpf->framenum - gf->framenum) <= gpl->gstep) {
/* alpha decreases with distance from curframe index */
- fac = 1.0f - ((float)(gpf->framenum - gf->framenum) / (float)(gpl->gstep + 1));
+ float fac = 1.0f - ((float)(gpf->framenum - gf->framenum) / (float)(gpl->gstep + 1));
color[3] = alpha * fac * 0.66f;
gp_draw_strokes(gpd, gf, offsx, offsy, winx, winy, dflag, debug, gpl->thickness, 1.0f, color,
true, gpl->flag & GP_LAYER_GHOST_PREVCOL, diff_mat);
@@ -1296,8 +1372,7 @@ static void gp_draw_onionskins(
else {
/* don't draw - disabled */
}
-
-
+
/* 2) Now draw next frames */
if (gpl->flag & GP_LAYER_GHOST_NEXTCOL) {
copy_v3_v3(color, gpl->gcolor_next);
@@ -1305,17 +1380,14 @@ static void gp_draw_onionskins(
else {
copy_v3_v3(color, default_color);
}
-
+
if (gpl->gstep_next > 0) {
- bGPDframe *gf;
- float fac;
-
/* now draw next frames */
- for (gf = gpf->next; gf; gf = gf->next) {
+ for (bGPDframe *gf = gpf->next; gf; gf = gf->next) {
/* check if frame is drawable */
if ((gf->framenum - gpf->framenum) <= gpl->gstep_next) {
/* alpha decreases with distance from curframe index */
- fac = 1.0f - ((float)(gf->framenum - gpf->framenum) / (float)(gpl->gstep_next + 1));
+ float fac = 1.0f - ((float)(gf->framenum - gpf->framenum) / (float)(gpl->gstep_next + 1));
color[3] = alpha * fac * 0.66f;
gp_draw_strokes(gpd, gf, offsx, offsy, winx, winy, dflag, debug, gpl->thickness, 1.0f, color,
true, gpl->flag & GP_LAYER_GHOST_NEXTCOL, diff_mat);
@@ -1335,7 +1407,6 @@ static void gp_draw_onionskins(
else {
/* don't draw - disabled */
}
-
}
/* draw interpolate strokes (used only while operator is running) */
@@ -1373,29 +1444,27 @@ void ED_gp_draw_interpolation(tGPDinterpolate *tgpi, const int type)
/* loop over gpencil data layers, drawing them */
static void gp_draw_data_layers(
- bGPDbrush *brush, float alpha, bGPdata *gpd,
+ const bGPDbrush *brush, float alpha, bGPdata *gpd,
int offsx, int offsy, int winx, int winy, int cfra, int dflag)
{
- bGPDlayer *gpl;
float diff_mat[4][4];
- for (gpl = gpd->layers.first; gpl; gpl = gpl->next) {
- bGPDframe *gpf;
+ for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
/* calculate parent position */
ED_gpencil_parent_location(gpl, diff_mat);
- bool debug = (gpl->flag & GP_LAYER_DRAWDEBUG) ? true : false;
+ bool debug = (gpl->flag & GP_LAYER_DRAWDEBUG);
short lthick = brush->thickness + gpl->thickness;
-
+
/* don't draw layer if hidden */
if (gpl->flag & GP_LAYER_HIDE)
continue;
-
+
/* get frame to draw */
- gpf = BKE_gpencil_layer_getframe(gpl, cfra, 0);
+ bGPDframe *gpf = BKE_gpencil_layer_getframe(gpl, cfra, 0);
if (gpf == NULL)
continue;
-
+
/* set basic stroke thickness */
glLineWidth(lthick);
@@ -1407,10 +1476,10 @@ static void gp_draw_data_layers(
if (condition) dflag |= (draw_flag_value); \
else dflag &= ~(draw_flag_value); \
} (void)0
-
+
/* xray... */
GP_DRAWFLAG_APPLY((gpl->flag & GP_LAYER_NO_XRAY), GP_DRAWDATA_NO_XRAY);
-
+
/* volumetric strokes... */
GP_DRAWFLAG_APPLY((gpl->flag & GP_LAYER_VOLUMETRIC), GP_DRAWDATA_VOLUMETRIC);
@@ -1434,11 +1503,11 @@ static void gp_draw_data_layers(
*/
gp_draw_onionskins(gpd, gpl, gpf, offsx, offsy, winx, winy, cfra, dflag, debug, diff_mat);
}
-
+
/* draw the strokes already in active frame */
gp_draw_strokes(gpd, gpf, offsx, offsy, winx, winy, dflag, debug, gpl->thickness,
gpl->opacity, gpl->tintcolor, false, false, diff_mat);
-
+
/* Draw verts of selected strokes
* - when doing OpenGL renders, we don't want to be showing these, as that ends up flickering
* - locked layers can't be edited, so there's no point showing these verts
@@ -1453,16 +1522,13 @@ static void gp_draw_data_layers(
{
gp_draw_strokes_edit(gpd, gpf, offsx, offsy, winx, winy, dflag, gpl->flag, diff_mat, alpha);
}
-
+
/* Check if may need to draw the active stroke cache, only if this layer is the active layer
* that is being edited. (Stroke buffer is currently stored in gp-data)
*/
if (ED_gpencil_session_active() && (gpl->flag & GP_LAYER_ACTIVE) &&
(gpf->flag & GP_FRAME_PAINT))
{
- /* Set color for drawing buffer stroke - since this may not be set yet */
- // glColor4fv(gpl->color);
-
/* Buffer stroke needs to be drawn with a different linestyle
* to help differentiate them from normal strokes.
*
@@ -1471,38 +1537,37 @@ static void gp_draw_data_layers(
*/
if (gpd->sflag & PC_COLOR_VOLUMETRIC) {
gp_draw_stroke_volumetric_buffer(gpd->sbuffer, gpd->sbuffer_size, lthick,
- dflag, gpd->sbuffer_sflag, gpd->scolor);
+ dflag, gpd->scolor);
}
else {
- gp_draw_stroke_buffer(gpd->sbuffer, gpd->sbuffer_size, lthick, dflag, gpd->sbuffer_sflag, gpd->scolor);
+ gp_draw_stroke_buffer(gpd->sbuffer, gpd->sbuffer_size, lthick, dflag, gpd->sbuffer_sflag, gpd->scolor, gpd->sfill);
}
}
}
}
/* draw a short status message in the top-right corner */
-static void gp_draw_status_text(bGPdata *gpd, ARegion *ar)
+static void gp_draw_status_text(const bGPdata *gpd, ARegion *ar)
{
rcti rect;
-
+
/* Cannot draw any status text when drawing OpenGL Renders */
if (G.f & G_RENDER_OGL)
return;
-
+
/* Get bounds of region - Necessary to avoid problems with region overlap */
ED_region_visible_rect(ar, &rect);
-
+
/* for now, this should only be used to indicate when we are in stroke editmode */
if (gpd->flag & GP_DATA_STROKE_EDITMODE) {
const char *printable = IFACE_("GPencil Stroke Editing");
float printable_size[2];
- int xco, yco;
-
+
BLF_width_and_height_default(printable, BLF_DRAW_STR_DUMMY_MAX, &printable_size[0], &printable_size[1]);
- xco = (rect.xmax - U.widget_unit) - (int)printable_size[0];
- yco = (rect.ymax - U.widget_unit);
-
+ int xco = (rect.xmax - U.widget_unit) - (int)printable_size[0];
+ int yco = (rect.ymax - U.widget_unit);
+
/* text label */
UI_ThemeColor(TH_TEXT_HI);
#ifdef WITH_INTERNATIONAL
@@ -1510,50 +1575,54 @@ static void gp_draw_status_text(bGPdata *gpd, ARegion *ar)
#else
BLF_draw_default_ascii(xco, yco, 0.0f, printable, BLF_DRAW_STR_DUMMY_MAX);
#endif
-
+
/* grease pencil icon... */
// XXX: is this too intrusive?
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
-
+
xco -= U.widget_unit;
yco -= (int)printable_size[1] / 2;
UI_icon_draw(xco, yco, ICON_GREASEPENCIL);
-
+
glDisable(GL_BLEND);
}
}
/* draw grease-pencil datablock */
static void gp_draw_data(
- bGPDbrush *brush, float alpha, bGPdata *gpd,
+ const bGPDbrush *brush, float alpha, bGPdata *gpd,
int offsx, int offsy, int winx, int winy, int cfra, int dflag)
{
+#if 0 /* disable to see if really needed. re-enable or delete by Dec 2016 */
/* reset line drawing style (in case previous user didn't reset) */
setlinestyle(0);
-
+#endif
+
/* turn on smooth lines (i.e. anti-aliasing) */
glEnable(GL_LINE_SMOOTH);
-
+
/* XXX: turn on some way of ensuring that the polygon edges get smoothed
* GL_POLYGON_SMOOTH is nasty and shouldn't be used, as it ends up
* creating internal white rays due to the ways it accumulates stuff
*/
-
+
/* turn on alpha-blending */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
-
+
/* draw! */
gp_draw_data_layers(brush, alpha, gpd, offsx, offsy, winx, winy, cfra, dflag);
-
+
/* turn off alpha blending, then smooth lines */
glDisable(GL_BLEND); // alpha blending
glDisable(GL_LINE_SMOOTH); // smooth lines
-
+
+#if 0 /* disable to see if really needed. re-enable or delete by Dec 2016 */
/* restore initial gl conditions */
glColor4f(0, 0, 0, 1);
+#endif
}
/* if we have strokes for scenes (3d view)/clips (movie clip editor)
@@ -1581,16 +1650,15 @@ static void gp_draw_data_all(Scene *scene, bGPdata *gpd, int offsx, int offsy, i
/* currently drawing only gpencil data from either clip or track, but not both - XXX fix logic behind */
gpd_source = (scene->clip->gpd ? scene->clip->gpd : NULL);
}
-
+
if (gpd_source) {
if (brush != NULL) {
gp_draw_data(brush, ts->gp_sculpt.alpha, gpd_source,
offsx, offsy, winx, winy, cfra, dflag);
}
-
}
}
-
+
/* scene/clip data has already been drawn, only object/track data is drawn here
* if gpd_source == gpd, we don't have any object/track data and we can skip */
if (gpd_source == NULL || (gpd_source && gpd_source != gpd)) {
@@ -1616,28 +1684,27 @@ void ED_gpencil_draw_2dimage(const bContext *C)
ScrArea *sa = CTX_wm_area(C);
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
- bGPdata *gpd;
+
int offsx, offsy, sizex, sizey;
int dflag = GP_DRAWDATA_NOSTATUS;
-
- gpd = ED_gpencil_data_get_active(C); // XXX
+
+ bGPdata *gpd = ED_gpencil_data_get_active(C); // XXX
if (gpd == NULL) return;
-
+
/* calculate rect */
switch (sa->spacetype) {
case SPACE_IMAGE: /* image */
case SPACE_CLIP: /* clip */
{
-
/* just draw using standard scaling (settings here are currently ignored anyways) */
/* FIXME: the opengl poly-strokes don't draw at right thickness when done this way, so disabled */
offsx = 0;
offsy = 0;
sizex = ar->winx;
sizey = ar->winy;
-
+
wmOrtho2(ar->v2d.cur.xmin, ar->v2d.cur.xmax, ar->v2d.cur.ymin, ar->v2d.cur.ymax);
-
+
dflag |= GP_DRAWDATA_ONLYV2D | GP_DRAWDATA_IEDITHACK;
break;
}
@@ -1648,7 +1715,7 @@ void ED_gpencil_draw_2dimage(const bContext *C)
offsy = 0;
sizex = ar->winx;
sizey = ar->winy;
-
+
/* NOTE: I2D was used in 2.4x, but the old settings for that have been deprecated
* and everything moved to standard View2d
*/
@@ -1660,77 +1727,74 @@ void ED_gpencil_draw_2dimage(const bContext *C)
offsy = 0;
sizex = ar->winx;
sizey = ar->winy;
-
+
dflag |= GP_DRAWDATA_ONLYI2D;
break;
}
-
+
if (ED_screen_animation_playing(wm)) {
/* don't show onionskins during animation playback/scrub (i.e. it obscures the poses)
* OpenGL Renders (i.e. final output), or depth buffer (i.e. not real strokes)
*/
dflag |= GP_DRAWDATA_NO_ONIONS;
}
-
-
+
/* draw it! */
gp_draw_data_all(scene, gpd, offsx, offsy, sizex, sizey, CFRA, dflag, sa->spacetype);
}
/* draw grease-pencil sketches to specified 2d-view assuming that matrices are already set correctly
- * Note: this gets called twice - first time with onlyv2d=1 to draw 'canvas' strokes,
- * second time with onlyv2d=0 for screen-aligned strokes */
+ * Note: this gets called twice - first time with onlyv2d=true to draw 'canvas' strokes,
+ * second time with onlyv2d=false for screen-aligned strokes */
void ED_gpencil_draw_view2d(const bContext *C, bool onlyv2d)
{
wmWindowManager *wm = CTX_wm_manager(C);
ScrArea *sa = CTX_wm_area(C);
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
- bGPdata *gpd;
int dflag = 0;
/* check that we have grease-pencil stuff to draw */
if (sa == NULL) return;
- gpd = ED_gpencil_data_get_active(C); // XXX
+ bGPdata *gpd = ED_gpencil_data_get_active(C); // XXX
if (gpd == NULL) return;
-
+
/* special hack for Image Editor */
/* FIXME: the opengl poly-strokes don't draw at right thickness when done this way, so disabled */
if (ELEM(sa->spacetype, SPACE_IMAGE, SPACE_CLIP))
dflag |= GP_DRAWDATA_IEDITHACK;
-
+
/* draw it! */
if (onlyv2d) dflag |= (GP_DRAWDATA_ONLYV2D | GP_DRAWDATA_NOSTATUS);
if (ED_screen_animation_playing(wm)) dflag |= GP_DRAWDATA_NO_ONIONS;
-
+
gp_draw_data_all(scene, gpd, 0, 0, ar->winx, ar->winy, CFRA, dflag, sa->spacetype);
-
+
/* draw status text (if in screen/pixel-space) */
- if (onlyv2d == false) {
+ if (!onlyv2d) {
gp_draw_status_text(gpd, ar);
}
}
/* draw grease-pencil sketches to specified 3d-view assuming that matrices are already set correctly
- * Note: this gets called twice - first time with only3d=1 to draw 3d-strokes,
- * second time with only3d=0 for screen-aligned strokes */
+ * Note: this gets called twice - first time with only3d=true to draw 3d-strokes,
+ * second time with only3d=false for screen-aligned strokes */
void ED_gpencil_draw_view3d(wmWindowManager *wm, Scene *scene, View3D *v3d, ARegion *ar, bool only3d)
{
- bGPdata *gpd;
int dflag = 0;
RegionView3D *rv3d = ar->regiondata;
int offsx, offsy, winx, winy;
-
+
/* check that we have grease-pencil stuff to draw */
- gpd = ED_gpencil_data_get_active_v3d(scene, v3d);
+ bGPdata *gpd = ED_gpencil_data_get_active_v3d(scene, v3d);
if (gpd == NULL) return;
-
+
/* when rendering to the offscreen buffer we don't want to
* deal with the camera border, otherwise map the coords to the camera border. */
if ((rv3d->persp == RV3D_CAMOB) && !(G.f & G_RENDER_OGL)) {
rctf rectf;
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &rectf, true); /* no shift */
-
+
offsx = iroundf(rectf.xmin);
offsy = iroundf(rectf.ymin);
winx = iroundf(rectf.xmax - rectf.xmin);
@@ -1742,7 +1806,7 @@ void ED_gpencil_draw_view3d(wmWindowManager *wm, Scene *scene, View3D *v3d, AReg
winx = ar->winx;
winy = ar->winy;
}
-
+
/* set flags */
if (only3d) {
/* 3D strokes/3D space:
@@ -1751,28 +1815,27 @@ void ED_gpencil_draw_view3d(wmWindowManager *wm, Scene *scene, View3D *v3d, AReg
*/
dflag |= (GP_DRAWDATA_ONLY3D | GP_DRAWDATA_NOSTATUS);
}
-
+
if (v3d->flag2 & V3D_RENDER_OVERRIDE) {
/* don't draw status text when "only render" flag is set */
dflag |= GP_DRAWDATA_NOSTATUS;
}
-
+
if ((wm == NULL) || ED_screen_animation_playing(wm)) {
/* don't show onionskins during animation playback/scrub (i.e. it obscures the poses)
* OpenGL Renders (i.e. final output), or depth buffer (i.e. not real strokes)
*/
dflag |= GP_DRAWDATA_NO_ONIONS;
}
-
+
/* draw it! */
- gp_draw_data_all(scene, gpd, offsx, offsy, winx, winy, CFRA, dflag, v3d->spacetype);
-
+ gp_draw_data_all(scene, gpd, offsx, offsy, winx, winy, CFRA, dflag, v3d->spacetype);
}
void ED_gpencil_draw_ex(Scene *scene, bGPdata *gpd, int winx, int winy, const int cfra, const char spacetype)
{
int dflag = GP_DRAWDATA_NOSTATUS | GP_DRAWDATA_ONLYV2D;
-
+
gp_draw_data_all(scene, gpd, 0, 0, winx, winy, cfra, dflag, spacetype);
}
diff --git a/source/blender/editors/gpencil/gpencil_brush.c b/source/blender/editors/gpencil/gpencil_brush.c
index ec5a42c23a5..8bac80d6a3f 100644
--- a/source/blender/editors/gpencil/gpencil_brush.c
+++ b/source/blender/editors/gpencil/gpencil_brush.c
@@ -75,9 +75,10 @@
#include "ED_screen.h"
#include "ED_view3d.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+
#include "gpencil_intern.h"
/* ************************************************ */
@@ -958,28 +959,28 @@ static bool gpsculpt_brush_apply_clone(bContext *C, tGP_BrushEditData *gso)
static void gp_brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata))
{
GP_EditBrush_Data *brush = gpsculpt_get_brush(CTX_data_scene(C));
-
+
if (brush) {
- glPushMatrix();
-
- glTranslatef((float)x, (float)y, 0.0f);
-
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
-
+
/* Inner Ring: Light color for action of the brush */
/* TODO: toggle between add and remove? */
- glColor4ub(255, 255, 255, 200);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, brush->size, 40);
-
+ immUniformColor4ub(255, 255, 255, 200);
+ imm_draw_lined_circle(pos, x, y, brush->size, 40);
+
/* Outer Ring: Dark color for contrast on light backgrounds (e.g. gray on white) */
- glColor3ub(30, 30, 30);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, brush->size + 1, 40);
-
+ immUniformColor3ub(30, 30, 30);
+ imm_draw_lined_circle(pos, x, y, brush->size + 1, 40);
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
-
- glPopMatrix();
}
}
diff --git a/source/blender/editors/gpencil/gpencil_paint.c b/source/blender/editors/gpencil/gpencil_paint.c
index c23bfb1ff60..b483402d6c8 100644
--- a/source/blender/editors/gpencil/gpencil_paint.c
+++ b/source/blender/editors/gpencil/gpencil_paint.c
@@ -69,9 +69,10 @@
#include "ED_view3d.h"
#include "ED_clip.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+
#include "RNA_access.h"
#include "RNA_define.h"
@@ -1546,6 +1547,7 @@ static bool gp_session_initdata(bContext *C, tGPsdata *p)
bGPDpalettecolor *palcolor = p->palettecolor;
bGPdata *pdata = p->gpd;
copy_v4_v4(pdata->scolor, palcolor->color);
+ copy_v4_v4(pdata->sfill, palcolor->fill);
pdata->sflag = palcolor->flag;
/* lock axis */
p->lock_axis = ts->gp_sculpt.lock_axis;
@@ -1832,28 +1834,28 @@ static void gp_paint_cleanup(tGPsdata *p)
static void gpencil_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_ptr)
{
tGPsdata *p = (tGPsdata *)p_ptr;
-
+
if (p->paintmode == GP_PAINTMODE_ERASER) {
- glPushMatrix();
-
- glTranslatef((float)x, (float)y, 0.0f);
-
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
-
- glColor4ub(255, 100, 100, 20);
- glutil_draw_filled_arc(0.0, M_PI * 2.0, p->radius, 40);
-
- setlinestyle(6);
-
- glColor4ub(255, 100, 100, 200);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, p->radius, 40);
-
+
+ immUniformColor4ub(255, 100, 100, 20);
+ imm_draw_filled_circle(pos, x, y, p->radius, 40);
+
+ setlinestyle(6); /* TODO: handle line stipple in shader */
+
+ immUniformColor4ub(255, 100, 100, 200);
+ imm_draw_lined_circle(pos, x, y, p->radius, 40);
+
+ immUnbindProgram();
+
setlinestyle(0);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
-
- glPopMatrix();
}
}
diff --git a/source/blender/editors/include/BIF_glutil.h b/source/blender/editors/include/BIF_glutil.h
index d3d2c465d46..25fcdf33524 100644
--- a/source/blender/editors/include/BIF_glutil.h
+++ b/source/blender/editors/include/BIF_glutil.h
@@ -38,23 +38,21 @@ struct bContext;
struct ColorManagedViewSettings;
struct ColorManagedDisplaySettings;
-void fdrawbezier(float vec[4][3]);
-void fdrawline(float x1, float y1, float x2, float y2);
-void fdrawbox(float x1, float y1, float x2, float y2);
-void sdrawline(int x1, int y1, int x2, int y2);
-#if 0
-void sdrawtri(int x1, int y1, int x2, int y2);
-void sdrawtrifill(int x1, int y1, int x2, int y2);
-#endif
-void sdrawbox(int x1, int y1, int x2, int y2);
-
-void sdrawXORline(int x0, int y0, int x1, int y1);
-void sdrawXORline4(int nr, int x0, int y0, int x1, int y1);
+/* Several functions defined here are being DEPRECATED for Blender 2.8
+ *
+ * Do not use them in new code, and you are encouraged to
+ * convert existing code to draw without these.
+ *
+ * These will be deleted before we ship 2.8!
+ * - merwin
+ */
-void fdrawXORellipse(float xofs, float yofs, float hw, float hh);
-void fdrawXORcirc(float xofs, float yofs, float rad);
+void fdrawline(float x1, float y1, float x2, float y2); /* DEPRECATED */
+void fdrawbox(float x1, float y1, float x2, float y2); /* DEPRECATED */
+void sdrawline(int x1, int y1, int x2, int y2); /* DEPRECATED */
+void sdrawbox(int x1, int y1, int x2, int y2); /* DEPRECATED */
-void fdrawcheckerboard(float x1, float y1, float x2, float y2);
+void fdrawcheckerboard(float x1, float y1, float x2, float y2); /* DEPRECATED */
/* OpenGL stipple defines */
extern const unsigned char stipple_halftone[128];
@@ -74,7 +72,7 @@ extern const unsigned char stipple_checker_8px[128];
* \param radius The arc radius.
* \param nsegments The number of segments to use in drawing the arc.
*/
-void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments);
+void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments); /* DEPRECATED */
/**
* Draw a filled arc with the given \a radius,
@@ -87,7 +85,55 @@ void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments
* \param radius The arc radius.
* \param nsegments The number of segments to use in drawing the arc.
*/
-void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments);
+void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments); /* DEPRECATED */
+
+/**
+ * Draw a circle outline with the given \a radius.
+ * The circle is centered at \a x, \a y and drawn in the XY plane.
+ *
+ * \param pos The vertex attribute number for position.
+ * \param x Horizontal center.
+ * \param y Vertical center.
+ * \param radius The circle's radius.
+ * \param nsegments The number of segments to use in drawing (more = smoother).
+ */
+void imm_draw_lined_circle(unsigned pos, float x, float y, float radius, int nsegments);
+
+/* use this version when VertexFormat has a vec3 position */
+void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float radius, int nsegments);
+
+/**
+ * Draw a filled circle with the given \a radius.
+ * The circle is centered at \a x, \a y and drawn in the XY plane.
+ *
+ * \param pos The vertex attribute number for position.
+ * \param x Horizontal center.
+ * \param y Vertical center.
+ * \param radius The circle's radius.
+ * \param nsegments The number of segments to use in drawing (more = smoother).
+ */
+void imm_draw_filled_circle(unsigned pos, float x, float y, float radius, int nsegments);
+
+/**
+* Draw a lined box.
+*
+* \param pos The vertex attribute number for position.
+* \param x1 left.
+* \param y1 bottom.
+* \param x2 right.
+* \param y2 top.
+*/
+void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2);
+
+/* use this version when VertexFormat has a vec3 position */
+void imm_draw_line_box_3D(unsigned pos, float x1, float y1, float x2, float y2);
+
+/**
+* Pack color into 3 bytes
+*
+* \param x color.
+*/
+void imm_cpack(unsigned int x);
/**
* Returns a float value as obtained by glGetFloatv.
@@ -176,12 +222,11 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int
*/
void glaDefine2DArea(struct rcti *screen_rect);
-typedef struct gla2DDrawInfo gla2DDrawInfo;
+#if 0 /* UNUSED */
-/* UNUSED */
-#if 0
+typedef struct gla2DDrawInfo gla2DDrawInfo;
-gla2DDrawInfo *glaBegin2DDraw(struct rcti *screen_rect, struct rctf *world_rect);
+gla2DDrawInfo *glaBegin2DDraw(struct rcti *screen_rect, struct rctf *world_rect);
void gla2DDrawTranslatePt(gla2DDrawInfo *di, float wo_x, float wo_y, int *r_sc_x, int *r_sc_y);
void gla2DDrawTranslatePtv(gla2DDrawInfo *di, float world[2], int r_screen[2]);
@@ -190,7 +235,8 @@ void glaEnd2DDraw(gla2DDrawInfo *di);
/** Adjust the transformation mapping of a 2d area */
void gla2DGetMap(gla2DDrawInfo *di, struct rctf *rect);
void gla2DSetMap(gla2DDrawInfo *di, struct rctf *rect);
-#endif
+
+#endif /* UNUSED */
void set_inverted_drawing(int enable);
void setlinestyle(int nr);
diff --git a/source/blender/editors/include/ED_screen.h b/source/blender/editors/include/ED_screen.h
index ec09add56b8..f5f66a07aea 100644
--- a/source/blender/editors/include/ED_screen.h
+++ b/source/blender/editors/include/ED_screen.h
@@ -36,6 +36,8 @@
#include "DNA_view2d_types.h"
#include "DNA_view3d_types.h"
+#include "BLI_compiler_attrs.h"
+
struct wmWindowManager;
struct wmWindow;
struct wmNotifier;
@@ -47,6 +49,7 @@ struct bScreen;
struct ARegion;
struct uiBlock;
struct rcti;
+struct Main;
/* regions */
void ED_region_do_listen(struct bScreen *sc, struct ScrArea *sa, struct ARegion *ar, struct wmNotifier *note);
@@ -118,6 +121,7 @@ void ED_screen_full_restore(struct bContext *C, ScrArea *sa);
struct ScrArea *ED_screen_state_toggle(struct bContext *C, struct wmWindow *win, struct ScrArea *sa, const short state);
void ED_screens_header_tools_menu_create(struct bContext *C, struct uiLayout *layout, void *arg);
bool ED_screen_stereo3d_required(struct bScreen *screen);
+void ED_screen_preview_render(const struct bScreen *screen, int size_x, int size_y, unsigned int *r_rect) ATTR_NONNULL();
/* anim */
void ED_update_for_newframe(struct Main *bmain, struct Scene *scene, int mute);
diff --git a/source/blender/editors/include/UI_interface.h b/source/blender/editors/include/UI_interface.h
index 9fbce7dd203..d48cfbee413 100644
--- a/source/blender/editors/include/UI_interface.h
+++ b/source/blender/editors/include/UI_interface.h
@@ -308,18 +308,20 @@ typedef enum {
* Functions to draw various shapes, taking theme settings into account.
* Used for code that draws its own UI style elements. */
-void UI_draw_roundbox(float minx, float miny, float maxx, float maxy, float rad);
+void UI_draw_roundbox(float minx, float miny, float maxx, float maxy, float rad, const float color[4]);
void UI_draw_roundbox_corner_set(int type);
int UI_draw_roundbox_corner_get(void);
void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad);
void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx, float maxy);
-void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, float maxy, float rad);
+void UI_draw_roundbox_gl_mode_3ubAlpha(int mode, float minx, float miny, float maxx, float maxy, float rad, unsigned char col[3], unsigned char alpha);
+void UI_draw_roundbox_gl_mode_3fvAlpha(int mode, float minx, float miny, float maxx, float maxy, float rad, float col[3], float alpha);
+void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, float maxy, float rad, float col[4]);
void UI_draw_roundbox_shade_x(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
void UI_draw_roundbox_shade_y(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight);
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height);
void UI_draw_safe_areas(
- float x1, float x2, float y1, float y2,
+ unsigned pos, float x1, float x2, float y1, float y2,
const float title_aspect[2], const float action_aspect[2]);
/* state for scrolldrawing */
@@ -1050,7 +1052,7 @@ void UI_fontstyle_draw_rotated(const struct uiFontStyle *fs, const struct rcti *
void UI_fontstyle_draw_simple(const struct uiFontStyle *fs, float x, float y, const char *str);
void UI_fontstyle_draw_simple_backdrop(
const struct uiFontStyle *fs, float x, float y, const char *str,
- const unsigned char fg[4], const unsigned char bg[4]);
+ const float col_fg[4], const float col_bg[4]);
int UI_fontstyle_string_width(const struct uiFontStyle *fs, const char *str);
int UI_fontstyle_height_max(const struct uiFontStyle *fs);
diff --git a/source/blender/editors/include/UI_resources.h b/source/blender/editors/include/UI_resources.h
index f8a5f30a596..be03647d6f4 100644
--- a/source/blender/editors/include/UI_resources.h
+++ b/source/blender/editors/include/UI_resources.h
@@ -320,13 +320,13 @@ struct bThemeState {
void UI_ThemeColor(int colorid);
// sets the color plus alpha
-void UI_ThemeColor4(int colorid);
+void UI_ThemeColor4(int colorid);
// sets color plus offset for shade
-void UI_ThemeColorShade(int colorid, int offset);
+void UI_ThemeColorShade(int colorid, int offset);
// sets color plus offset for alpha
-void UI_ThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
+void UI_ThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
// sets color, which is blend between two theme colors
void UI_ThemeColorBlend(int colorid1, int colorid2, float fac);
@@ -352,6 +352,9 @@ void UI_GetThemeColorShade3ubv(int colorid, int offset, unsigned char col[3])
void UI_GetThemeColor4fv(int colorid, float col[4]);
// get four color values, range 0.0-1.0, complete with shading offset for the RGB components
void UI_GetThemeColorShade4fv(int colorid, int offset, float col[4]);
+void UI_GetThemeColorShadeAlpha4fv(int colorid, int coloffset, int alphaoffset, float col[4]);
+// get four color values, range 0.0-1.0, complete with shading offset for the RGB components and blending
+void UI_GetThemeColorBlendShade4fv(int colorid1, int colorid2, float fac, int offset, float col[4]);
// get the 3 or 4 byte values
void UI_GetThemeColor3ubv(int colorid, unsigned char col[3]);
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 01ea1e953fa..f17c61b8aa1 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -57,6 +57,7 @@
#include "GPU_draw.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "UI_interface.h"
@@ -79,68 +80,98 @@ int UI_draw_roundbox_corner_get(void)
return roundboxtype;
}
-void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, float maxy, float rad)
+void UI_draw_roundbox_gl_mode_3ubAlpha(int mode, float minx, float miny, float maxx, float maxy, float rad, unsigned char col[3], unsigned char alpha)
+{
+ float colv[4];
+ colv[0] = ((float)col[0]) / 255;
+ colv[1] = ((float)col[1]) / 255;
+ colv[2] = ((float)col[2]) / 255;
+ colv[3] = ((float)alpha) / 255;
+ UI_draw_roundbox_gl_mode(mode, minx, miny, maxx, maxy, rad, colv);
+}
+
+void UI_draw_roundbox_gl_mode_3fvAlpha(int mode, float minx, float miny, float maxx, float maxy, float rad, float col[3], float alpha)
+{
+ float colv[4];
+ colv[0] = col[0];
+ colv[1] = col[1];
+ colv[2] = col[2];
+ colv[3] = alpha;
+ UI_draw_roundbox_gl_mode(mode, minx, miny, maxx, maxy, rad, colv);
+}
+
+void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, float maxy, float rad, float col[4])
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
int a;
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
- glBegin(mode);
+ if (mode == GL_POLYGON) {
+ mode = GL_TRIANGLE_FAN;
+ }
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(col);
+
+ immBeginAtMost(mode, 36);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
- glVertex2f(maxx - rad, miny);
+ immVertex2f(pos, maxx - rad, miny);
for (a = 0; a < 7; a++) {
- glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
+ immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
}
- glVertex2f(maxx, miny + rad);
+ immVertex2f(pos, maxx, miny + rad);
}
else {
- glVertex2f(maxx, miny);
+ immVertex2f(pos, maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
- glVertex2f(maxx, maxy - rad);
+ immVertex2f(pos, maxx, maxy - rad);
for (a = 0; a < 7; a++) {
- glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
+ immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
}
- glVertex2f(maxx - rad, maxy);
+ immVertex2f(pos, maxx - rad, maxy);
}
else {
- glVertex2f(maxx, maxy);
+ immVertex2f(pos, maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
- glVertex2f(minx + rad, maxy);
+ immVertex2f(pos, minx + rad, maxy);
for (a = 0; a < 7; a++) {
- glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
+ immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
}
- glVertex2f(minx, maxy - rad);
+ immVertex2f(pos, minx, maxy - rad);
}
else {
- glVertex2f(minx, maxy);
+ immVertex2f(pos, minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
- glVertex2f(minx, miny + rad);
+ immVertex2f(pos, minx, miny + rad);
for (a = 0; a < 7; a++) {
- glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
+ immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
}
- glVertex2f(minx + rad, miny);
+ immVertex2f(pos, minx + rad, miny);
}
else {
- glVertex2f(minx, miny);
+ immVertex2f(pos, minx, miny);
}
- glEnd();
+ immEnd();
+ immUnbindProgram();
}
static void round_box_shade_col(const float col1[3], float const col2[3], const float fac)
@@ -381,17 +412,16 @@ void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, f
/* set antialias line */
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
-
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, minx, miny, maxx, maxy, rad, color);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
/* (old, used in outliner) plain antialiased filled box */
-void UI_draw_roundbox(float minx, float miny, float maxx, float maxy, float rad)
+void UI_draw_roundbox(float minx, float miny, float maxx, float maxy, float rad, const float color[4])
{
- ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad, roundboxtype & UI_RB_ALPHA);
+ ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad, roundboxtype & UI_RB_ALPHA, color);
}
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height)
@@ -451,43 +481,36 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(w
/**
* Draw title and text safe areas.
*
- * The first 4 parameters are the offsets for the view, not the zones.
+ * The first parameter is a GL_FLOAT, 2, KEEP_FLOAT vertex attrib
+ * The next 4 parameters are the offsets for the view, not the zones.
*/
void UI_draw_safe_areas(
- float x1, float x2, float y1, float y2,
+ unsigned pos, float x1, float x2, float y1, float y2,
const float title_aspect[2], const float action_aspect[2])
{
const float size_x_half = (x2 - x1) * 0.5f;
const float size_y_half = (y2 - y1) * 0.5f;
const float *safe_areas[] = {title_aspect, action_aspect};
- int safe_len = ARRAY_SIZE(safe_areas);
+ const int safe_len = ARRAY_SIZE(safe_areas);
bool is_first = true;
for (int i = 0; i < safe_len; i++) {
if (safe_areas[i][0] || safe_areas[i][1]) {
- float margin_x, margin_y;
- float minx, miny, maxx, maxy;
-
if (is_first) {
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
is_first = false;
}
- margin_x = safe_areas[i][0] * size_x_half;
- margin_y = safe_areas[i][1] * size_y_half;
+ float margin_x = safe_areas[i][0] * size_x_half;
+ float margin_y = safe_areas[i][1] * size_y_half;
- minx = x1 + margin_x;
- miny = y1 + margin_y;
- maxx = x2 - margin_x;
- maxy = y2 - margin_y;
+ float minx = x1 + margin_x;
+ float miny = y1 + margin_y;
+ float maxx = x2 - margin_x;
+ float maxy = y2 - margin_y;
- glBegin(GL_LINE_LOOP);
- glVertex2f(maxx, miny);
- glVertex2f(maxx, maxy);
- glVertex2f(minx, maxy);
- glVertex2f(minx, miny);
- glEnd();
+ imm_draw_line_box(pos, minx, miny, maxx, maxy);
}
}
}
@@ -501,9 +524,9 @@ static void draw_scope_end(const rctf *rect, GLint *scissor)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* outline */
- glColor4f(0.f, 0.f, 0.f, 0.5f);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f);
+ float color[4] = {0.0f, 0.0f, 0.0f, 0.5f};
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f, color);
}
static void histogram_draw_one(
@@ -573,9 +596,10 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- UI_ThemeColor4(TH_PREVIEW_BACK);
+ float color[4];
+ UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
/* need scissor test, histogram can draw outside of boundary */
GLint scissor[4];
@@ -660,9 +684,10 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- UI_ThemeColor4(TH_PREVIEW_BACK);
+ float color[4];
+ UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
/* need scissor test, waveform can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
@@ -904,9 +929,10 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- UI_ThemeColor4(TH_PREVIEW_BACK);
+ float color[4];
+ UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
/* need scissor test, hvectorscope can draw outside of boundary */
GLint scissor[4];
@@ -1189,9 +1215,8 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
float size;
/* backdrop */
- glColor3ubv((unsigned char *)wcol->inner);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
+ UI_draw_roundbox_gl_mode_3ubAlpha(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (unsigned char *)wcol->inner, 255);
/* sphere color */
glCullFace(GL_BACK);
@@ -1513,9 +1538,9 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
(rect.ymax + 1) - (rect.ymin - 1));
if (scopes->track_disabled) {
- glColor4f(0.7f, 0.3f, 0.3f, 0.3f);
+ float color[4] = {0.7f, 0.3f, 0.3f, 0.3f};
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
ok = true;
}
@@ -1551,9 +1576,9 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
ImBuf *drawibuf = scopes->track_preview;
if (scopes->use_track_mask) {
- glColor4f(0.0f, 0.0f, 0.0f, 0.3f);
+ float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
}
glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
@@ -1595,9 +1620,9 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
}
if (!ok) {
- glColor4f(0.f, 0.f, 0.f, 0.3f);
+ float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
}
/* outline */
@@ -1671,46 +1696,54 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol
/* ****************************************************** */
-static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
+static void ui_shadowbox(unsigned pos, unsigned color, float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
{
/* right quad */
- glColor4ub(0, 0, 0, alpha);
- glVertex2f(maxx, miny);
- glVertex2f(maxx, maxy - 0.3f * shadsize);
- glColor4ub(0, 0, 0, 0);
- glVertex2f(maxx + shadsize, maxy - 0.75f * shadsize);
- glVertex2f(maxx + shadsize, miny);
+ immAttrib4ub(color, 0, 0, 0, alpha);
+ immVertex2f(pos, maxx, miny);
+ immVertex2f(pos, maxx, maxy - 0.3f * shadsize);
+ immAttrib4ub(color, 0, 0, 0, 0);
+ immVertex2f(pos, maxx + shadsize, maxy - 0.75f * shadsize);
+ immVertex2f(pos, maxx + shadsize, miny);
/* corner shape */
- glColor4ub(0, 0, 0, alpha);
- glVertex2f(maxx, miny);
- glColor4ub(0, 0, 0, 0);
- glVertex2f(maxx + shadsize, miny);
- glVertex2f(maxx + 0.7f * shadsize, miny - 0.7f * shadsize);
- glVertex2f(maxx, miny - shadsize);
+ immAttrib4ub(color, 0, 0, 0, alpha);
+ immVertex2f(pos, maxx, miny);
+ immAttrib4ub(color, 0, 0, 0, 0);
+ immVertex2f(pos, maxx + shadsize, miny);
+ immVertex2f(pos, maxx + 0.7f * shadsize, miny - 0.7f * shadsize);
+ immVertex2f(pos, maxx, miny - shadsize);
/* bottom quad */
- glColor4ub(0, 0, 0, alpha);
- glVertex2f(minx + 0.3f * shadsize, miny);
- glVertex2f(maxx, miny);
- glColor4ub(0, 0, 0, 0);
- glVertex2f(maxx, miny - shadsize);
- glVertex2f(minx + 0.5f * shadsize, miny - shadsize);
+ immAttrib4ub(color, 0, 0, 0, alpha);
+ immVertex2f(pos, minx + 0.3f * shadsize, miny);
+ immVertex2f(pos, maxx, miny);
+ immAttrib4ub(color, 0, 0, 0, 0);
+ immVertex2f(pos, maxx, miny - shadsize);
+ immVertex2f(pos, minx + 0.5f * shadsize, miny - shadsize);
}
void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
{
glEnable(GL_BLEND);
-
- glBegin(GL_QUADS);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
+ immBegin(GL_QUADS, 36);
/* accumulated outline boxes to make shade not linear, is more pleasant */
- ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8);
- ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40 * alpha) >> 8);
- ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80 * alpha) >> 8);
-
- glEnd();
+ ui_shadowbox(pos, color, minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8);
+ ui_shadowbox(pos, color, minx, miny, maxx, maxy, 7.0, (40 * alpha) >> 8);
+ ui_shadowbox(pos, color, minx, miny, maxx, maxy, 5.0, (80 * alpha) >> 8);
+ immEnd();
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
}
@@ -1741,16 +1774,15 @@ void ui_draw_dropshadow(const rctf *rct, float radius, float aspect, float alpha
float calpha = dalpha;
for (; i--; a -= aspect) {
/* alpha ranges from 2 to 20 or so */
- glColor4f(0.0f, 0.0f, 0.0f, calpha);
+ float color[4] = {0.0f, 0.0f, 0.0f, calpha};
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color);
calpha += dalpha;
-
- UI_draw_roundbox_gl_mode(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a);
}
/* outline emphasis */
glEnable(GL_LINE_SMOOTH);
- glColor4ub(0, 0, 0, 100);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f);
+ float color[4] = {0.0f, 0.0f, 0.0f, 0.4f};
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f, color);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
diff --git a/source/blender/editors/interface/interface_eyedropper.c b/source/blender/editors/interface/interface_eyedropper.c
index 5154a77ad21..0a21c89e692 100644
--- a/source/blender/editors/interface/interface_eyedropper.c
+++ b/source/blender/editors/interface/interface_eyedropper.c
@@ -139,8 +139,8 @@ static void eyedropper_draw_cursor_text(const struct bContext *C, ARegion *ar, c
wmWindow *win = CTX_wm_window(C);
int x = win->eventstate->x;
int y = win->eventstate->y;
- const unsigned char fg[4] = {255, 255, 255, 255};
- const unsigned char bg[4] = {0, 0, 0, 50};
+ const float col_fg[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ const float col_bg[4] = {0.0f, 0.0f, 0.0f, 0.2f};
if ((name[0] == '\0') ||
@@ -154,7 +154,7 @@ static void eyedropper_draw_cursor_text(const struct bContext *C, ARegion *ar, c
y += U.widget_unit;
- UI_fontstyle_draw_simple_backdrop(fstyle, x, y, name, fg, bg);
+ UI_fontstyle_draw_simple_backdrop(fstyle, x, y, name, col_fg, col_bg);
}
diff --git a/source/blender/editors/interface/interface_handlers.c b/source/blender/editors/interface/interface_handlers.c
index a761bcfdf5e..241ac99edde 100644
--- a/source/blender/editors/interface/interface_handlers.c
+++ b/source/blender/editors/interface/interface_handlers.c
@@ -185,7 +185,6 @@ typedef struct uiSelectContextStore {
uiSelectContextElem *elems;
int elems_len;
bool do_free;
- bool is_enabled;
/* When set, simply copy values (don't apply difference).
* Rules are:
* - dragging numbers uses delta.
@@ -1160,14 +1159,11 @@ static void ui_multibut_states_apply(bContext *C, uiHandleButtonData *data, uiBl
ui_but_execute_begin(C, ar, but, &active_back);
#ifdef USE_ALLSELECT
- if (data->select_others.is_enabled) {
- /* init once! */
- if (mbut_state->select_others.elems_len == 0) {
- ui_selectcontext_begin(C, but, &mbut_state->select_others);
- }
- if (mbut_state->select_others.elems_len == 0) {
- mbut_state->select_others.elems_len = -1;
- }
+ if (mbut_state->select_others.elems_len == 0) {
+ ui_selectcontext_begin(C, but, &mbut_state->select_others);
+ }
+ if (mbut_state->select_others.elems_len == 0) {
+ mbut_state->select_others.elems_len = -1;
}
/* needed so we apply the right deltas */
@@ -2055,12 +2051,7 @@ static void ui_apply_but(bContext *C, uiBlock *block, uiBut *but, uiHandleButton
else
# endif
if (data->select_others.elems_len == 0) {
- wmWindow *win = CTX_wm_window(C);
- /* may have been enabled before activating */
- if (data->select_others.is_enabled || IS_ALLSELECT_EVENT(win->eventstate)) {
- ui_selectcontext_begin(C, but, &data->select_others);
- data->select_others.is_enabled = true;
- }
+ ui_selectcontext_begin(C, but, &data->select_others);
}
if (data->select_others.elems_len == 0) {
/* dont check again */
@@ -3061,11 +3052,7 @@ static void ui_textedit_begin(bContext *C, uiBut *but, uiHandleButtonData *data)
#ifdef USE_ALLSELECT
if (is_num_but) {
- if (IS_ALLSELECT_EVENT(win->eventstate)) {
- data->select_others.is_enabled = true;
- data->select_others.is_copy = true;
-
- }
+ data->select_others.is_copy = true;
}
#endif
@@ -3665,15 +3652,6 @@ static void ui_block_open_begin(bContext *C, uiBut *but, uiHandleButtonData *dat
data->menu->popup = but->block->handle->popup;
}
-#ifdef USE_ALLSELECT
- {
- wmWindow *win = CTX_wm_window(C);
- if (IS_ALLSELECT_EVENT(win->eventstate)) {
- data->select_others.is_enabled = true;
- }
- }
-#endif
-
/* this makes adjacent blocks auto open from now on */
//if (but->block->auto_open == 0) but->block->auto_open = 1;
}
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 65b12fcd64e..0573e8d9c94 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -35,6 +35,7 @@
#include "GPU_extensions.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
@@ -504,8 +505,12 @@ static void init_internal_icons(void)
icongltex.id = 0;
}
+#if 0 /* should be a compile-time check (if needed at all) */
/* we only use a texture for cards with non-power of two */
if (GPU_full_non_power_of_two_support()) {
+#else
+ {
+#endif
glGenTextures(1, &icongltex.id);
if (icongltex.id) {
@@ -533,11 +538,6 @@ static void init_internal_icons(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
-
- if (glGetError() == GL_OUT_OF_MEMORY) {
- glDeleteTextures(1, &icongltex.id);
- icongltex.id = 0;
- }
}
}
}
@@ -851,12 +851,15 @@ void ui_icon_ensure_deferred(const bContext *C, const int icon_id, const bool bi
{
ID *id = (icon->type != 0) ? icon->obj : NULL;
PreviewImage *prv = id ? BKE_previewimg_id_ensure(id) : icon->obj;
+ /* Using jobs for screen previews crashes due to offscreen rendering.
+ * XXX would be nicer if PreviewImage could store if it supports jobs */
+ const bool use_jobs = !id || (GS(id->name) != ID_SCR);
if (prv) {
const int size = big ? ICON_SIZE_PREVIEW : ICON_SIZE_ICON;
if (id || (prv->tag & PRV_TAG_DEFFERED) != 0) {
- ui_id_preview_image_render_size(C, NULL, id, prv, size, true);
+ ui_id_preview_image_render_size(C, NULL, id, prv, size, use_jobs);
}
}
break;
@@ -1017,33 +1020,40 @@ static void icon_draw_texture(
{
float x1, x2, y1, y2;
- if (rgb) glColor4f(rgb[0], rgb[1], rgb[2], alpha);
- else glColor4f(alpha, alpha, alpha, alpha);
-
x1 = ix * icongltex.invw;
x2 = (ix + ih) * icongltex.invw;
y1 = iy * icongltex.invh;
y2 = (iy + ih) * icongltex.invh;
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
- glBindTexture(GL_TEXTURE_2D, icongltex.id);
-
/* sharper downscaling, has no effect when scale matches with a mip level */
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -0.5f);
- glBegin(GL_QUADS);
- glTexCoord2f(x1, y1);
- glVertex2f(x, y);
+ glBindTexture(GL_TEXTURE_2D, icongltex.id);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- glTexCoord2f(x2, y1);
- glVertex2f(x + w, y);
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+ if (rgb) immUniform4f("color", rgb[0], rgb[1], rgb[2], alpha);
+ else immUniform4f("color", alpha, alpha, alpha, alpha);
- glTexCoord2f(x2, y2);
- glVertex2f(x + w, y + h);
+ immUniform1i("image", 0);
- glTexCoord2f(x1, y2);
- glVertex2f(x, y + h);
- glEnd();
+ immBegin(GL_TRIANGLE_STRIP, 4);
+ immAttrib2f(texCoord, x1, y2);
+ immVertex2f(pos, x, y + h);
+
+ immAttrib2f(texCoord, x1, y1);
+ immVertex2f(pos, x, y);
+
+ immAttrib2f(texCoord, x2, y2);
+ immVertex2f(pos, x + w, y + h);
+
+ immAttrib2f(texCoord, x2, y1);
+ immVertex2f(pos, x + w, y);
+ immEnd();
+
+ immUnbindProgram();
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
@@ -1162,7 +1172,7 @@ void UI_id_icon_render(const bContext *C, Scene *scene, ID *id, const bool big,
}
}
-static void ui_id_brush_render(const bContext *C, ID *id)
+static void ui_id_icon_render(const bContext *C, ID *id, bool use_jobs)
{
PreviewImage *pi = BKE_previewimg_id_ensure(id);
enum eIconSizes i;
@@ -1174,7 +1184,7 @@ static void ui_id_brush_render(const bContext *C, ID *id)
/* check if rect needs to be created; changed
* only set by dynamic icons */
if (((pi->flag[i] & PRV_CHANGED) || !pi->rect[i])) {
- icon_set_image(C, NULL, id, pi, i, true);
+ icon_set_image(C, NULL, id, pi, i, use_jobs);
pi->flag[i] &= ~PRV_CHANGED;
}
}
@@ -1187,7 +1197,7 @@ static int ui_id_brush_get_icon(const bContext *C, ID *id)
if (br->flag & BRUSH_CUSTOM_ICON) {
BKE_icon_id_ensure(id);
- ui_id_brush_render(C, id);
+ ui_id_icon_render(C, id, true);
}
else {
Object *ob = CTX_data_active_object(C);
@@ -1234,6 +1244,15 @@ static int ui_id_brush_get_icon(const bContext *C, ID *id)
return id->icon_id;
}
+static int ui_id_screen_get_icon(const bContext *C, ID *id)
+{
+ BKE_icon_id_ensure(id);
+ /* Don't use jobs here, offscreen rendering doesn't like this and crashes. */
+ ui_id_icon_render(C, id, false);
+
+ return id->icon_id;
+}
+
int ui_id_icon_get(const bContext *C, ID *id, const bool big)
{
int iconid = 0;
@@ -1252,6 +1271,9 @@ int ui_id_icon_get(const bContext *C, ID *id, const bool big)
/* checks if not exists, or changed */
UI_id_icon_render(C, NULL, id, big, true);
break;
+ case ID_SCR:
+ iconid = ui_id_screen_get_icon(C, id);
+ break;
default:
break;
}
diff --git a/source/blender/editors/interface/interface_intern.h b/source/blender/editors/interface/interface_intern.h
index d8f9fdcbaae..7529f60c6f0 100644
--- a/source/blender/editors/interface/interface_intern.h
+++ b/source/blender/editors/interface/interface_intern.h
@@ -682,7 +682,8 @@ struct wmIMEData *ui_but_ime_data_get(uiBut *but);
/* interface_widgets.c */
void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3);
-void ui_draw_anti_roundbox(int mode, float minx, float miny, float maxx, float maxy, float rad, bool use_alpha);
+void ui_draw_anti_roundbox(int mode, float minx, float miny, float maxx, float maxy,
+ float rad, bool use_alpha, const float color[4]);
void ui_draw_menu_back(struct uiStyle *style, uiBlock *block, rcti *rect);
void ui_draw_pie_center(uiBlock *block);
uiWidgetColors *ui_tooltip_get_theme(void);
diff --git a/source/blender/editors/interface/interface_panel.c b/source/blender/editors/interface/interface_panel.c
index c131bcb8e14..dd06147f226 100644
--- a/source/blender/editors/interface/interface_panel.c
+++ b/source/blender/editors/interface/interface_panel.c
@@ -65,6 +65,8 @@
#include "UI_interface_icons.h"
#include "UI_resources.h"
+#include "GPU_immediate.h"
+
#include "interface_intern.h"
/*********************** defines and structs ************************/
@@ -1518,7 +1520,8 @@ static void ui_panel_category_draw_tab(
int mode, float minx, float miny, float maxx, float maxy, float rad,
int roundboxtype,
const bool use_highlight, const bool use_shadow,
- const unsigned char highlight_fade[3])
+ const unsigned char highlight_fade[3],
+ const unsigned char col[3])
{
float vec[4][2] = {
{0.195, 0.02},
@@ -1527,74 +1530,88 @@ static void ui_panel_category_draw_tab(
{0.98, 0.805}};
int a;
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+
/* mult */
for (a = 0; a < 4; a++) {
mul_v2_fl(vec[a], rad);
}
- glBegin(mode);
+ if (mode == GL_POLYGON) {
+ mode = GL_TRIANGLE_FAN;
+ }
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
+ immBeginAtMost(mode, 24);
+
+ immAttrib3ubv(color, col);
/* start with corner right-top */
if (use_highlight) {
if (roundboxtype & UI_CNR_TOP_RIGHT) {
- glVertex2f(maxx, maxy - rad);
+ immVertex2f(pos, maxx, maxy - rad);
for (a = 0; a < 4; a++) {
- glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
+ immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
}
- glVertex2f(maxx - rad, maxy);
+ immVertex2f(pos, maxx - rad, maxy);
}
else {
- glVertex2f(maxx, maxy);
+ immVertex2f(pos, maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
- glVertex2f(minx + rad, maxy);
+ immVertex2f(pos, minx + rad, maxy);
for (a = 0; a < 4; a++) {
- glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
+ immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
}
- glVertex2f(minx, maxy - rad);
+ immVertex2f(pos, minx, maxy - rad);
}
else {
- glVertex2f(minx, maxy);
+ immVertex2f(pos, minx, maxy);
}
}
if (use_highlight && !use_shadow) {
if (highlight_fade) {
- glColor3ubv(highlight_fade);
+ immAttrib3ubv(color, highlight_fade);
}
- glVertex2f(minx, miny + rad);
- glEnd();
+ immVertex2f(pos, minx, miny + rad);
+ immEnd();
+ immUnbindProgram();
return;
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
- glVertex2f(minx, miny + rad);
+ immVertex2f(pos, minx, miny + rad);
for (a = 0; a < 4; a++) {
- glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
+ immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
}
- glVertex2f(minx + rad, miny);
+ immVertex2f(pos, minx + rad, miny);
}
else {
- glVertex2f(minx, miny);
+ immVertex2f(pos, minx, miny);
}
/* corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
- glVertex2f(maxx - rad, miny);
+ immVertex2f(pos, maxx - rad, miny);
for (a = 0; a < 4; a++) {
- glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
+ immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
}
- glVertex2f(maxx, miny + rad);
+ immVertex2f(pos, maxx, miny + rad);
}
else {
- glVertex2f(maxx, miny);
+ immVertex2f(pos, maxx, miny);
}
- glEnd();
+ immEnd();
+ immUnbindProgram();
}
@@ -1754,19 +1771,19 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
if (is_active)
#endif
{
- glColor3ubv(is_active ? theme_col_tab_active : theme_col_tab_inactive);
ui_panel_category_draw_tab(GL_POLYGON, rct->xmin, rct->ymin, rct->xmax, rct->ymax,
- tab_curve_radius - px, roundboxtype, true, true, NULL);
+ tab_curve_radius - px, roundboxtype, true, true, NULL,
+ is_active ? theme_col_tab_active : theme_col_tab_inactive);
/* tab outline */
- glColor3ubv(theme_col_tab_outline);
ui_panel_category_draw_tab(GL_LINE_STRIP, rct->xmin - px, rct->ymin - px, rct->xmax - px, rct->ymax + px,
- tab_curve_radius, roundboxtype, true, true, NULL);
+ tab_curve_radius, roundboxtype, true, true, NULL, theme_col_tab_outline);
+
/* tab highlight (3d look) */
- glColor3ubv(is_active ? theme_col_tab_highlight : theme_col_tab_highlight_inactive);
ui_panel_category_draw_tab(GL_LINE_STRIP, rct->xmin, rct->ymin, rct->xmax, rct->ymax,
tab_curve_radius, roundboxtype, true, false,
- is_active ? theme_col_back : theme_col_tab_inactive);
+ is_active ? theme_col_back : theme_col_tab_inactive,
+ is_active ? theme_col_tab_highlight : theme_col_tab_highlight_inactive);
}
/* tab blackline */
diff --git a/source/blender/editors/interface/interface_regions.c b/source/blender/editors/interface/interface_regions.c
index 466978272bc..62bab15dfb3 100644
--- a/source/blender/editors/interface/interface_regions.c
+++ b/source/blender/editors/interface/interface_regions.c
@@ -1059,7 +1059,7 @@ int ui_searchbox_autocomplete(bContext *C, ARegion *ar, uiBut *but, char *str)
return match;
}
-static void ui_searchbox_region_draw_cb(const bContext *UNUSED(C), ARegion *ar)
+static void ui_searchbox_region_draw_cb(const bContext *C, ARegion *ar)
{
uiSearchboxData *data = ar->regiondata;
@@ -1077,6 +1077,9 @@ static void ui_searchbox_region_draw_cb(const bContext *UNUSED(C), ARegion *ar)
if (data->preview) {
/* draw items */
for (a = 0; a < data->items.totitem; a++) {
+ /* ensure icon is up-to-date */
+ ui_icon_ensure_deferred(C, data->items.icons[a], data->preview);
+
ui_searchbox_butrect(&rect, data, a);
/* widget itself */
diff --git a/source/blender/editors/interface/interface_style.c b/source/blender/editors/interface/interface_style.c
index 8b41302b5bb..8bba8fc5534 100644
--- a/source/blender/editors/interface/interface_style.c
+++ b/source/blender/editors/interface/interface_style.c
@@ -293,7 +293,7 @@ void UI_fontstyle_draw_simple(const uiFontStyle *fs, float x, float y, const cha
*/
void UI_fontstyle_draw_simple_backdrop(
const uiFontStyle *fs, float x, float y, const char *str,
- const unsigned char fg[4], const unsigned char bg[4])
+ const float col_fg[4], const float col_bg[4])
{
if (fs->kerning == 1)
BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);
@@ -307,7 +307,6 @@ void UI_fontstyle_draw_simple_backdrop(
const float margin = height / 4.0f;
/* backdrop */
- glColor4ubv(bg);
UI_draw_roundbox_corner_set(UI_CNR_ALL | UI_RB_ALPHA);
UI_draw_roundbox(
@@ -315,9 +314,9 @@ void UI_fontstyle_draw_simple_backdrop(
(y + decent) - margin,
x + width + margin,
(y + decent) + height + margin,
- margin);
+ margin, col_bg);
- glColor4ubv(fg);
+ glColor4fv(col_fg);
}
diff --git a/source/blender/editors/interface/interface_templates.c b/source/blender/editors/interface/interface_templates.c
index 4db1c845c23..2cdcf7a604d 100644
--- a/source/blender/editors/interface/interface_templates.c
+++ b/source/blender/editors/interface/interface_templates.c
@@ -417,17 +417,30 @@ static void template_ID(
type = idptr.type;
if (flag & UI_ID_PREVIEWS) {
+ ARegion *region = CTX_wm_region(C);
+ const bool use_big_size = (region->regiontype != RGN_TYPE_HEADER); /* silly check, could be more generic */
+ /* Ugly exception for screens here, drawing their preview in icon size looks ugly/useless */
+ const bool use_preview_icon = use_big_size || (id && (GS(id->name) != ID_SCR));
+ const short width = UI_UNIT_X * (use_big_size ? 6 : 1.6f);
+ const short height = UI_UNIT_Y * (use_big_size ? 6: 1);
+
template->preview = true;
- but = uiDefBlockButN(block, id_search_menu, MEM_dupallocN(template), "", 0, 0, UI_UNIT_X * 6, UI_UNIT_Y * 6,
+ but = uiDefBlockButN(block, id_search_menu, MEM_dupallocN(template), "", 0, 0, width, height,
TIP_(template_id_browse_tip(type)));
- ui_def_but_icon(but, id ? ui_id_icon_get(C, id, true) : RNA_struct_ui_icon(type),
- UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
+ if (use_preview_icon) {
+ ui_def_but_icon(but, ui_id_icon_get(C, id, use_big_size), UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
+ }
+ else {
+ ui_def_but_icon(but, RNA_struct_ui_icon(type), UI_HAS_ICON);
+ UI_but_drawflag_enable(but, UI_BUT_ICON_LEFT);
+ }
if ((idfrom && idfrom->lib) || !editable)
UI_but_flag_enable(but, UI_BUT_DISABLED);
-
- uiLayoutRow(layout, true);
+ if (use_big_size) {
+ uiLayoutRow(layout, true);
+ }
}
else if (flag & UI_ID_BROWSE) {
but = uiDefBlockButN(block, id_search_menu, MEM_dupallocN(template), "", 0, 0, UI_UNIT_X * 1.6, UI_UNIT_Y,
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c
index d43a94c5514..b75ecf68136 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -58,6 +58,7 @@
#include "interface_intern.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#ifdef WITH_INPUT_IME
# include "WM_types.h"
@@ -211,22 +212,23 @@ void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y
glDisable(GL_BLEND);
}
-void ui_draw_anti_roundbox(int mode, float minx, float miny, float maxx, float maxy, float rad, bool use_alpha)
+void ui_draw_anti_roundbox(int mode, float minx, float miny, float maxx, float maxy,
+ float rad, bool use_alpha, const float color[4])
{
- float color[4];
+ float draw_color[4];
int j;
-
+
+ copy_v4_v4(draw_color, color);
+
glEnable(GL_BLEND);
- glGetFloatv(GL_CURRENT_COLOR, color);
if (use_alpha) {
- color[3] = 0.5f;
+ draw_color[3] = 0.5f;
}
- color[3] *= 0.125f;
- glColor4fv(color);
+ draw_color[3] *= 0.125f;
for (j = 0; j < WIDGET_AA_JITTER; j++) {
glTranslate2fv(jit[j]);
- UI_draw_roundbox_gl_mode(mode, minx, miny, maxx, maxy, rad);
+ UI_draw_roundbox_gl_mode(mode, minx, miny, maxx, maxy, rad, draw_color);
glTranslatef(-jit[j][0], -jit[j][1], 0.0f);
}
@@ -1461,37 +1463,40 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
/* for underline drawing */
float font_xofs, font_yofs;
- UI_fontstyle_draw_ex(fstyle, rect, drawstr + but->ofs,
- drawstr_left_len - but->ofs, &font_xofs, &font_yofs);
+ int drawlen = (drawstr_left_len == INT_MAX) ? strlen(drawstr + but->ofs) : (drawstr_left_len - but->ofs);
- if (but->menu_key != '\0') {
- char fixedbuf[128];
- const char *str;
+ if (drawlen > 0) {
+ UI_fontstyle_draw_ex(fstyle, rect, drawstr + but->ofs, drawlen, &font_xofs, &font_yofs);
- BLI_strncpy(fixedbuf, drawstr + but->ofs, min_ii(sizeof(fixedbuf), drawstr_left_len));
+ if (but->menu_key != '\0') {
+ char fixedbuf[128];
+ const char *str;
- str = strchr(fixedbuf, but->menu_key - 32); /* upper case */
- if (str == NULL)
- str = strchr(fixedbuf, but->menu_key);
+ BLI_strncpy(fixedbuf, drawstr + but->ofs, min_ii(sizeof(fixedbuf), drawlen));
- if (str) {
- int ul_index = -1;
- float ul_advance;
+ str = strchr(fixedbuf, but->menu_key - 32); /* upper case */
+ if (str == NULL)
+ str = strchr(fixedbuf, but->menu_key);
- ul_index = (int)(str - fixedbuf);
+ if (str) {
+ int ul_index = -1;
+ float ul_advance;
- if (fstyle->kerning == 1) {
- BLF_enable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
- }
+ ul_index = (int)(str - fixedbuf);
+
+ if (fstyle->kerning == 1) {
+ BLF_enable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
+ }
- fixedbuf[ul_index] = '\0';
- ul_advance = BLF_width(fstyle->uifont_id, fixedbuf, ul_index);
+ fixedbuf[ul_index] = '\0';
+ ul_advance = BLF_width(fstyle->uifont_id, fixedbuf, ul_index);
- BLF_position(fstyle->uifont_id, rect->xmin + font_xofs + ul_advance, rect->ymin + font_yofs, 0.0f);
- BLF_draw(fstyle->uifont_id, "_", 2);
+ BLF_position(fstyle->uifont_id, rect->xmin + font_xofs + ul_advance, rect->ymin + font_yofs, 0.0f);
+ BLF_draw(fstyle->uifont_id, "_", 2);
- if (fstyle->kerning == 1) {
- BLF_disable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
+ if (fstyle->kerning == 1) {
+ BLF_disable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
+ }
}
}
}
@@ -2264,18 +2269,17 @@ void ui_hsvcircle_pos_from_vals(uiBut *but, const rcti *rect, float *hsv, float
static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
{
+ /* TODO(merwin): reimplement as shader for pixel-perfect colors */
+
const int tot = 64;
const float radstep = 2.0f * (float)M_PI / (float)tot;
const float centx = BLI_rcti_cent_x_fl(rect);
const float centy = BLI_rcti_cent_y_fl(rect);
float radius = (float)min_ii(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)) / 2.0f;
- /* gouraud triangle fan */
ColorPicker *cpicker = but->custom_data;
const float *hsv_ptr = cpicker->color_data;
- float xpos, ypos, ang = 0.0f;
float rgb[3], hsvo[3], hsv[3], col[3], colcent[3];
- int a;
bool color_profile = ui_but_is_colorpicker_display_space(but);
/* color */
@@ -2306,11 +2310,18 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
ui_color_picker_to_rgb(0.0f, 0.0f, hsv[2], colcent, colcent + 1, colcent + 2);
- glBegin(GL_TRIANGLE_FAN);
- glColor3fv(colcent);
- glVertex2f(centx, centy);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
+ immBegin(GL_TRIANGLE_FAN, tot + 2);
+ immAttrib3fv(color, colcent);
+ immVertex2f(pos, centx, centy);
- for (a = 0; a <= tot; a++, ang += radstep) {
+ float ang = 0.0f;
+ for (int a = 0; a <= tot; a++, ang += radstep) {
float si = sinf(ang);
float co = cosf(ang);
@@ -2318,25 +2329,32 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
ui_color_picker_to_rgb_v(hsv, col);
- glColor3fv(col);
- glVertex2f(centx + co * radius, centy + si * radius);
+ immAttrib3fv(color, col);
+ immVertex2f(pos, centx + co * radius, centy + si * radius);
}
- glEnd();
-
+ immEnd();
+ immUnbindProgram();
+
/* fully rounded outline */
- glPushMatrix();
- glTranslatef(centx, centy, 0.0f);
+ format = immVertexFormat();
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
- glColor3ubv((unsigned char *)wcol->outline);
- glutil_draw_lined_arc(0.0f, M_PI * 2.0, radius, tot + 1);
+
+ immUniformColor3ubv((unsigned char *)wcol->outline);
+ imm_draw_lined_circle(pos, centx, centy, radius, tot);
+
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
- glPopMatrix();
+
+ immUnbindProgram();
/* cursor */
+ float xpos, ypos;
ui_hsvcircle_pos_from_vals(but, rect, hsvo, &xpos, &ypos);
-
ui_hsv_cursor(xpos, ypos);
}
diff --git a/source/blender/editors/interface/resources.c b/source/blender/editors/interface/resources.c
index 539284030c2..73a9ea928cc 100644
--- a/source/blender/editors/interface/resources.c
+++ b/source/blender/editors/interface/resources.c
@@ -1272,7 +1272,6 @@ void UI_ThemeColor4(int colorid)
cp = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid);
glColor4ubv(cp);
-
}
/* set the color with offset for shades */
@@ -1280,7 +1279,7 @@ void UI_ThemeColorShade(int colorid, int offset)
{
int r, g, b;
const unsigned char *cp;
-
+
cp = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid);
r = offset + (int) cp[0];
CLAMP(r, 0, 255);
@@ -1304,6 +1303,7 @@ void UI_ThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
CLAMP(b, 0, 255);
a = alphaoffset + (int) cp[3];
CLAMP(a, 0, 255);
+
glColor4ub(r, g, b, a);
}
@@ -1470,6 +1470,53 @@ void UI_GetThemeColorShade3ubv(int colorid, int offset, unsigned char col[3])
col[2] = b;
}
+void UI_GetThemeColorShadeAlpha4fv(int colorid, int coloffset, int alphaoffset, float col[4])
+{
+ int r, g, b, a;
+ const unsigned char *cp;
+
+ cp = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid);
+
+ r = coloffset + (int) cp[0];
+ CLAMP(r, 0, 255);
+ g = coloffset + (int) cp[1];
+ CLAMP(g, 0, 255);
+ b = coloffset + (int) cp[2];
+ CLAMP(b, 0, 255);
+ a = alphaoffset + (int) cp[3];
+ CLAMP(b, 0, 255);
+
+ col[0] = ((float)r) / 255.0f;
+ col[1] = ((float)g) / 255.0f;
+ col[2] = ((float)b) / 255.0f;
+ col[3] = ((float)a) / 255.0f;
+}
+
+void UI_GetThemeColorBlendShade4fv(int colorid1, int colorid2, float fac, int offset, float col[4])
+{
+ int r, g, b, a;
+ const unsigned char *cp1, *cp2;
+
+ cp1 = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid1);
+ cp2 = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid2);
+
+ CLAMP(fac, 0.0f, 1.0f);
+
+ r = offset + floorf((1.0f - fac) * cp1[0] + fac * cp2[0]);
+ CLAMP(r, 0, 255);
+ g = offset + floorf((1.0f - fac) * cp1[1] + fac * cp2[1]);
+ CLAMP(g, 0, 255);
+ b = offset + floorf((1.0f - fac) * cp1[2] + fac * cp2[2]);
+ CLAMP(b, 0, 255);
+ a = offset + floorf((1.0f - fac) * cp1[3] + fac * cp2[3]);
+ CLAMP(a, 0, 255);
+
+ col[0] = ((float)r) / 255.0f;
+ col[1] = ((float)g) / 255.0f;
+ col[2] = ((float)b) / 255.0f;
+ col[3] = ((float)a) / 255.0f;
+}
+
/* get the color, in char pointer */
void UI_GetThemeColor3ubv(int colorid, unsigned char col[3])
{
@@ -1664,6 +1711,8 @@ void init_userdef_do_versions(void)
U.tw_size = 25; /* percentage of window size */
U.tw_handlesize = 16; /* percentage of widget radius */
}
+ if (U.manipulator_scale == 0)
+ U.manipulator_scale = 75;
if (U.pad_rot_angle == 0.0f)
U.pad_rot_angle = 15.0f;
diff --git a/source/blender/editors/interface/view2d.c b/source/blender/editors/interface/view2d.c
index c78d97ef86f..a358118aed1 100644
--- a/source/blender/editors/interface/view2d.c
+++ b/source/blender/editors/interface/view2d.c
@@ -49,6 +49,7 @@
#include "BKE_screen.h"
#include "BKE_global.h"
+#include "GPU_immediate.h"
#include "WM_api.h"
@@ -1100,9 +1101,6 @@ void UI_view2d_view_ortho(View2D *v2d)
/* set matrix on all appropriate axes */
wmOrtho2(curmasked.xmin, curmasked.xmax, curmasked.ymin, curmasked.ymax);
-
- /* XXX is this necessary? */
- glLoadIdentity();
}
/**
@@ -1130,9 +1128,6 @@ void UI_view2d_view_orthoSpecial(ARegion *ar, View2D *v2d, const bool xaxis)
wmOrtho2(curmasked.xmin - xofs, curmasked.xmax - xofs, -yofs, ar->winy - yofs);
else
wmOrtho2(-xofs, ar->winx - xofs, curmasked.ymin - yofs, curmasked.ymax - yofs);
-
- /* XXX is this necessary? */
- glLoadIdentity();
}
@@ -1298,12 +1293,45 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
{
float vec1[2], vec2[2];
int a, step;
+ int vertical_minor_step = (BLI_rcti_size_x(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC),
+ horizontal_major_step = (BLI_rcti_size_y(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC);
+ unsigned char grid_line_color[3];
/* check for grid first, as it may not exist */
if (grid == NULL)
return;
- glBegin(GL_LINES);
+ /* Count the needed vertices for the gridlines */
+ unsigned vertex_count = 0;
+ if (flag & V2D_VERTICAL_LINES) {
+ /* vertical lines */
+ vertex_count += 2 * vertical_minor_step; /* minor gridlines */
+ vertex_count += 2 * (vertical_minor_step + 2); /* major gridlines */
+ }
+ if (flag & V2D_HORIZONTAL_LINES) {
+ /* horizontal lines */
+ vertex_count += 2 * (horizontal_major_step + 1); /* major gridlines */
+
+ /* fine lines */
+ if (flag & V2D_HORIZONTAL_FINELINES)
+ vertex_count += 2 * (horizontal_major_step + 1);
+ }
+ /* axes */
+ if (flag & V2D_HORIZONTAL_AXIS)
+ vertex_count += 2;
+ if (flag & V2D_VERTICAL_AXIS)
+ vertex_count += 2;
+
+ /* If there is nothing to render, exit early */
+ if (vertex_count == 0)
+ return;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINES, vertex_count);
/* vertical lines */
if (flag & V2D_VERTICAL_LINES) {
@@ -1313,24 +1341,31 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
vec2[1] = v2d->cur.ymax;
/* minor gridlines */
- step = (BLI_rcti_size_x(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC);
- UI_ThemeColor(TH_GRID);
-
- for (a = 0; a < step; a++) {
- glVertex2fv(vec1);
- glVertex2fv(vec2);
-
- vec2[0] = vec1[0] += grid->dx;
+ step = vertical_minor_step;
+ if (step != 0) {
+ UI_GetThemeColor3ubv(TH_GRID, grid_line_color);
+
+ for (a = 0; a < step; a++) {
+ immSkipAttrib(color);
+ immVertex2fv(pos, vec1);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2fv(pos, vec2);
+
+ vec2[0] = vec1[0] += grid->dx;
+ }
}
/* major gridlines */
vec2[0] = vec1[0] -= 0.5f * grid->dx;
- UI_ThemeColorShade(TH_GRID, 16);
+
+ UI_GetThemeColorShade3ubv(TH_GRID, 16, grid_line_color);
step++;
for (a = 0; a <= step; a++) {
- glVertex2fv(vec1);
- glVertex2fv(vec2);
+ immSkipAttrib(color);
+ immVertex2fv(pos, vec1);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2fv(pos, vec2);
vec2[0] = vec1[0] -= grid->dx;
}
@@ -1343,12 +1378,15 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
vec1[0] = grid->startx;
vec2[0] = v2d->cur.xmax;
- step = (BLI_rcti_size_y(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC);
-
- UI_ThemeColor(TH_GRID);
+ step = horizontal_major_step;
+
+ UI_GetThemeColor3ubv(TH_GRID, grid_line_color);
+
for (a = 0; a <= step; a++) {
- glVertex2fv(vec1);
- glVertex2fv(vec2);
+ immSkipAttrib(color);
+ immVertex2fv(pos, vec1);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2fv(pos, vec2);
vec2[1] = vec1[1] += grid->dy;
}
@@ -1358,10 +1396,12 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
step++;
if (flag & V2D_HORIZONTAL_FINELINES) {
- UI_ThemeColorShade(TH_GRID, 16);
+ UI_GetThemeColorShade3ubv(TH_GRID, 16, grid_line_color);
for (a = 0; a < step; a++) {
- glVertex2fv(vec1);
- glVertex2fv(vec2);
+ immSkipAttrib(color);
+ immVertex2fv(pos, vec1);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2fv(pos, vec2);
vec2[1] = vec1[1] -= grid->dy;
}
@@ -1369,7 +1409,7 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
}
/* Axes are drawn as darker lines */
- UI_ThemeColorShade(TH_GRID, -50);
+ UI_GetThemeColorShade3ubv(TH_GRID, -50, grid_line_color);
/* horizontal axis */
if (flag & V2D_HORIZONTAL_AXIS) {
@@ -1377,8 +1417,10 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
vec2[0] = v2d->cur.xmax;
vec1[1] = vec2[1] = 0.0f;
- glVertex2fv(vec1);
- glVertex2fv(vec2);
+ immSkipAttrib(color);
+ immVertex2fv(pos, vec1);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2fv(pos, vec2);
}
/* vertical axis */
@@ -1387,91 +1429,157 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
vec2[1] = v2d->cur.ymax;
vec1[0] = vec2[0] = 0.0f;
- glVertex2fv(vec1);
- glVertex2fv(vec2);
+ immSkipAttrib(color);
+ immVertex2fv(pos, vec1);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2fv(pos, vec2);
}
- glEnd();
+ immEnd();
+ immUnbindProgram();
}
/* Draw a constant grid in given 2d-region */
void UI_view2d_constant_grid_draw(View2D *v2d)
{
- float start, step = 25.0f;
-
- UI_ThemeColorShade(TH_BACK, -10);
+ float start_x, start_y, step = 25.0f;
+ int count_x, count_y;
- start = v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
+ start_x = v2d->cur.xmin;
+ if (start_x < 0.0)
+ start_x += -(float)fmod(v2d->cur.xmin, step);
+ else
+ start_x += (step - (float)fmod(v2d->cur.xmin, step));
+
+ if (start_x > v2d->cur.xmax)
+ count_x = 0;
+ else
+ count_x = (v2d->cur.xmax - start_x) / step + 1;
+
+ start_y = v2d->cur.ymin;
+ if (start_y < 0.0)
+ start_y += -(float)fmod(v2d->cur.ymin, step);
+ else
+ start_y += (step - (float)fabs(fmod(v2d->cur.ymin, step)));
+
+ if (start_y > v2d->cur.ymax)
+ count_y = 0;
+ else
+ count_y = (v2d->cur.ymax - start_y) / step + 1;
- glBegin(GL_LINES);
- for (; start < v2d->cur.xmax; start += step) {
- glVertex2f(start, v2d->cur.ymin);
- glVertex2f(start, v2d->cur.ymax);
- }
+ if (count_x > 0 || count_y > 0) {
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ float theme_color[3];
- start = v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step);
- for (; start < v2d->cur.ymax; start += step) {
- glVertex2f(v2d->cur.xmin, start);
- glVertex2f(v2d->cur.xmax, start);
- }
+ UI_GetThemeColorShade3fv(TH_BACK, -10, theme_color);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINES, count_x * 2 + count_y * 2 + 4);
+
+ immAttrib3fv(color, theme_color);
+ for (int i = 0; i < count_x ; start_x += step, i++) {
+ immVertex2f(pos, start_x, v2d->cur.ymin);
+ immVertex2f(pos, start_x, v2d->cur.ymax);
+ }
+
+ for (int i = 0; i < count_y; start_y += step, i++) {
+ immVertex2f(pos, v2d->cur.xmin, start_y);
+ immVertex2f(pos, v2d->cur.xmax, start_y);
+ }
- /* X and Y axis */
- UI_ThemeColorShade(TH_BACK, -18);
- glVertex2f(0.0f, v2d->cur.ymin);
- glVertex2f(0.0f, v2d->cur.ymax);
- glVertex2f(v2d->cur.xmin, 0.0f);
- glVertex2f(v2d->cur.xmax, 0.0f);
+ /* X and Y axis */
+ UI_GetThemeColorShade3fv(TH_BACK, -18, theme_color);
+
+ immAttrib3fv(color, theme_color);
+ immVertex2f(pos, 0.0f, v2d->cur.ymin);
+ immVertex2f(pos, 0.0f, v2d->cur.ymax);
+ immVertex2f(pos, v2d->cur.xmin, 0.0f);
+ immVertex2f(pos, v2d->cur.xmax, 0.0f);
- glEnd();
+ immEnd();
+ immUnbindProgram();
+ }
}
/* Draw a multi-level grid in given 2d-region */
void UI_view2d_multi_grid_draw(View2D *v2d, int colorid, float step, int level_size, int totlevels)
{
+ /* Exit if there is nothing to draw */
+ if (totlevels == 0)
+ return;
+
int offset = -10;
float lstep = step;
- int level;
+ unsigned char grid_line_color[3];
+
+ /* Make an estimate of at least how many vertices will be needed */
+ unsigned vertex_count = 4;
+ vertex_count += 2 * ((int)((v2d->cur.xmax - v2d->cur.xmin) / lstep) + 1);
+ vertex_count += 2 * ((int)((v2d->cur.ymax - v2d->cur.ymin) / lstep) + 1);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
glLineWidth(1.0f);
- for (level = 0; level < totlevels; ++level) {
- int i;
- float start;
-
- UI_ThemeColorShade(colorid, offset);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBeginAtMost(GL_LINES, vertex_count);
+
+ for (int level = 0; level < totlevels; ++level) {
+ UI_GetThemeColorShade3ubv(colorid, offset, grid_line_color);
- i = (v2d->cur.xmin >= 0.0f ? -(int)(-v2d->cur.xmin / lstep) : (int)(v2d->cur.xmin / lstep));
- start = i * lstep;
+ int i = (int)(v2d->cur.xmin / lstep);
+ if (v2d->cur.xmin > 0.0f)
+ i++;
+ float start = i * lstep;
- glBegin(GL_LINES);
for (; start < v2d->cur.xmax; start += lstep, ++i) {
if (i == 0 || (level < totlevels - 1 && i % level_size == 0))
continue;
- glVertex2f(start, v2d->cur.ymin);
- glVertex2f(start, v2d->cur.ymax);
+
+ immSkipAttrib(color);
+ immVertex2f(pos, start, v2d->cur.ymin);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2f(pos, start, v2d->cur.ymax);
}
- i = (v2d->cur.ymin >= 0.0f ? -(int)(-v2d->cur.ymin / lstep) : (int)(v2d->cur.ymin / lstep));
+ i = (int)(v2d->cur.ymin / lstep);
+ if (v2d->cur.ymin > 0.0f)
+ i++;
start = i * lstep;
for (; start < v2d->cur.ymax; start += lstep, ++i) {
if (i == 0 || (level < totlevels - 1 && i % level_size == 0))
continue;
- glVertex2f(v2d->cur.xmin, start);
- glVertex2f(v2d->cur.xmax, start);
+
+ immSkipAttrib(color);
+ immVertex2f(pos, v2d->cur.xmin, start);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2f(pos, v2d->cur.xmax, start);
}
- /* X and Y axis */
- UI_ThemeColorShade(colorid, offset - 8);
- glVertex2f(0.0f, v2d->cur.ymin);
- glVertex2f(0.0f, v2d->cur.ymax);
- glVertex2f(v2d->cur.xmin, 0.0f);
- glVertex2f(v2d->cur.xmax, 0.0f);
-
- glEnd();
-
lstep *= level_size;
offset -= 6;
}
+
+ /* X and Y axis */
+ UI_GetThemeColorShade3ubv(colorid, -18 + ((totlevels - 1) * -6) , grid_line_color);
+
+ immSkipAttrib(color);
+ immVertex2f(pos, 0.0f, v2d->cur.ymin);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2f(pos, 0.0f, v2d->cur.ymax);
+
+ immSkipAttrib(color);
+ immVertex2f(pos, v2d->cur.xmin, 0.0f);
+ immAttrib3ubv(color, grid_line_color);
+ immVertex2f(pos, v2d->cur.xmax, 0.0f);
+
+ immEnd();
+ immUnbindProgram();
}
/* the price we pay for not exposting structs :( */
@@ -1693,6 +1801,10 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
Scene *scene = CTX_data_scene(C);
rcti vert, hor;
int scroll = view2d_scroll_mapped(v2d->scroll);
+ unsigned char scrollers_back_color[4];
+
+ /* Color for scrollbar backs */
+ UI_GetThemeColor4ubv(TH_BACK, scrollers_back_color);
/* make copies of rects for less typing */
vert = vs->vert;
@@ -1704,7 +1816,6 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
uiWidgetColors wcol = btheme->tui.wcol_scroll;
rcti slider;
int state;
- unsigned char col[4];
slider.xmin = vs->hor_min;
slider.xmax = vs->hor_max;
@@ -1728,10 +1839,16 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
}
/* clean rect behind slider, but not with transparent background */
- UI_GetThemeColor4ubv(TH_BACK, col);
- if (col[3] == 255) {
- glColor3ub(col[0], col[1], col[2]);
- glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax);
+ if (scrollers_back_color[3] == 255) {
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3ubv(scrollers_back_color);
+ immRecti(pos, v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax);
+
+ immUnbindProgram();
}
UI_draw_widget_scroll(&wcol, &hor, &slider, state);
@@ -1805,7 +1922,6 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
uiWidgetColors wcol = btheme->tui.wcol_scroll;
rcti slider;
int state;
- unsigned char col[4];
slider.xmin = vert.xmin;
slider.xmax = vert.xmax;
@@ -1829,10 +1945,16 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
}
/* clean rect behind slider, but not with transparent background */
- UI_GetThemeColor4ubv(TH_BACK, col);
- if (col[3] == 255) {
- glColor3ub(col[0], col[1], col[2]);
- glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax);
+ if (scrollers_back_color[3] == 255) {
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3ubv(scrollers_back_color);
+ immRecti(pos, v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax);
+
+ immUnbindProgram();
}
UI_draw_widget_scroll(&wcol, &vert, &slider, state);
@@ -2424,11 +2546,6 @@ void UI_view2d_text_cache_draw(ARegion *ar)
BLI_memarena_free(g_v2d_strings_arena);
g_v2d_strings_arena = NULL;
}
-
- // glMatrixMode(GL_PROJECTION);
- // glPopMatrix();
- // glMatrixMode(GL_MODELVIEW);
- // glPopMatrix();
}
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index 87c08dc6583..c48e142f233 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -94,6 +94,7 @@
#include "ED_datafiles.h"
#include "ED_render.h"
+#include "ED_screen.h"
#ifndef NDEBUG
/* Used for database init assert(). */
@@ -1022,6 +1023,12 @@ static void icon_preview_startjob(void *customdata, short *stop, short *do_updat
*do_update = true;
}
+ else if (idtype == ID_SCR) {
+ bScreen *screen = (bScreen *)id;
+
+ ED_screen_preview_render(screen, sp->sizex, sp->sizey, sp->pr_rect);
+ *do_update = true;
+ }
else {
/* re-use shader job */
shader_preview_startjob(customdata, stop, do_update);
diff --git a/source/blender/editors/screen/CMakeLists.txt b/source/blender/editors/screen/CMakeLists.txt
index ed86ffa5e16..43e044b613a 100644
--- a/source/blender/editors/screen/CMakeLists.txt
+++ b/source/blender/editors/screen/CMakeLists.txt
@@ -42,6 +42,7 @@ set(SRC
area.c
glutil.c
screen_context.c
+ screen_draw.c
screen_edit.c
screen_ops.c
screendump.c
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index e6bb604d387..fe734954bba 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -57,6 +57,9 @@
#include "ED_screen_types.h"
#include "ED_space_api.h"
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
+
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
@@ -89,21 +92,30 @@ static void region_draw_emboss(const ARegion *ar, const rcti *scirct)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINE_STRIP, 5);
+
/* right */
- glColor4ub(0, 0, 0, 30);
- sdrawline(rect.xmax, rect.ymin, rect.xmax, rect.ymax);
+ immAttrib4ub(color, 0, 0, 0, 30);
+ immVertex2f(pos, rect.xmax, rect.ymax);
+ immVertex2f(pos, rect.xmax, rect.ymin);
/* bottom */
- glColor4ub(0, 0, 0, 30);
- sdrawline(rect.xmin, rect.ymin, rect.xmax, rect.ymin);
+ immVertex2f(pos, rect.xmin, rect.ymin);
- /* top */
- glColor4ub(255, 255, 255, 30);
- sdrawline(rect.xmin, rect.ymax, rect.xmax, rect.ymax);
-
/* left */
- glColor4ub(255, 255, 255, 30);
- sdrawline(rect.xmin, rect.ymin, rect.xmin, rect.ymax);
+ immAttrib4ub(color, 255, 255, 255, 30);
+ immVertex2f(pos, rect.xmin, rect.ymax);
+
+ /* top */
+ immVertex2f(pos, rect.xmax, rect.ymax);
+
+ immEnd();
+ immUnbindProgram();
glDisable(GL_BLEND);
}
@@ -206,15 +218,27 @@ static void area_draw_azone_fullscreen(short x1, short y1, short x2, short y2, f
if (G.debug_value == 1) {
rcti click_rect;
float icon_size = UI_DPI_ICON_SIZE + 7 * UI_DPI_FAC;
- char alpha_debug = 255 * alpha;
+ unsigned char alpha_debug = 255 * alpha;
BLI_rcti_init(&click_rect, x, x + icon_size, y, y + icon_size);
- glColor4ub(255, 0, 0, alpha_debug);
- fdrawbox(click_rect.xmin, click_rect.ymin, click_rect.xmax, click_rect.ymax);
- glColor4ub(0, 255, 255, alpha_debug);
- fdrawline(click_rect.xmin, click_rect.ymin, click_rect.xmax, click_rect.ymax);
- fdrawline(click_rect.xmin, click_rect.ymax, click_rect.xmax, click_rect.ymin);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immAttrib4ub(color, 255, 0, 0, alpha_debug);
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ imm_draw_line_box(pos, click_rect.xmin, click_rect.ymin, click_rect.xmax, click_rect.ymax);
+
+ immAttrib4ub(color, 0, 255, 255, alpha_debug);
+ immBegin(GL_LINES, 4);
+ immVertex2f(pos, click_rect.xmin, click_rect.ymin);
+ immVertex2f(pos, click_rect.xmax, click_rect.ymax);
+ immVertex2f(pos, click_rect.xmin, click_rect.ymax);
+ immVertex2f(pos, click_rect.xmax, click_rect.ymin);
+ immEnd();
+
+ immUnbindProgram();
}
}
@@ -229,69 +253,96 @@ static void area_draw_azone(short x1, short y1, short x2, short y2)
dx = copysign(ceilf(0.3f * abs(dx)), dx);
dy = copysign(ceilf(0.3f * abs(dy)), dy);
- glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINES, 12);
+
+ immAttrib4ub(col, 255, 255, 255, 180);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y1);
+
+ immAttrib4ub(col, 255, 255, 255, 130);
+ immVertex2f(pos, x1, y2 - dy);
+ immVertex2f(pos, x2 - dx, y1);
+
+ immAttrib4ub(col, 255, 255, 255, 80);
+ immVertex2f(pos, x1, y2 - 2 * dy);
+ immVertex2f(pos, x2 - 2 * dx, y1);
- glColor4ub(255, 255, 255, 180);
- fdrawline(x1, y2, x2, y1);
- glColor4ub(255, 255, 255, 130);
- fdrawline(x1, y2 - dy, x2 - dx, y1);
- glColor4ub(255, 255, 255, 80);
- fdrawline(x1, y2 - 2 * dy, x2 - 2 * dx, y1);
-
- glColor4ub(0, 0, 0, 210);
- fdrawline(x1, y2 + 1, x2 + 1, y1);
- glColor4ub(0, 0, 0, 180);
- fdrawline(x1, y2 - dy + 1, x2 - dx + 1, y1);
- glColor4ub(0, 0, 0, 150);
- fdrawline(x1, y2 - 2 * dy + 1, x2 - 2 * dx + 1, y1);
+ immAttrib4ub(col, 0, 0, 0, 210);
+ immVertex2f(pos, x1, y2 + 1);
+ immVertex2f(pos, x2 + 1, y1);
+
+ immAttrib4ub(col, 0, 0, 0, 180);
+ immVertex2f(pos, x1, y2 - dy + 1);
+ immVertex2f(pos, x2 - dx + 1, y1);
+
+ immAttrib4ub(col, 0, 0, 0, 150);
+ immVertex2f(pos, x1, y2 - 2 * dy + 1);
+ immVertex2f(pos, x2 - 2 * dx + 1, y1);
+
+ immEnd();
+ immUnbindProgram();
glDisable(GL_LINE_SMOOTH);
- glDisable(GL_BLEND);
}
static void region_draw_azone_icon(AZone *az)
{
- GLUquadricObj *qobj = NULL;
- short midx = az->x1 + (az->x2 - az->x1) / 2;
- short midy = az->y1 + (az->y2 - az->y1) / 2;
-
- qobj = gluNewQuadric();
-
- glPushMatrix();
- glTranslatef(midx, midy, 0.0);
-
- /* outlined circle */
- glEnable(GL_LINE_SMOOTH);
+ float midx = az->x1 + (az->x2 - az->x1) * 0.5f;
+ float midy = az->y1 + (az->y2 - az->y1) * 0.5f;
- glColor4f(1.f, 1.f, 1.f, 0.8f);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- gluQuadricDrawStyle(qobj, GLU_FILL);
- gluDisk(qobj, 0.0, 4.25f, 16, 1);
+ /* outlined circle */
+ GPU_enable_program_point_size(); /* TODO: make a fixed-size shader to avoid this */
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immUniform4f("color", 1.0f, 1.0f, 1.0f, 0.8f);
+ immUniform4f("outlineColor", 0.2f, 0.2f, 0.2f, 0.9f);
+ immUniform1f("outlineWidth", 1.0f);
+ immUniform1f("size", 9.5f);
+ immBegin(GL_POINTS, 1);
+ immVertex2f(pos, midx, midy);
+ immEnd();
+ immUnbindProgram();
+ GPU_disable_program_point_size();
- glColor4f(0.2f, 0.2f, 0.2f, 0.9f);
-
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
- gluDisk(qobj, 0.0, 4.25f, 16, 1);
-
- glDisable(GL_LINE_SMOOTH);
-
- glPopMatrix();
- gluDeleteQuadric(qobj);
-
/* + */
- sdrawline(midx, midy - 2, midx, midy + 3);
- sdrawline(midx - 2, midy, midx + 3, midy);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniform4f("color", 0.2f, 0.2f, 0.2f, 0.9f);
+ immBegin(GL_LINES, 4);
+ immVertex2f(pos, midx, midy - 2);
+ immVertex2f(pos, midx, midy + 3);
+ immVertex2f(pos, midx - 2, midy);
+ immVertex2f(pos, midx + 3, midy);
+ immEnd();
+ immUnbindProgram();
}
static void draw_azone_plus(float x1, float y1, float x2, float y2)
{
float width = 0.1f * U.widget_unit;
float pad = 0.2f * U.widget_unit;
-
- glRectf((x1 + x2 - width) * 0.5f, y1 + pad, (x1 + x2 + width) * 0.5f, y2 - pad);
- glRectf(x1 + pad, (y1 + y2 - width) * 0.5f, (x1 + x2 - width) * 0.5f, (y1 + y2 + width) * 0.5f);
- glRectf((x1 + x2 + width) * 0.5f, (y1 + y2 - width) * 0.5f, x2 - pad, (y1 + y2 + width) * 0.5f);
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ glEnable(GL_BLEND);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4f(0.8f, 0.8f, 0.8f, 0.4f);
+
+ immRectf(pos, (x1 + x2 - width) * 0.5f, y1 + pad, (x1 + x2 + width) * 0.5f, y2 - pad);
+ immRectf(pos, x1 + pad, (y1 + y2 - width) * 0.5f, (x1 + x2 - width) * 0.5f, (y1 + y2 + width) * 0.5f);
+ immRectf(pos, (x1 + x2 + width) * 0.5f, (y1 + y2 - width) * 0.5f, x2 - pad, (y1 + y2 + width) * 0.5f);
+
+ immUnbindProgram();
+ glDisable(GL_BLEND);
}
static void region_draw_azone_tab_plus(AZone *az)
@@ -314,15 +365,10 @@ static void region_draw_azone_tab_plus(AZone *az)
break;
}
- glColor4f(0.05f, 0.05f, 0.05f, 0.4f);
- UI_draw_roundbox((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
+ float color[4] = {0.05f, 0.05f, 0.05f, 0.4f};
+ UI_draw_roundbox((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, color);
- glEnable(GL_BLEND);
-
- glColor4f(0.8f, 0.8f, 0.8f, 0.4f);
draw_azone_plus((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2);
-
- glDisable(GL_BLEND);
}
static void region_draw_azone_tab(AZone *az)
@@ -528,9 +574,13 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
/* for debugging unneeded area redraws and partial redraw */
#if 0
glEnable(GL_BLEND);
- glColor4f(drand48(), drand48(), drand48(), 0.1f);
- glRectf(ar->drawrct.xmin - ar->winrct.xmin, ar->drawrct.ymin - ar->winrct.ymin,
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4f(drand48(), drand48(), drand48(), 0.1f);
+ immRectf(pos, ar->drawrct.xmin - ar->winrct.xmin, ar->drawrct.ymin - ar->winrct.ymin,
ar->drawrct.xmax - ar->winrct.xmin, ar->drawrct.ymax - ar->winrct.ymin);
+ immUnbindProgram();
glDisable(GL_BLEND);
#endif
@@ -1968,8 +2018,12 @@ void ED_region_panels(const bContext *C, ARegion *ar, const char *context, int c
/* view should be in pixelspace */
UI_view2d_view_restore(C);
glEnable(GL_BLEND);
- UI_ThemeColor4((ar->type->regionid == RGN_TYPE_PREVIEW) ? TH_PREVIEW_BACK : TH_BACK);
- glRecti(0, 0, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct) + 1);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor((ar->type->regionid == RGN_TYPE_PREVIEW) ? TH_PREVIEW_BACK : TH_BACK);
+ immRecti(pos, 0, 0, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct) + 1);
+ immUnbindProgram();
glDisable(GL_BLEND);
}
else {
@@ -2098,8 +2152,12 @@ void ED_region_info_draw(ARegion *ar, const char *text, float fill_color[4], con
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4fv(fill_color);
- glRecti(rect.xmin, rect.ymin, rect.xmax + 1, rect.ymax + 1);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(fill_color);
+ immRecti(pos, rect.xmin, rect.ymin, rect.xmax + 1, rect.ymax + 1);
+ immUnbindProgram();
glDisable(GL_BLEND);
/* text */
@@ -2298,12 +2356,15 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
box_y = metadata_box_height_get(ibuf, blf_mono_font, true);
if (box_y) {
- UI_ThemeColor(TH_METADATA_BG);
-
/* set up rect */
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymax, frame->ymax + box_y);
/* draw top box */
- glRectf(rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_METADATA_BG);
+ immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ immUnbindProgram();
BLF_clipping(blf_mono_font, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
BLF_enable(blf_mono_font, BLF_CLIPPING);
@@ -2320,12 +2381,15 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
box_y = metadata_box_height_get(ibuf, blf_mono_font, false);
if (box_y) {
- UI_ThemeColor(TH_METADATA_BG);
-
/* set up box rect */
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymin - box_y, frame->ymin);
/* draw top box */
- glRectf(rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_METADATA_BG);
+ immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ immUnbindProgram();
BLF_clipping(blf_mono_font, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
BLF_enable(blf_mono_font, BLF_CLIPPING);
@@ -2346,11 +2410,16 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
int x1, y1, x2, y2;
/* the image is located inside (0, 0), (1, 1) as set by view2d */
- UI_ThemeColorShade(TH_BACK, 20);
-
UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x1, &y1);
UI_view2d_view_to_region(&ar->v2d, 1.0f, 1.0f, &x2, &y2);
- glRectf(x1, y1, x2, y2);
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColorShade(TH_BACK, 20);
+ immRectf(pos, x1, y1, x2, y2);
+ immUnbindProgram();
/* gridsize adapted to zoom level */
gridsize = 0.5f * (zoomx + zoomy);
@@ -2370,33 +2439,52 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
}
}
- /* the fine resolution level */
blendfac = 0.25f * gridsize - floorf(0.25f * gridsize);
CLAMP(blendfac, 0.0f, 1.0f);
- UI_ThemeColorShade(TH_BACK, (int)(20.0f * (1.0f - blendfac)));
- fac = 0.0f;
- glBegin(GL_LINES);
- while (fac < 1.0f) {
- glVertex2f(x1, y1 * (1.0f - fac) + y2 * fac);
- glVertex2f(x2, y1 * (1.0f - fac) + y2 * fac);
- glVertex2f(x1 * (1.0f - fac) + x2 * fac, y1);
- glVertex2f(x1 * (1.0f - fac) + x2 * fac, y2);
- fac += gridstep;
- }
+ int count_fine = 1.0f / gridstep;
+ int count_large = 1.0f / (4.0f * gridstep);
- /* the large resolution level */
- UI_ThemeColor(TH_BACK);
+ if (count_fine > 0) {
+ VertexFormat_clear(format);
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINES, 4 * count_fine + 4 * count_large);
+
+ float theme_color[3];
+ UI_GetThemeColorShade3fv(TH_BACK, (int)(20.0f * (1.0f - blendfac)), theme_color);
+ immAttrib3fv(color, theme_color);
+ fac = 0.0f;
+
+ /* the fine resolution level */
+ for (int i = 0; i < count_fine; i++) {
+ immVertex2f(pos, x1, y1 * (1.0f - fac) + y2 * fac);
+ immVertex2f(pos, x2, y1 * (1.0f - fac) + y2 * fac);
+ immVertex2f(pos, x1 * (1.0f - fac) + x2 * fac, y1);
+ immVertex2f(pos, x1 * (1.0f - fac) + x2 * fac, y2);
+ fac += gridstep;
+ }
- fac = 0.0f;
- while (fac < 1.0f) {
- glVertex2f(x1, y1 * (1.0f - fac) + y2 * fac);
- glVertex2f(x2, y1 * (1.0f - fac) + y2 * fac);
- glVertex2f(x1 * (1.0f - fac) + x2 * fac, y1);
- glVertex2f(x1 * (1.0f - fac) + x2 * fac, y2);
- fac += 4.0f * gridstep;
+ if (count_large > 0) {
+ UI_GetThemeColor3fv(TH_BACK, theme_color);
+ immAttrib3fv(color, theme_color);
+ fac = 0.0f;
+
+ /* the large resolution level */
+ for (int i = 0; i < count_large; i++) {
+ immVertex2f(pos, x1, y1 * (1.0f - fac) + y2 * fac);
+ immVertex2f(pos, x2, y1 * (1.0f - fac) + y2 * fac);
+ immVertex2f(pos, x1 * (1.0f - fac) + x2 * fac, y1);
+ immVertex2f(pos, x1 * (1.0f - fac) + x2 * fac, y2);
+ fac += 4.0f * gridstep;
+ }
+ }
+
+ immEnd();
+ immUnbindProgram();
}
- glEnd();
}
/* If the area has overlapping regions, it returns visible rect for Region *ar */
@@ -2433,8 +2521,13 @@ void ED_region_visible_rect(ARegion *ar, rcti *rect)
void ED_region_cache_draw_background(const ARegion *ar)
{
- glColor4ub(128, 128, 255, 64);
- glRecti(0, 0, ar->winx, 8 * UI_DPI_FAC);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ub(128, 128, 255, 64);
+ immRecti(pos, 0, 0, ar->winx, 8 * UI_DPI_FAC);
+ immUnbindProgram();
}
void ED_region_cache_draw_curfra_label(const int framenr, const float x, const float y)
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 93bac3f6660..47593252ecb 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -49,47 +49,12 @@
#include "IMB_imbuf_types.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "UI_interface.h"
-#ifndef GL_CLAMP_TO_EDGE
-#define GL_CLAMP_TO_EDGE 0x812F
-#endif
-
-/* UNUSED */
-#if 0
-void fdrawbezier(float vec[4][3])
-{
- float dist;
- float curve_res = 24, spline_step = 0.0f;
-
- dist = 0.5f * fabsf(vec[0][0] - vec[3][0]);
-
- /* check direction later, for top sockets */
- vec[1][0] = vec[0][0] + dist;
- vec[1][1] = vec[0][1];
-
- vec[2][0] = vec[3][0] - dist;
- vec[2][1] = vec[3][1];
- /* we can reuse the dist variable here to increment the GL curve eval amount */
- dist = 1.0f / curve_res;
-
- cpack(0x0);
- glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, vec[0]);
- glBegin(GL_LINE_STRIP);
- while (spline_step < 1.000001f) {
-#if 0
- if (do_shaded)
- UI_ThemeColorBlend(th_col1, th_col2, spline_step);
-#endif
- glEvalCoord1f(spline_step);
- spline_step += dist;
- }
- glEnd();
-}
-#endif
-void fdrawline(float x1, float y1, float x2, float y2)
+void fdrawline(float x1, float y1, float x2, float y2) /* DEPRECATED */
{
glBegin(GL_LINES);
glVertex2f(x1, y1);
@@ -99,6 +64,7 @@ void fdrawline(float x1, float y1, float x2, float y2)
void fdrawbox(float x1, float y1, float x2, float y2)
{
+ /* DEPRECATED: use imm_draw_line_box instead */
glBegin(GL_LINE_LOOP);
glVertex2f(x1, y1);
@@ -109,7 +75,7 @@ void fdrawbox(float x1, float y1, float x2, float y2)
glEnd();
}
-void fdrawcheckerboard(float x1, float y1, float x2, float y2)
+void fdrawcheckerboard(float x1, float y1, float x2, float y2) /* DEPRECATED */
{
unsigned char col1[4] = {40, 40, 40}, col2[4] = {50, 50, 50};
@@ -123,7 +89,7 @@ void fdrawcheckerboard(float x1, float y1, float x2, float y2)
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
-void sdrawline(int x1, int y1, int x2, int y2)
+void sdrawline(int x1, int y1, int x2, int y2) /* DEPRECATED */
{
glBegin(GL_LINES);
glVertex2i(x1, y1);
@@ -131,40 +97,9 @@ void sdrawline(int x1, int y1, int x2, int y2)
glEnd();
}
-/* UNUSED */
-#if 0
-/*
- * x1,y2
- * | \
- * | \
- * | \
- * x1,y1-- x2,y1
- */
-
-static void sdrawtripoints(int x1, int y1, int x2, int y2)
-{
- glVertex2i(x1, y1);
- glVertex2i(x1, y2);
- glVertex2i(x2, y1);
-}
-
-void sdrawtri(int x1, int y1, int x2, int y2)
-{
- glBegin(GL_LINE_STRIP);
- sdrawtripoints(x1, y1, x2, y2);
- glEnd();
-}
-
-void sdrawtrifill(int x1, int y1, int x2, int y2)
-{
- glBegin(GL_TRIANGLES);
- sdrawtripoints(x1, y1, x2, y2);
- glEnd();
-}
-#endif
-
void sdrawbox(int x1, int y1, int x2, int y2)
{
+ /* DEPRECATED: use imm_draw_line_box instead */
glBegin(GL_LINE_LOOP);
glVertex2i(x1, y1);
@@ -204,95 +139,10 @@ void set_inverted_drawing(int enable)
GL_TOGGLE(GL_DITHER, !enable);
}
-/* UNUSED */
-#if 0
-void sdrawXORline(int x0, int y0, int x1, int y1)
-{
- if (x0 == x1 && y0 == y1) return;
-
- set_inverted_drawing(1);
-
- glBegin(GL_LINES);
- glVertex2i(x0, y0);
- glVertex2i(x1, y1);
- glEnd();
-
- set_inverted_drawing(0);
-}
-
-void sdrawXORline4(int nr, int x0, int y0, int x1, int y1)
-{
- static int old[4][2][2];
- static char flags[4] = {0, 0, 0, 0};
-
- /* with builtin memory, max 4 lines */
-
- set_inverted_drawing(1);
-
- glBegin(GL_LINES);
- if (nr == -1) { /* flush */
- for (nr = 0; nr < 4; nr++) {
- if (flags[nr]) {
- glVertex2iv(old[nr][0]);
- glVertex2iv(old[nr][1]);
- flags[nr] = 0;
- }
- }
- }
- else {
- if (nr >= 0 && nr < 4) {
- if (flags[nr]) {
- glVertex2iv(old[nr][0]);
- glVertex2iv(old[nr][1]);
- }
-
- old[nr][0][0] = x0;
- old[nr][0][1] = y0;
- old[nr][1][0] = x1;
- old[nr][1][1] = y1;
-
- flags[nr] = 1;
- }
-
- glVertex2i(x0, y0);
- glVertex2i(x1, y1);
- }
- glEnd();
-
- set_inverted_drawing(0);
-}
-
-void fdrawXORellipse(float xofs, float yofs, float hw, float hh)
-{
- if (hw == 0) return;
-
- set_inverted_drawing(1);
-
- glPushMatrix();
- glTranslatef(xofs, yofs, 0.0f);
- glScalef(1.0f, hh / hw, 1.0f);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, hw, 20);
- glPopMatrix();
-
- set_inverted_drawing(0);
-}
-
-#endif
-
-void fdrawXORcirc(float xofs, float yofs, float rad)
-{
- set_inverted_drawing(1);
-
- glPushMatrix();
- glTranslatef(xofs, yofs, 0.0);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, rad, 20);
- glPopMatrix();
-
- set_inverted_drawing(0);
-}
void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments)
{
+ /* DEPRECATED */
int i;
glBegin(GL_TRIANGLE_FAN);
@@ -308,6 +158,7 @@ void glutil_draw_filled_arc(float start, float angle, float radius, int nsegment
void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments)
{
+ /* DEPRECATED */
int i;
glBegin(GL_LINE_STRIP);
@@ -320,6 +171,66 @@ void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments
glEnd();
}
+static void imm_draw_circle(PrimitiveType prim_type, unsigned pos, float x, float y, float rad, int nsegments)
+{
+ immBegin(prim_type, nsegments);
+ for (int i = 0; i < nsegments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)nsegments);
+ immVertex2f(pos, x + rad * cosf(angle),
+ y + rad * sinf(angle));
+ }
+ immEnd();
+}
+
+void imm_draw_lined_circle(unsigned pos, float x, float y, float rad, int nsegments)
+{
+ imm_draw_circle(PRIM_LINE_LOOP, pos, x, y, rad, nsegments);
+}
+
+void imm_draw_filled_circle(unsigned pos, float x, float y, float rad, int nsegments)
+{
+ imm_draw_circle(PRIM_TRIANGLE_FAN, pos, x, y, rad, nsegments);
+}
+
+void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float rad, int nsegments)
+{
+ immBegin(PRIM_LINE_LOOP, nsegments);
+ for (int i = 0; i < nsegments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)nsegments);
+ immVertex3f(pos, x + rad * cosf(angle),
+ y + rad * sinf(angle), 0.0f);
+ }
+ immEnd();
+}
+
+void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2)
+{
+ immBegin(PRIM_LINE_LOOP, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x2, y1);
+ immEnd();
+}
+
+void imm_draw_line_box_3D(unsigned pos, float x1, float y1, float x2, float y2)
+{
+ /* use this version when VertexFormat has a vec3 position */
+ immBegin(PRIM_LINE_LOOP, 4);
+ immVertex3f(pos, x1, y1, 0.0f);
+ immVertex3f(pos, x1, y2, 0.0f);
+ immVertex3f(pos, x2, y2, 0.0f);
+ immVertex3f(pos, x2, y1, 0.0f);
+ immEnd();
+}
+
+void imm_cpack(unsigned int x)
+{
+ immUniformColor3ub(((x)& 0xFF),
+ (((x) >> 8) & 0xFF),
+ (((x) >> 16) & 0xFF));
+}
+
float glaGetOneFloat(int param)
{
GLfloat v;
@@ -401,12 +312,6 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter);
-#if defined(__APPLE__) && 0
- /* [merwin] disable this workaround and see if anyone is affected. If not scrap it! Also at end of this function */
- /* workaround for os x 10.5/10.6 driver bug: http://lists.apple.com/archives/Mac-opengl/2008/Jul/msg00117.html */
- glPixelZoom(1.0f, 1.0f);
-#endif
-
/* setup seamless 2=on, 0=off */
seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0;
@@ -514,11 +419,6 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
glBindTexture(GL_TEXTURE_2D, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-
-#if defined(__APPLE__) && 0
- /* workaround for os x 10.5/10.6 driver bug (above) */
- glPixelZoom(xzoom, yzoom);
-#endif
}
void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h,
@@ -673,6 +573,8 @@ void glaDefine2DArea(rcti *screen_rect)
glLoadIdentity();
}
+/* TODO(merwin): put the following 2D code to use, or build new 2D code inspired & informd by it */
+
#if 0 /* UNUSED */
struct gla2DDrawInfo {
@@ -785,7 +687,8 @@ void glaEnd2DDraw(gla2DDrawInfo *di)
MEM_freeN(di);
}
-#endif
+
+#endif /* UNUSED */
/* Uses current OpenGL state to get view matrices for gluProject/gluUnProject */
@@ -999,6 +902,7 @@ void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int
void cpack(unsigned int x)
{
+ /* DEPRECATED: use imm_cpack */
glColor3ub(( (x) & 0xFF),
(((x) >> 8) & 0xFF),
(((x) >> 16) & 0xFF));
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
new file mode 100644
index 00000000000..f73bed16330
--- /dev/null
+++ b/source/blender/editors/screen/screen_draw.c
@@ -0,0 +1,435 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/screen/screen_draw.c
+ * \ingroup edscr
+ */
+
+#include "ED_screen.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_immediate.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "screen_intern.h"
+
+
+/**
+ * Draw vertical shape visualizing future joining (left as well right direction of future joining).
+ */
+static void draw_horizontal_join_shape(ScrArea *sa, char dir)
+{
+ vec2f points[10];
+ short i;
+ float w, h;
+ float width = sa->v3->vec.x - sa->v1->vec.x;
+ float height = sa->v3->vec.y - sa->v1->vec.y;
+
+ if (height < width) {
+ h = height / 8;
+ w = height / 4;
+ }
+ else {
+ h = width / 8;
+ w = width / 4;
+ }
+
+ points[0].x = sa->v1->vec.x;
+ points[0].y = sa->v1->vec.y + height / 2;
+
+ points[1].x = sa->v1->vec.x;
+ points[1].y = sa->v1->vec.y;
+
+ points[2].x = sa->v4->vec.x - w;
+ points[2].y = sa->v4->vec.y;
+
+ points[3].x = sa->v4->vec.x - w;
+ points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
+
+ points[4].x = sa->v4->vec.x - 2 * w;
+ points[4].y = sa->v4->vec.y + height / 2;
+
+ points[5].x = sa->v4->vec.x - w;
+ points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
+
+ points[6].x = sa->v3->vec.x - w;
+ points[6].y = sa->v3->vec.y;
+
+ points[7].x = sa->v2->vec.x;
+ points[7].y = sa->v2->vec.y;
+
+ points[8].x = sa->v4->vec.x;
+ points[8].y = sa->v4->vec.y + height / 2 - h;
+
+ points[9].x = sa->v4->vec.x;
+ points[9].y = sa->v4->vec.y + height / 2 + h;
+
+ if (dir == 'l') {
+ /* when direction is left, then we flip direction of arrow */
+ float cx = sa->v1->vec.x + width;
+ for (i = 0; i < 10; i++) {
+ points[i].x -= cx;
+ points[i].x = -points[i].x;
+ points[i].x += sa->v1->vec.x;
+ }
+ }
+
+ glBegin(GL_POLYGON);
+ for (i = 0; i < 5; i++)
+ glVertex2f(points[i].x, points[i].y);
+ glEnd();
+ glBegin(GL_POLYGON);
+ for (i = 4; i < 8; i++)
+ glVertex2f(points[i].x, points[i].y);
+ glVertex2f(points[0].x, points[0].y);
+ glEnd();
+
+ glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
+ glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
+}
+
+/**
+ * Draw vertical shape visualizing future joining (up/down direction).
+ */
+static void draw_vertical_join_shape(ScrArea *sa, char dir)
+{
+ vec2f points[10];
+ short i;
+ float w, h;
+ float width = sa->v3->vec.x - sa->v1->vec.x;
+ float height = sa->v3->vec.y - sa->v1->vec.y;
+
+ if (height < width) {
+ h = height / 4;
+ w = height / 8;
+ }
+ else {
+ h = width / 4;
+ w = width / 8;
+ }
+
+ points[0].x = sa->v1->vec.x + width / 2;
+ points[0].y = sa->v3->vec.y;
+
+ points[1].x = sa->v2->vec.x;
+ points[1].y = sa->v2->vec.y;
+
+ points[2].x = sa->v1->vec.x;
+ points[2].y = sa->v1->vec.y + h;
+
+ points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
+ points[3].y = sa->v1->vec.y + h;
+
+ points[4].x = sa->v1->vec.x + width / 2;
+ points[4].y = sa->v1->vec.y + 2 * h;
+
+ points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
+ points[5].y = sa->v1->vec.y + h;
+
+ points[6].x = sa->v4->vec.x;
+ points[6].y = sa->v4->vec.y + h;
+
+ points[7].x = sa->v3->vec.x;
+ points[7].y = sa->v3->vec.y;
+
+ points[8].x = sa->v1->vec.x + width / 2 - w;
+ points[8].y = sa->v1->vec.y;
+
+ points[9].x = sa->v1->vec.x + width / 2 + w;
+ points[9].y = sa->v1->vec.y;
+
+ if (dir == 'u') {
+ /* when direction is up, then we flip direction of arrow */
+ float cy = sa->v1->vec.y + height;
+ for (i = 0; i < 10; i++) {
+ points[i].y -= cy;
+ points[i].y = -points[i].y;
+ points[i].y += sa->v1->vec.y;
+ }
+ }
+
+ glBegin(GL_POLYGON);
+ for (i = 0; i < 5; i++)
+ glVertex2f(points[i].x, points[i].y);
+ glEnd();
+ glBegin(GL_POLYGON);
+ for (i = 4; i < 8; i++)
+ glVertex2f(points[i].x, points[i].y);
+ glVertex2f(points[0].x, points[0].y);
+ glEnd();
+
+ glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
+ glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
+}
+
+/**
+ * Draw join shape due to direction of joining.
+ */
+static void draw_join_shape(ScrArea *sa, char dir)
+{
+ if (dir == 'u' || dir == 'd')
+ draw_vertical_join_shape(sa, dir);
+ else
+ draw_horizontal_join_shape(sa, dir);
+}
+
+/**
+ * Draw screen area darker with arrow (visualization of future joining).
+ */
+static void scrarea_draw_shape_dark(ScrArea *sa, char dir)
+{
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glColor4ub(0, 0, 0, 50);
+ draw_join_shape(sa, dir);
+}
+
+/**
+ * Draw screen area ligher with arrow shape ("eraser" of previous dark shape).
+ */
+static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir))
+{
+ glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
+ /* value 181 was hardly computed: 181~105 */
+ glColor4ub(255, 255, 255, 50);
+ /* draw_join_shape(sa, dir); */
+ glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
+}
+
+static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2)
+{
+ /* right border area */
+ if (x2 < sizex - 1) {
+ glVertex2s(x2, y1);
+ glVertex2s(x2, y2);
+ }
+
+ /* left border area */
+ if (x1 > 0) { /* otherwise it draws the emboss of window over */
+ glVertex2s(x1, y1);
+ glVertex2s(x1, y2);
+ }
+
+ /* top border area */
+ if (y2 < sizey - 1) {
+ glVertex2s(x1, y2);
+ glVertex2s(x2, y2);
+ }
+
+ /* bottom border area */
+ if (y1 > 0) {
+ glVertex2s(x1, y1);
+ glVertex2s(x2, y1);
+ }
+}
+
+/**
+ * \brief Screen edges drawing.
+ */
+static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
+{
+ short x1 = sa->v1->vec.x;
+ short y1 = sa->v1->vec.y;
+ short x2 = sa->v3->vec.x;
+ short y2 = sa->v3->vec.y;
+
+ drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2);
+}
+
+/**
+ * Only for edge lines between areas, and the blended join arrows.
+ */
+void ED_screen_draw(wmWindow *win)
+{
+ const int winsize_x = WM_window_pixels_x(win);
+ const int winsize_y = WM_window_pixels_y(win);
+
+ ScrArea *sa;
+ ScrArea *sa1 = NULL;
+ ScrArea *sa2 = NULL;
+ ScrArea *sa3 = NULL;
+
+ wmSubWindowSet(win, win->screen->mainwin);
+
+ /* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
+ if (U.pixelsize > 1.0f) {
+ /* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
+ glLineWidth((2.0f * U.pixelsize) - 1);
+ glColor3ub(0x50, 0x50, 0x50);
+ glBegin(GL_LINES);
+ for (sa = win->screen->areabase.first; sa; sa = sa->next)
+ drawscredge_area(sa, winsize_x, winsize_y);
+ glEnd();
+ }
+
+ glLineWidth(1);
+ glColor3ub(0, 0, 0);
+ glBegin(GL_LINES);
+ for (sa = win->screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y);
+
+ /* gather area split/join info */
+ if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
+ if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
+ if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
+ }
+ glEnd();
+
+ /* blended join arrow */
+ if (sa1 && sa2) {
+ int dir = area_getorientation(sa1, sa2);
+ int dira = -1;
+ if (dir != -1) {
+ switch (dir) {
+ case 0: /* W */
+ dir = 'r';
+ dira = 'l';
+ break;
+ case 1: /* N */
+ dir = 'd';
+ dira = 'u';
+ break;
+ case 2: /* E */
+ dir = 'l';
+ dira = 'r';
+ break;
+ case 3: /* S */
+ dir = 'u';
+ dira = 'd';
+ break;
+ }
+ }
+ glEnable(GL_BLEND);
+ scrarea_draw_shape_dark(sa2, dir);
+ scrarea_draw_shape_light(sa1, dira);
+ glDisable(GL_BLEND);
+ }
+
+ /* splitpoint */
+ if (sa3) {
+ glEnable(GL_BLEND);
+ glBegin(GL_LINES);
+ glColor4ub(255, 255, 255, 100);
+
+ if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
+ glVertex2s(sa3->totrct.xmin, win->eventstate->y);
+ glVertex2s(sa3->totrct.xmax, win->eventstate->y);
+ glColor4ub(0, 0, 0, 100);
+ glVertex2s(sa3->totrct.xmin, win->eventstate->y + 1);
+ glVertex2s(sa3->totrct.xmax, win->eventstate->y + 1);
+ }
+ else {
+ glVertex2s(win->eventstate->x, sa3->totrct.ymin);
+ glVertex2s(win->eventstate->x, sa3->totrct.ymax);
+ glColor4ub(0, 0, 0, 100);
+ glVertex2s(win->eventstate->x + 1, sa3->totrct.ymin);
+ glVertex2s(win->eventstate->x + 1, sa3->totrct.ymax);
+ }
+ glEnd();
+ glDisable(GL_BLEND);
+ }
+
+ win->screen->do_draw = false;
+}
+
+
+/* -------------------------------------------------------------------- */
+/* Screen Thumbnail Preview */
+
+/**
+ * Calculates a scale factor to squash the preview for \a screen into a rectangle of given size and aspect.
+ */
+static void screen_preview_scale_get(
+ const bScreen *screen, float size_x, float size_y,
+ const float asp[2],
+ float r_scale[2])
+{
+ float max_x = 0, max_y = 0;
+
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ max_x = MAX2(max_x, sa->totrct.xmax);
+ max_y = MAX2(max_y, sa->totrct.ymax);
+ }
+ r_scale[0] = (size_x * asp[0]) / max_x;
+ r_scale[1] = (size_y * asp[1]) / max_y;
+}
+
+static void screen_preview_draw_areas(const bScreen *screen, const float scale[2], const float col[4],
+ const float ofs_between_areas)
+{
+ const float ofs_h = ofs_between_areas * 0.5f;
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ rctf rect;
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(col);
+
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ rect.xmin = sa->totrct.xmin * scale[0] + ofs_h;
+ rect.xmax = sa->totrct.xmax * scale[0] - ofs_h;
+ rect.ymin = sa->totrct.ymin * scale[1] + ofs_h;
+ rect.ymax = sa->totrct.ymax * scale[1] - ofs_h;
+
+ immBegin(PRIM_TRIANGLE_FAN, 4);
+ immVertex2f(pos, rect.xmin, rect.ymin);
+ immVertex2f(pos, rect.xmax, rect.ymin);
+ immVertex2f(pos, rect.xmax, rect.ymax);
+ immVertex2f(pos, rect.xmin, rect.ymax);
+ immEnd();
+ }
+
+ immUnbindProgram();
+}
+
+static void screen_preview_draw(const bScreen *screen, int size_x, int size_y)
+{
+ const float asp[2] = {1.0f, 0.8f}; /* square previews look a bit ugly */
+ /* could use theme color (tui.wcol_menu_item.text), but then we'd need to regenerate all previews when changing */
+ const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ float scale[2];
+
+ wmOrtho2(0.0f, size_x, 0.0f, size_y);
+ /* center */
+ glTranslatef(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f, 0.0f);
+
+ screen_preview_scale_get(screen, size_x, size_y, asp, scale);
+ screen_preview_draw_areas(screen, scale, col, 1.5f);
+}
+
+/**
+ * Render the preview for a screen layout in \a screen.
+ */
+void ED_screen_preview_render(const bScreen *screen, int size_x, int size_y, unsigned int *r_rect)
+{
+ char err_out[256] = "unknown";
+ GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, err_out);
+
+ GPU_offscreen_bind(offscreen, true);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ screen_preview_draw(screen, size_x, size_y);
+
+ GPU_offscreen_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect);
+ GPU_offscreen_unbind(offscreen, true);
+
+ GPU_offscreen_free(offscreen);
+}
diff --git a/source/blender/editors/screen/screen_edit.c b/source/blender/editors/screen/screen_edit.c
index 5cd0d33c365..239577a9fc4 100644
--- a/source/blender/editors/screen/screen_edit.c
+++ b/source/blender/editors/screen/screen_edit.c
@@ -42,6 +42,7 @@
#include "BKE_context.h"
#include "BKE_depsgraph.h"
+#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_global.h"
#include "BKE_library.h"
@@ -51,9 +52,6 @@
#include "BKE_screen.h"
#include "BKE_scene.h"
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
-
#include "WM_api.h"
#include "WM_types.h"
@@ -615,7 +613,9 @@ int screen_area_join(bContext *C, bScreen *scr, ScrArea *sa1, ScrArea *sa2)
screen_delarea(C, scr, sa2);
removedouble_scrverts(scr);
sa1->flag &= ~AREA_FLAG_DRAWJOINFROM;
-
+ /* Update preview thumbnail */
+ BKE_icon_changed(scr->id.icon_id);
+
return 1;
}
@@ -834,217 +834,6 @@ static void screen_test_scale(bScreen *sc, int winsize_x, int winsize_y)
}
-/* *********************** DRAWING **************************************** */
-
-/* draw vertical shape visualizing future joining (left as well
- * right direction of future joining) */
-static void draw_horizontal_join_shape(ScrArea *sa, char dir)
-{
- vec2f points[10];
- short i;
- float w, h;
- float width = sa->v3->vec.x - sa->v1->vec.x;
- float height = sa->v3->vec.y - sa->v1->vec.y;
-
- if (height < width) {
- h = height / 8;
- w = height / 4;
- }
- else {
- h = width / 8;
- w = width / 4;
- }
-
- points[0].x = sa->v1->vec.x;
- points[0].y = sa->v1->vec.y + height / 2;
-
- points[1].x = sa->v1->vec.x;
- points[1].y = sa->v1->vec.y;
-
- points[2].x = sa->v4->vec.x - w;
- points[2].y = sa->v4->vec.y;
-
- points[3].x = sa->v4->vec.x - w;
- points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
-
- points[4].x = sa->v4->vec.x - 2 * w;
- points[4].y = sa->v4->vec.y + height / 2;
-
- points[5].x = sa->v4->vec.x - w;
- points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
-
- points[6].x = sa->v3->vec.x - w;
- points[6].y = sa->v3->vec.y;
-
- points[7].x = sa->v2->vec.x;
- points[7].y = sa->v2->vec.y;
-
- points[8].x = sa->v4->vec.x;
- points[8].y = sa->v4->vec.y + height / 2 - h;
-
- points[9].x = sa->v4->vec.x;
- points[9].y = sa->v4->vec.y + height / 2 + h;
-
- if (dir == 'l') {
- /* when direction is left, then we flip direction of arrow */
- float cx = sa->v1->vec.x + width;
- for (i = 0; i < 10; i++) {
- points[i].x -= cx;
- points[i].x = -points[i].x;
- points[i].x += sa->v1->vec.x;
- }
- }
-
- glBegin(GL_POLYGON);
- for (i = 0; i < 5; i++)
- glVertex2f(points[i].x, points[i].y);
- glEnd();
- glBegin(GL_POLYGON);
- for (i = 4; i < 8; i++)
- glVertex2f(points[i].x, points[i].y);
- glVertex2f(points[0].x, points[0].y);
- glEnd();
-
- glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
- glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
-}
-
-/* draw vertical shape visualizing future joining (up/down direction) */
-static void draw_vertical_join_shape(ScrArea *sa, char dir)
-{
- vec2f points[10];
- short i;
- float w, h;
- float width = sa->v3->vec.x - sa->v1->vec.x;
- float height = sa->v3->vec.y - sa->v1->vec.y;
-
- if (height < width) {
- h = height / 4;
- w = height / 8;
- }
- else {
- h = width / 4;
- w = width / 8;
- }
-
- points[0].x = sa->v1->vec.x + width / 2;
- points[0].y = sa->v3->vec.y;
-
- points[1].x = sa->v2->vec.x;
- points[1].y = sa->v2->vec.y;
-
- points[2].x = sa->v1->vec.x;
- points[2].y = sa->v1->vec.y + h;
-
- points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
- points[3].y = sa->v1->vec.y + h;
-
- points[4].x = sa->v1->vec.x + width / 2;
- points[4].y = sa->v1->vec.y + 2 * h;
-
- points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
- points[5].y = sa->v1->vec.y + h;
-
- points[6].x = sa->v4->vec.x;
- points[6].y = sa->v4->vec.y + h;
-
- points[7].x = sa->v3->vec.x;
- points[7].y = sa->v3->vec.y;
-
- points[8].x = sa->v1->vec.x + width / 2 - w;
- points[8].y = sa->v1->vec.y;
-
- points[9].x = sa->v1->vec.x + width / 2 + w;
- points[9].y = sa->v1->vec.y;
-
- if (dir == 'u') {
- /* when direction is up, then we flip direction of arrow */
- float cy = sa->v1->vec.y + height;
- for (i = 0; i < 10; i++) {
- points[i].y -= cy;
- points[i].y = -points[i].y;
- points[i].y += sa->v1->vec.y;
- }
- }
-
- glBegin(GL_POLYGON);
- for (i = 0; i < 5; i++)
- glVertex2f(points[i].x, points[i].y);
- glEnd();
- glBegin(GL_POLYGON);
- for (i = 4; i < 8; i++)
- glVertex2f(points[i].x, points[i].y);
- glVertex2f(points[0].x, points[0].y);
- glEnd();
-
- glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
- glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
-}
-
-/* draw join shape due to direction of joining */
-static void draw_join_shape(ScrArea *sa, char dir)
-{
- if (dir == 'u' || dir == 'd')
- draw_vertical_join_shape(sa, dir);
- else
- draw_horizontal_join_shape(sa, dir);
-}
-
-/* draw screen area darker with arrow (visualization of future joining) */
-static void scrarea_draw_shape_dark(ScrArea *sa, char dir)
-{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4ub(0, 0, 0, 50);
- draw_join_shape(sa, dir);
-}
-
-/* draw screen area ligher with arrow shape ("eraser" of previous dark shape) */
-static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir))
-{
- glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
- /* value 181 was hardly computed: 181~105 */
- glColor4ub(255, 255, 255, 50);
- /* draw_join_shape(sa, dir); */
- glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
-}
-
-static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2)
-{
- /* right border area */
- if (x2 < sizex - 1) {
- glVertex2s(x2, y1);
- glVertex2s(x2, y2);
- }
-
- /* left border area */
- if (x1 > 0) { /* otherwise it draws the emboss of window over */
- glVertex2s(x1, y1);
- glVertex2s(x1, y2);
- }
-
- /* top border area */
- if (y2 < sizey - 1) {
- glVertex2s(x1, y2);
- glVertex2s(x2, y2);
- }
-
- /* bottom border area */
- if (y1 > 0) {
- glVertex2s(x1, y1);
- glVertex2s(x2, y1);
- }
-}
-
-/** screen edges drawing **/
-static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
-{
- short x1 = sa->v1->vec.x;
- short y1 = sa->v1->vec.y;
- short x2 = sa->v3->vec.x;
- short y2 = sa->v3->vec.y;
-
- drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2);
-}
/* ****************** EXPORTED API TO OTHER MODULES *************************** */
@@ -1069,6 +858,9 @@ static void region_cursor_set(wmWindow *win, int swinid, int swin_changed)
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid == swinid) {
if (swin_changed || (ar->type && ar->type->event_cursor)) {
+ if (WM_manipulatormap_cursor_set(ar->manipulator_map, win)) {
+ return;
+ }
ED_region_cursor_set(win, sa, ar);
}
return;
@@ -1101,100 +893,6 @@ void ED_screen_do_listen(bContext *C, wmNotifier *note)
}
}
-/* only for edge lines between areas, and the blended join arrows */
-void ED_screen_draw(wmWindow *win)
-{
- const int winsize_x = WM_window_pixels_x(win);
- const int winsize_y = WM_window_pixels_y(win);
-
- ScrArea *sa;
- ScrArea *sa1 = NULL;
- ScrArea *sa2 = NULL;
- ScrArea *sa3 = NULL;
-
- wmSubWindowSet(win, win->screen->mainwin);
-
- /* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
- if (U.pixelsize > 1.0f) {
- /* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
- glLineWidth((2.0f * U.pixelsize) - 1);
- glColor3ub(0x50, 0x50, 0x50);
- glBegin(GL_LINES);
- for (sa = win->screen->areabase.first; sa; sa = sa->next)
- drawscredge_area(sa, winsize_x, winsize_y);
- glEnd();
- }
-
- glLineWidth(1);
- glColor3ub(0, 0, 0);
- glBegin(GL_LINES);
- for (sa = win->screen->areabase.first; sa; sa = sa->next) {
- drawscredge_area(sa, winsize_x, winsize_y);
-
- /* gather area split/join info */
- if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
- if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
- if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
- }
- glEnd();
-
- /* blended join arrow */
- if (sa1 && sa2) {
- int dir = area_getorientation(sa1, sa2);
- int dira = -1;
- if (dir != -1) {
- switch (dir) {
- case 0: /* W */
- dir = 'r';
- dira = 'l';
- break;
- case 1: /* N */
- dir = 'd';
- dira = 'u';
- break;
- case 2: /* E */
- dir = 'l';
- dira = 'r';
- break;
- case 3: /* S */
- dir = 'u';
- dira = 'd';
- break;
- }
- }
- glEnable(GL_BLEND);
- scrarea_draw_shape_dark(sa2, dir);
- scrarea_draw_shape_light(sa1, dira);
- glDisable(GL_BLEND);
- }
-
- /* splitpoint */
- if (sa3) {
- glEnable(GL_BLEND);
- glBegin(GL_LINES);
- glColor4ub(255, 255, 255, 100);
-
- if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
- glVertex2s(sa3->totrct.xmin, win->eventstate->y);
- glVertex2s(sa3->totrct.xmax, win->eventstate->y);
- glColor4ub(0, 0, 0, 100);
- glVertex2s(sa3->totrct.xmin, win->eventstate->y + 1);
- glVertex2s(sa3->totrct.xmax, win->eventstate->y + 1);
- }
- else {
- glVertex2s(win->eventstate->x, sa3->totrct.ymin);
- glVertex2s(win->eventstate->x, sa3->totrct.ymax);
- glColor4ub(0, 0, 0, 100);
- glVertex2s(win->eventstate->x + 1, sa3->totrct.ymin);
- glVertex2s(win->eventstate->x + 1, sa3->totrct.ymax);
- }
- glEnd();
- glDisable(GL_BLEND);
- }
-
- win->screen->do_draw = false;
-}
-
/* helper call for below, dpi changes headers */
static void screen_refresh_headersizes(void)
{
@@ -1274,25 +972,28 @@ void ED_screens_initialize(wmWindowManager *wm)
void ED_region_exit(bContext *C, ARegion *ar)
{
wmWindowManager *wm = CTX_wm_manager(C);
+ wmWindow *win = CTX_wm_window(C);
ARegion *prevar = CTX_wm_region(C);
if (ar->type && ar->type->exit)
ar->type->exit(wm, ar);
CTX_wm_region_set(C, ar);
+
WM_event_remove_handlers(C, &ar->handlers);
+ WM_event_modal_handler_region_replace(win, ar, NULL);
if (ar->swinid) {
- wm_subwindow_close(CTX_wm_window(C), ar->swinid);
+ wm_subwindow_close(win, ar->swinid);
ar->swinid = 0;
}
-
+
if (ar->headerstr) {
MEM_freeN(ar->headerstr);
ar->headerstr = NULL;
}
if (ar->regiontimer) {
- WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), ar->regiontimer);
+ WM_event_remove_timer(wm, win, ar->regiontimer);
ar->regiontimer = NULL;
}
@@ -1302,6 +1003,7 @@ void ED_region_exit(bContext *C, ARegion *ar)
void ED_area_exit(bContext *C, ScrArea *sa)
{
wmWindowManager *wm = CTX_wm_manager(C);
+ wmWindow *win = CTX_wm_window(C);
ScrArea *prevsa = CTX_wm_area(C);
ARegion *ar;
@@ -1309,10 +1011,13 @@ void ED_area_exit(bContext *C, ScrArea *sa)
sa->type->exit(wm, sa);
CTX_wm_area_set(C, sa);
+
for (ar = sa->regionbase.first; ar; ar = ar->next)
ED_region_exit(C, ar);
WM_event_remove_handlers(C, &sa->handlers);
+ WM_event_modal_handler_area_replace(win, sa, NULL);
+
CTX_wm_area_set(C, prevsa);
}
diff --git a/source/blender/editors/screen/screen_intern.h b/source/blender/editors/screen/screen_intern.h
index ccb6d5a6dca..49c0869fcfb 100644
--- a/source/blender/editors/screen/screen_intern.h
+++ b/source/blender/editors/screen/screen_intern.h
@@ -31,6 +31,8 @@
#ifndef __SCREEN_INTERN_H__
#define __SCREEN_INTERN_H__
+struct bContextDataResult;
+
/* internal exports only */
#define AZONESPOT (0.6f * U.widget_unit)
@@ -40,12 +42,12 @@
/* area.c */
void ED_area_data_copy(ScrArea *sa_dst, ScrArea *sa_src, const bool do_free);
void ED_area_data_swap(ScrArea *sa1, ScrArea *sa2);
-void region_toggle_hidden(bContext *C, ARegion *ar, const bool do_fade);
+void region_toggle_hidden(struct bContext *C, ARegion *ar, const bool do_fade);
/* screen_edit.c */
ScrEdge *screen_findedge(bScreen *sc, ScrVert *v1, ScrVert *v2);
ScrArea *area_split(bScreen *sc, ScrArea *sa, char dir, float fac, int merge);
-int screen_area_join(bContext *C, bScreen *scr, ScrArea *sa1, ScrArea *sa2);
+int screen_area_join(struct bContext *C, bScreen *scr, ScrArea *sa1, ScrArea *sa2);
int area_getorientation(ScrArea *sa, ScrArea *sb);
void select_connected_scredge(bScreen *sc, ScrEdge *edge);
@@ -61,7 +63,7 @@ ScrEdge *screen_find_active_scredge(bScreen *sc,
struct AZone *is_in_area_actionzone(ScrArea *sa, const int xy[2]);
/* screen_context.c */
-int ed_screen_context(const bContext *C, const char *member, bContextDataResult *result);
+int ed_screen_context(const struct bContext *C, const char *member, struct bContextDataResult *result);
extern const char *screen_context_dir[]; /* doc access */
diff --git a/source/blender/editors/screen/screen_ops.c b/source/blender/editors/screen/screen_ops.c
index a7a0a240259..32b63aca34c 100644
--- a/source/blender/editors/screen/screen_ops.c
+++ b/source/blender/editors/screen/screen_ops.c
@@ -53,6 +53,7 @@
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
+#include "BKE_icons.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_report.h"
@@ -1220,6 +1221,8 @@ static void area_move_apply_do(bContext *C, int origval, int delta, int dir, int
}
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL); /* redraw everything */
+ /* Update preview thumbnail */
+ BKE_icon_changed(sc->id.icon_id);
}
}
@@ -1508,7 +1511,9 @@ static int area_split_apply(bContext *C, wmOperator *op)
ED_area_tag_redraw(sd->narea);
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
-
+ /* Update preview thumbnail */
+ BKE_icon_changed(sc->id.icon_id);
+
return 1;
}
diff --git a/source/blender/editors/screen/screendump.c b/source/blender/editors/screen/screendump.c
index 2dd7400bc37..6bfa51bf9fc 100644
--- a/source/blender/editors/screen/screendump.c
+++ b/source/blender/editors/screen/screendump.c
@@ -56,6 +56,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+
#include "RNA_access.h"
#include "RNA_define.h"
@@ -451,25 +453,24 @@ static void screenshot_startjob(void *sjv, short *stop, short *do_update, float
/* Helper callback for drawing the cursor itself */
static void screencast_draw_cursor(bContext *UNUSED(C), int x, int y, void *UNUSED(p_ptr))
{
-
- glPushMatrix();
-
- glTranslatef((float)x, (float)y, 0.0f);
-
-
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
-
- glColor4ub(0, 0, 0, 32);
- glutil_draw_filled_arc(0.0, M_PI * 2.0, 20, 40);
-
- glColor4ub(255, 255, 255, 128);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, 20, 40);
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4ub(0, 0, 0, 32);
+ imm_draw_filled_circle(pos, (float)x, (float)y, 20, 40);
+
+ immUniformColor4ub(255, 255, 255, 128);
+ imm_draw_lined_circle(pos, (float)x, (float)y, 20, 40);
+
+ immUnbindProgram();
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
-
- glPopMatrix();
}
/* Turn brush cursor in 3D view on/off */
diff --git a/source/blender/editors/sculpt_paint/paint_image.c b/source/blender/editors/sculpt_paint/paint_image.c
index bf344e1f721..ffaaed8ab42 100644
--- a/source/blender/editors/sculpt_paint/paint_image.c
+++ b/source/blender/editors/sculpt_paint/paint_image.c
@@ -78,6 +78,7 @@
#include "GPU_draw.h"
#include "GPU_buffers.h"
+#include "GPU_immediate.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
@@ -721,12 +722,28 @@ static void gradient_draw_line(bContext *UNUSED(C), int x, int y, void *customda
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glLineWidth(4.0);
- glColor4ub(0, 0, 0, 255);
- sdrawline(x, y, pop->startmouse[0], pop->startmouse[1]);
+ immUniformColor4ub(0, 0, 0, 255);
+
+ immBegin(GL_LINES, 2);
+ immVertex2i(pos, x, y);
+ immVertex2i(pos, pop->startmouse[0], pop->startmouse[1]);
+ immEnd();
+
glLineWidth(2.0);
- glColor4ub(255, 255, 255, 255);
- sdrawline(x, y, pop->startmouse[0], pop->startmouse[1]);
+ immUniformColor4ub(255, 255, 255, 255);
+
+ immBegin(GL_LINES, 2);
+ immVertex2i(pos, x, y);
+ immVertex2i(pos, pop->startmouse[0], pop->startmouse[1]);
+ immEnd();
+
+ immUnbindProgram();
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
diff --git a/source/blender/editors/space_action/action_draw.c b/source/blender/editors/space_action/action_draw.c
index 9fc96e06299..df9c67b1f2e 100644
--- a/source/blender/editors/space_action/action_draw.c
+++ b/source/blender/editors/space_action/action_draw.c
@@ -61,6 +61,7 @@
#include "ED_keyframes_draw.h"
#include "action_intern.h"
+#include "GPU_immediate.h"
/* ************************************************************************* */
/* Channel List */
@@ -203,6 +204,12 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* first backdrop strips */
y = (float)(-ACHANNEL_HEIGHT(ac));
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glEnable(GL_BLEND);
for (ale = anim_data.first; ale; ale = ale->next) {
@@ -221,7 +228,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* determine if channel is selected */
if (acf->has_setting(ac, ale, ACHANNEL_SETTING_SELECT))
sel = ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT);
-
+
if (ELEM(ac->datatype, ANIMCONT_ACTION, ANIMCONT_DOPESHEET, ANIMCONT_SHAPEKEY)) {
switch (ale->type) {
case ANIMTYPE_SUMMARY:
@@ -233,60 +240,60 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
case ANIMTYPE_SCENE:
case ANIMTYPE_OBJECT:
{
- if (sel) glColor4ub(col1b[0], col1b[1], col1b[2], 0x45);
- else glColor4ub(col1b[0], col1b[1], col1b[2], 0x22);
+ if (sel) immUniformColor4ub(col1b[0], col1b[1], col1b[2], 0x45);
+ else immUniformColor4ub(col1b[0], col1b[1], col1b[2], 0x22);
break;
}
case ANIMTYPE_FILLACTD:
case ANIMTYPE_DSSKEY:
case ANIMTYPE_DSWOR:
{
- if (sel) glColor4ub(col2b[0], col2b[1], col2b[2], 0x45);
- else glColor4ub(col2b[0], col2b[1], col2b[2], 0x22);
+ if (sel) immUniformColor4ub(col2b[0], col2b[1], col2b[2], 0x45);
+ else immUniformColor4ub(col2b[0], col2b[1], col2b[2], 0x22);
break;
}
case ANIMTYPE_GROUP:
{
- if (sel) glColor4ub(col1a[0], col1a[1], col1a[2], 0x22);
- else glColor4ub(col2a[0], col2a[1], col2a[2], 0x22);
+ if (sel) immUniformColor4ub(col1a[0], col1a[1], col1a[2], 0x22);
+ else immUniformColor4ub(col2a[0], col2a[1], col2a[2], 0x22);
break;
}
default:
{
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
- else glColor4ub(col2[0], col2[1], col2[2], 0x22);
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x22);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x22);
break;
}
}
/* draw region twice: firstly backdrop, then the current range */
- glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
if (ac->datatype == ANIMCONT_ACTION)
- glRectf(act_start, (float)y - ACHANNEL_HEIGHT_HALF(ac), act_end, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ immRectf(pos, act_start, (float)y - ACHANNEL_HEIGHT_HALF(ac), act_end, (float)y + ACHANNEL_HEIGHT_HALF(ac));
}
else if (ac->datatype == ANIMCONT_GPENCIL) {
/* frames less than one get less saturated background */
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
- else glColor4ub(col2[0], col2[1], col2[2], 0x22);
- glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x22);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x22);
+ immRectf(pos, 0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
/* frames one and higher get a saturated background */
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
- else glColor4ub(col2[0], col2[1], col2[2], 0x44);
- glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x44);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x44);
+ immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
}
else if (ac->datatype == ANIMCONT_MASK) {
/* TODO --- this is a copy of gpencil */
/* frames less than one get less saturated background */
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
- else glColor4ub(col2[0], col2[1], col2[2], 0x22);
- glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x22);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x22);
+ immRectf(pos, 0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
/* frames one and higher get a saturated background */
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
- else glColor4ub(col2[0], col2[1], col2[2], 0x44);
- glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x44);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x44);
+ immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
}
}
}
@@ -353,11 +360,12 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* black line marking 'current frame' for Time-Slide transform mode */
if (saction->flag & SACTION_MOVING) {
- glColor3f(0.0f, 0.0f, 0.0f);
-
- glBegin(GL_LINES);
- glVertex2f(saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD);
- glVertex2f(saction->timeslide, v2d->cur.ymax);
- glEnd();
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD);
+ immVertex2f(pos, saction->timeslide, v2d->cur.ymax);
+ immEnd();
}
+ immUnbindProgram();
}
diff --git a/source/blender/editors/space_api/spacetypes.c b/source/blender/editors/space_api/spacetypes.c
index ac6e3123e4e..5ff1d758563 100644
--- a/source/blender/editors/space_api/spacetypes.c
+++ b/source/blender/editors/space_api/spacetypes.c
@@ -121,12 +121,17 @@ void ED_spacetypes_init(void)
ED_operatortypes_view2d();
ED_operatortypes_ui();
-
- /* register operators */
+
+ /* register types for operators and manipulators */
spacetypes = BKE_spacetypes_list();
for (type = spacetypes->first; type; type = type->next) {
- if (type->operatortypes)
+ /* init manipulator types first, operator-types need them */
+ if (type->manipulators) {
+ type->manipulators();
+ }
+ if (type->operatortypes) {
type->operatortypes();
+ }
}
/* register internal render callbacks */
diff --git a/source/blender/editors/space_console/console_draw.c b/source/blender/editors/space_console/console_draw.c
index 6396b390ca0..c45b8acae0a 100644
--- a/source/blender/editors/space_console/console_draw.c
+++ b/source/blender/editors/space_console/console_draw.c
@@ -40,6 +40,7 @@
#include "MEM_guardedalloc.h"
#include "BIF_gl.h"
+#include "GPU_immediate.h"
#include "UI_interface.h"
#include "UI_resources.h"
@@ -157,6 +158,8 @@ static int console_textview_line_color(struct TextViewContext *tvc, unsigned cha
int offl = 0, offc = 0;
int xy[2] = {CONSOLE_DRAW_MARGIN, CONSOLE_DRAW_MARGIN};
int pen[2];
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
xy[1] += tvc->lheight / 6;
console_cursor_wrap_offset(sc->prompt, tvc->console_width, &offl, &offc, NULL);
@@ -168,14 +171,17 @@ static int console_textview_line_color(struct TextViewContext *tvc, unsigned cha
pen[1] += tvc->lheight * offl;
/* cursor */
- UI_GetThemeColor3ubv(TH_CONSOLE_CURSOR, fg);
- glColor3ubv(fg);
-
- glRecti((xy[0] + pen[0]) - 1,
- (xy[1] + pen[1]),
- (xy[0] + pen[0]) + 1,
- (xy[1] + pen[1] + tvc->lheight)
- );
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_CONSOLE_CURSOR);
+
+ immRectf(pos,
+ (xy[0] + pen[0]) - 1,
+ (xy[1] + pen[1]),
+ (xy[0] + pen[0]) + 1,
+ (xy[1] + pen[1] + tvc->lheight)
+ );
+
+ immUnbindProgram();
}
console_line_color(fg, cl_iter->type);
diff --git a/source/blender/editors/space_file/file_draw.c b/source/blender/editors/space_file/file_draw.c
index 52d01063175..f049d616aa7 100644
--- a/source/blender/editors/space_file/file_draw.c
+++ b/source/blender/editors/space_file/file_draw.c
@@ -71,6 +71,10 @@
#include "WM_api.h"
#include "WM_types.h"
+//#include "GPU_draw.h"
+//#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
+
#include "filelist.h"
#include "file_intern.h" // own include
@@ -258,9 +262,10 @@ void file_draw_buttons(const bContext *C, ARegion *ar)
static void draw_tile(int sx, int sy, int width, int height, int colorid, int shade)
{
- UI_ThemeColorShade(colorid, shade);
+ float color[4];
+ UI_GetThemeColorShade4fv(colorid, shade, color);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox((float)sx, (float)(sy - height), (float)(sx + width), (float)sy, 5.0f);
+ UI_draw_roundbox((float)sx, (float)(sy - height), (float)(sx + width), (float)sy, 5.0f, color);
}
@@ -394,8 +399,13 @@ static void file_draw_preview(
/* border */
if (use_dropshadow) {
- glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
- fdrawbox((float)xco, (float)yco, (float)(xco + ex), (float)(yco + ey));
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2,KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+ imm_draw_line_box(pos, (float)xco, (float)yco, (float)(xco + ex), (float)(yco + ey));
+ immUnbindProgram();
}
but = uiDefBut(block, UI_BTYPE_LABEL, 0, "", xco, yco, ex, ey, NULL, 0.0, 0.0, 0, 0, NULL);
@@ -467,33 +477,43 @@ static void draw_dividers(FileLayout *layout, View2D *v2d)
const int step = (layout->tile_w + 2 * layout->tile_border_x);
int v1[2], v2[2];
int sx;
+ unsigned int vertex_ct = 0;
unsigned char col_hi[3], col_lo[3];
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+
+ vertex_ct = (v2d->cur.xmax - v2d->tot.xmin) / step + 1; /* paint at least 1 divider */
+ vertex_ct *= 4; /* vertex_count = 2 points per divider * 2 lines per divider */
+
UI_GetThemeColorShade3ubv(TH_BACK, 30, col_hi);
UI_GetThemeColorShade3ubv(TH_BACK, -30, col_lo);
v1[1] = v2d->cur.ymax - layout->tile_border_y;
v2[1] = v2d->cur.ymin;
- glBegin(GL_LINES);
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINES, vertex_ct);
/* vertical column dividers */
sx = (int)v2d->tot.xmin;
while (sx < v2d->cur.xmax) {
sx += step;
- glColor3ubv(col_lo);
v1[0] = v2[0] = sx;
- glVertex2iv(v1);
- glVertex2iv(v2);
+ immAttrib3ubv(color, col_lo);
+ immVertex2iv(pos, v1);
+ immVertex2iv(pos, v2);
- glColor3ubv(col_hi);
v1[0] = v2[0] = sx + 1;
- glVertex2iv(v1);
- glVertex2iv(v2);
+ immAttrib3ubv(color, col_hi);
+ immVertex2iv(pos, v1);
+ immVertex2iv(pos, v2);
}
- glEnd();
+ immEnd();
+ immUnbindProgram();
}
void file_draw_list(const bContext *C, ARegion *ar)
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index 96a078b2817..9781c909ef6 100644
--- a/source/blender/editors/space_graph/graph_draw.c
+++ b/source/blender/editors/space_graph/graph_draw.c
@@ -50,6 +50,9 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_draw.h"
+#include "GPU_immediate.h"
+
#include "ED_anim_api.h"
#include "graph_intern.h"
@@ -121,16 +124,37 @@ static void draw_fcurve_modifier_controls_envelope(FModifier *fcm, View2D *v2d)
/* Points ---------------- */
-/* helper func - draw keyframe vertices only for an F-Curve */
-static void draw_fcurve_vertices_keyframes(FCurve *fcu, SpaceIpo *UNUSED(sipo), View2D *v2d, short edit, short sel)
+/* helper func - set color to draw F-Curve data with */
+static void set_fcurve_vertex_color(FCurve *fcu, bool sel)
+{
+ /* Fade the 'intensity' of the vertices based on the selection of the curves too */
+ int alphaOffset = (int)((fcurve_display_alpha(fcu) - 1.0f) * 255);
+
+ float color[4];
+
+ /* Set color of curve vertex based on state of curve (i.e. 'Edit' Mode) */
+ if ((fcu->flag & FCURVE_PROTECTED) == 0) {
+ /* Curve's points ARE BEING edited */
+ UI_GetThemeColorShadeAlpha4fv(sel ? TH_VERTEX_SELECT : TH_VERTEX, 0, alphaOffset, color);
+ }
+ else {
+ /* Curve's points CANNOT BE edited */
+ UI_GetThemeColorShadeAlpha4fv(sel ? TH_TEXT_HI : TH_TEXT, 0, alphaOffset, color);
+ }
+
+ immUniformColor4fv(color);
+}
+
+static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu, View2D *v2d, bool edit, bool sel, unsigned pos)
{
- BezTriple *bezt = fcu->bezt;
const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
- int i;
-
- glBegin(GL_POINTS);
-
- for (i = 0; i < fcu->totvert; i++, bezt++) {
+
+ set_fcurve_vertex_color(fcu, sel);
+
+ immBeginAtMost(GL_POINTS, fcu->totvert);
+
+ BezTriple *bezt = fcu->bezt;
+ for (int i = 0; i < fcu->totvert; i++, bezt++) {
/* as an optimization step, only draw those in view
* - we apply a correction factor to ensure that points don't pop in/out due to slight twitches of view size
*/
@@ -141,80 +165,50 @@ static void draw_fcurve_vertices_keyframes(FCurve *fcu, SpaceIpo *UNUSED(sipo),
* -
*/
if ((bezt->f2 & SELECT) == sel)
- glVertex3fv(bezt->vec[1]);
+ immVertex2fv(pos, bezt->vec[1]);
}
else {
/* no check for selection here, as curve is not editable... */
/* XXX perhaps we don't want to even draw points? maybe add an option for that later */
- glVertex3fv(bezt->vec[1]);
+ immVertex2fv(pos, bezt->vec[1]);
}
}
}
-
- glEnd();
-}
+ immEnd();
+}
-/* helper func - draw handle vertex for an F-Curve as a round unfilled circle
- * NOTE: the caller MUST HAVE GL_LINE_SMOOTH & GL_BLEND ENABLED, otherwise, the controls don't
- * have a consistent appearance (due to off-pixel alignments)...
- */
-static void draw_fcurve_handle_control(float x, float y, float xscale, float yscale, float hsize)
+/* helper func - draw keyframe vertices only for an F-Curve */
+static void draw_fcurve_keyframe_vertices(FCurve *fcu, View2D *v2d, bool edit, unsigned pos)
{
- static GLuint displist = 0;
-
- /* initialize round circle shape */
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
- gluDisk(qobj, 0, 0.7, 8, 1);
- gluDeleteQuadric(qobj);
-
- glEndList();
- }
-
- /* adjust view transform before starting */
- glTranslatef(x, y, 0.0f);
- glScalef(1.0f / xscale * hsize, 1.0f / yscale * hsize, 1.0f);
-
- /* draw! */
- glCallList(displist);
-
- /* restore view transform */
- glScalef(xscale / hsize, yscale / hsize, 1.0);
- glTranslatef(-x, -y, 0.0f);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+
+ immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * U.pixelsize);
+
+ draw_fcurve_selected_keyframe_vertices(fcu, v2d, edit, false, pos);
+ draw_fcurve_selected_keyframe_vertices(fcu, v2d, edit, true, pos);
+
+ immUnbindProgram();
}
+
/* helper func - draw handle vertices only for an F-Curve (if it is not protected) */
-static void draw_fcurve_vertices_handles(FCurve *fcu, SpaceIpo *sipo, View2D *v2d, short sel, short sel_handle_only, float units_scale)
+static void draw_fcurve_selected_handle_vertices(FCurve *fcu, View2D *v2d, bool sel, bool sel_handle_only, unsigned pos)
{
- BezTriple *bezt = fcu->bezt;
- BezTriple *prevbezt = NULL;
- float hsize, xscale, yscale;
- int i;
-
- /* get view settings */
- hsize = UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) * U.pixelsize;
- UI_view2d_scale_get(v2d, &xscale, &yscale);
+ (void) v2d; /* TODO: use this to draw only points in view */
- /* Compensate OGL scale sued for unit mapping, so circle will be circle, not ellipse */
- yscale *= units_scale;
-
/* set handle color */
- if (sel) UI_ThemeColor(TH_HANDLE_VERTEX_SELECT);
- else UI_ThemeColor(TH_HANDLE_VERTEX);
-
- /* anti-aliased lines for more consistent appearance */
- if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) glEnable(GL_LINE_SMOOTH);
- glEnable(GL_BLEND);
-
- for (i = 0; i < fcu->totvert; i++, prevbezt = bezt, bezt++) {
- /* Draw the editmode handles for a bezier curve (others don't have handles)
+ float hcolor[3];
+ UI_GetThemeColor3fv(sel ? TH_HANDLE_VERTEX_SELECT : TH_HANDLE_VERTEX, hcolor);
+ immUniform4f("outlineColor", hcolor[0], hcolor[1], hcolor[2], 1.0f);
+ immUniformColor3fvAlpha(hcolor, 0.4f);
+
+ immBeginAtMost(GL_POINTS, fcu->totvert * 2);
+
+ BezTriple *bezt = fcu->bezt;
+ BezTriple *prevbezt = NULL;
+ for (int i = 0; i < fcu->totvert; i++, prevbezt = bezt, bezt++) {
+ /* Draw the editmode handles for a bezier curve (others don't have handles)
* if their selection status matches the selection status we're drawing for
* - first handle only if previous beztriple was bezier-mode
* - second handle only if current beztriple is bezier-mode
@@ -225,68 +219,61 @@ static void draw_fcurve_vertices_handles(FCurve *fcu, SpaceIpo *sipo, View2D *v2
if (!sel_handle_only || BEZT_ISSEL_ANY(bezt)) {
if ((!prevbezt && (bezt->ipo == BEZT_IPO_BEZ)) || (prevbezt && (prevbezt->ipo == BEZT_IPO_BEZ))) {
if ((bezt->f1 & SELECT) == sel) /* && v2d->cur.xmin < bezt->vec[0][0] < v2d->cur.xmax)*/
- draw_fcurve_handle_control(bezt->vec[0][0], bezt->vec[0][1], xscale, yscale, hsize);
+ immVertex2fv(pos, bezt->vec[0]);
}
-
+
if (bezt->ipo == BEZT_IPO_BEZ) {
if ((bezt->f3 & SELECT) == sel) /* && v2d->cur.xmin < bezt->vec[2][0] < v2d->cur.xmax)*/
- draw_fcurve_handle_control(bezt->vec[2][0], bezt->vec[2][1], xscale, yscale, hsize);
+ immVertex2fv(pos, bezt->vec[2]);
}
}
}
-
- if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) glDisable(GL_LINE_SMOOTH);
- glDisable(GL_BLEND);
+
+ immEnd();
}
-/* helper func - set color to draw F-Curve data with */
-static void set_fcurve_vertex_color(FCurve *fcu, short sel)
+/* helper func - draw handle vertices only for an F-Curve (if it is not protected) */
+static void draw_fcurve_handle_vertices(FCurve *fcu, View2D *v2d, bool sel_handle_only, unsigned pos)
{
- /* Fade the 'intensity' of the vertices based on the selection of the curves too */
- int alphaOffset = (int)((fcurve_display_alpha(fcu) - 1.0f) * 255);
-
- /* Set color of curve vertex based on state of curve (i.e. 'Edit' Mode) */
- if ((fcu->flag & FCURVE_PROTECTED) == 0) {
- /* Curve's points ARE BEING edited */
- if (sel) UI_ThemeColorShadeAlpha(TH_VERTEX_SELECT, 0, alphaOffset);
- else UI_ThemeColorShadeAlpha(TH_VERTEX, 0, alphaOffset);
- }
- else {
- /* Curve's points CANNOT BE edited */
- if (sel) UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, alphaOffset);
- else UI_ThemeColorShadeAlpha(TH_TEXT, 0, alphaOffset);
- }
+ /* smooth outlines for more consistent appearance */
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+
+ /* set handle size */
+ immUniform1f("size", (UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) + 1.0f) * U.pixelsize);
+ immUniform1f("outlineWidth", 1.0f * U.pixelsize);
+
+ draw_fcurve_selected_handle_vertices(fcu, v2d, false, sel_handle_only, pos);
+ draw_fcurve_selected_handle_vertices(fcu, v2d, true, sel_handle_only, pos);
+
+ immUnbindProgram();
}
-static void draw_fcurve_vertices(SpaceIpo *sipo, ARegion *ar, FCurve *fcu, short do_handles, short sel_handle_only, float units_scale)
+static void draw_fcurve_vertices(ARegion *ar, FCurve *fcu, bool do_handles, bool sel_handle_only)
{
View2D *v2d = &ar->v2d;
-
+
/* only draw points if curve is visible
- * - draw unselected points before selected points as separate passes to minimize color-changing overhead
- * (XXX dunno if this is faster than drawing all in one pass though)
- * and also to make sure in the case of overlapping points that the selected is always visible
+ * - draw unselected points before selected points as separate passes
+ * to make sure in the case of overlapping points that the selected is always visible
* - draw handles before keyframes, so that keyframes will overlap handles (keyframes are more important for users)
*/
-
- glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
-
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ glEnable(GL_BLEND);
+ GPU_enable_program_point_size();
+
/* draw the two handles first (if they're shown, the curve doesn't have just a single keyframe, and the curve is being edited) */
if (do_handles) {
- set_fcurve_vertex_color(fcu, 0);
- draw_fcurve_vertices_handles(fcu, sipo, v2d, 0, sel_handle_only, units_scale);
-
- set_fcurve_vertex_color(fcu, 1);
- draw_fcurve_vertices_handles(fcu, sipo, v2d, 1, sel_handle_only, units_scale);
+ draw_fcurve_handle_vertices(fcu, v2d, sel_handle_only, pos);
}
-
+
/* draw keyframes over the handles */
- set_fcurve_vertex_color(fcu, 0);
- draw_fcurve_vertices_keyframes(fcu, sipo, v2d, !(fcu->flag & FCURVE_PROTECTED), 0);
-
- set_fcurve_vertex_color(fcu, 1);
- draw_fcurve_vertices_keyframes(fcu, sipo, v2d, !(fcu->flag & FCURVE_PROTECTED), 1);
+ draw_fcurve_keyframe_vertices(fcu, v2d, !(fcu->flag & FCURVE_PROTECTED), pos);
+
+ GPU_disable_program_point_size();
+ glDisable(GL_BLEND);
}
/* Handles ---------------- */
@@ -303,10 +290,10 @@ static bool draw_fcurve_handles_check(SpaceIpo *sipo, FCurve *fcu)
(fcu->totvert <= 1) /* do not show handles if there is only 1 keyframe, otherwise they all clump together in an ugly ball */
)
{
- return 0;
+ return false;
}
else {
- return 1;
+ return true;
}
}
@@ -1080,7 +1067,7 @@ void graph_draw_curves(bAnimContext *ac, SpaceIpo *sipo, ARegion *ar, View2DGrid
glDisable(GL_BLEND);
}
- draw_fcurve_vertices(sipo, ar, fcu, do_handles, (sipo->flag & SIPO_SELVHANDLESONLY), unit_scale);
+ draw_fcurve_vertices(ar, fcu, do_handles, (sipo->flag & SIPO_SELVHANDLESONLY));
}
else {
/* samples: only draw two indicators at either end as indicators */
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index e810f4db7dd..dd575619c0f 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -718,39 +718,6 @@ void draw_image_sample_line(SpaceImage *sima)
}
}
-/* XXX becomes WM paint cursor */
-#if 0
-static void draw_image_view_tool(Scene *scene)
-{
- ToolSettings *settings = scene->toolsettings;
- Brush *brush = settings->imapaint.brush;
- int mval[2];
- float radius;
- int draw = 0;
-
- if (brush) {
- if (settings->imapaint.flag & IMAGEPAINT_DRAWING) {
- if (settings->imapaint.flag & IMAGEPAINT_DRAW_TOOL_DRAWING)
- draw = 1;
- }
- else if (settings->imapaint.flag & IMAGEPAINT_DRAW_TOOL)
- draw = 1;
-
- if (draw) {
- getmouseco_areawin(mval);
-
- radius = BKE_brush_size_get(brush) * G.sima->zoom;
- fdrawXORcirc(mval[0], mval[1], radius);
-
- if (brush->innerradius != 1.0) {
- radius *= brush->innerradius;
- fdrawXORcirc(mval[0], mval[1], radius);
- }
- }
- }
-}
-#endif
-
static unsigned char *get_alpha_clone_image(const bContext *C, Scene *scene, int *width, int *height)
{
Brush *brush = BKE_paint_brush(&scene->toolsettings->imapaint.paint);
diff --git a/source/blender/editors/space_info/textview.c b/source/blender/editors/space_info/textview.c
index c801a736e31..b82972853e2 100644
--- a/source/blender/editors/space_info/textview.c
+++ b/source/blender/editors/space_info/textview.c
@@ -39,6 +39,8 @@
#include "BLI_utildefines.h"
#include "BLI_string_utf8.h"
+#include "GPU_immediate.h"
+
#include "BIF_gl.h"
#include "BKE_text.h"
@@ -81,9 +83,15 @@ static void console_draw_sel(const char *str, const int sel[2], const int xy[2],
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4ubv(bg_sel);
- glRecti(xy[0] + (cwidth * sta), xy[1] - 2 + lheight, xy[0] + (cwidth * end), xy[1] - 2);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4ubv(bg_sel);
+ immRecti(pos, xy[0] + (cwidth * sta), xy[1] - 2 + lheight, xy[0] + (cwidth * end), xy[1] - 2);
+
+ immUnbindProgram();
glDisable(GL_BLEND);
}
@@ -182,8 +190,14 @@ static int console_draw_string(ConsoleDrawContext *cdc, const char *str, int str
cdc->sel[1] = str_len - sel_orig[0];
if (bg) {
- glColor3ubv(bg);
- glRecti(0, cdc->xy[1], cdc->winx, (cdc->xy[1] + (cdc->lheight * tot_lines)));
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4ubv(bg);
+ immRecti(pos, 0, cdc->xy[1], cdc->winx, (cdc->xy[1] + (cdc->lheight * tot_lines)));
+
+ immUnbindProgram();
}
glColor3ubv(fg);
@@ -230,8 +244,14 @@ static int console_draw_string(ConsoleDrawContext *cdc, const char *str, int str
else { /* simple, no wrap */
if (bg) {
- glColor3ubv(bg);
- glRecti(0, cdc->xy[1], cdc->winx, cdc->xy[1] + cdc->lheight);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4ubv(bg);
+ immRecti(pos, 0, cdc->xy[1], cdc->winx, cdc->xy[1] + cdc->lheight);
+
+ immUnbindProgram();
}
glColor3ubv(fg);
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index 5b3c062e16d..a9b8bfd08c8 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -1,3 +1,4 @@
+
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
@@ -56,6 +57,9 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
+
#include "WM_types.h"
#include "UI_interface.h"
@@ -268,13 +272,14 @@ static void nla_strip_get_color_inside(AnimData *adt, NlaStrip *strip, float col
/* helper call for drawing influence/time control curves for a given NLA-strip */
static void nla_draw_strip_curves(NlaStrip *strip, float yminc, float ymaxc)
{
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4f(0.7f, 0.7f, 0.7f, 1.0f);
+
const float yheight = ymaxc - yminc;
-
- /* drawing color is simply a light-gray */
- // TODO: is this color suitable?
- // XXX nasty hacked color for now... which looks quite bad too...
- glColor3f(0.7f, 0.7f, 0.7f);
-
+
/* draw with AA'd line */
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
@@ -285,45 +290,49 @@ static void nla_draw_strip_curves(NlaStrip *strip, float yminc, float ymaxc)
float cfra;
/* plot the curve (over the strip's main region) */
- glBegin(GL_LINE_STRIP);
+ immBegin(GL_LINE_STRIP, abs(strip->end - strip->start + 1));
+
/* sample at 1 frame intervals, and draw
* - min y-val is yminc, max is y-maxc, so clamp in those regions
*/
for (cfra = strip->start; cfra <= strip->end; cfra += 1.0f) {
float y = evaluate_fcurve(fcu, cfra); // assume this to be in 0-1 range
- glVertex2f(cfra, ((y * yheight) + yminc));
+ immVertex2f(pos, cfra, ((y * yheight) + yminc));
}
- glEnd(); // GL_LINE_STRIP
+
+ immEnd();
}
else {
/* use blend in/out values only if both aren't zero */
if ((IS_EQF(strip->blendin, 0.0f) && IS_EQF(strip->blendout, 0.0f)) == 0) {
- glBegin(GL_LINE_STRIP);
+ immBeginAtMost(GL_LINE_STRIP, 4);
+
/* start of strip - if no blendin, start straight at 1, otherwise from 0 to 1 over blendin frames */
if (IS_EQF(strip->blendin, 0.0f) == 0) {
- glVertex2f(strip->start, yminc);
- glVertex2f(strip->start + strip->blendin, ymaxc);
+ immVertex2f(pos, strip->start, yminc);
+ immVertex2f(pos, strip->start + strip->blendin, ymaxc);
}
else
- glVertex2f(strip->start, ymaxc);
+ immVertex2f(pos, strip->start, ymaxc);
/* end of strip */
if (IS_EQF(strip->blendout, 0.0f) == 0) {
- glVertex2f(strip->end - strip->blendout, ymaxc);
- glVertex2f(strip->end, yminc);
+ immVertex2f(pos, strip->end - strip->blendout, ymaxc);
+ immVertex2f(pos, strip->end, yminc);
}
else
- glVertex2f(strip->end, ymaxc);
- glEnd(); // GL_LINE_STRIP
+ immVertex2f(pos, strip->end, ymaxc);
+
+ immEnd();
}
}
-
- /* time -------------------------- */
- // XXX do we want to draw this curve? in a different color too?
-
+
/* turn off AA'd lines */
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
+
+ //Unbind GPU_SHADER_2D_UNIFORM_COLOR
+ immUnbindProgram();
}
/* main call for drawing a single NLA-strip */
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 7b08b8368ba..c3f2d05b0fb 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -53,6 +53,9 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_draw.h"
+#include "GPU_immediate.h"
+
#include "RNA_access.h"
#include "RNA_define.h"
@@ -62,6 +65,7 @@
#include "WM_types.h"
#include "UI_resources.h"
+#include "UI_view2d.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf_types.h"
@@ -80,49 +84,6 @@ static void node_socket_button_label(bContext *UNUSED(C), uiLayout *layout, Poin
uiItemL(layout, text, 0);
}
-
-/* ****************** BASE DRAW FUNCTIONS FOR NEW OPERATOR NODES ***************** */
-
-#if 0 /* UNUSED */
-static void node_draw_socket_new(bNodeSocket *sock, float size)
-{
- float x = sock->locx, y = sock->locy;
-
- /* 16 values of sin function */
- static float si[16] = {
- 0.00000000f, 0.39435585f, 0.72479278f, 0.93775213f,
- 0.99871650f, 0.89780453f, 0.65137248f, 0.29936312f,
- -0.10116832f, -0.48530196f, -0.79077573f, -0.96807711f,
- -0.98846832f, -0.84864425f, -0.57126821f, -0.20129852f
- };
- /* 16 values of cos function */
- static float co[16] = {
- 1.00000000f, 0.91895781f, 0.68896691f, 0.34730525f,
- -0.05064916f, -0.44039415f, -0.75875812f, -0.95413925f,
- -0.99486932f, -0.87434661f, -0.61210598f, -0.25065253f,
- 0.15142777f, 0.52896401f, 0.82076344f, 0.97952994f,
- };
- int a;
-
- glColor3ub(180, 180, 180);
-
- glBegin(GL_POLYGON);
- for (a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
-
- glColor4ub(0, 0, 0, 150);
- glEnable(GL_BLEND);
- glEnable(GL_LINE_SMOOTH);
- glBegin(GL_LINE_LOOP);
- for (a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
- glDisable(GL_LINE_SMOOTH);
- glDisable(GL_BLEND);
-}
-#endif
-
/* ****************** BUTTON CALLBACKS FOR ALL TREES ***************** */
static void node_buts_value(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
@@ -465,7 +426,7 @@ static void node_draw_frame(const bContext *C, ARegion *ar, SpaceNode *snode,
{
rctf *rct = &node->totr;
int color_id = node_get_colorid(node);
- unsigned char color[4];
+ float color[4];
float alpha;
/* skip if out of view */
@@ -475,36 +436,37 @@ static void node_draw_frame(const bContext *C, ARegion *ar, SpaceNode *snode,
return;
}
- UI_GetThemeColor4ubv(TH_NODE_FRAME, color);
- alpha = (float)(color[3]) / 255.0f;
+ UI_GetThemeColor4fv(TH_NODE_FRAME, color);
+ alpha = color[3];
/* shadow */
node_draw_shadow(snode, node, BASIS_RAD, alpha);
/* body */
- if (node->flag & NODE_CUSTOM_COLOR)
- glColor4f(node->color[0], node->color[1], node->color[2], alpha);
+ if (node->flag & NODE_CUSTOM_COLOR) {
+ rgba_float_args_set(color, node->color[0], node->color[1], node->color[2], alpha);
+ }
else
- UI_ThemeColor4(TH_NODE_FRAME);
+ UI_GetThemeColor4fv(TH_NODE_FRAME, color);
glEnable(GL_BLEND);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
+ UI_draw_roundbox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD, color);
glDisable(GL_BLEND);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
-
+
if (node->flag & NODE_ACTIVE)
- UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -40);
+ UI_GetThemeColorShadeAlpha4fv(TH_ACTIVE, 0, -40, color);
else
- UI_ThemeColorShadeAlpha(TH_SELECT, 0, -40);
+ UI_GetThemeColorShadeAlpha4fv(TH_SELECT, 0, -40, color);
+
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP,
- rct->xmin, rct->ymin,
- rct->xmax, rct->ymax, BASIS_RAD);
-
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD, color);
+
+
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}
@@ -580,14 +542,12 @@ static void node_draw_reroute_prepare(const bContext *UNUSED(C), bNodeTree *UNUS
static void node_draw_reroute(const bContext *C, ARegion *ar, SpaceNode *UNUSED(snode),
bNodeTree *ntree, bNode *node, bNodeInstanceKey UNUSED(key))
{
- bNodeSocket *sock;
char showname[128]; /* 128 used below */
rctf *rct = &node->totr;
#if 0 /* UNUSED */
float size = NODE_REROUTE_SIZE;
#endif
- float socket_size = NODE_SOCKSIZE;
/* skip if out of view */
if (node->totr.xmax < ar->v2d.cur.xmin || node->totr.xmin > ar->v2d.cur.xmax ||
@@ -637,9 +597,7 @@ static void node_draw_reroute(const bContext *C, ARegion *ar, SpaceNode *UNUSED(
/* only draw input socket. as they all are placed on the same position.
* highlight also if node itself is selected, since we don't display the node body separately!
*/
- for (sock = node->inputs.first; sock; sock = sock->next) {
- node_socket_circle_draw(C, ntree, node, sock, socket_size, (sock->flag & SELECT) || (node->flag & SELECT));
- }
+ node_draw_sockets(&ar->v2d, C, ntree, node, false, node->flag & SELECT);
UI_block_end(C, node->block);
UI_block_draw(C, node->block);
@@ -2229,14 +2187,21 @@ static void node_composit_backdrop_viewer(SpaceNode *snode, ImBuf *backdrop, bNo
const float cx = x + snode->zoom * backdropWidth * node->custom3;
const float cy = y + snode->zoom * backdropHeight * node->custom4;
- glColor3f(1.0, 1.0, 1.0);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- glBegin(GL_LINES);
- glVertex2f(cx - 25, cy - 25);
- glVertex2f(cx + 25, cy + 25);
- glVertex2f(cx + 25, cy - 25);
- glVertex2f(cx - 25, cy + 25);
- glEnd();
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
+
+ immBegin(GL_LINES, 4);
+ immVertex2f(pos, cx - 25, cy - 25);
+ immVertex2f(pos, cx + 25, cy + 25);
+ immVertex2f(pos, cx + 25, cy - 25);
+ immVertex2f(pos, cx - 25, cy + 25);
+ immEnd();
+
+ immUnbindProgram();
}
}
@@ -2255,9 +2220,6 @@ static void node_composit_backdrop_boxmask(SpaceNode *snode, ImBuf *backdrop, bN
float cx, cy, x1, x2, x3, x4;
float y1, y2, y3, y4;
-
- glColor3f(1.0, 1.0, 1.0);
-
cx = x + snode->zoom * backdropWidth * boxmask->x;
cy = y + snode->zoom * backdropHeight * boxmask->y;
@@ -2270,12 +2232,21 @@ static void node_composit_backdrop_boxmask(SpaceNode *snode, ImBuf *backdrop, bN
y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
- glBegin(GL_LINE_LOOP);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
- glVertex2f(x3, y3);
- glVertex2f(x4, y4);
- glEnd();
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
+
+ immBegin(GL_LINE_LOOP, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x3, y3);
+ immVertex2f(pos, x4, y4);
+ immEnd();
+
+ immUnbindProgram();
}
static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop, bNode *node, int x, int y)
@@ -2293,9 +2264,6 @@ static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop
float cx, cy, x1, x2, x3, x4;
float y1, y2, y3, y4;
-
- glColor3f(1.0, 1.0, 1.0);
-
cx = x + snode->zoom * backdropWidth * ellipsemask->x;
cy = y + snode->zoom * backdropHeight * ellipsemask->y;
@@ -2308,13 +2276,21 @@ static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop
y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
- glBegin(GL_LINE_LOOP);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
- glVertex2f(x3, y3);
- glVertex2f(x4, y4);
- glEnd();
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
+
+ immBegin(GL_LINE_LOOP, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x3, y3);
+ immVertex2f(pos, x4, y4);
+ immEnd();
+
+ immUnbindProgram();
}
static void node_composit_buts_ellipsemask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index ab40c55b59d..2a0593e6a0d 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -54,6 +54,9 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_draw.h"
+#include "GPU_immediate.h"
+
#include "WM_api.h"
#include "WM_types.h"
@@ -617,60 +620,16 @@ static void node_draw_mute_line(View2D *v2d, SpaceNode *snode, bNode *node)
glDisable(GL_LINE_SMOOTH);
}
-/* this might have some more generic use */
-static void node_circle_draw(float x, float y, float size, const float col[4], int highlight)
+static void node_socket_circle_draw(const bContext *C, bNodeTree *ntree, PointerRNA node_ptr, bNodeSocket *sock, unsigned pos, unsigned col)
{
- /* 16 values of sin function */
- static const float si[16] = {
- 0.00000000f, 0.39435585f, 0.72479278f, 0.93775213f,
- 0.99871650f, 0.89780453f, 0.65137248f, 0.29936312f,
- -0.10116832f, -0.48530196f, -0.79077573f, -0.96807711f,
- -0.98846832f, -0.84864425f, -0.57126821f, -0.20129852f
- };
- /* 16 values of cos function */
- static const float co[16] = {
- 1.00000000f, 0.91895781f, 0.68896691f, 0.34730525f,
- -0.05064916f, -0.44039415f, -0.75875812f, -0.95413925f,
- -0.99486932f, -0.87434661f, -0.61210598f, -0.25065253f,
- 0.15142777f, 0.52896401f, 0.82076344f, 0.97952994f,
- };
- int a;
-
- glColor4fv(col);
-
- glEnable(GL_BLEND);
- glBegin(GL_POLYGON);
- for (a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
- glDisable(GL_BLEND);
-
- if (highlight) {
- UI_ThemeColor(TH_TEXT_HI);
- glLineWidth(1.5f);
- }
- else {
- glColor4ub(0, 0, 0, 150);
- }
- glEnable(GL_BLEND);
- glEnable(GL_LINE_SMOOTH);
- glBegin(GL_LINE_LOOP);
- for (a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
- glDisable(GL_LINE_SMOOTH);
- glDisable(GL_BLEND);
-}
-
-void node_socket_circle_draw(const bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *sock, float size, int highlight)
-{
- PointerRNA ptr, node_ptr;
+ PointerRNA ptr;
float color[4];
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
- RNA_pointer_create((ID *)ntree, &RNA_Node, node, &node_ptr);
sock->typeinfo->draw_color((bContext *)C, &ptr, &node_ptr, color);
- node_circle_draw(sock->locx, sock->locy, size, color, highlight);
+
+ immAttrib4fv(col, color);
+ immVertex2f(pos, sock->locx, sock->locy);
}
/* ************** Socket callbacks *********** */
@@ -679,10 +638,15 @@ static void node_draw_preview_background(float tile, rctf *rect)
{
float x, y;
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* draw checkerboard backdrop to show alpha */
- glColor3ub(120, 120, 120);
- glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
- glColor3ub(160, 160, 160);
+ immUniformColor3ub(120, 120, 120);
+ immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+ immUniformColor3ub(160, 160, 160);
for (y = rect->ymin; y < rect->ymax; y += tile * 2) {
for (x = rect->xmin; x < rect->xmax; x += tile * 2) {
@@ -693,7 +657,7 @@ static void node_draw_preview_background(float tile, rctf *rect)
if (y + tile > rect->ymax)
tiley = rect->ymax - y;
- glRectf(x, y, x + tilex, y + tiley);
+ immRectf(pos, x, y, x + tilex, y + tiley);
}
}
for (y = rect->ymin + tile; y < rect->ymax; y += tile * 2) {
@@ -705,9 +669,10 @@ static void node_draw_preview_background(float tile, rctf *rect)
if (y + tile > rect->ymax)
tiley = rect->ymax - y;
- glRectf(x, y, x + tilex, y + tiley);
+ immRectf(pos, x, y, x + tilex, y + tiley);
}
}
+ immUnbindProgram();
}
/* not a callback */
@@ -773,23 +738,129 @@ void node_draw_shadow(SpaceNode *snode, bNode *node, float radius, float alpha)
else {
const float margin = 3.0f;
- glColor4f(0.0f, 0.0f, 0.0f, 0.33f);
+ float color[4] = {0.0f, 0.0f, 0.0f, 0.33f};
glEnable(GL_BLEND);
UI_draw_roundbox(rct->xmin - margin, rct->ymin - margin,
- rct->xmax + margin, rct->ymax + margin, radius + margin);
+ rct->xmax + margin, rct->ymax + margin, radius + margin, color);
glDisable(GL_BLEND);
}
}
+void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *node, bool draw_outputs, bool select_all)
+{
+ PointerRNA node_ptr;
+ RNA_pointer_create((ID *)ntree, &RNA_Node, node, &node_ptr);
+
+ float xscale, yscale;
+ UI_view2d_scale_get(v2d, &xscale, &yscale);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+
+ glEnable(GL_BLEND);
+ GPU_enable_program_point_size();
+
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH);
+
+ /* set handle size */
+ immUniform1f("size", 2.0f * NODE_SOCKSIZE * xscale); // 2 * size to have diameter
+
+ if (!select_all) {
+ /* outline for unselected sockets */
+ immUniform1f("outlineWidth", 1.0f);
+ immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 0.6f);
+
+ immBeginAtMost(GL_POINTS, BLI_listbase_count(&node->inputs) + BLI_listbase_count(&node->outputs));
+ }
+
+ /* socket inputs */
+ short selected_input_ct = 0;
+ bNodeSocket *sock;
+ for (sock = node->inputs.first; sock; sock = sock->next) {
+ if (nodeSocketIsHidden(sock))
+ continue;
+ if (select_all || (sock->flag & SELECT)) {
+ ++selected_input_ct;
+ continue;
+ }
+
+ node_socket_circle_draw(C, ntree, node_ptr, sock, pos, col);
+ }
+
+ /* socket outputs */
+ short selected_output_ct = 0;
+ if (draw_outputs) {
+ for (sock = node->outputs.first; sock; sock = sock->next) {
+ if (nodeSocketIsHidden(sock))
+ continue;
+ if (select_all || (sock->flag & SELECT)) {
+ ++selected_output_ct;
+ continue;
+ }
+
+ node_socket_circle_draw(C, ntree, node_ptr, sock, pos, col);
+ }
+ }
+
+ if (!select_all) {
+ immEnd();
+ }
+
+ /* go back and draw selected sockets */
+ if (selected_input_ct + selected_output_ct > 0) {
+ /* outline for selected sockets */
+ float c[3];
+ UI_GetThemeColor3fv(TH_TEXT_HI, c);
+ immUniform4f("outlineColor", c[0], c[1], c[2], 1.0f);
+ immUniform1f("outlineWidth", 1.5f);
+
+ immBegin(GL_POINTS, selected_input_ct + selected_output_ct);
+
+ if (selected_input_ct) {
+ /* socket inputs */
+ for (sock = node->inputs.first; sock; sock = sock->next) {
+ if (nodeSocketIsHidden(sock))
+ continue;
+ if (select_all || (sock->flag & SELECT)) {
+ node_socket_circle_draw(C, ntree, node_ptr, sock, pos, col);
+ if (--selected_input_ct == 0)
+ break; /* stop as soon as last one is drawn */
+ }
+ }
+ }
+
+ if (selected_output_ct) {
+ /* socket outputs */
+ for (sock = node->outputs.first; sock; sock = sock->next) {
+ if (nodeSocketIsHidden(sock))
+ continue;
+ if (select_all || (sock->flag & SELECT)) {
+ node_socket_circle_draw(C, ntree, node_ptr, sock, pos, col);
+ if (--selected_output_ct == 0)
+ break; /* stop as soon as last one is drawn */
+ }
+ }
+ }
+
+ immEnd();
+ }
+
+ immUnbindProgram();
+
+ GPU_disable_program_point_size();
+ glDisable(GL_BLEND);
+}
+
static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node, bNodeInstanceKey key)
{
bNodeInstanceHash *previews = CTX_data_pointer_get(C, "node_previews").data;
- bNodeSocket *sock;
rctf *rct = &node->totr;
float iconofs;
/* float socket_size = NODE_SOCKSIZE*U.dpi/72; */ /* UNUSED */
float iconbutw = 0.8f * UI_UNIT_X;
int color_id = node_get_colorid(node);
+ float color[4];
char showname[128]; /* 128 used below */
View2D *v2d = &ar->v2d;
@@ -798,7 +869,7 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
nodeSynchronizeID(node, false);
/* skip if out of view */
- if (BLI_rctf_isect(&node->totr, &ar->v2d.cur, NULL) == false) {
+ if (BLI_rctf_isect(&node->totr, &v2d->cur, NULL) == false) {
UI_block_end(C, node->block);
node->block = NULL;
return;
@@ -809,21 +880,20 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
/* header uses color from backdrop, but we make it opaqie */
if (color_id == TH_NODE) {
- float col[3];
- UI_GetThemeColorShade3fv(color_id, -20, col);
- glColor4f(col[0], col[1], col[2], 1.0f);
+ UI_GetThemeColorShade3fv(color_id, -20, color);
}
else
- UI_ThemeColor(color_id);
+ UI_GetThemeColor4fv(color_id, color);
if (node->flag & NODE_MUTED)
- UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
+ UI_GetThemeColorBlendShade4fv(color_id, TH_REDALERT, 0.5f, 0, color);
+
#ifdef WITH_COMPOSITOR
if (ntree->type == NTREE_COMPOSIT && (snode->flag & SNODE_SHOW_HIGHLIGHT)) {
if (COM_isHighlightedbNode(node)) {
- UI_ThemeColorBlend(color_id, TH_ACTIVE, 0.5f);
+ UI_GetThemeColorBlendShade4fv(color_id, TH_ACTIVE, 0.5f, 0, color);
}
}
#endif
@@ -831,7 +901,7 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
glLineWidth(1.0f);
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
- UI_draw_roundbox(rct->xmin, rct->ymax - NODE_DY, rct->xmax, rct->ymax, BASIS_RAD);
+ UI_draw_roundbox(rct->xmin, rct->ymax - NODE_DY, rct->xmax, rct->ymax, BASIS_RAD, color);
/* show/hide icons */
iconofs = rct->xmax - 0.35f * U.widget_unit;
@@ -885,12 +955,8 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
UI_draw_icon_tri(rct->xmin + 0.5f * U.widget_unit, rct->ymax - NODE_DY / 2.0f, 'v');
}
- /* this isn't doing anything for the label, so commenting out */
-#if 0
- if (node->flag & SELECT)
- UI_ThemeColor(TH_TEXT_HI);
- else
- UI_ThemeColor(TH_TEXT);
+#if 0 /* this isn't doing anything for the label, so commenting out */
+ UI_ThemeColor((node->flag & SELECT) ? TH_TEXT_HI : TH_TEXT);
#endif
nodeLabel(ntree, node, showname, sizeof(showname));
@@ -905,30 +971,27 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
/* body */
if (!nodeIsRegistered(node))
- UI_ThemeColor4(TH_REDALERT); /* use warning color to indicate undefined types */
- else if (node->flag & NODE_CUSTOM_COLOR)
- glColor3fv(node->color);
+ UI_GetThemeColor4fv(TH_REDALERT, color); /* use warning color to indicate undefined types */
+ else if (node->flag & NODE_CUSTOM_COLOR) {
+ rgba_float_args_set(color, node->color[0], node->color[1], node->color[2], 1.0f);
+ }
else
- UI_ThemeColor4(TH_NODE);
+ UI_GetThemeColor4fv(TH_NODE, color);
glEnable(GL_BLEND);
UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_LEFT | UI_CNR_BOTTOM_RIGHT);
- UI_draw_roundbox(rct->xmin, rct->ymin, rct->xmax, rct->ymax - NODE_DY, BASIS_RAD);
+ UI_draw_roundbox(rct->xmin, rct->ymin, rct->xmax, rct->ymax - NODE_DY, BASIS_RAD, color);
glDisable(GL_BLEND);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
-
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
-
- if (node->flag & NODE_ACTIVE)
- UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -40);
- else
- UI_ThemeColorShadeAlpha(TH_SELECT, 0, -40);
-
+
+ UI_GetThemeColorShadeAlpha4fv((node->flag & NODE_ACTIVE) ? TH_ACTIVE : TH_SELECT, 0, -40, color);
+
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
-
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD, color);
+
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}
@@ -937,23 +1000,8 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
if (node->flag & NODE_MUTED)
node_draw_mute_line(v2d, snode, node);
-
- /* socket inputs, buttons */
- for (sock = node->inputs.first; sock; sock = sock->next) {
- if (nodeSocketIsHidden(sock))
- continue;
-
- node_socket_circle_draw(C, ntree, node, sock, NODE_SOCKSIZE, sock->flag & SELECT);
- }
-
- /* socket outputs */
- for (sock = node->outputs.first; sock; sock = sock->next) {
- if (nodeSocketIsHidden(sock))
- continue;
-
- node_socket_circle_draw(C, ntree, node, sock, NODE_SOCKSIZE, sock->flag & SELECT);
- }
-
+ node_draw_sockets(v2d, C, ntree, node, true, false);
+
/* preview */
if (node->flag & NODE_PREVIEW && previews) {
bNodePreview *preview = BKE_node_instance_hash_lookup(previews, key);
@@ -973,13 +1021,16 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeTree *ntree, bNode *node, bNodeInstanceKey UNUSED(key))
{
- bNodeSocket *sock;
rctf *rct = &node->totr;
float dx, centy = BLI_rctf_cent_y(rct);
float hiddenrad = BLI_rctf_size_y(rct) / 2.0f;
- float socket_size = NODE_SOCKSIZE;
int color_id = node_get_colorid(node);
+ float color[4];
char showname[128]; /* 128 is used below */
+ View2D *v2d = &ar->v2d;
+ float xscale, yscale;
+
+ UI_view2d_scale_get(v2d, &xscale, &yscale);
/* shadow */
node_draw_shadow(snode, node, hiddenrad, 1.0f);
@@ -987,31 +1038,29 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
/* body */
UI_ThemeColor(color_id);
if (node->flag & NODE_MUTED)
- UI_ThemeColorBlend(color_id, TH_REDALERT, 0.5f);
+ UI_GetThemeColorBlendShade4fv(color_id, TH_REDALERT, 0.5f, 0, color);
#ifdef WITH_COMPOSITOR
if (ntree->type == NTREE_COMPOSIT && (snode->flag & SNODE_SHOW_HIGHLIGHT)) {
if (COM_isHighlightedbNode(node)) {
- UI_ThemeColorBlend(color_id, TH_ACTIVE, 0.5f);
+ UI_GetThemeColorBlendShade4fv(color_id, TH_ACTIVE, 0.5f, 0, color);
}
}
#else
(void)ntree;
#endif
- UI_draw_roundbox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
+ UI_draw_roundbox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad, color);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
- if (node->flag & NODE_ACTIVE)
- UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -40);
- else
- UI_ThemeColorShadeAlpha(TH_SELECT, 0, -40);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
-
+ UI_GetThemeColorShadeAlpha4fv((node->flag & NODE_ACTIVE) ? TH_ACTIVE : TH_SELECT, 0, -40, color);
+
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad, color);
+
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}
@@ -1021,8 +1070,7 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
- glColor3fv(node->color);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin + 1, rct->ymin + 1, rct->xmax -1, rct->ymax - 1, hiddenrad);
+ UI_draw_roundbox_gl_mode_3fvAlpha(GL_LINE_LOOP, rct->xmin + 1, rct->ymin + 1, rct->xmax -1, rct->ymax - 1, hiddenrad, node->color, 1.0f);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
@@ -1053,12 +1101,9 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
/* disable lines */
if (node->flag & NODE_MUTED)
node_draw_mute_line(&ar->v2d, snode, node);
-
- if (node->flag & SELECT)
- UI_ThemeColor(TH_SELECT);
- else
- UI_ThemeColor(TH_TEXT);
-
+
+ UI_ThemeColor((node->flag & SELECT) ? TH_SELECT : TH_TEXT);
+
if (node->miniwidth > 0.0f) {
nodeLabel(ntree, node, showname, sizeof(showname));
@@ -1082,17 +1127,8 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
fdrawline(rct->xmax - dx, centy - 4.0f, rct->xmax - dx, centy + 4.0f);
fdrawline(rct->xmax - dx - 3.0f * snode->aspect, centy - 4.0f, rct->xmax - dx - 3.0f * snode->aspect, centy + 4.0f);
- /* sockets */
- for (sock = node->inputs.first; sock; sock = sock->next) {
- if (!nodeSocketIsHidden(sock))
- node_socket_circle_draw(C, ntree, node, sock, socket_size, sock->flag & SELECT);
- }
-
- for (sock = node->outputs.first; sock; sock = sock->next) {
- if (!nodeSocketIsHidden(sock))
- node_socket_circle_draw(C, ntree, node, sock, socket_size, sock->flag & SELECT);
- }
-
+ node_draw_sockets(v2d, C, ntree, node, true, false);
+
UI_block_end(C, node->block);
UI_block_draw(C, node->block);
node->block = NULL;
@@ -1272,12 +1308,14 @@ static void draw_group_overlay(const bContext *C, ARegion *ar)
View2D *v2d = &ar->v2d;
rctf rect = v2d->cur;
uiBlock *block;
-
+ float color[4];
+
/* shade node groups to separate them visually */
- UI_ThemeColorShadeAlpha(TH_NODE_GROUP, 0, -70);
glEnable(GL_BLEND);
+
+ UI_GetThemeColorShadeAlpha4fv(TH_NODE_GROUP, 0, -70, color);
UI_draw_roundbox_corner_set(UI_CNR_NONE);
- UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 0);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 0, color);
glDisable(GL_BLEND);
/* set the block bounds to clip mouse events from underlying nodes */
diff --git a/source/blender/editors/space_node/node_intern.h b/source/blender/editors/space_node/node_intern.h
index 6b8fa0b88fe..3b5d32a432a 100644
--- a/source/blender/editors/space_node/node_intern.h
+++ b/source/blender/editors/space_node/node_intern.h
@@ -67,12 +67,11 @@ void snode_group_offset(struct SpaceNode *snode, float *x, float *y); /* transfo
/* node_draw.c */
int node_get_colorid(struct bNode *node);
-void node_socket_circle_draw(const struct bContext *C, struct bNodeTree *ntree, struct bNode *node,
- struct bNodeSocket *sock, float size, int highlight);
int node_get_resize_cursor(int directions);
void node_draw_shadow(struct SpaceNode *snode, struct bNode *node, float radius, float alpha);
void node_draw_default(const struct bContext *C, struct ARegion *ar, struct SpaceNode *snode,
struct bNodeTree *ntree, struct bNode *node, bNodeInstanceKey key);
+void node_draw_sockets(struct View2D *v2d, const struct bContext *C, struct bNodeTree *ntree, struct bNode *node, bool draw_outputs, bool select_all);
void node_update_default(const struct bContext *C, struct bNodeTree *ntree, struct bNode *node);
int node_select_area_default(struct bNode *node, int x, int y);
int node_tweak_area_default(struct bNode *node, int x, int y);
diff --git a/source/blender/editors/space_outliner/outliner_draw.c b/source/blender/editors/space_outliner/outliner_draw.c
index 33a5a7ca7b7..18f4a02ab72 100644
--- a/source/blender/editors/space_outliner/outliner_draw.c
+++ b/source/blender/editors/space_outliner/outliner_draw.c
@@ -68,6 +68,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
@@ -1385,13 +1387,14 @@ static void outliner_draw_iconrow(bContext *C, uiBlock *block, Scene *scene, Spa
float ufac = UI_UNIT_X / 20.0f;
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- glColor4ub(255, 255, 255, 100);
+ float color[4] = {1.0f, 1.0f, 1.0f, 0.4f};
UI_draw_roundbox(
(float) *offsx - 1.0f * ufac,
(float)ys + 1.0f * ufac,
(float)*offsx + UI_UNIT_X - 2.0f * ufac,
(float)ys + UI_UNIT_Y - ufac,
- (float)UI_UNIT_Y / 2.0f - ufac);
+ (float)UI_UNIT_Y / 2.0f - ufac,
+ color);
glEnable(GL_BLEND); /* roundbox disables */
}
@@ -1415,11 +1418,14 @@ static void outliner_draw_iconrow(bContext *C, uiBlock *block, Scene *scene, Spa
static void outliner_set_coord_tree_element(TreeElement *te, int startx, int starty)
{
TreeElement *ten;
-
- /* store coord and continue, we need coordinates for elements outside view too */
- te->xs = startx;
- te->ys = starty;
-
+
+ /* closed items may be displayed in row of parent, don't change their coordinate! */
+ if ((te->flag & TE_ICONROW) == 0) {
+ /* store coord and continue, we need coordinates for elements outside view too */
+ te->xs = startx;
+ te->ys = starty;
+ }
+
for (ten = te->subtree.first; ten; ten = ten->next) {
outliner_set_coord_tree_element(ten, startx + UI_UNIT_X, starty);
}
@@ -1435,12 +1441,12 @@ static void outliner_draw_tree_element(
float ufac = UI_UNIT_X / 20.0f;
int offsx = 0;
eOLDrawState active = OL_DRAWSEL_NONE;
-
+ float color[4];
tselem = TREESTORE(te);
if (*starty + 2 * UI_UNIT_Y >= ar->v2d.cur.ymin && *starty <= ar->v2d.cur.ymax) {
int xmax = ar->v2d.cur.xmax;
- unsigned char alpha = 128;
+ float alpha = 0.5f;
if ((tselem->flag & TSE_TEXTBUT) && (*te_edit == NULL)) {
*te_edit = te;
@@ -1452,26 +1458,11 @@ static void outliner_draw_tree_element(
glEnable(GL_BLEND);
- /* start by highlighting search matches
- * we don't expand items when searching in the datablocks but we
- * still want to highlight any filter matches.
- */
- if ((SEARCHING_OUTLINER(soops) || (soops->outlinevis == SO_DATABLOCKS && soops->search_string[0] != 0)) &&
- (tselem->flag & TSE_SEARCHMATCH))
- {
- char col[4];
- UI_GetThemeColorType4ubv(TH_MATCH, SPACE_OUTLINER, col);
- col[3] = alpha;
- glColor4ubv((GLubyte *)col);
- glRecti(startx, *starty + 1, ar->v2d.cur.xmax, *starty + UI_UNIT_Y - 1);
- }
-
/* colors for active/selected data */
if (tselem->type == 0) {
-
if (te->idcode == ID_SCE) {
if (tselem->id == (ID *)scene) {
- glColor4ub(255, 255, 255, alpha);
+ rgba_float_args_set(color, 1.0f, 1.0f, 1.0f, alpha);
active = OL_DRAWSEL_ACTIVE;
}
}
@@ -1480,8 +1471,7 @@ static void outliner_draw_tree_element(
if (group_select_flag(gr)) {
char col[4];
UI_GetThemeColorType4ubv(TH_SELECT, SPACE_VIEW3D, col);
- col[3] = alpha;
- glColor4ubv((GLubyte *)col);
+ rgba_float_args_set(color, (float)col[0] / 255, (float)col[1] / 255, (float)col[2] / 255, alpha);
active = OL_DRAWSEL_ACTIVE;
}
@@ -1507,18 +1497,17 @@ static void outliner_draw_tree_element(
UI_GetThemeColorType4ubv(TH_SELECT, SPACE_VIEW3D, col);
col[3] = alpha;
}
-
- glColor4ubv((GLubyte *)col);
+ rgba_float_args_set(color, (float)col[0] / 255, (float)col[1] / 255, (float)col[2] / 255, alpha);
}
}
else if (scene->obedit && scene->obedit->data == tselem->id) {
- glColor4ub(255, 255, 255, alpha);
+ rgba_float_args_set(color, 1.0f, 1.0f, 1.0f, alpha);
active = OL_DRAWSEL_ACTIVE;
}
else {
if (tree_element_active(C, scene, soops, te, OL_SETSEL_NONE, false)) {
- glColor4ub(220, 220, 255, alpha);
+ rgba_float_args_set(color, 0.85f, 0.85f, 1.0f, alpha);
active = OL_DRAWSEL_ACTIVE;
}
}
@@ -1527,7 +1516,7 @@ static void outliner_draw_tree_element(
if (tree_element_type_active(NULL, scene, soops, te, tselem, OL_SETSEL_NONE, false) != OL_DRAWSEL_NONE) {
active = OL_DRAWSEL_ACTIVE;
}
- glColor4ub(220, 220, 255, alpha);
+ rgba_float_args_set(color, 0.85f, 0.85f, 1.0f, alpha);
}
/* active circle */
@@ -1538,7 +1527,7 @@ static void outliner_draw_tree_element(
(float)*starty + 1.0f * ufac,
(float)startx + 2.0f * UI_UNIT_X - 2.0f * ufac,
(float)*starty + UI_UNIT_Y - 1.0f * ufac,
- UI_UNIT_Y / 2.0f - 1.0f * ufac);
+ UI_UNIT_Y / 2.0f - 1.0f * ufac, color);
glEnable(GL_BLEND); /* roundbox disables it */
te->flag |= TE_ACTIVE; // for lookup in display hierarchies
@@ -1654,7 +1643,7 @@ static void outliner_draw_tree_element(
}
}
-static void outliner_draw_hierarchy(SpaceOops *soops, ListBase *lb, int startx, int *starty)
+static void outliner_draw_hierarchy_lines(SpaceOops *soops, ListBase *lb, int startx, int *starty)
{
TreeElement *te;
TreeStoreElem *tselem;
@@ -1674,7 +1663,7 @@ static void outliner_draw_hierarchy(SpaceOops *soops, ListBase *lb, int startx,
*starty -= UI_UNIT_Y;
if (TSELEM_OPEN(tselem, soops))
- outliner_draw_hierarchy(soops, &te->subtree, startx + UI_UNIT_X, starty);
+ outliner_draw_hierarchy_lines(soops, &te->subtree, startx + UI_UNIT_X, starty);
}
/* vertical line */
@@ -1710,34 +1699,73 @@ static void outliner_draw_struct_marks(ARegion *ar, SpaceOops *soops, ListBase *
}
}
-static void outliner_draw_selection(ARegion *ar, SpaceOops *soops, ListBase *lb, int *starty)
+static void outliner_draw_highlights_recursive(
+ const ARegion *ar, const SpaceOops *soops, const ListBase *lb,
+ const float col_selection[4], const float col_highlight[4], const float col_searchmatch[4],
+ int start_x, int *io_start_y)
{
- TreeElement *te;
- TreeStoreElem *tselem;
-
- for (te = lb->first; te; te = te->next) {
- tselem = TREESTORE(te);
-
+ const bool is_searching = SEARCHING_OUTLINER(soops) ||
+ (soops->outlinevis == SO_DATABLOCKS && soops->search_string[0] != 0);
+
+ for (TreeElement *te = lb->first; te; te = te->next) {
+ const TreeStoreElem *tselem = TREESTORE(te);
+ const int start_y = *io_start_y;
+
/* selection status */
if (tselem->flag & TSE_SELECTED) {
- glRecti(0, *starty + 1, (int)ar->v2d.cur.xmax, *starty + UI_UNIT_Y - 1);
+ glColor4fv(col_selection);
+ glRecti(0, start_y + 1, (int)ar->v2d.cur.xmax, start_y + UI_UNIT_Y - 1);
+ }
+
+ /* search match highlights
+ * we don't expand items when searching in the datablocks but we
+ * still want to highlight any filter matches. */
+ if (is_searching && (tselem->flag & TSE_SEARCHMATCH)) {
+ glColor4fv(col_searchmatch);
+ glRecti(start_x, start_y + 1, ar->v2d.cur.xmax, start_y + UI_UNIT_Y - 1);
+ }
+
+ /* mouse hover highlights */
+ if (tselem->flag & TSE_HIGHLIGHTED) {
+ glColor4fv(col_highlight);
+ glRecti(0, start_y + 1, (int)ar->v2d.cur.xmax, start_y + UI_UNIT_Y - 1);
+ }
+
+ *io_start_y -= UI_UNIT_Y;
+ if (TSELEM_OPEN(tselem, soops)) {
+ outliner_draw_highlights_recursive(
+ ar, soops, &te->subtree, col_selection, col_highlight, col_searchmatch,
+ start_x + UI_UNIT_X, io_start_y);
}
- *starty -= UI_UNIT_Y;
- if (TSELEM_OPEN(tselem, soops)) outliner_draw_selection(ar, soops, &te->subtree, starty);
}
}
+static void outliner_draw_highlights(ARegion *ar, SpaceOops *soops, int startx, int *starty)
+{
+ const float col_highlight[4] = {1.0f, 1.0f, 1.0f, 0.13f};
+ float col_selection[4], col_searchmatch[4];
+
+ UI_GetThemeColor3fv(TH_SELECT_HIGHLIGHT, col_selection);
+ col_selection[3] = 1.0f; /* no alpha */
+ UI_GetThemeColor4fv(TH_MATCH, col_searchmatch);
+ col_searchmatch[3] = 0.5f;
+
+ glEnable(GL_BLEND);
+ outliner_draw_highlights_recursive(ar, soops, &soops->tree, col_selection, col_highlight, col_searchmatch,
+ startx, starty);
+ glDisable(GL_BLEND);
+}
-static void outliner_draw_tree(bContext *C, uiBlock *block, Scene *scene, ARegion *ar,
- SpaceOops *soops, TreeElement **te_edit)
+static void outliner_draw_tree(
+ bContext *C, uiBlock *block, Scene *scene, ARegion *ar,
+ SpaceOops *soops, const bool has_restrict_icons,
+ TreeElement **te_edit)
{
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
- TreeElement *te;
int starty, startx;
- float col[3];
-
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // only once
-
+
if (ELEM(soops->outlinevis, SO_DATABLOCKS, SO_USERDEF)) {
/* struct marks */
UI_ThemeColorShadeAlpha(TH_BACK, -15, -200);
@@ -1745,25 +1773,39 @@ static void outliner_draw_tree(bContext *C, uiBlock *block, Scene *scene, ARegio
starty = (int)ar->v2d.tot.ymax - UI_UNIT_Y - OL_Y_OFFSET;
outliner_draw_struct_marks(ar, soops, &soops->tree, &starty);
}
-
- /* always draw selection fill before hierarchy */
- UI_GetThemeColor3fv(TH_SELECT_HIGHLIGHT, col);
- glColor3fv(col);
+
+ /* draw highlights before hierarchy */
starty = (int)ar->v2d.tot.ymax - UI_UNIT_Y - OL_Y_OFFSET;
- outliner_draw_selection(ar, soops, &soops->tree, &starty);
-
+ startx = 0;
+ outliner_draw_highlights(ar, soops, startx, &starty);
+
+ /* set scissor so tree elements or lines can't overlap restriction icons */
+ GLfloat scissor[4] = {0};
+ if (has_restrict_icons) {
+ int mask_x = BLI_rcti_size_x(&ar->v2d.mask) - (int)OL_TOGW + 1;
+ CLAMP_MIN(mask_x, 0);
+
+ glGetFloatv(GL_SCISSOR_BOX, scissor);
+ glScissor(ar->winrct.xmin, ar->winrct.ymin, mask_x, ar->winy);
+ }
+
// gray hierarchy lines
UI_ThemeColorBlend(TH_BACK, TH_TEXT, 0.4f);
starty = (int)ar->v2d.tot.ymax - UI_UNIT_Y / 2 - OL_Y_OFFSET;
startx = 6;
- outliner_draw_hierarchy(soops, &soops->tree, startx, &starty);
-
+ outliner_draw_hierarchy_lines(soops, &soops->tree, startx, &starty);
+
// items themselves
starty = (int)ar->v2d.tot.ymax - UI_UNIT_Y - OL_Y_OFFSET;
startx = 0;
- for (te = soops->tree.first; te; te = te->next) {
+ for (TreeElement *te = soops->tree.first; te; te = te->next) {
outliner_draw_tree_element(C, block, fstyle, scene, ar, soops, te, startx, &starty, te_edit);
}
+
+ if (has_restrict_icons) {
+ /* reset scissor */
+ glScissor(UNPACK4(scissor));
+ }
}
@@ -1771,34 +1813,36 @@ static void outliner_back(ARegion *ar)
{
int ystart;
- UI_ThemeColorShade(TH_BACK, 6);
ystart = (int)ar->v2d.tot.ymax;
ystart = UI_UNIT_Y * (ystart / (UI_UNIT_Y)) - OL_Y_OFFSET;
-
- while (ystart + 2 * UI_UNIT_Y > ar->v2d.cur.ymin) {
- glRecti(0, ystart, (int)ar->v2d.cur.xmax, ystart + UI_UNIT_Y);
- ystart -= 2 * UI_UNIT_Y;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColorShade(TH_BACK, 6);
+
+ const float x1 = 0.0f, x2 = ar->v2d.cur.xmax;
+ float y1 = ystart, y2;
+ int tot = (int)floor(ystart - ar->v2d.cur.ymin + 2 * UI_UNIT_Y) / (2 * UI_UNIT_Y);
+
+ if (tot > 0) {
+ immBegin(GL_QUADS, 4 * tot);
+ while (tot--) {
+ y1 -= 2 * UI_UNIT_Y;
+ y2 = y1 + UI_UNIT_Y;
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x1, y2);
+ }
+ immEnd();
}
+ immUnbindProgram();
}
static void outliner_draw_restrictcols(ARegion *ar)
{
- int ystart;
-
- /* background underneath */
- UI_ThemeColor(TH_BACK);
- glRecti((int)(ar->v2d.cur.xmax - OL_TOGW),
- (int)(ar->v2d.cur.ymin - 1), (int)ar->v2d.cur.xmax, (int)ar->v2d.cur.ymax);
-
- UI_ThemeColorShade(TH_BACK, 6);
- ystart = (int)ar->v2d.tot.ymax;
- ystart = UI_UNIT_Y * (ystart / (UI_UNIT_Y)) - OL_Y_OFFSET;
-
- while (ystart + 2 * UI_UNIT_Y > ar->v2d.cur.ymin) {
- glRecti((int)ar->v2d.cur.xmax - OL_TOGW, ystart, (int)ar->v2d.cur.xmax, ystart + UI_UNIT_Y);
- ystart -= 2 * UI_UNIT_Y;
- }
-
UI_ThemeColorShadeAlpha(TH_BACK, -15, -200);
/* view */
@@ -1833,6 +1877,7 @@ void draw_outliner(const bContext *C)
uiBlock *block;
int sizey = 0, sizex = 0, sizex_rna = 0;
TreeElement *te_edit = NULL;
+ bool has_restrict_icons;
outliner_build_tree(mainvar, scene, soops); // always
@@ -1854,6 +1899,7 @@ void draw_outliner(const bContext *C)
/* get width of data (for setting 'tot' rect, this is column 1 + column 2 + a bit extra) */
sizex = sizex_rna + OL_RNA_COL_SIZEX + 50;
+ has_restrict_icons = false;
}
else {
/* width must take into account restriction columns (if visible) so that entries will still be visible */
@@ -1865,7 +1911,8 @@ void draw_outliner(const bContext *C)
// XXX this isn't that great yet...
if ((soops->flag & SO_HIDE_RESTRICTCOLS) == 0)
sizex += OL_TOGW * 3;
-
+
+ has_restrict_icons = !(soops->flag & SO_HIDE_RESTRICTCOLS);
}
/* adds vertical offset */
@@ -1882,19 +1929,19 @@ void draw_outliner(const bContext *C)
/* draw outliner stuff (background, hierarchy lines and names) */
outliner_back(ar);
block = UI_block_begin(C, ar, __func__, UI_EMBOSS);
- outliner_draw_tree((bContext *)C, block, scene, ar, soops, &te_edit);
+ outliner_draw_tree((bContext *)C, block, scene, ar, soops, has_restrict_icons, &te_edit);
if (ELEM(soops->outlinevis, SO_DATABLOCKS, SO_USERDEF)) {
/* draw rna buttons */
outliner_draw_rnacols(ar, sizex_rna);
outliner_draw_rnabuts(block, ar, soops, sizex_rna, &soops->tree);
}
- else if ((soops->outlinevis == SO_ID_ORPHANS) && !(soops->flag & SO_HIDE_RESTRICTCOLS)) {
+ else if ((soops->outlinevis == SO_ID_ORPHANS) && has_restrict_icons) {
/* draw user toggle columns */
outliner_draw_restrictcols(ar);
outliner_draw_userbuts(block, ar, soops, &soops->tree);
}
- else if (!(soops->flag & SO_HIDE_RESTRICTCOLS)) {
+ else if (has_restrict_icons) {
/* draw restriction columns */
outliner_draw_restrictcols(ar);
outliner_draw_restrictbuts(block, scene, ar, soops, &soops->tree);
diff --git a/source/blender/editors/space_outliner/outliner_edit.c b/source/blender/editors/space_outliner/outliner_edit.c
index 345ac353c11..4dcdcc69d6d 100644
--- a/source/blender/editors/space_outliner/outliner_edit.c
+++ b/source/blender/editors/space_outliner/outliner_edit.c
@@ -148,8 +148,95 @@ TreeElement *outliner_dropzone_find(const SpaceOops *soops, const float fmval[2]
return NULL;
}
+/**
+ * Try to find an item under y-coordinate \a view_co_y (view-space).
+ * \note Recursive
+ */
+TreeElement *outliner_find_item_at_y(const SpaceOops *soops, const ListBase *tree, float view_co_y)
+{
+ for (TreeElement *te_iter = tree->first; te_iter; te_iter = te_iter->next) {
+ if (view_co_y < (te_iter->ys + UI_UNIT_Y)) {
+ if (view_co_y > te_iter->ys) {
+ /* co_y is inside this element */
+ return te_iter;
+ }
+ else if (TSELEM_OPEN(te_iter->store_elem, soops)) {
+ /* co_y is lower than current element, possibly inside children */
+ TreeElement *te_sub = outliner_find_item_at_y(soops, &te_iter->subtree, view_co_y);
+ if (te_sub) {
+ return te_sub;
+ }
+ }
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Collapsed items can show their children as click-able icons. This function tries to find
+ * such an icon that represents the child item at x-coordinate \a view_co_x (view-space).
+ *
+ * \return a hovered child item or \a parent_te (if no hovered child found).
+ */
+TreeElement *outliner_find_item_at_x_in_row(const SpaceOops *soops, const TreeElement *parent_te, float view_co_x)
+{
+ if (!TSELEM_OPEN(TREESTORE(parent_te), soops)) { /* if parent_te is opened, it doesn't show childs in row */
+ /* no recursion, items can only display their direct children in the row */
+ for (TreeElement *child_te = parent_te->subtree.first;
+ child_te && view_co_x >= child_te->xs; /* don't look further if co_x is smaller than child position*/
+ child_te = child_te->next)
+ {
+ if ((child_te->flag & TE_ICONROW) && (view_co_x > child_te->xs) && (view_co_x < child_te->xend)) {
+ return child_te;
+ }
+ }
+ }
+
+ /* return parent if no child is hovered */
+ return (TreeElement *)parent_te;
+}
+
+
/* ************************************************************** */
-/* Click Activated */
+
+/* Highlight --------------------------------------------------- */
+
+static int outliner_highlight_update(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
+{
+ ARegion *ar = CTX_wm_region(C);
+ SpaceOops *soops = CTX_wm_space_outliner(C);
+ const float my = UI_view2d_region_to_view_y(&ar->v2d, event->mval[1]);
+
+ TreeElement *hovered_te = outliner_find_item_at_y(soops, &soops->tree, my);
+ bool changed = false;
+
+ if (!hovered_te || !(hovered_te->store_elem->flag & TSE_HIGHLIGHTED)) {
+ changed = outliner_set_flag(&soops->tree, TSE_HIGHLIGHTED, false);
+ if (hovered_te) {
+ hovered_te->store_elem->flag |= TSE_HIGHLIGHTED;
+ changed = true;
+ }
+ }
+
+ if (changed) {
+ soops->storeflag |= SO_TREESTORE_REDRAW; /* only needs to redraw, no rebuild */
+ ED_region_tag_redraw(ar);
+ }
+
+ return (OPERATOR_FINISHED | OPERATOR_PASS_THROUGH);
+}
+
+void OUTLINER_OT_highlight_update(wmOperatorType *ot)
+{
+ ot->name = "Update Highlight";
+ ot->idname = "OUTLINER_OT_highlight_update";
+ ot->description = "Update the item highlight based on the current mouse position";
+
+ ot->invoke = outliner_highlight_update;
+
+ ot->poll = ED_operator_outliner_active;
+}
/* Toggle Open/Closed ------------------------------------------- */
@@ -740,17 +827,34 @@ int outliner_has_one_flag(ListBase *lb, short flag, const int curlevel)
return 0;
}
-void outliner_set_flag(ListBase *lb, short flag, short set)
+/**
+ * Set or unset \a flag for all outliner elements in \a lb and sub-trees.
+ * \return if any flag was modified.
+ */
+bool outliner_set_flag(ListBase *lb, short flag, short set)
{
TreeElement *te;
TreeStoreElem *tselem;
-
+ bool changed = false;
+ bool has_flag;
+
for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
- if (set == 0) tselem->flag &= ~flag;
- else tselem->flag |= flag;
- outliner_set_flag(&te->subtree, flag, set);
+ has_flag = (tselem->flag & flag);
+ if (set == 0) {
+ if (has_flag) {
+ tselem->flag &= ~flag;
+ changed = true;
+ }
+ }
+ else if (!has_flag){
+ tselem->flag |= flag;
+ changed = true;
+ }
+ changed |= outliner_set_flag(&te->subtree, flag, set);
}
+
+ return changed;
}
/* Restriction Columns ------------------------------- */
diff --git a/source/blender/editors/space_outliner/outliner_intern.h b/source/blender/editors/space_outliner/outliner_intern.h
index ccc52f2dba8..f23c294c488 100644
--- a/source/blender/editors/space_outliner/outliner_intern.h
+++ b/source/blender/editors/space_outliner/outliner_intern.h
@@ -65,10 +65,14 @@ typedef struct TreeElement {
ELEM(GS((_id)->name), ID_SCR, ID_WM, ID_TXT, ID_VF, ID_SO, ID_CF, ID_PAL)) /* Only in 'blendfile' mode ... :/ */
/* TreeElement->flag */
-#define TE_ACTIVE 1
-#define TE_ICONROW 2
-#define TE_LAZY_CLOSED 4
-#define TE_FREE_NAME 8
+enum {
+ TE_ACTIVE = (1 << 0),
+ /* Closed items display their children as icon within the row. TE_ICONROW is for
+ * these child-items that are visible but only within the row of the closed parent. */
+ TE_ICONROW = (1 << 1),
+ TE_LAZY_CLOSED = (1 << 2),
+ TE_FREE_NAME = (1 << 3),
+};
/* button events */
#define OL_NAMEBUTTON 1
@@ -150,7 +154,7 @@ eOLDrawState tree_element_type_active(
TreeElement *te, TreeStoreElem *tselem, const eOLSetState set, bool recursive);
eOLDrawState tree_element_active(struct bContext *C, struct Scene *scene, SpaceOops *soops,
TreeElement *te, const eOLSetState set, const bool handle_all_types);
-int outliner_item_do_activate(struct bContext *C, int x, int y, bool extend, bool recursive);
+int outliner_item_activate_or_toggle_closed(struct bContext *C, int x, int y, bool extend, bool recursive);
/* outliner_edit.c ---------------------------------------------- */
typedef void (*outliner_operation_cb)(
@@ -167,7 +171,7 @@ void outliner_do_object_operation(
int common_restrict_check(struct bContext *C, struct Object *ob);
int outliner_has_one_flag(ListBase *lb, short flag, const int curlevel);
-void outliner_set_flag(ListBase *lb, short flag, short set);
+bool outliner_set_flag(ListBase *lb, short flag, short set);
void object_toggle_visibility_cb(
struct bContext *C, struct ReportList *reports, struct Scene *scene,
@@ -208,8 +212,14 @@ void id_remap_cb(
struct TreeStoreElem *tsep, struct TreeStoreElem *tselem, void *user_data);
TreeElement *outliner_dropzone_find(const struct SpaceOops *soops, const float fmval[2], const bool children);
+
+TreeElement *outliner_find_item_at_y(const SpaceOops *soops, const ListBase *tree, float view_co_y);
+TreeElement *outliner_find_item_at_x_in_row(const SpaceOops *soops, const TreeElement *parent_te, float view_co_x);
+
/* ...................................................... */
+void OUTLINER_OT_highlight_update(struct wmOperatorType *ot);
+
void OUTLINER_OT_item_activate(struct wmOperatorType *ot);
void OUTLINER_OT_item_openclose(struct wmOperatorType *ot);
void OUTLINER_OT_item_rename(struct wmOperatorType *ot);
diff --git a/source/blender/editors/space_outliner/outliner_ops.c b/source/blender/editors/space_outliner/outliner_ops.c
index 776717c8443..f0c2d848f7a 100644
--- a/source/blender/editors/space_outliner/outliner_ops.c
+++ b/source/blender/editors/space_outliner/outliner_ops.c
@@ -43,6 +43,7 @@
void outliner_operatortypes(void)
{
+ WM_operatortype_append(OUTLINER_OT_highlight_update);
WM_operatortype_append(OUTLINER_OT_item_activate);
WM_operatortype_append(OUTLINER_OT_select_border);
WM_operatortype_append(OUTLINER_OT_item_openclose);
@@ -93,7 +94,9 @@ void outliner_keymap(wmKeyConfig *keyconf)
{
wmKeyMap *keymap = WM_keymap_find(keyconf, "Outliner", SPACE_OUTLINER, 0);
wmKeyMapItem *kmi;
-
+
+ WM_keymap_add_item(keymap, "OUTLINER_OT_highlight_update", MOUSEMOVE, KM_ANY, KM_ANY, 0);
+
WM_keymap_add_item(keymap, "OUTLINER_OT_item_rename", LEFTMOUSE, KM_DBL_CLICK, 0, 0);
kmi = WM_keymap_add_item(keymap, "OUTLINER_OT_item_activate", LEFTMOUSE, KM_CLICK, 0, 0);
diff --git a/source/blender/editors/space_outliner/outliner_select.c b/source/blender/editors/space_outliner/outliner_select.c
index 89df471990a..a73e160f357 100644
--- a/source/blender/editors/space_outliner/outliner_select.c
+++ b/source/blender/editors/space_outliner/outliner_select.c
@@ -68,55 +68,6 @@
#include "outliner_intern.h"
-/* ****************************************************** */
-/* Outliner Selection (gray-blue highlight for rows) */
-
-static int outliner_select(SpaceOops *soops, ListBase *lb, int *index, short *selecting)
-{
- TreeElement *te;
- TreeStoreElem *tselem;
- bool changed = false;
-
- for (te = lb->first; te && *index >= 0; te = te->next, (*index)--) {
- tselem = TREESTORE(te);
-
- /* if we've encountered the right item, set its 'Outliner' selection status */
- if (*index == 0) {
- /* this should be the last one, so no need to do anything with index */
- if ((te->flag & TE_ICONROW) == 0) {
- /* -1 value means toggle testing for now... */
- if (*selecting == -1) {
- if (tselem->flag & TSE_SELECTED)
- *selecting = 0;
- else
- *selecting = 1;
- }
-
- /* set selection */
- if (*selecting)
- tselem->flag |= TSE_SELECTED;
- else
- tselem->flag &= ~TSE_SELECTED;
-
- changed |= true;
- }
- }
- else if (TSELEM_OPEN(tselem, soops)) {
- /* Only try selecting sub-elements if we haven't hit the right element yet
- *
- * Hack warning:
- * Index must be reduced before supplying it to the sub-tree to try to do
- * selection, however, we need to increment it again for the next loop to
- * function correctly
- */
- (*index)--;
- changed |= outliner_select(soops, &te->subtree, index, selecting);
- (*index)++;
- }
- }
-
- return changed;
-}
/* ****************************************************** */
/* Outliner Element Selection/Activation on Click */
@@ -886,163 +837,164 @@ eOLDrawState tree_element_type_active(
/* ================================================ */
-static bool do_outliner_item_activate(bContext *C, Scene *scene, ARegion *ar, SpaceOops *soops,
- TreeElement *te, bool extend, bool recursive, const float mval[2])
+static void outliner_item_activate(
+ bContext *C, SpaceOops *soops, TreeElement *te,
+ const bool extend, const bool recursive)
{
-
- if (mval[1] > te->ys && mval[1] < te->ys + UI_UNIT_Y) {
- TreeStoreElem *tselem = TREESTORE(te);
- bool openclose = false;
-
- /* open close icon */
- if ((te->flag & TE_ICONROW) == 0) { // hidden icon, no open/close
- if (mval[0] > te->xs && mval[0] < te->xs + UI_UNIT_X)
- openclose = true;
- }
-
- if (openclose) {
- /* all below close/open? */
- if (extend) {
- tselem->flag &= ~TSE_CLOSED;
- outliner_set_flag(&te->subtree, TSE_CLOSED, !outliner_has_one_flag(&te->subtree, TSE_CLOSED, 1));
- }
- else {
- if (tselem->flag & TSE_CLOSED) tselem->flag &= ~TSE_CLOSED;
- else tselem->flag |= TSE_CLOSED;
-
+ Scene *scene = CTX_data_scene(C);
+ TreeStoreElem *tselem = TREESTORE(te);
+
+ /* always makes active object, except for some specific types.
+ * Note about TSE_EBONE: In case of a same ID_AR datablock shared among several objects, we do not want
+ * to switch out of edit mode (see T48328 for details). */
+ if (!ELEM(tselem->type, TSE_SEQUENCE, TSE_SEQ_STRIP, TSE_SEQUENCE_DUP, TSE_EBONE)) {
+ tree_element_set_active_object(C, scene, soops, te,
+ (extend && tselem->type == 0) ? OL_SETSEL_EXTEND : OL_SETSEL_NORMAL,
+ recursive && tselem->type == 0);
+ }
+
+ if (tselem->type == 0) { // the lib blocks
+ /* editmode? */
+ if (te->idcode == ID_SCE) {
+ if (scene != (Scene *)tselem->id) {
+ ED_screen_set_scene(C, CTX_wm_screen(C), (Scene *)tselem->id);
}
-
- return true;
}
- /* name and first icon */
- else if (mval[0] > te->xs + UI_UNIT_X && mval[0] < te->xend) {
-
- /* always makes active object, except for some specific types.
- * Note about TSE_EBONE: In case of a same ID_AR datablock shared among several objects, we do not want
- * to switch out of edit mode (see T48328 for details). */
- if (!ELEM(tselem->type, TSE_SEQUENCE, TSE_SEQ_STRIP, TSE_SEQUENCE_DUP, TSE_EBONE)) {
- tree_element_set_active_object(C, scene, soops, te,
- (extend && tselem->type == 0) ? OL_SETSEL_EXTEND : OL_SETSEL_NORMAL,
- recursive && tselem->type == 0);
- }
+ else if (te->idcode == ID_GR) {
+ Group *gr = (Group *)tselem->id;
+ GroupObject *gob;
- if (tselem->type == 0) { // the lib blocks
- /* editmode? */
- if (te->idcode == ID_SCE) {
- if (scene != (Scene *)tselem->id) {
- ED_screen_set_scene(C, CTX_wm_screen(C), (Scene *)tselem->id);
- }
- }
- else if (te->idcode == ID_GR) {
- Group *gr = (Group *)tselem->id;
- GroupObject *gob;
-
- if (extend) {
- int sel = BA_SELECT;
- for (gob = gr->gobject.first; gob; gob = gob->next) {
- if (gob->ob->flag & SELECT) {
- sel = BA_DESELECT;
- break;
- }
- }
-
- for (gob = gr->gobject.first; gob; gob = gob->next) {
- ED_base_object_select(BKE_scene_base_find(scene, gob->ob), sel);
- }
- }
- else {
- BKE_scene_base_deselect_all(scene);
-
- for (gob = gr->gobject.first; gob; gob = gob->next) {
- if ((gob->ob->flag & SELECT) == 0)
- ED_base_object_select(BKE_scene_base_find(scene, gob->ob), BA_SELECT);
- }
+ if (extend) {
+ int sel = BA_SELECT;
+ for (gob = gr->gobject.first; gob; gob = gob->next) {
+ if (gob->ob->flag & SELECT) {
+ sel = BA_DESELECT;
+ break;
}
-
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
- }
- else if (ELEM(te->idcode, ID_ME, ID_CU, ID_MB, ID_LT, ID_AR)) {
- WM_operator_name_call(C, "OBJECT_OT_editmode_toggle", WM_OP_INVOKE_REGION_WIN, NULL);
- }
- else { // rest of types
- tree_element_active(C, scene, soops, te, OL_SETSEL_NORMAL, false);
}
+ for (gob = gr->gobject.first; gob; gob = gob->next) {
+ ED_base_object_select(BKE_scene_base_find(scene, gob->ob), sel);
+ }
}
else {
- tree_element_type_active(C, scene, soops, te, tselem,
- extend ? OL_SETSEL_EXTEND : OL_SETSEL_NORMAL,
- recursive);
+ BKE_scene_base_deselect_all(scene);
+
+ for (gob = gr->gobject.first; gob; gob = gob->next) {
+ if ((gob->ob->flag & SELECT) == 0)
+ ED_base_object_select(BKE_scene_base_find(scene, gob->ob), BA_SELECT);
+ }
}
- return true;
+ WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
}
- }
-
- for (te = te->subtree.first; te; te = te->next) {
- if (do_outliner_item_activate(C, scene, ar, soops, te, extend, recursive, mval)) {
- return true;
+ else if (ELEM(te->idcode, ID_ME, ID_CU, ID_MB, ID_LT, ID_AR)) {
+ WM_operator_name_call(C, "OBJECT_OT_editmode_toggle", WM_OP_INVOKE_REGION_WIN, NULL);
+ }
+ else { // rest of types
+ tree_element_active(C, scene, soops, te, OL_SETSEL_NORMAL, false);
}
+
+ }
+ else {
+ tree_element_type_active(C, scene, soops, te, tselem,
+ extend ? OL_SETSEL_EXTEND : OL_SETSEL_NORMAL,
+ recursive);
}
- return false;
}
-int outliner_item_do_activate(bContext *C, int x, int y, bool extend, bool recursive)
+/**
+ * \param extend: Don't deselect other items, only modify \a te.
+ * \param toggle: Select \a te when not selected, deselect when selected.
+ */
+static void outliner_item_select(SpaceOops *soops, const TreeElement *te, const bool extend, const bool toggle)
+{
+ TreeStoreElem *tselem = TREESTORE(te);
+ const short new_flag = toggle ? (tselem->flag ^ TSE_SELECTED) : (tselem->flag | TSE_SELECTED);
+
+ if (extend == false) {
+ outliner_set_flag(&soops->tree, TSE_SELECTED, false);
+ }
+ tselem->flag = new_flag;
+}
+
+static void outliner_item_toggle_closed(TreeElement *te, const bool toggle_children)
+{
+ TreeStoreElem *tselem = TREESTORE(te);
+ if (toggle_children) {
+ tselem->flag &= ~TSE_CLOSED;
+
+ const bool all_opened = !outliner_has_one_flag(&te->subtree, TSE_CLOSED, 1);
+ outliner_set_flag(&te->subtree, TSE_CLOSED, all_opened);
+ }
+ else {
+ tselem->flag ^= TSE_CLOSED;
+ }
+}
+
+static bool outliner_item_is_co_within_close_toggle(TreeElement *te, float view_co_x)
+{
+ return ((te->flag & TE_ICONROW) == 0) && (view_co_x > te->xs) && (view_co_x < te->xs + UI_UNIT_X);
+}
+
+static bool outliner_is_co_within_restrict_columns(const SpaceOops *soops, const ARegion *ar, float view_co_x)
+{
+ return (!ELEM(soops->outlinevis, SO_DATABLOCKS, SO_USERDEF) &&
+ !(soops->flag & SO_HIDE_RESTRICTCOLS) &&
+ (view_co_x > ar->v2d.cur.xmax - OL_TOG_RESTRICT_VIEWX));
+}
+
+int outliner_item_activate_or_toggle_closed(bContext *C, int x, int y, bool extend, bool recursive)
{
- Scene *scene = CTX_data_scene(C);
ARegion *ar = CTX_wm_region(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
TreeElement *te;
- float fmval[2];
+ float view_mval[2];
+ bool changed = false, rebuild_tree = false;
- UI_view2d_region_to_view(&ar->v2d, x, y, &fmval[0], &fmval[1]);
+ UI_view2d_region_to_view(&ar->v2d, x, y, &view_mval[0], &view_mval[1]);
- if (!ELEM(soops->outlinevis, SO_DATABLOCKS, SO_USERDEF) &&
- !(soops->flag & SO_HIDE_RESTRICTCOLS) &&
- (fmval[0] > ar->v2d.cur.xmax - OL_TOG_RESTRICT_VIEWX))
- {
+ if (outliner_is_co_within_restrict_columns(soops, ar, view_mval[0])) {
return OPERATOR_CANCELLED;
}
- for (te = soops->tree.first; te; te = te->next) {
- if (do_outliner_item_activate(C, scene, ar, soops, te, extend, recursive, fmval)) break;
+ if (!(te = outliner_find_item_at_y(soops, &soops->tree, view_mval[1]))) {
+ /* skip */
}
-
- if (te) {
- ED_undo_push(C, "Outliner click event");
+ else if (outliner_item_is_co_within_close_toggle(te, view_mval[0])) {
+ outliner_item_toggle_closed(te, extend);
+ changed = true;
+ rebuild_tree = true;
}
else {
- short selecting = -1;
- int row;
-
- /* get row number - 100 here is just a dummy value since we don't need the column */
- UI_view2d_listview_view_to_cell(&ar->v2d, 1000, UI_UNIT_Y, 0.0f, OL_Y_OFFSET,
- fmval[0], fmval[1], NULL, &row);
-
- /* select relevant row */
- if (outliner_select(soops, &soops->tree, &row, &selecting)) {
-
+ /* the row may also contain children, if one is hovered we want this instead of current te */
+ TreeElement *activate_te = outliner_find_item_at_x_in_row(soops, te, view_mval[0]);
+
+ outliner_item_select(soops, activate_te, extend, extend);
+ outliner_item_activate(C, soops, activate_te, extend, recursive);
+ changed = true;
+ }
+
+ if (changed) {
+ if (!rebuild_tree) {
+ /* only needs to redraw, no rebuild */
soops->storeflag |= SO_TREESTORE_REDRAW;
-
- /* no need for undo push here, only changing outliner data which is
- * scene level - campbell */
- /* ED_undo_push(C, "Outliner selection event"); */
}
+ ED_undo_push(C, "Outliner selection change");
+ ED_region_tag_redraw(ar);
}
-
- ED_region_tag_redraw(ar);
return OPERATOR_FINISHED;
}
/* event can enterkey, then it opens/closes */
-static int outliner_item_activate(bContext *C, wmOperator *op, const wmEvent *event)
+static int outliner_item_activate_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
bool extend = RNA_boolean_get(op->ptr, "extend");
bool recursive = RNA_boolean_get(op->ptr, "recursive");
int x = event->mval[0];
int y = event->mval[1];
- return outliner_item_do_activate(C, x, y, extend, recursive);
+ return outliner_item_activate_or_toggle_closed(C, x, y, extend, recursive);
}
void OUTLINER_OT_item_activate(wmOperatorType *ot)
@@ -1051,7 +1003,7 @@ void OUTLINER_OT_item_activate(wmOperatorType *ot)
ot->idname = "OUTLINER_OT_item_activate";
ot->description = "Handle mouse clicks to activate/select items";
- ot->invoke = outliner_item_activate;
+ ot->invoke = outliner_item_activate_invoke;
ot->poll = ED_operator_outliner_active;
diff --git a/source/blender/editors/space_outliner/outliner_tools.c b/source/blender/editors/space_outliner/outliner_tools.c
index 4eda7977622..4560b7cd6e7 100644
--- a/source/blender/editors/space_outliner/outliner_tools.c
+++ b/source/blender/editors/space_outliner/outliner_tools.c
@@ -380,7 +380,7 @@ static void object_select_hierarchy_cb(
wmWindow *win = CTX_wm_window(C);
int x = win->eventstate->mval[0];
int y = win->eventstate->mval[1];
- outliner_item_do_activate(C, x, y, true, true);
+ outliner_item_activate_or_toggle_closed(C, x, y, true, true);
}
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index e1768e4aedc..d7771d06787 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -59,6 +59,7 @@
#include "BIF_glutil.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
@@ -1048,30 +1049,31 @@ static void sequencer_draw_borders(const SpaceSeq *sseq, const View2D *v2d, cons
/* border */
setlinestyle(3);
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- glBegin(GL_LINE_LOOP);
- glVertex2f(x1 - 0.5f, y1 - 0.5f);
- glVertex2f(x1 - 0.5f, y2 + 0.5f);
- glVertex2f(x2 + 0.5f, y2 + 0.5f);
- glVertex2f(x2 + 0.5f, y1 - 0.5f);
- glEnd();
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_BACK);
+
+ imm_draw_line_box(pos, x1 - 0.5f, y1 - 0.5f, x2 + 0.5f, y2 + 0.5f);
/* safety border */
if (sseq->flag & SEQ_SHOW_SAFE_MARGINS) {
UI_draw_safe_areas(
- x1, x2, y1, y2,
+ pos, x1, x2, y1, y2,
scene->safe_areas.title,
scene->safe_areas.action);
if (sseq->flag & SEQ_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(
- x1, x2, y1, y2,
+ pos, x1, x2, y1, y2,
scene->safe_areas.title_center,
scene->safe_areas.action_center);
}
}
+ immUnbindProgram();
+
setlinestyle(0);
}
diff --git a/source/blender/editors/space_text/text_draw.c b/source/blender/editors/space_text/text_draw.c
index 81605a80f69..30b607e063d 100644
--- a/source/blender/editors/space_text/text_draw.c
+++ b/source/blender/editors/space_text/text_draw.c
@@ -906,7 +906,7 @@ static void draw_textscroll(const SpaceText *st, rcti *scroll, rcti *back)
{
bTheme *btheme = UI_GetTheme();
uiWidgetColors wcol = btheme->tui.wcol_scroll;
- unsigned char col[4];
+ float col[4];
float rad;
UI_ThemeColor(TH_BACK);
@@ -916,11 +916,10 @@ static void draw_textscroll(const SpaceText *st, rcti *scroll, rcti *back)
UI_draw_roundbox_corner_set(UI_CNR_ALL);
rad = 0.4f * min_ii(BLI_rcti_size_x(&st->txtscroll), BLI_rcti_size_y(&st->txtscroll));
- UI_GetThemeColor3ubv(TH_HILITE, col);
- col[3] = 48;
- glColor4ubv(col);
+ UI_GetThemeColor3fv(TH_HILITE, col);
+ col[3] = 0.18f;
glEnable(GL_BLEND);
- UI_draw_roundbox(st->txtscroll.xmin + 1, st->txtscroll.ymin, st->txtscroll.xmax - 1, st->txtscroll.ymax, rad);
+ UI_draw_roundbox(st->txtscroll.xmin + 1, st->txtscroll.ymin, st->txtscroll.xmax - 1, st->txtscroll.ymax, rad, col);
glDisable(GL_BLEND);
}
diff --git a/source/blender/editors/space_time/space_time.c b/source/blender/editors/space_time/space_time.c
index 15eb154c757..5e7060d6651 100644
--- a/source/blender/editors/space_time/space_time.c
+++ b/source/blender/editors/space_time/space_time.c
@@ -69,6 +69,8 @@
#include "ED_space_api.h"
#include "ED_markers.h"
+#include "GPU_immediate.h"
+
#include "time_intern.h"
/* ************************ main time area region *********************** */
@@ -80,21 +82,36 @@ static void time_draw_sfra_efra(Scene *scene, View2D *v2d)
*/
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+
if (PSFRA < PEFRA) {
- glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
- glRectf((float)PEFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+ immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
+ immRectf(pos, (float)PEFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
else {
- glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+ immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
}
+
glDisable(GL_BLEND);
- UI_ThemeColorShade(TH_BACK, -60);
/* thin lines where the actual frames are */
- fdrawline((float)PSFRA, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
- fdrawline((float)PEFRA, v2d->cur.ymin, (float)PEFRA, v2d->cur.ymax);
+ immUniformThemeColorShade(TH_BACK, -60);
+
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, (float)PSFRA, v2d->cur.ymin);
+ immVertex2f(pos, (float)PSFRA, v2d->cur.ymax);
+
+ immVertex2f(pos, (float)PEFRA, v2d->cur.ymin);
+ immVertex2f(pos, (float)PEFRA, v2d->cur.ymax);
+
+ immEnd();
+ immUnbindProgram();
}
static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
@@ -296,7 +313,7 @@ static ActKeyColumn *time_cfra_find_ak(ActKeyColumn *ak, float cframe)
}
/* helper for time_draw_keyframes() */
-static void time_draw_idblock_keyframes(View2D *v2d, ID *id, short onlysel)
+static void time_draw_idblock_keyframes(View2D *v2d, ID *id, short onlysel, const unsigned char color[3])
{
bDopeSheet ads = {NULL};
DLRBT_Tree keys;
@@ -339,21 +356,42 @@ static void time_draw_idblock_keyframes(View2D *v2d, ID *id, short onlysel)
* the first visible keyframe (last one can then be easily checked)
* - draw within a single GL block to be faster
*/
- glBegin(GL_LINES);
- for (ak = time_cfra_find_ak(keys.root, v2d->cur.xmin);
- (ak) && (ak->cfra <= v2d->cur.xmax);
- ak = ak->next)
- {
- glVertex2f(ak->cfra, ymin);
- glVertex2f(ak->cfra, ymax);
+
+ ActKeyColumn *link;
+ int max_len = 0;
+
+ ak = time_cfra_find_ak(keys.root, v2d->cur.xmin);
+
+ for (link = ak; link; link = link->next) {
+ max_len++;
}
- glEnd(); // GL_LINES
-
+
+ if (max_len > 0) {
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3ubv(color);
+
+ immBeginAtMost(GL_LINES, max_len * 2);
+
+ for (; (ak) && (ak->cfra <= v2d->cur.xmax);
+ ak = ak->next)
+ {
+ immVertex2f(pos, ak->cfra, ymin);
+ immVertex2f(pos, ak->cfra, ymax);
+ }
+
+ immEnd();
+ immUnbindProgram();
+ }
+
/* free temp stuff */
BLI_dlrbTree_free(&keys);
}
-static void time_draw_caches_keyframes(Main *bmain, Scene *scene, View2D *v2d, bool onlysel)
+static void time_draw_caches_keyframes(Main *bmain, Scene *scene, View2D *v2d, bool onlysel, const unsigned char color[3])
{
CacheFile *cache_file;
@@ -380,7 +418,7 @@ static void time_draw_caches_keyframes(Main *bmain, Scene *scene, View2D *v2d, b
cache_file->draw_flag |= CACHEFILE_KEYFRAME_DRAWN;
- time_draw_idblock_keyframes(v2d, (ID *)cache_file, onlysel);
+ time_draw_idblock_keyframes(v2d, (ID *)cache_file, onlysel, color);
}
for (bConstraint *con = ob->constraints.first; con; con = con->next) {
@@ -398,7 +436,7 @@ static void time_draw_caches_keyframes(Main *bmain, Scene *scene, View2D *v2d, b
cache_file->draw_flag |= CACHEFILE_KEYFRAME_DRAWN;
- time_draw_idblock_keyframes(v2d, (ID *)cache_file, onlysel);
+ time_draw_idblock_keyframes(v2d, (ID *)cache_file, onlysel, color);
}
}
}
@@ -410,21 +448,23 @@ static void time_draw_keyframes(const bContext *C, ARegion *ar)
Object *ob = CTX_data_active_object(C);
View2D *v2d = &ar->v2d;
bool onlysel = ((scene->flag & SCE_KEYS_NO_SELONLY) == 0);
+ unsigned char color[3];
/* set this for all keyframe lines once and for all */
glLineWidth(1.0);
/* draw cache files keyframes (if available) */
- UI_ThemeColor(TH_TIME_KEYFRAME);
- time_draw_caches_keyframes(CTX_data_main(C), scene, v2d, onlysel);
+ UI_GetThemeColor3ubv(TH_TIME_KEYFRAME, color);
+ time_draw_caches_keyframes(CTX_data_main(C), scene, v2d, onlysel, color);
/* draw grease pencil keyframes (if available) */
- UI_ThemeColor(TH_TIME_GP_KEYFRAME);
+ UI_GetThemeColor3ubv(TH_TIME_GP_KEYFRAME, color);
+
if (scene->gpd) {
- time_draw_idblock_keyframes(v2d, (ID *)scene->gpd, onlysel);
+ time_draw_idblock_keyframes(v2d, (ID *)scene->gpd, onlysel, color);
}
if (ob && ob->gpd) {
- time_draw_idblock_keyframes(v2d, (ID *)ob->gpd, onlysel);
+ time_draw_idblock_keyframes(v2d, (ID *)ob->gpd, onlysel, color);
}
/* draw scene keyframes first
@@ -433,8 +473,8 @@ static void time_draw_keyframes(const bContext *C, ARegion *ar)
*/
if (onlysel == 0) {
/* set draw color */
- UI_ThemeColorShade(TH_TIME_KEYFRAME, -50);
- time_draw_idblock_keyframes(v2d, (ID *)scene, onlysel);
+ UI_GetThemeColorShade3ubv(TH_TIME_KEYFRAME, -50, color);
+ time_draw_idblock_keyframes(v2d, (ID *)scene, onlysel, color);
}
/* draw keyframes from selected objects
@@ -442,11 +482,11 @@ static void time_draw_keyframes(const bContext *C, ARegion *ar)
* OR the onlysel flag was set, which means that only active object's keyframes should
* be considered
*/
- UI_ThemeColor(TH_TIME_KEYFRAME);
-
+ UI_GetThemeColor3ubv(TH_TIME_KEYFRAME, color);
+
if (ob && ((ob->mode == OB_MODE_POSE) || onlysel)) {
/* draw keyframes for active object only */
- time_draw_idblock_keyframes(v2d, (ID *)ob, onlysel);
+ time_draw_idblock_keyframes(v2d, (ID *)ob, onlysel, color);
}
else {
bool active_done = false;
@@ -455,7 +495,7 @@ static void time_draw_keyframes(const bContext *C, ARegion *ar)
CTX_DATA_BEGIN (C, Object *, obsel, selected_objects)
{
/* last arg is 0, since onlysel doesn't apply here... */
- time_draw_idblock_keyframes(v2d, (ID *)obsel, 0);
+ time_draw_idblock_keyframes(v2d, (ID *)obsel, 0, color);
/* if this object is the active one, set flag so that we don't draw again */
if (obsel == ob)
@@ -465,7 +505,7 @@ static void time_draw_keyframes(const bContext *C, ARegion *ar)
/* if active object hasn't been done yet, draw it... */
if (ob && (active_done == 0))
- time_draw_idblock_keyframes(v2d, (ID *)ob, 0);
+ time_draw_idblock_keyframes(v2d, (ID *)ob, 0, color);
}
}
diff --git a/source/blender/editors/space_view3d/CMakeLists.txt b/source/blender/editors/space_view3d/CMakeLists.txt
index a5c60248bf1..8fca2ed564e 100644
--- a/source/blender/editors/space_view3d/CMakeLists.txt
+++ b/source/blender/editors/space_view3d/CMakeLists.txt
@@ -52,6 +52,7 @@ set(SRC
view3d_buttons.c
view3d_camera_control.c
view3d_draw.c
+ view3d_draw_legacy.c
view3d_edit.c
view3d_fly.c
view3d_walk.c
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 95a2df68e4a..7ac176f82b1 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -2161,11 +2161,9 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
bone_matrix_translate_y(bmat, pchan->bone->length);
glMultMatrixf(bmat);
- glColor3ubv(col);
-
float viewmat_pchan[4][4];
mul_m4_m4m4(viewmat_pchan, rv3d->viewmatob, bmat);
- drawaxes(viewmat_pchan, pchan->bone->length * 0.25f, OB_ARROWS);
+ drawaxes(viewmat_pchan, pchan->bone->length * 0.25f, OB_ARROWS, col);
glPopMatrix();
}
@@ -2370,11 +2368,9 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
bone_matrix_translate_y(bmat, eBone->length);
glMultMatrixf(bmat);
- glColor3ubv(col);
-
float viewmat_ebone[4][4];
mul_m4_m4m4(viewmat_ebone, rv3d->viewmatob, bmat);
- drawaxes(viewmat_ebone, eBone->length * 0.25f, OB_ARROWS);
+ drawaxes(viewmat_ebone, eBone->length * 0.25f, OB_ARROWS, col);
glPopMatrix();
}
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 90d33dc5995..b00a7346e59 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -90,6 +90,9 @@
#include "GPU_select.h"
#include "GPU_basic_shader.h"
#include "GPU_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_batch.h"
+#include "GPU_matrix.h"
#include "ED_mesh.h"
#include "ED_particle.h"
@@ -105,6 +108,9 @@
#include "view3d_intern.h" /* bad level include */
+/* prototypes */
+static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos);
+
/* Workaround for sequencer scene render mode.
*
* Strips doesn't use DAG to update objects or so, which
@@ -208,12 +214,346 @@ typedef struct drawBMSelect_userData {
bool select;
} drawBMSelect_userData;
-static void draw_bounding_volume(Object *ob, char type);
+typedef struct {
+ VertexBuffer *pos_in_order;
+ ElementList *edges_in_order;
+ ElementList *triangles_in_order;
+
+ Batch *all_verts;
+ Batch *all_edges;
+ Batch *all_triangles;
+
+ Batch *fancy_edges; /* owns its vertex buffer (not shared) */
+ Batch *overlay_edges; /* owns its vertex buffer */
+} MeshBatchCache;
+
+static void MBC_discard(MeshBatchCache *cache)
+{
+ if (cache->all_verts) Batch_discard(cache->all_verts);
+ if (cache->all_edges) Batch_discard(cache->all_edges);
+ if (cache->all_triangles) Batch_discard(cache->all_triangles);
+
+ if (cache->pos_in_order) VertexBuffer_discard(cache->pos_in_order);
+ if (cache->edges_in_order) ElementList_discard(cache->edges_in_order);
+ if (cache->triangles_in_order) ElementList_discard(cache->triangles_in_order);
+
+ if (cache->fancy_edges) {
+ Batch_discard_all(cache->fancy_edges);
+ }
+
+ if (cache->overlay_edges) {
+ Batch_discard_all(cache->overlay_edges);
+ }
+
+ MEM_freeN(cache);
+}
+
+static MeshBatchCache *MBC_get(DerivedMesh *dm)
+{
+ if (dm->batchCache == NULL) {
+ /* create cache */
+ dm->batchCache = MEM_callocN(sizeof(MeshBatchCache), "MeshBatchCache");
+ /* init everything to 0 is ok for now */
+
+
+ /* tell DerivedMesh how to clean up these caches (just once) */
+ /* TODO: find a better place for this w/out exposing internals to DM */
+ /* TODO (long term): replace DM with something less messy */
+ static bool first = true;
+ if (first) {
+ DM_set_batch_cleanup_callback((DMCleanupBatchCache)MBC_discard);
+ first = false;
+ }
+ }
+
+ return dm->batchCache;
+}
+
+static VertexBuffer *MBC_get_pos_in_order(DerivedMesh *dm)
+{
+ MeshBatchCache *cache = MBC_get(dm);
+
+ if (cache->pos_in_order == NULL) {
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ const int vertex_ct = dm->getNumVerts(dm);
+ const MVert *verts = dm->getVertArray(dm);
+ const unsigned stride = (verts + 1) - verts; /* or sizeof(MVert) */
+
+ cache->pos_in_order = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(cache->pos_in_order, vertex_ct);
+#if 0
+ fillAttribStride(cache->pos_in_order, pos_id, stride, &verts[0].co);
+#else
+ for (int i = 0; i < vertex_ct; ++i) {
+ setAttrib(cache->pos_in_order, pos_id, i, &verts[i].co);
+ }
+#endif
+ }
+
+ return cache->pos_in_order;
+}
+
+static Batch *MBC_get_all_verts(DerivedMesh *dm)
+{
+ MeshBatchCache *cache = MBC_get(dm);
+
+ if (cache->all_verts == NULL) {
+ /* create batch from DM */
+ cache->all_verts = Batch_create(GL_POINTS, MBC_get_pos_in_order(dm), NULL);
+ Batch_set_builtin_program(cache->all_verts, GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+ }
+
+ return cache->all_verts;
+}
+
+static ElementList *MBC_get_edges_in_order(DerivedMesh *dm)
+{
+ MeshBatchCache *cache = MBC_get(dm);
+
+ if (cache->edges_in_order == NULL) {
+ const int vertex_ct = dm->getNumVerts(dm);
+ const int edge_ct = dm->getNumEdges(dm);
+ const MEdge *edges = dm->getEdgeArray(dm);
+ ElementListBuilder elb;
+ ElementListBuilder_init(&elb, GL_LINES, edge_ct, vertex_ct);
+ for (int i = 0; i < edge_ct; ++i) {
+ const MEdge *edge = edges + i;
+ add_line_vertices(&elb, edge->v1, edge->v2);
+ }
+ cache->edges_in_order = ElementList_build(&elb);
+ }
+
+ return cache->edges_in_order;
+}
+
+static ElementList *MBC_get_triangles_in_order(DerivedMesh *dm)
+{
+ MeshBatchCache *cache = MBC_get(dm);
+
+ if (cache->triangles_in_order == NULL) {
+ const int vertex_ct = dm->getNumVerts(dm);
+ const int tessface_ct = dm->getNumTessFaces(dm);
+ const MFace *tessfaces = dm->getTessFaceArray(dm);
+ ElementListBuilder elb;
+ ElementListBuilder_init(&elb, GL_TRIANGLES, tessface_ct, vertex_ct);
+ for (int i = 0; i < tessface_ct; ++i) {
+ const MFace *tess = tessfaces + i;
+ add_triangle_vertices(&elb, tess->v1, tess->v2, tess->v3);
+ /* tessface can be triangle or quad */
+ if (tess->v4) {
+ add_triangle_vertices(&elb, tess->v3, tess->v2, tess->v4);
+ }
+ }
+ cache->triangles_in_order = ElementList_build(&elb);
+ }
+
+ return cache->triangles_in_order;
+}
+
+static Batch *MBC_get_all_edges(DerivedMesh *dm)
+{
+ MeshBatchCache *cache = MBC_get(dm);
+
+ if (cache->all_edges == NULL) {
+ /* create batch from DM */
+ cache->all_edges = Batch_create(GL_LINES, MBC_get_pos_in_order(dm), MBC_get_edges_in_order(dm));
+ }
+
+ return cache->all_edges;
+}
+
+static Batch *MBC_get_all_triangles(DerivedMesh *dm)
+{
+ MeshBatchCache *cache = MBC_get(dm);
+
+ if (cache->all_triangles == NULL) {
+ /* create batch from DM */
+ cache->all_triangles = Batch_create(GL_TRIANGLES, MBC_get_pos_in_order(dm), MBC_get_triangles_in_order(dm));
+ }
+
+ return cache->all_triangles;
+}
+
+static Batch *MBC_get_fancy_edges(DerivedMesh *dm)
+{
+ MeshBatchCache *cache = MBC_get(dm);
+
+ if (cache->fancy_edges == NULL) {
+ /* create batch from DM */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id, n1_id, n2_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ pos_id = add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+
+#if USE_10_10_10 /* takes 1/3 the space */
+ n1_id = add_attrib(&format, "N1", COMP_I10, 3, NORMALIZE_INT_TO_FLOAT);
+ n2_id = add_attrib(&format, "N2", COMP_I10, 3, NORMALIZE_INT_TO_FLOAT);
+#else
+ n1_id = add_attrib(&format, "N1", COMP_F32, 3, KEEP_FLOAT);
+ n2_id = add_attrib(&format, "N2", COMP_F32, 3, KEEP_FLOAT);
+#endif
+ }
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+
+ const MVert *verts = dm->getVertArray(dm);
+ const MEdge *edges = dm->getEdgeArray(dm);
+ const MPoly *polys = dm->getPolyArray(dm);
+ const MLoop *loops = dm->getLoopArray(dm);
+ const int edge_ct = dm->getNumEdges(dm);
+ const int poly_ct = dm->getNumPolys(dm);
+
+ /* need normal of each face, and which faces are adjacent to each edge */
+ typedef struct {
+ int count;
+ int face_index[2];
+ } AdjacentFaces;
+
+ float (*face_normal)[3] = MEM_mallocN(poly_ct * 3 * sizeof(float), "face_normal");
+ AdjacentFaces *adj_faces = MEM_callocN(edge_ct * sizeof(AdjacentFaces), "adj_faces");
+
+ for (int i = 0; i < poly_ct; ++i) {
+ const MPoly *poly = polys + i;
+
+ BKE_mesh_calc_poly_normal(poly, loops + poly->loopstart, verts, face_normal[i]);
+
+ for (int j = poly->loopstart; j < (poly->loopstart + poly->totloop); ++j) {
+ AdjacentFaces *adj = adj_faces + loops[j].e;
+ if (adj->count < 2)
+ adj->face_index[adj->count] = i;
+ adj->count++;
+ }
+ }
+
+ const int vertex_ct = edge_ct * 2; /* these are GL_LINE verts, not mesh verts */
+ VertexBuffer_allocate_data(vbo, vertex_ct);
+ for (int i = 0; i < edge_ct; ++i) {
+ const MEdge *edge = edges + i;
+ const AdjacentFaces *adj = adj_faces + i;
+
+#if USE_10_10_10
+ PackedNormal n1value = { .x = 0, .y = 0, .z = +511 };
+ PackedNormal n2value = { .x = 0, .y = 0, .z = -511 };
+
+ if (adj->count == 2) {
+ n1value = convert_i10_v3(face_normal[adj->face_index[0]]);
+ n2value = convert_i10_v3(face_normal[adj->face_index[1]]);
+ }
+
+ const PackedNormal *n1 = &n1value;
+ const PackedNormal *n2 = &n2value;
+#else
+ const float dummy1[3] = { 0.0f, 0.0f, +1.0f };
+ const float dummy2[3] = { 0.0f, 0.0f, -1.0f };
+
+ const float *n1 = (adj->count == 2) ? face_normal[adj->face_index[0]] : dummy1;
+ const float *n2 = (adj->count == 2) ? face_normal[adj->face_index[1]] : dummy2;
+#endif
+
+ setAttrib(vbo, pos_id, 2 * i, &verts[edge->v1].co);
+ setAttrib(vbo, n1_id, 2 * i, n1);
+ setAttrib(vbo, n2_id, 2 * i, n2);
+
+ setAttrib(vbo, pos_id, 2 * i + 1, &verts[edge->v2].co);
+ setAttrib(vbo, n1_id, 2 * i + 1, n1);
+ setAttrib(vbo, n2_id, 2 * i + 1, n2);
+ }
+
+ MEM_freeN(adj_faces);
+ MEM_freeN(face_normal);
+
+ cache->fancy_edges = Batch_create(GL_LINES, vbo, NULL);
+ }
+
+ return cache->fancy_edges;
+}
+
+static bool edge_is_real(const MEdge *edges, int edge_ct, int v1, int v2)
+{
+ /* TODO: same thing, except not ridiculously slow */
+
+ for (int e = 0; e < edge_ct; ++e) {
+ const MEdge *edge = edges + e;
+ if ((edge->v1 == v1 && edge->v2 == v2) || (edge->v1 == v2 && edge->v2 == v1)) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+static void add_overlay_tri(VertexBuffer *vbo, unsigned pos_id, unsigned edgeMod_id, const MVert *verts, const MEdge *edges, int edge_ct, int v1, int v2, int v3, int base_vert_idx)
+{
+ const float edgeMods[2] = { 0.0f, 1.0f };
+
+ const float *pos = verts[v1].co;
+ setAttrib(vbo, pos_id, base_vert_idx + 0, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 0, edgeMods + (edge_is_real(edges, edge_ct, v2, v3) ? 1 : 0));
+
+ pos = verts[v2].co;
+ setAttrib(vbo, pos_id, base_vert_idx + 1, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 1, edgeMods + (edge_is_real(edges, edge_ct, v3, v1) ? 1 : 0));
+
+ pos = verts[v3].co;
+ setAttrib(vbo, pos_id, base_vert_idx + 2, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 2, edgeMods + (edge_is_real(edges, edge_ct, v1, v2) ? 1 : 0));
+}
+
+static Batch *MBC_get_overlay_edges(DerivedMesh *dm)
+{
+ MeshBatchCache *cache = MBC_get(dm);
+
+ if (cache->overlay_edges == NULL) {
+ /* create batch from DM */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id, edgeMod_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ edgeMod_id = add_attrib(&format, "edgeWidthModulator", GL_FLOAT, 1, KEEP_FLOAT);
+ }
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+
+ const int vertex_ct = dm->getNumVerts(dm);
+ const int edge_ct = dm->getNumEdges(dm);
+ const int tessface_ct = dm->getNumTessFaces(dm);
+ const MVert *verts = dm->getVertArray(dm);
+ const MEdge *edges = dm->getEdgeArray(dm);
+ const MFace *tessfaces = dm->getTessFaceArray(dm);
+
+ VertexBuffer_allocate_data(vbo, tessface_ct * 6); /* up to 2 triangles per tessface */
+
+ int gpu_vert_idx = 0;
+ for (int i = 0; i < tessface_ct; ++i) {
+ const MFace *tess = tessfaces + i;
+ add_overlay_tri(vbo, pos_id, edgeMod_id, verts, edges, edge_ct, tess->v1, tess->v2, tess->v3, gpu_vert_idx);
+ gpu_vert_idx += 3;
+ /* tessface can be triangle or quad */
+ if (tess->v4) {
+ add_overlay_tri(vbo, pos_id, edgeMod_id, verts, edges, edge_ct, tess->v3, tess->v2, tess->v4, gpu_vert_idx);
+ gpu_vert_idx += 3;
+ }
+ }
+
+ VertexBuffer_resize_data(vbo, gpu_vert_idx);
+
+ cache->overlay_edges = Batch_create(GL_TRIANGLES, vbo, NULL);
+ }
+
+ return cache->overlay_edges;
+}
+
+static void drawcube_size(float size, unsigned pos);
+static void drawcircle_size(float size, unsigned pos);
+static void draw_empty_sphere(float size, unsigned pos);
+static void draw_empty_cone(float size, unsigned pos);
-static void drawcube_size(float size);
-static void drawcircle_size(float size);
-static void draw_empty_sphere(float size);
-static void draw_empty_cone(float size);
static void draw_box(const float vec[8][3], bool solid);
static void ob_wire_color_blend_theme_id(const unsigned char ob_wire_col[4], const int theme_id, float fac)
@@ -414,7 +754,7 @@ static const float cosval[CIRCLE_RESOL] = {
* \param viewmat_local_unit is typically the 'rv3d->viewmatob'
* copied into a 3x3 matrix and normalized.
*/
-static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3], float size, int axis)
+static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3], float size, int axis, unsigned pos)
{
int line_type;
float buffer[4][3];
@@ -501,54 +841,67 @@ static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3]
return;
}
+ immBegin(line_type, n);
for (int i = 0; i < n; i++) {
mul_transposed_m3_v3((float (*)[3])viewmat_local_unit, buffer[i]);
add_v3_v3(buffer[i], c);
+ immVertex3fv(pos, buffer[i]);
}
+ immEnd();
+ /* TODO: recode this function for clarity once we're not in a hurry to modernize GL usage */
+
+#if 0
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, buffer);
glDrawArrays(line_type, 0, n);
glDisableClientState(GL_VERTEX_ARRAY);
+#endif
}
-void drawaxes(const float viewmat_local[4][4], float size, char drawtype)
+void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const unsigned char color[4])
{
int axis;
float v1[3] = {0.0, 0.0, 0.0};
float v2[3] = {0.0, 0.0, 0.0};
float v3[3] = {0.0, 0.0, 0.0};
- glLineWidth(1);
+ glLineWidth(1.0f);
- switch (drawtype) {
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ if (color) {
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4ubv(color);
+ }
+ else {
+ immBindBuiltinProgram(GPU_SHADER_3D_DEPTH_ONLY);
+ }
+ switch (drawtype) {
case OB_PLAINAXES:
+ immBegin(GL_LINES, 6);
for (axis = 0; axis < 3; axis++) {
- glBegin(GL_LINES);
-
v1[axis] = size;
v2[axis] = -size;
- glVertex3fv(v1);
- glVertex3fv(v2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
/* reset v1 & v2 to zero */
v1[axis] = v2[axis] = 0.0f;
-
- glEnd();
}
+ immEnd();
break;
- case OB_SINGLE_ARROW:
- glBegin(GL_LINES);
+ case OB_SINGLE_ARROW:
+ immBegin(GL_LINES, 2);
/* in positive z direction only */
v1[2] = size;
- glVertex3fv(v1);
- glVertex3fv(v2);
- glEnd();
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immEnd();
/* square pyramid */
- glBegin(GL_TRIANGLES);
+ immBegin(GL_TRIANGLES, 12);
v2[0] = size * 0.035f; v2[1] = size * 0.035f;
v3[0] = size * -0.035f; v3[1] = size * 0.035f;
@@ -564,28 +917,27 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype)
v3[0] = -v3[0];
}
- glVertex3fv(v1);
- glVertex3fv(v2);
- glVertex3fv(v3);
-
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immVertex3fv(pos, v3);
}
- glEnd();
-
+ immEnd();
break;
+
case OB_CUBE:
- drawcube_size(size);
+ drawcube_size(size, pos);
break;
case OB_CIRCLE:
- drawcircle_size(size);
+ drawcircle_size(size, pos);
break;
case OB_EMPTY_SPHERE:
- draw_empty_sphere(size);
+ draw_empty_sphere(size, pos);
break;
case OB_EMPTY_CONE:
- draw_empty_cone(size);
+ draw_empty_cone(size, pos);
break;
case OB_ARROWS:
@@ -599,34 +951,34 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype)
for (axis = 0; axis < 3; axis++) {
const int arrow_axis = (axis == 0) ? 1 : 0;
- glBegin(GL_LINES);
+ immBegin(GL_LINES, 6);
v2[axis] = size;
- glVertex3fv(v1);
- glVertex3fv(v2);
-
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+
v1[axis] = size * 0.85f;
v1[arrow_axis] = -size * 0.08f;
- glVertex3fv(v1);
- glVertex3fv(v2);
-
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+
v1[arrow_axis] = size * 0.08f;
- glVertex3fv(v1);
- glVertex3fv(v2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
- glEnd();
-
- v2[axis] += size * 0.125f;
+ immEnd();
- draw_xyz_wire(viewmat_local_unit, v2, size, axis);
+ v2[axis] += size * 0.125f;
+ draw_xyz_wire(viewmat_local_unit, v2, size, axis, pos);
/* reset v1 & v2 to zero */
v1[arrow_axis] = v1[axis] = v2[axis] = 0.0f;
}
- break;
}
}
+
+ immUnbindProgram();
}
@@ -634,102 +986,111 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype)
static void draw_empty_image(Object *ob, const short dflag, const unsigned char ob_wire_col[4], StereoViews sview)
{
Image *ima = ob->data;
- ImBuf *ibuf;
- ImageUser iuser = *ob->iuser;
- /* Support multi-view */
- if (ima && (sview == STEREO_RIGHT_ID)) {
- iuser.multiview_eye = sview;
- iuser.flag |= IMA_SHOW_STEREO;
- BKE_image_multiview_index(ima, &iuser);
- }
+ const float ob_alpha = ob->col[3];
+ float width, height;
- ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
+ int bindcode = 0;
- if (ibuf && (ibuf->rect == NULL) && (ibuf->rect_float != NULL)) {
- IMB_rect_from_float(ibuf);
- }
+ if (ima) {
+ ImageUser iuser = *ob->iuser;
- int ima_x, ima_y;
+ /* Support multi-view */
+ if (ima && (sview == STEREO_RIGHT_ID)) {
+ iuser.multiview_eye = sview;
+ iuser.flag |= IMA_SHOW_STEREO;
+ BKE_image_multiview_index(ima, &iuser);
+ }
- /* Get the buffer dimensions so we can fallback to fake ones */
- if (ibuf && ibuf->rect) {
- ima_x = ibuf->x;
- ima_y = ibuf->y;
+ if (ob_alpha > 0.0f) {
+ bindcode = GPU_verify_image(ima, &iuser, GL_TEXTURE_2D, 0, false, false, false);
+ /* don't bother drawing the image if alpha = 0 */
+ }
+
+ int w, h;
+ BKE_image_get_size(ima, &iuser, &w, &h);
+ width = w;
+ height = h;
}
else {
- ima_x = 1;
- ima_y = 1;
+ /* if no image, make it a 1x1 empty square, honor scale & offset */
+ width = height = 1.0f;
}
- float sca_x = 1.0f;
- float sca_y = 1.0f;
+ const float aspect = height / width;
- /* Get the image aspect even if the buffer is invalid */
- if (ima) {
- if (ima->aspx > ima->aspy) {
- sca_y = ima->aspy / ima->aspx;
- }
- else if (ima->aspx < ima->aspy) {
- sca_x = ima->aspx / ima->aspy;
- }
- }
+ float left = ob->ima_ofs[0];
+ float right = ob->ima_ofs[0] + ob->empty_drawsize;
+ float top = ob->ima_ofs[1] + ob->empty_drawsize * aspect;
+ float bottom = ob->ima_ofs[1];
- /* Calculate the scale center based on object's origin */
- float ofs_x = ob->ima_ofs[0] * ima_x;
- float ofs_y = ob->ima_ofs[1] * ima_y;
+ bool use_blend = false;
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ if (bindcode) {
+ use_blend = ob_alpha < 1.0f || BKE_image_has_alpha(ima);
- /* Calculate Image scale */
- float scale = ob->empty_drawsize / max_ff((float)ima_x * sca_x, (float)ima_y * sca_y);
+ if (use_blend) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
- /* Set the object scale */
- glScalef(scale * sca_x, scale * sca_y, 1.0f);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
+ immUniform1f("alpha", ob_alpha);
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
- if (ibuf && ibuf->rect) {
- const bool use_clip = (U.glalphaclip != 1.0f);
- int zoomfilter = (U.gameflags & USER_DISABLE_MIPMAP) ? GL_NEAREST : GL_LINEAR;
- /* Setup GL params */
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ immBegin(GL_TRIANGLE_FAN, 4);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, left, bottom);
- if (use_clip) {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, U.glalphaclip);
- }
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, right, bottom);
- /* Use the object color and alpha */
- glColor4fv(ob->col);
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, right, top);
- /* Draw the Image on the screen */
- glaDrawPixelsTex(ofs_x, ofs_y, ima_x, ima_y, GL_RGBA, GL_UNSIGNED_BYTE, zoomfilter, ibuf->rect);
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, left, top);
+ immEnd();
- glDisable(GL_BLEND);
+ immUnbindProgram();
- if (use_clip) {
- glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_ALWAYS, 0.0f);
- }
+ glBindTexture(GL_TEXTURE_2D, 0); /* necessary? */
}
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glColor3ubv(ob_wire_col);
+ /* Draw the image outline */
+ glLineWidth(1.5f);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ const bool picking = dflag & DRAW_CONSTCOLOR;
+ if (picking) {
+ /* TODO: deal with picking separately, use this function just to draw */
+ immBindBuiltinProgram(GPU_SHADER_3D_DEPTH_ONLY);
+ if (use_blend) {
+ glDisable(GL_BLEND);
+ }
+
+ imm_draw_line_box(pos, left, bottom, right, top);
}
+ else {
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ubv(ob_wire_col);
+ glEnable(GL_LINE_SMOOTH);
- /* Calculate the outline vertex positions */
- glBegin(GL_LINE_LOOP);
- glVertex2f(ofs_x, ofs_y);
- glVertex2f(ofs_x + ima_x, ofs_y);
- glVertex2f(ofs_x + ima_x, ofs_y + ima_y);
- glVertex2f(ofs_x, ofs_y + ima_y);
- glEnd();
+ if (!use_blend) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
- /* Reset GL settings */
- glPopMatrix();
+ imm_draw_line_box(pos, left, bottom, right, top);
- BKE_image_release_ibuf(ima, ibuf, NULL);
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_BLEND);
+ }
+
+ immUnbindProgram();
}
static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, const float tmat[4][4])
@@ -759,50 +1120,65 @@ void drawcircball(int mode, const float cent[3], float rad, const float tmat[4][
glDisableClientState(GL_VERTEX_ARRAY);
}
-/* circle for object centers, special_color is for library or ob users */
-static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, bool special_color)
+static void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos)
{
- const float size = ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
float verts[CIRCLE_RESOL][3];
- /* using glDepthFunc guarantees that it does write z values,
- * but not checks for it, so centers remain visible independent of draw order */
- if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
- /* write to near buffer always */
- glDepthRange(0.0, 0.0);
+ circball_array_fill(verts, cent, rad, tmat);
+
+ immBegin(GL_LINE_LOOP, CIRCLE_RESOL);
+ for (int i = 0; i < CIRCLE_RESOL; ++i) {
+ immVertex3fv(pos, verts[i]);
+ }
+ immEnd();
+}
+
+/* circle for object centers, special_color is for library or ob users */
+static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const float co[3], int selstate, bool special_color)
+{
+ const float outlineWidth = 1.0f * U.pixelsize;
+ const float size = U.obcenter_dia * U.pixelsize + outlineWidth;
+
+ if (v3d->zbuf) {
+ glDisable(GL_DEPTH_TEST);
+ /* TODO(merwin): fit things like this into plates/buffers design */
+ }
+
glEnable(GL_BLEND);
-
+ GPU_enable_program_point_size();
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immUniform1f("size", size);
+
if (special_color) {
- if (selstate == ACTIVE || selstate == SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
- else glColor4ub(0x55, 0xCC, 0xCC, 155);
+ if (selstate == ACTIVE || selstate == SELECT) immUniformColor4ub(0x88, 0xFF, 0xFF, 155);
+ else immUniformColor4ub(0x55, 0xCC, 0xCC, 155);
}
else {
- if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
- else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
- else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
+ if (selstate == ACTIVE) immUniformThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
+ else if (selstate == SELECT) immUniformThemeColorShadeAlpha(TH_SELECT, 0, -80);
+ else if (selstate == DESELECT) immUniformThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
}
- circball_array_fill(verts, co, size, rv3d->viewinv);
-
- /* enable vertex array */
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, verts);
-
- /* 1. draw filled, blended polygon */
- glDrawArrays(GL_POLYGON, 0, CIRCLE_RESOL);
+ /* set up outline */
+ float outlineColor[4];
+ UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor);
+ immUniform4fv("outlineColor", outlineColor);
+ immUniform1f("outlineWidth", outlineWidth);
- /* 2. draw outline */
- glLineWidth(1);
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
- glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, co);
+ immEnd();
- /* finish up */
- glDisableClientState(GL_VERTEX_ARRAY);
+ immUnbindProgram();
- glDepthRange(0.0, 1.0);
+ GPU_disable_program_point_size();
glDisable(GL_BLEND);
- if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
+ if (v3d->zbuf) {
+ glEnable(GL_DEPTH_TEST);
+ }
}
/* *********** text drawing for object/particles/armature ************* */
@@ -919,7 +1295,7 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
}
else {
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
}
for (vos = g_v3d_strings[g_v3d_string_level]; vos; vos = vos->next) {
@@ -944,7 +1320,7 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
else {
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
}
glMatrixMode(GL_PROJECTION);
@@ -974,9 +1350,9 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
/* draws a cube given the scaling of the cube, assuming that
* all required matrices have been set (used for drawing empties)
*/
-static void drawcube_size(float size)
+static void drawcube_size(float size, unsigned pos)
{
- const GLfloat pos[8][3] = {
+ const GLfloat verts[8][3] = {
{-size, -size, -size},
{-size, -size, size},
{-size, size, -size},
@@ -989,13 +1365,21 @@ static void drawcube_size(float size)
const GLubyte indices[24] = {0,1,1,3,3,2,2,0,0,4,4,5,5,7,7,6,6,4,1,5,3,7,2,6};
+#if 0
glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, pos);
+ glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawRangeElements(GL_LINES, 0, 7, 24, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
+#else
+ immBegin(GL_LINES, 24);
+ for (int i = 0; i < 24; ++i) {
+ immVertex3fv(pos, verts[indices[i]]);
+ }
+ immEnd();
+#endif
}
-static void drawshadbuflimits(Lamp *la, float mat[4][4])
+static void drawshadbuflimits(const Lamp *la, const float mat[4][4], unsigned pos)
{
float sta[3], end[3], lavec[3];
@@ -1005,16 +1389,16 @@ static void drawshadbuflimits(Lamp *la, float mat[4][4])
madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
- glBegin(GL_LINES);
- glVertex3fv(sta);
- glVertex3fv(end);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, sta);
+ immVertex3fv(pos, end);
+ immEnd();
- glPointSize(3.0);
- glBegin(GL_POINTS);
- glVertex3fv(sta);
- glVertex3fv(end);
- glEnd();
+ glPointSize(3.0f);
+ immBegin(GL_POINTS, 2);
+ immVertex3fv(pos, sta);
+ immVertex3fv(pos, end);
+ immEnd();
}
static void spotvolume(float lvec[3], float vvec[3], const float inp)
@@ -1080,62 +1464,63 @@ static void spotvolume(float lvec[3], float vvec[3], const float inp)
mul_m3_v3(mat2, vvec);
}
-static void draw_spot_cone(Lamp *la, float x, float z)
+static void draw_spot_cone(Lamp *la, float x, float z, unsigned pos)
{
z = fabsf(z);
- glBegin(GL_TRIANGLE_FAN);
- glVertex3f(0.0f, 0.0f, -x);
+ const bool square = (la->mode & LA_SQUARE);
+
+ immBegin(GL_TRIANGLE_FAN, square ? 6 : 34);
+ immVertex3f(pos, 0.0f, 0.0f, -x);
- if (la->mode & LA_SQUARE) {
- glVertex3f(z, z, 0);
- glVertex3f(-z, z, 0);
- glVertex3f(-z, -z, 0);
- glVertex3f(z, -z, 0);
- glVertex3f(z, z, 0);
+ if (square) {
+ immVertex3f(pos, z, z, 0);
+ immVertex3f(pos, -z, z, 0);
+ immVertex3f(pos, -z, -z, 0);
+ immVertex3f(pos, z, -z, 0);
+ immVertex3f(pos, z, z, 0);
}
else {
for (int a = 0; a < 33; a++) {
float angle = a * M_PI * 2 / (33 - 1);
- glVertex3f(z * cosf(angle), z * sinf(angle), 0);
+ immVertex3f(pos, z * cosf(angle), z * sinf(angle), 0.0f);
}
}
- glEnd();
+ immEnd();
}
-static void draw_transp_spot_volume(Lamp *la, float x, float z)
+static void draw_transp_spot_volume(Lamp *la, float x, float z, unsigned pos)
{
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
/* draw backside darkening */
glCullFace(GL_FRONT);
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
- glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
- draw_spot_cone(la, x, z);
+ draw_spot_cone(la, x, z, pos);
/* draw front side lighting */
glCullFace(GL_BACK);
glBlendFunc(GL_ONE, GL_ONE);
- glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
+ immUniformColor4f(0.2f, 0.2f, 0.2f, 1.0f);
- draw_spot_cone(la, x, z);
+ draw_spot_cone(la, x, z, pos);
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
glDisable(GL_CULL_FACE);
- glCullFace(GL_BACK);
}
#ifdef WITH_GAMEENGINE
-static void draw_transp_sun_volume(Lamp *la)
+static void draw_transp_sun_volume(Lamp *la, unsigned pos)
{
float box[8][3];
@@ -1148,50 +1533,46 @@ static void draw_transp_sun_volume(Lamp *la)
box[1][2] = box[2][2] = box[5][2] = box[6][2] = -la->clipsta;
/* draw edges */
- draw_box(box, false);
+ imm_draw_box(box, false, pos);
/* draw faces */
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
/* draw backside darkening */
glCullFace(GL_FRONT);
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
- glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
- draw_box(box, true);
+ imm_draw_box(box, true, pos);
/* draw front side lighting */
glCullFace(GL_BACK);
glBlendFunc(GL_ONE, GL_ONE);
- glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
+ immUniformColor4f(0.2f, 0.2f, 0.2f, 1.0f);
- draw_box(box, true);
+ imm_draw_box(box, true, pos);
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
glDisable(GL_CULL_FACE);
- glCullFace(GL_BACK);
}
#endif
-static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
- const char dt, const short dflag, const unsigned char ob_wire_col[4], const bool is_obact)
+void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const short dflag, const unsigned char ob_wire_col[4], const bool is_obact)
{
Object *ob = base->object;
const float pixsize = ED_view3d_pixel_size(rv3d, ob->obmat[3]);
Lamp *la = ob->data;
float vec[3], lvec[3], vvec[3], circrad;
- float lampsize;
float imat[4][4];
- unsigned char curcol[4];
- unsigned char col[4];
/* cone can't be drawn for duplicated lamps, because duplilist would be freed */
/* the moment of view3d_draw_transp() call */
const bool is_view = (rv3d->persp == RV3D_CAMOB && v3d->camera == base->object);
@@ -1219,118 +1600,158 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
if ((drawcone || drawshadowbox) && !v3d->transp) {
/* in this case we need to draw delayed */
- ED_view3d_after_add(v3d->xray ? &v3d->afterdraw_xraytransp : &v3d->afterdraw_transp, base, dflag);
+ ED_view3d_after_add(&v3d->afterdraw_transp, base, dflag);
return;
}
-
+
/* we first draw only the screen aligned & fixed scale stuff */
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+ gpuLoadMatrix3D(rv3d->viewmat);
/* lets calculate the scale: */
- lampsize = pixsize * ((float)U.obcenter_dia * 0.5f);
+ const float lampsize_px = U.obcenter_dia;
+ const float lampsize = pixsize * lampsize_px * 0.5f;
/* and view aligned matrix: */
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
+ const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
/* lamp center */
copy_v3_v3(vec, ob->obmat[3]);
+ float curcol[4];
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* for AA effects */
- curcol[0] = ob_wire_col[0];
- curcol[1] = ob_wire_col[1];
- curcol[2] = ob_wire_col[2];
- curcol[3] = 154;
- glColor4ubv(curcol);
+ rgb_uchar_to_float(curcol, ob_wire_col);
+ curcol[3] = 0.6f;
+ /* TODO: pay attention to GL_BLEND */
}
- glLineWidth(1);
+ glLineWidth(1.0f);
+ setlinestyle(3);
if (lampsize > 0.0f) {
+ const float outlineWidth = 1.5f * U.pixelsize;
+ const float lampdot_size = lampsize_px * U.pixelsize + outlineWidth;
+ /* Inner Circle */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ const float *color = curcol;
if (ob->id.us > 1) {
if (is_obact || (ob->flag & SELECT)) {
- glColor4ub(0x88, 0xFF, 0xFF, 155);
+ static const float active_color[4] = {0.533f, 1.0f, 1.0f, 1.0f};
+ color = active_color;
}
else {
- glColor4ub(0x77, 0xCC, 0xCC, 155);
+ static const float inactive_color[4] = {0.467f, 0.8f, 0.8f, 1.0f};
+ color = inactive_color;
}
}
+
+ GPU_enable_program_point_size();
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immUniform1f("size", lampdot_size);
+ immUniform1f("outlineWidth", outlineWidth);
+ immUniformColor3fvAlpha(color, 0.3f);
+ immUniform4fv("outlineColor", color);
+
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, vec);
+ immEnd();
+
+ immUnbindProgram();
+
+ glDisable(GL_BLEND);
+ GPU_disable_program_point_size();
}
-
- /* Inner Circle */
- glEnable(GL_BLEND);
- drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
- glDisable(GL_BLEND);
- drawcircball(GL_POLYGON, vec, lampsize, imat);
-
+ else {
+ /* CONSTCOLOR in effect */
+ /* TODO: separate picking from drawing */
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+ /* color doesn't matter, so don't set */
+ glPointSize(lampdot_size);
+
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, vec);
+ immEnd();
+
+ immUnbindProgram();
+ }
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ /* TODO(merwin): short term, use DEPTH_ONLY for picking
+ * long term, separate picking from drawing
+ */
+
/* restore */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if (ob->id.us > 1)
- glColor4ubv(curcol);
+ immUniformColor4fv(curcol);
}
/* Outer circle */
circrad = 3.0f * lampsize;
- setlinestyle(3);
- drawcircball(GL_LINE_LOOP, vec, circrad, imat);
+ imm_drawcircball(vec, circrad, imat, pos);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
if (la->type != LA_HEMI) {
if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type == LA_SPOT))) {
- drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f * pixsize, imat);
+ imm_drawcircball(vec, circrad + 3.0f * pixsize, imat, pos);
}
}
}
else {
- setlinestyle(3);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(curcol);
circrad = 0.0f;
}
-
+
/* draw the pretty sun rays */
if (la->type == LA_SUN) {
float v1[3], v2[3], mat[3][3];
short axis;
-
+
/* setup a 45 degree rotation matrix */
axis_angle_normalized_to_mat3_ex(mat, imat[2], M_SQRT1_2, M_SQRT1_2);
/* vectors */
mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
-
+
/* center */
- glTranslate3fv(vec);
-
+ gpuPushMatrix();
+ gpuTranslate3fv(vec);
+
setlinestyle(3);
-
- glBegin(GL_LINES);
+
+ immBegin(GL_LINES, 16);
for (axis = 0; axis < 8; axis++) {
- glVertex3fv(v1);
- glVertex3fv(v2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
mul_m3_v3(mat, v1);
mul_m3_v3(mat, v2);
}
- glEnd();
-
- glTranslatef(-vec[0], -vec[1], -vec[2]);
+ immEnd();
+ gpuPopMatrix();
}
-
+
if (la->type == LA_LOCAL) {
if (la->mode & LA_SPHERE) {
- drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
+ imm_drawcircball(vec, la->dist, imat, pos);
}
}
-
- glPopMatrix(); /* back in object space */
+
+ gpuPopMatrix(); /* back in object space */
zero_v3(vec);
-
+
if (is_view) {
/* skip drawing extra info */
}
@@ -1362,24 +1783,18 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
{z_abs, -z_abs, x},
{-z_abs, z_abs, x},
};
- const unsigned char indices[] = {
- 0, 1, 3,
- 0, 3, 2,
- 0, 2, 4,
- 0, 1, 4,
- };
-
- /* Draw call:
- * activate and specify pointer to vertex array */
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, vertices);
- /* draw the pyramid */
- glDrawElements(GL_LINE_STRIP, 12, GL_UNSIGNED_BYTE, indices);
- /* deactivate vertex arrays after drawing */
- glDisableClientState(GL_VERTEX_ARRAY);
+ immBegin(GL_LINES, 16);
+ for (int i = 1; i <= 4; ++i) {
+ immVertex3fv(pos, vertices[0]); /* apex to corner */
+ immVertex3fv(pos, vertices[i]);
+ int next_i = (i == 4) ? 1 : (i + 1);
+ immVertex3fv(pos, vertices[i]); /* corner to next corner */
+ immVertex3fv(pos, vertices[next_i]);
+ }
+ immEnd();
- glTranslatef(0.0f, 0.0f, x);
+ gpuTranslate3f(0.0f, 0.0f, x);
/* draw the square representing spotbl */
if (la->type == LA_SPOT) {
@@ -1389,22 +1804,21 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != z_abs) {
- fdrawbox(blend, -blend, -blend, blend);
+ imm_draw_line_box_3D(pos, blend, -blend, -blend, blend);
}
}
}
else {
-
/* draw the angled sides of the cone */
- glBegin(GL_LINE_STRIP);
- glVertex3fv(vvec);
- glVertex3fv(vec);
- glVertex3fv(lvec);
- glEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex3fv(pos, vvec);
+ immVertex3fv(pos, vec);
+ immVertex3fv(pos, lvec);
+ immEnd();
/* draw the circle at the end of the cone */
- glTranslatef(0.0f, 0.0f, x);
- circ(0.0f, 0.0f, z_abs);
+ gpuTranslate3f(0.0f, 0.0f, x);
+ imm_draw_lined_circle_3D(pos, 0.0f, 0.0f, z_abs, 32);
/* draw the circle representing spotbl */
if (la->type == LA_SPOT) {
@@ -1414,17 +1828,17 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != z_abs) {
- circ(0.0f, 0.0f, blend);
+ imm_draw_lined_circle_3D(pos, 0.0f, 0.0f, blend, 32);
}
}
}
if (drawcone)
- draw_transp_spot_volume(la, x, z);
+ draw_transp_spot_volume(la, x, z, pos);
/* draw clip start, useful for wide cones where its not obvious where the start is */
- glTranslatef(0.0, 0.0, -x); /* reverse translation above */
- glBegin(GL_LINES);
+ gpuTranslate3f(0.0f, 0.0f, -x); /* reverse translation above */
+ immBegin(GL_LINES, 2);
if (la->type == LA_SPOT && (la->mode & LA_SHAD_BUF)) {
float lvec_clip[3];
float vvec_clip[3];
@@ -1433,41 +1847,40 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
interp_v3_v3v3(lvec_clip, vec, lvec, clipsta_fac);
interp_v3_v3v3(vvec_clip, vec, vvec, clipsta_fac);
- glVertex3fv(lvec_clip);
- glVertex3fv(vvec_clip);
+ immVertex3fv(pos, lvec_clip);
+ immVertex3fv(pos, vvec_clip);
}
/* Else, draw spot direction (using distance as end limit, same as for Area lamp). */
else {
- glVertex3f(0.0, 0.0, -circrad);
- glVertex3f(0.0, 0.0, -la->dist);
+ immVertex3f(pos, 0.0f, 0.0f, -circrad);
+ immVertex3f(pos, 0.0f, 0.0f, -la->dist);
}
- glEnd();
+ immEnd();
}
else if (ELEM(la->type, LA_HEMI, LA_SUN)) {
-
/* draw the line from the circle along the dist */
- glBegin(GL_LINES);
+ immBegin(GL_LINES, 2);
vec[2] = -circrad;
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
vec[2] = -la->dist;
- glVertex3fv(vec);
- glEnd();
-
+ immVertex3fv(pos, vec);
+ immEnd();
+
if (la->type == LA_HEMI) {
/* draw the hemisphere curves */
short axis, steps, dir;
float outdist, zdist, mul;
zero_v3(vec);
- outdist = 0.14; mul = 1.4; dir = 1;
-
+ outdist = 0.14f; mul = 1.4f; dir = 1;
+
setlinestyle(4);
/* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
for (axis = 0; axis < 4; axis++) {
- float v[3] = {0.0, 0.0, 0.0};
- zdist = 0.02;
-
- glBegin(GL_LINE_STRIP);
-
+ float v[3] = {0.0f, 0.0f, 0.0f};
+ zdist = 0.02f;
+
+ immBegin(GL_LINE_STRIP, 6);
+
for (steps = 0; steps < 6; steps++) {
if (axis == 0 || axis == 1) { /* x axis up, x axis down */
/* make the arcs start at the edge of the energy circle */
@@ -1480,13 +1893,13 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
}
v[2] = v[2] - steps * zdist;
-
- glVertex3fv(v);
-
+
+ immVertex3fv(pos, v);
+
zdist = zdist * mul;
}
-
- glEnd();
+
+ immEnd();
/* flip the direction */
dir = -dir;
}
@@ -1494,96 +1907,92 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
#ifdef WITH_GAMEENGINE
if (drawshadowbox) {
- draw_transp_sun_volume(la);
+ draw_transp_sun_volume(la, pos);
}
#endif
-
}
else if (la->type == LA_AREA) {
setlinestyle(3);
if (la->area_shape == LA_AREA_SQUARE)
- fdrawbox(-la->area_size * 0.5f, -la->area_size * 0.5f, la->area_size * 0.5f, la->area_size * 0.5f);
+ imm_draw_line_box_3D(pos, -la->area_size * 0.5f, -la->area_size * 0.5f, la->area_size * 0.5f, la->area_size * 0.5f);
else if (la->area_shape == LA_AREA_RECT)
- fdrawbox(-la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
+ imm_draw_line_box_3D(pos, -la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
- glBegin(GL_LINES);
- glVertex3f(0.0, 0.0, -circrad);
- glVertex3f(0.0, 0.0, -la->dist);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, -circrad);
+ immVertex3f(pos, 0.0f, 0.0f, -la->dist);
+ immEnd();
}
-
+
/* and back to viewspace */
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
+ gpuPushMatrix();
+ gpuLoadMatrix3D(rv3d->viewmat);
copy_v3_v3(vec, ob->obmat[3]);
setlinestyle(0);
-
+
if ((la->type == LA_SPOT) && (la->mode & LA_SHAD_BUF) && (is_view == false)) {
- drawshadbuflimits(la, ob->obmat);
+ drawshadbuflimits(la, ob->obmat, pos);
}
-
+
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- UI_GetThemeColor4ubv(TH_LAMP, col);
- glColor4ubv(col);
+ immUniformThemeColor(TH_LAMP);
}
glEnable(GL_BLEND);
-
+
if (vec[2] > 0) vec[2] -= circrad;
else vec[2] += circrad;
-
- glBegin(GL_LINES);
- glVertex3fv(vec);
+
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, vec);
vec[2] = 0;
- glVertex3fv(vec);
- glEnd();
-
- glPointSize(2.0);
- glBegin(GL_POINTS);
- glVertex3fv(vec);
- glEnd();
-
+ immVertex3fv(pos, vec);
+ immEnd();
+
+ glPointSize(2.0f);
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, vec);
+ immEnd();
+
glDisable(GL_BLEND);
-
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- /* restore for drawing extra stuff */
- glColor3ubv(ob_wire_col);
- }
- /* and finally back to org object space! */
- glPopMatrix();
+
+ immUnbindProgram();
+ gpuMatrixEnd();
}
-static void draw_limit_line(float sta, float end, const short dflag, const unsigned char col[3])
+static void draw_limit_line(float sta, float end, const short dflag, const unsigned char col[3], unsigned pos)
{
- glBegin(GL_LINES);
- glVertex3f(0.0, 0.0, -sta);
- glVertex3f(0.0, 0.0, -end);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, -sta);
+ immVertex3f(pos, 0.0f, 0.0f, -end);
+ immEnd();
if (!(dflag & DRAW_PICKING)) {
- glPointSize(3.0);
- glBegin(GL_POINTS);
+ glPointSize(3.0f);
+ /* would like smooth round points here, but that means binding another shader...
+ * if it's really desired, pull these points into their own function to be called after */
+ immBegin(GL_POINTS, 2);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glColor3ubv(col);
+ immUniformColor3ubv(col);
}
- glVertex3f(0.0, 0.0, -sta);
- glVertex3f(0.0, 0.0, -end);
- glEnd();
+ immVertex3f(pos, 0.0f, 0.0f, -sta);
+ immVertex3f(pos, 0.0f, 0.0f, -end);
+ immEnd();
}
}
/* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
/* qdn: now also enabled for Blender to set focus point for defocus composite node */
-static void draw_focus_cross(float dist, float size)
+static void draw_focus_cross(float dist, float size, unsigned pos)
{
- glBegin(GL_LINES);
- glVertex3f(-size, 0.0f, -dist);
- glVertex3f(size, 0.0f, -dist);
- glVertex3f(0.0f, -size, -dist);
- glVertex3f(0.0f, size, -dist);
- glEnd();
+ immBegin(GL_LINES, 4);
+ immVertex3f(pos, -size, 0.0f, -dist);
+ immVertex3f(pos, size, 0.0f, -dist);
+ immVertex3f(pos, 0.0f, -size, -dist);
+ immVertex3f(pos, 0.0f, size, -dist);
+ immEnd();
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
@@ -1679,16 +2088,19 @@ static void draw_viewport_object_reconstruction(
const int v3d_drawtype = view3d_effective_drawtype(v3d);
if (v3d_drawtype == OB_WIRE) {
+ unsigned char color[4];
+ const unsigned char *color_ptr = NULL;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (selected && (track->flag & TRACK_CUSTOMCOLOR) == 0) {
- glColor3ubv(ob_wire_col);
+ color_ptr = ob_wire_col;
}
else {
- glColor3fv(track->color);
+ rgba_float_to_uchar(color, track->color);
+ color_ptr = color;
}
}
- drawaxes(rv3d->viewmatob, 0.05f, v3d->bundle_drawtype);
+ drawaxes(rv3d->viewmatob, 0.05f, v3d->bundle_drawtype, color_ptr);
}
else if (v3d_drawtype > OB_WIRE) {
if (v3d->bundle_drawtype == OB_EMPTY_SPHERE) {
@@ -1714,17 +2126,21 @@ static void draw_viewport_object_reconstruction(
draw_bundle_sphere();
}
else {
+ unsigned char color[4];
+ const unsigned char *color_ptr = NULL;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (selected) {
- glColor3ubv(ob_wire_col);
+ color_ptr = ob_wire_col;
}
else {
- if (track->flag & TRACK_CUSTOMCOLOR) glColor3fv(track->color);
- else UI_ThemeColor(TH_WIRE);
+ if (track->flag & TRACK_CUSTOMCOLOR) rgba_float_to_uchar(color, track->color);
+ else UI_GetThemeColor4ubv(TH_WIRE, color);
+
+ color_ptr = color;
}
}
- drawaxes(rv3d->viewmatob, 0.05f, v3d->bundle_drawtype);
+ drawaxes(rv3d->viewmatob, 0.05f, v3d->bundle_drawtype, color_ptr);
}
}
@@ -1806,59 +2222,68 @@ static void draw_viewport_reconstruction(
GPU_select_load_id(base->selcol);
}
-static void drawcamera_volume(float near_plane[4][3], float far_plane[4][3], const GLenum mode)
-{
- glBegin(mode);
- glVertex3fv(near_plane[0]);
- glVertex3fv(far_plane[0]);
- glVertex3fv(far_plane[1]);
- glVertex3fv(near_plane[1]);
- glEnd();
-
- glBegin(mode);
- glVertex3fv(near_plane[1]);
- glVertex3fv(far_plane[1]);
- glVertex3fv(far_plane[2]);
- glVertex3fv(near_plane[2]);
- glEnd();
-
- glBegin(mode);
- glVertex3fv(near_plane[2]);
- glVertex3fv(near_plane[1]);
- glVertex3fv(far_plane[1]);
- glVertex3fv(far_plane[2]);
- glEnd();
-
- glBegin(mode);
- glVertex3fv(far_plane[0]);
- glVertex3fv(near_plane[0]);
- glVertex3fv(near_plane[3]);
- glVertex3fv(far_plane[3]);
- glEnd();
-}
-
/* camera frame */
-static void drawcamera_frame(float vec[4][3], const GLenum mode)
+static void drawcamera_frame(float vec[4][3], bool filled, unsigned pos)
{
- glBegin(mode);
- glVertex3fv(vec[0]);
- glVertex3fv(vec[1]);
- glVertex3fv(vec[2]);
- glVertex3fv(vec[3]);
- glEnd();
+ immBegin(filled ? GL_QUADS : GL_LINE_LOOP, 4);
+ immVertex3fv(pos, vec[0]);
+ immVertex3fv(pos, vec[1]);
+ immVertex3fv(pos, vec[2]);
+ immVertex3fv(pos, vec[3]);
+ immEnd();
}
/* center point to camera frame */
-static void drawcamera_framelines(float vec[4][3], float origin[3])
-{
- glBegin(GL_LINE_STRIP);
- glVertex3fv(vec[1]);
- glVertex3fv(origin);
- glVertex3fv(vec[0]);
- glVertex3fv(vec[3]);
- glVertex3fv(origin);
- glVertex3fv(vec[2]);
- glEnd();
+static void drawcamera_framelines(float vec[4][3], float origin[3], unsigned pos)
+{
+ immBegin(GL_LINES, 8);
+ immVertex3fv(pos, origin);
+ immVertex3fv(pos, vec[0]);
+ immVertex3fv(pos, origin);
+ immVertex3fv(pos, vec[1]);
+ immVertex3fv(pos, origin);
+ immVertex3fv(pos, vec[2]);
+ immVertex3fv(pos, origin);
+ immVertex3fv(pos, vec[3]);
+ immEnd();
+}
+
+static void drawcamera_volume(float near_plane[4][3], float far_plane[4][3], bool filled, unsigned pos)
+{
+ drawcamera_frame(near_plane, filled, pos);
+ drawcamera_frame(far_plane, filled, pos);
+
+ if (filled) {
+ immBegin(GL_QUADS, 16); /* TODO(merwin): use GL_TRIANGLE_STRIP here */
+ immVertex3fv(pos, near_plane[0]);
+ immVertex3fv(pos, far_plane[0]);
+ immVertex3fv(pos, far_plane[1]);
+ immVertex3fv(pos, near_plane[1]);
+
+ immVertex3fv(pos, near_plane[1]);
+ immVertex3fv(pos, far_plane[1]);
+ immVertex3fv(pos, far_plane[2]);
+ immVertex3fv(pos, near_plane[2]);
+
+ immVertex3fv(pos, near_plane[2]);
+ immVertex3fv(pos, near_plane[1]);
+ immVertex3fv(pos, far_plane[1]);
+ immVertex3fv(pos, far_plane[2]);
+
+ immVertex3fv(pos, far_plane[0]);
+ immVertex3fv(pos, near_plane[0]);
+ immVertex3fv(pos, near_plane[3]);
+ immVertex3fv(pos, far_plane[3]);
+ immEnd();
+ }
+ else {
+ immBegin(GL_LINES, 8);
+ for (int i = 0; i < 4; ++i) {
+ immVertex3fv(pos, near_plane[i]);
+ immVertex3fv(pos, far_plane[i]);
+ }
+ immEnd();
+ }
}
static bool drawcamera_is_stereo3d(Scene *scene, View3D *v3d, Object *ob)
@@ -1870,7 +2295,7 @@ static bool drawcamera_is_stereo3d(Scene *scene, View3D *v3d, Object *ob)
static void drawcamera_stereo3d(
Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, const Camera *cam,
- float vec[4][3], float drawsize, const float scale[3])
+ float vec[4][3], float drawsize, const float scale[3], unsigned pos)
{
float obmat[4][4];
float vec_lr[2][4][3];
@@ -1886,15 +2311,15 @@ static void drawcamera_stereo3d(
zero_v3(tvec);
- glPushMatrix();
+ /* caller bound GPU_SHADER_3D_UNIFORM_COLOR, passed in pos attribute ID */
for (int i = 0; i < 2; i++) {
ob = BKE_camera_multiview_render(scene, ob, names[i]);
cam_lr[i] = ob->data;
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
BKE_camera_multiview_model_matrix(&scene->r, ob, names[i], obmat);
- glMultMatrixf(obmat);
+ gpuMultMatrix3D(obmat);
copy_m3_m3(vec_lr[i], vec);
copy_v3_v3(vec_lr[i][3], vec[3]);
@@ -1911,10 +2336,10 @@ static void drawcamera_stereo3d(
if (is_stereo3d_cameras) {
/* camera frame */
- drawcamera_frame(vec_lr[i], GL_LINE_LOOP);
+ drawcamera_frame(vec_lr[i], false, pos);
/* center point to camera frame */
- drawcamera_framelines(vec_lr[i], tvec);
+ drawcamera_framelines(vec_lr[i], tvec, pos);
}
/* connecting line */
@@ -1928,21 +2353,21 @@ static void drawcamera_stereo3d(
}
}
-
/* the remaining drawing takes place in the view space */
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
if (is_stereo3d_cameras) {
/* draw connecting lines */
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(2, 0xAAAA);
+ glPushAttrib(GL_ENABLE_BIT); /* TODO(merwin): new state tracking! */
+ glLineStipple(2, 0xAAAA);
+ glEnable(GL_LINE_STIPPLE);
- glBegin(GL_LINES);
- glVertex3fv(origin[0]);
- glVertex3fv(origin[1]);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, origin[0]);
+ immVertex3fv(pos, origin[1]);
+ immEnd();
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+ glPopAttrib();
}
/* draw convergence plane */
@@ -1967,21 +2392,21 @@ static void drawcamera_stereo3d(
add_v3_v3(local_plane[i], axis_center);
}
- glColor3f(0.0f, 0.0f, 0.0f);
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
/* camera frame */
- drawcamera_frame(local_plane, GL_LINE_LOOP);
+ drawcamera_frame(local_plane, false, pos);
if (v3d->stereo3d_convergence_alpha > 0.0f) {
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
- glColor4f(0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha);
- drawcamera_frame(local_plane, GL_QUADS);
+ drawcamera_frame(local_plane, true, pos);
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
}
@@ -2006,37 +2431,31 @@ static void drawcamera_stereo3d(
}
/* camera frame */
- glColor3f(0.0f, 0.0f, 0.0f);
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
- drawcamera_frame(near_plane, GL_LINE_LOOP);
- drawcamera_frame(far_plane, GL_LINE_LOOP);
- drawcamera_volume(near_plane, far_plane, GL_LINE_LOOP);
+ drawcamera_volume(near_plane, far_plane, false, pos);
if (v3d->stereo3d_volume_alpha > 0.0f) {
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
if (i == 0)
- glColor4f(0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha);
+ immUniformColor4f(0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha);
else
- glColor4f(1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha);
+ immUniformColor4f(1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha);
- drawcamera_frame(near_plane, GL_QUADS);
- drawcamera_frame(far_plane, GL_QUADS);
- drawcamera_volume(near_plane, far_plane, GL_QUADS);
+ drawcamera_volume(near_plane, far_plane, true, pos);
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
}
}
-
- glPopMatrix();
}
/* flag similar to draw_object() */
-static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
- const short dflag, const unsigned char ob_wire_col[4])
+void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const short dflag, const unsigned char ob_wire_col[4])
{
/* a standing up pyramid with (0,0,0) as top */
Camera *cam;
@@ -2099,8 +2518,14 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
BKE_camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale,
asp, shift, &drawsize, vec);
- glDisable(GL_CULL_FACE);
- glLineWidth(1);
+ gpuMatrixBegin3D_legacy();
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (ob_wire_col) {
+ immUniformColor3ubv(ob_wire_col);
+ }
+ glLineWidth(1.0f);
/* camera frame */
if (!is_stereo3d_cameras) {
@@ -2109,27 +2534,30 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
float obmat[4][4];
bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
+ gpuPushMatrix();
+ gpuLoadMatrix3D(rv3d->viewmat);
BKE_camera_multiview_model_matrix(&scene->r, ob, is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME, obmat);
- glMultMatrixf(obmat);
+ gpuMultMatrix3D(obmat);
- drawcamera_frame(vec, GL_LINE_LOOP);
- glPopMatrix();
+ drawcamera_frame(vec, false, pos);
+ gpuPopMatrix();
}
else {
- drawcamera_frame(vec, GL_LINE_LOOP);
+ drawcamera_frame(vec, false, pos);
}
}
- if (is_view)
+ if (is_view) {
+ immUnbindProgram();
+ gpuMatrixEnd();
return;
+ }
zero_v3(tvec);
/* center point to camera frame */
if (!is_stereo3d_cameras)
- drawcamera_framelines(vec, tvec);
+ drawcamera_framelines(vec, tvec, pos);
/* arrow on top */
tvec[2] = vec[1][2]; /* copy the depth */
@@ -2138,22 +2566,25 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
for (int i = 0; i < 2; i++) {
- if (i == 0) glBegin(GL_LINE_LOOP);
- else if (i == 1 && is_active) glBegin(GL_TRIANGLES);
+ if (i == 0) immBegin(GL_LINE_LOOP, 3);
+ else if (i == 1 && is_active) {
+ glDisable(GL_CULL_FACE); /* TODO: declarative state tracking */
+ immBegin(GL_TRIANGLES, 3);
+ }
else break;
tvec[0] = shift[0] + ((-0.7f * drawsize) * scale[0]);
tvec[1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
- glVertex3fv(tvec); /* left */
+ immVertex3fv(pos, tvec); /* left */
tvec[0] = shift[0] + ((0.7f * drawsize) * scale[0]);
- glVertex3fv(tvec); /* right */
+ immVertex3fv(pos, tvec); /* right */
tvec[0] = shift[0];
tvec[1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
- glVertex3fv(tvec); /* top */
+ immVertex3fv(pos, tvec); /* top */
- glEnd();
+ immEnd();
}
if ((dflag & DRAW_SCENESET) == 0) {
@@ -2164,16 +2595,15 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
copy_m4_m4(nobmat, ob->obmat);
normalize_m4(nobmat);
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
- glMultMatrixf(nobmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
+ gpuMultMatrix3D(nobmat);
if (cam->flag & CAM_SHOWLIMITS) {
const unsigned char col[3] = {128, 128, 60}, col_hi[3] = {255, 255, 120};
- draw_limit_line(cam->clipsta, cam->clipend, dflag, (is_active ? col_hi : col));
+ draw_limit_line(cam->clipsta, cam->clipend, dflag, (is_active ? col_hi : col), pos);
/* qdn: was yafray only, now also enabled for Blender to be used with defocus composite node */
- draw_focus_cross(BKE_camera_object_dof_distance(ob), cam->drawsize);
+ draw_focus_cross(BKE_camera_object_dof_distance(ob), cam->drawsize, pos);
}
if (cam->flag & CAM_SHOWMIST) {
@@ -2182,57 +2612,66 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
if (world) {
draw_limit_line(world->miststa, world->miststa + world->mistdist,
- dflag, (is_active ? col_hi : col));
+ dflag, (is_active ? col_hi : col), pos);
}
}
- glPopMatrix();
}
}
/* stereo cameras drawing */
if (is_stereo3d) {
- drawcamera_stereo3d(scene, v3d, rv3d, ob, cam, vec, drawsize, scale);
+ drawcamera_stereo3d(scene, v3d, rv3d, ob, cam, vec, drawsize, scale, pos);
}
+
+ immUnbindProgram();
+ gpuMatrixEnd();
}
/* flag similar to draw_object() */
-static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D *UNUSED(rv3d),
- Object *UNUSED(ob), int UNUSED(flag))
+void drawspeaker(const unsigned char ob_wire_col[3])
{
- float vec[3];
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- glEnable(GL_BLEND);
- glLineWidth(1);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ if (ob_wire_col) {
+ immUniformColor3ubv(ob_wire_col);
+ }
+
+ glLineWidth(1.0f);
+
+ const int segments = 16;
for (int j = 0; j < 3; j++) {
- vec[2] = 0.25f * j - 0.125f;
+ float z = 0.25f * j - 0.125f;
- glBegin(GL_LINE_LOOP);
- for (int i = 0; i < 16; i++) {
- vec[0] = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
- vec[1] = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
- glVertex3fv(vec);
+ immBegin(GL_LINE_LOOP, segments);
+ for (int i = 0; i < segments; i++) {
+ float x = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
+ float y = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
+ immVertex3f(pos, x, y, z);
}
- glEnd();
+ immEnd();
}
for (int j = 0; j < 4; j++) {
- vec[0] = (((j + 1) % 2) * (j - 1)) * 0.5f;
- vec[1] = ((j % 2) * (j - 2)) * 0.5f;
- glBegin(GL_LINE_STRIP);
+ float x = (((j + 1) % 2) * (j - 1)) * 0.5f;
+ float y = ((j % 2) * (j - 2)) * 0.5f;
+ immBegin(GL_LINE_STRIP, 3);
for (int i = 0; i < 3; i++) {
if (i == 1) {
- vec[0] *= 0.5f;
- vec[1] *= 0.5f;
+ x *= 0.5f;
+ y *= 0.5f;
}
- vec[2] = 0.25f * i - 0.125f;
- glVertex3fv(vec);
+ float z = 0.25f * i - 0.125f;
+ immVertex3f(pos, x, y, z);
}
- glEnd();
+ immEnd();
}
- glDisable(GL_BLEND);
+ immUnbindProgram();
}
static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short sel)
@@ -2357,7 +2796,7 @@ static void drawlattice(View3D *v3d, Object *ob)
}
}
- glLineWidth(1);
+ glLineWidth(1.0f);
glBegin(GL_LINES);
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
@@ -3075,7 +3514,7 @@ static void draw_dm_creases(BMEditMesh *em, DerivedMesh *dm)
data.cd_layer_offset = CustomData_get_offset(&em->bm->edata, CD_CREASE);
if (data.cd_layer_offset != -1) {
- glLineWidth(3.0);
+ glLineWidth(3.0f);
dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, &data);
}
}
@@ -3121,7 +3560,7 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
data.cd_layer_offset = CustomData_get_offset(&em->bm->vdata, CD_BWEIGHT);
if (data.cd_layer_offset != -1) {
- glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
+ glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2.0f);
glBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, &data, DM_FOREACH_NOP);
glEnd();
@@ -3134,7 +3573,7 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
data.cd_layer_offset = CustomData_get_offset(&em->bm->edata, CD_BWEIGHT);
if (data.cd_layer_offset != -1) {
- glLineWidth(3.0);
+ glLineWidth(3.0f);
dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, &data);
}
}
@@ -3155,7 +3594,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
{
ToolSettings *ts = scene->toolsettings;
- if (v3d->zbuf) glDepthMask(0); /* disable write in zbuffer, zbuf select */
+ if (v3d->zbuf) glDepthMask(GL_FALSE); /* disable write in zbuffer, zbuf select */
for (int sel = 0; sel < 2; sel++) {
unsigned char col[4], fcol[4];
@@ -3203,7 +3642,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
}
}
- if (v3d->zbuf) glDepthMask(1);
+ if (v3d->zbuf) glDepthMask(GL_TRUE);
}
static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
@@ -3687,7 +4126,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
const bool use_occlude_wire = (dt > OB_WIRE) && (v3d->flag2 & V3D_OCCLUDE_WIRE);
bool use_depth_offset = false;
- glLineWidth(1);
+ glLineWidth(1.0f);
BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
@@ -3696,7 +4135,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
draw_mesh_paint_weight_faces(finalDM, true, draw_em_fancy__setFaceOpts, me->edit_btmesh);
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
use_depth_offset = true;
}
else {
@@ -3743,7 +4182,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
UI_ThemeColor(TH_WIRE_EDIT);
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
use_depth_offset = true;
}
else {
@@ -3793,7 +4232,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
/* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
if (check_object_draw_texture(scene, v3d, dt))
@@ -3809,7 +4248,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
@@ -3824,7 +4263,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
#ifdef WITH_FREESTYLE
draw_dm_faces_sel(em, cageDM, col1, col2, col3, col4, efa_act);
@@ -3833,7 +4272,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
/* here starts all fancy draw-extra over */
@@ -3847,7 +4286,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
else {
if (me->drawflag & ME_DRAWSEAMS) {
UI_ThemeColor(TH_EDGE_SEAM);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_seams(em, cageDM);
@@ -3856,7 +4295,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
if (me->drawflag & ME_DRAWSHARP) {
UI_ThemeColor(TH_EDGE_SHARP);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_sharp(em, cageDM);
@@ -3866,7 +4305,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#ifdef WITH_FREESTYLE
if (me->drawflag & ME_DRAW_FREESTYLE_EDGE && CustomData_has_layer(&em->bm->edata, CD_FREESTYLE_EDGE)) {
UI_ThemeColor(TH_FREESTYLE_EDGE_MARK);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_freestyle(em, cageDM);
@@ -3881,7 +4320,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
draw_dm_bweights(em, scene, cageDM);
}
- glLineWidth(1);
+ glLineWidth(1.0f);
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 0, eed_act);
}
@@ -3919,7 +4358,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
}
if (use_depth_offset) {
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
ED_view3d_polygon_offset(rv3d, 0.0);
GPU_object_material_unbind();
}
@@ -3930,15 +4369,94 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
}
+static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *ar, View3D *UNUSED(v3d),
+ Object *UNUSED(ob), BMEditMesh *UNUSED(em), DerivedMesh *cageDM, DerivedMesh *UNUSED(finalDM), const char UNUSED(dt))
+{
+ /* for now... something simple! */
+
+ Batch *surface = MBC_get_all_triangles(cageDM);
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+
+ glEnable(GL_BLEND);
+
+ /* disable depth writes for transparent surface, so it doesn't interfere with itself */
+ glDepthMask(GL_FALSE);
+
+ Batch_set_builtin_program(surface, GPU_SHADER_3D_UNIFORM_COLOR);
+ Batch_Uniform4f(surface, "color", 1.0f, 0.5f, 0.0f, 0.5f);
+ Batch_draw(surface);
+
+#if 0 /* until I understand finalDM better */
+ if (finalDM != cageDM) {
+ puts("finalDM != cageDM");
+ Batch *finalSurface = MBC_get_all_triangles(finalDM);
+ Batch_set_builtin_program(finalSurface, GPU_SHADER_3D_UNIFORM_COLOR);
+ Batch_Uniform4f(finalSurface, "color", 0.0f, 0.0f, 0.0f, 0.05f);
+ Batch_draw(finalSurface);
+ }
+#endif
+
+ glDepthMask(GL_TRUE);
+
+ /* now write surface depth so other objects won't poke through
+ * NOTE: does not help as much as desired
+ * TODO: draw edit object last to avoid this mess
+ */
+ Batch_set_builtin_program(surface, GPU_SHADER_3D_DEPTH_ONLY);
+ Batch_draw(surface);
+
+ if (GLEW_VERSION_3_2) {
+ Batch *overlay = MBC_get_overlay_edges(cageDM);
+ Batch_set_builtin_program(overlay, GPU_SHADER_EDGES_OVERLAY);
+ Batch_Uniform2f(overlay, "viewportSize", ar->winx, ar->winy);
+ Batch_draw(overlay);
+
+#if 0 /* TODO: use this SIMPLE variant for pure triangle meshes */
+ Batch_set_builtin_program(surface, GPU_SHADER_EDGES_OVERLAY_SIMPLE);
+ /* use these defaults:
+ * const float edgeColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ * Batch_Uniform4f(surface, "fillColor", edgeColor[0], edgeColor[1], edgeColor[2], 0.0f);
+ * Batch_Uniform4fv(surface, "outlineColor", edgeColor);
+ * Batch_Uniform1f(surface, "outlineWidth", 1.0f);
+ */
+ Batch_Uniform2f(surface, "viewportSize", ar->winx, ar->winy);
+ Batch_draw(surface);
+#endif
+ }
+ else {
+ Batch *edges = MBC_get_all_edges(cageDM);
+ Batch_set_builtin_program(edges, GPU_SHADER_3D_UNIFORM_COLOR);
+ Batch_Uniform4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
+ glEnable(GL_LINE_SMOOTH);
+ glLineWidth(1.5f);
+ Batch_draw(edges);
+ glDisable(GL_LINE_SMOOTH);
+ }
+
+#if 0 /* looks good even without points */
+ Batch *verts = MBC_get_all_verts(cageDM);
+ glEnable(GL_BLEND);
+
+ Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ Batch_Uniform4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f);
+ Batch_Uniform1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f);
+ Batch_draw(verts);
+
+ glDisable(GL_BLEND);
+#endif
+}
+
/* Mesh drawing routines */
-static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
+void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm) /* LEGACY */
{
if ((v3d->transp == false) && /* not when we draw the transparent pass */
(ob->mode & OB_MODE_ALL_PAINT) == false) /* not when painting (its distracting) - campbell */
{
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
/* if transparent, we cannot draw the edges for solid select... edges
* have no material info. GPU_object_material_visible will skip the
@@ -3952,7 +4470,49 @@ static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
dm->drawEdges(dm, 0, 1);
}
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
+ }
+}
+
+static void draw_mesh_object_outline_new(View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, const bool is_active)
+{
+ if ((v3d->transp == false) && /* not when we draw the transparent pass */
+ (ob->mode & OB_MODE_ALL_PAINT) == false) /* not when painting (its distracting) - campbell */
+ {
+ glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
+ glDepthMask(GL_FALSE);
+
+ float outline_color[4];
+ UI_GetThemeColor4fv((is_active ? TH_ACTIVE : TH_SELECT), outline_color);
+
+#if 1 /* new version that draws only silhouette edges */
+ Batch *fancy_edges = MBC_get_fancy_edges(dm);
+
+ if (rv3d->persp == RV3D_ORTHO) {
+ Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
+ /* set eye vector, transformed to object coords */
+ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
+ mul_m3_v3((float (*)[3])gpuGetNormalMatrixInverse(NULL), eye);
+ Batch_Uniform3fv(fancy_edges, "eye", eye);
+ }
+ else {
+ Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
+ }
+
+ Batch_Uniform1b(fancy_edges, "drawFront", false);
+ Batch_Uniform1b(fancy_edges, "drawBack", false);
+ Batch_Uniform1b(fancy_edges, "drawSilhouette", true);
+ Batch_Uniform4fv(fancy_edges, "silhouetteColor", outline_color);
+
+ Batch_draw(fancy_edges);
+#else /* alternate version that matches look of old viewport (but more efficient) */
+ Batch *batch = MBC_get_all_edges(dm);
+ Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ Batch_Uniform4fv(batch, "color", outline_color);
+ Batch_draw(batch);
+#endif
+
+ glDepthMask(GL_TRUE);
}
}
@@ -4015,7 +4575,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
else if ((no_faces && no_edges) ||
((!is_obact || (ob->mode == OB_MODE_OBJECT)) && object_is_halo(scene, ob)))
{
- glPointSize(1.5);
+ glPointSize(1.5f);
dm->drawVerts(dm);
}
else if ((dt == OB_WIRE) || no_faces) {
@@ -4198,14 +4758,14 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
*/
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, selected edge wires show better */
}
glLineWidth(1.0f);
dm->drawEdges(dm, ((dt == OB_WIRE) || no_faces), (ob->dtx & OB_DRAW_ALL_EDGES) != 0);
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
ED_view3d_polygon_offset(rv3d, 0.0);
}
}
@@ -4237,7 +4797,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
/* If we are drawing shadows and any of the materials don't cast a shadow,
* then don't draw the object */
if (v3d->flag2 & V3D_RENDER_SHADOW) {
- for (int i = 1; i <= ob->totcol; ++i) {
+ for (int i = 0; i < ob->totcol; ++i) {
Material *ma = give_current_material(ob, i);
if (ma && !(ma->mode2 & MA_CASTSHADOW)) {
return true;
@@ -4339,6 +4899,455 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
return retval;
}
+static void make_color_variations(const unsigned char base_ubyte[4], float low[4], float med[4], float high[4], const bool other_obedit)
+{
+ /* original idea: nice variations (lighter & darker shades) of base color
+ * current implementation uses input color as high; med & low get closer to background color
+ */
+
+ float bg[3];
+ UI_GetThemeColor3fv(TH_BACK, bg);
+
+ float base[4];
+ rgba_uchar_to_float(base, base_ubyte);
+
+ if (other_obedit) {
+ /* this object should fade away so user can focus on the object being edited */
+ interp_v3_v3v3(low, bg, base, 0.1f);
+ interp_v3_v3v3(med, bg, base, 0.2f);
+ interp_v3_v3v3(high, bg, base, 0.25f);
+ }
+ else {
+ interp_v3_v3v3(low, bg, base, 0.333f);
+ interp_v3_v3v3(med, bg, base, 0.667f);
+ copy_v3_v3(high, base);
+ }
+
+ /* use original alpha */
+ low[3] = base[3];
+ med[3] = base[3];
+ high[3] = base[3];
+}
+
+static void draw_mesh_fancy_new(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const unsigned char ob_wire_col[4], const short dflag, const bool other_obedit)
+{
+ if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
+ /* too complicated! use existing methods */
+ /* TODO: move this into a separate depth pre-pass */
+ draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
+ return;
+ }
+
+#ifdef WITH_GAMEENGINE
+ Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, scene) : base->object;
+#else
+ Object *ob = base->object;
+#endif
+ Mesh *me = ob->data;
+ eWireDrawMode draw_wire = OBDRAW_WIRE_OFF; /* could be bool draw_wire_overlay */
+ bool no_edges, no_faces;
+ DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
+ const bool is_obact = (ob == OBACT);
+ int draw_flags = (is_obact && BKE_paint_select_face_test(ob)) ? DRAW_FACE_SELECT : 0;
+
+ if (!dm)
+ return;
+
+ const bool solid = dt >= OB_SOLID;
+ if (solid) {
+ DM_update_materials(dm, ob);
+ }
+
+ /* Check to draw dynamic paint colors (or weights from WeightVG modifiers).
+ * Note: Last "preview-active" modifier in stack will win! */
+ if (DM_get_loop_data_layer(dm, CD_PREVIEW_MLOOPCOL) && modifiers_isPreview(ob))
+ draw_flags |= DRAW_MODIFIERS_PREVIEW;
+
+ /* Unwanted combination */
+ if (draw_flags & DRAW_FACE_SELECT) {
+ draw_wire = OBDRAW_WIRE_OFF;
+ }
+ else if (ob->dtx & OB_DRAWWIRE) {
+ draw_wire = OBDRAW_WIRE_ON;
+ }
+
+ /* check polys instead of tessfaces because of dyntopo where tessfaces don't exist */
+ if (dm->type == DM_TYPE_CCGDM) {
+ no_edges = !subsurf_has_edges(dm);
+ no_faces = !subsurf_has_faces(dm);
+ }
+ else {
+ no_edges = (dm->getNumEdges(dm) == 0);
+ no_faces = (dm->getNumPolys(dm) == 0);
+ }
+
+ if (solid) {
+ /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+ }
+
+ if (dt == OB_BOUNDBOX) {
+ if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_WIRE) == 0)
+ draw_bounding_volume(ob, ob->boundtype);
+ }
+ else if ((no_faces && no_edges) ||
+ ((!is_obact || (ob->mode == OB_MODE_OBJECT)) && object_is_halo(scene, ob)))
+ {
+ glPointSize(1.5f);
+ // dm->drawVerts(dm);
+ // TODO: draw smooth round points as a batch
+ }
+ else if ((dt == OB_WIRE) || no_faces) {
+ draw_wire = OBDRAW_WIRE_ON;
+
+ /* enable depth for wireframes */
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+
+ glLineWidth(1.0f);
+
+#if 1 /* fancy wireframes */
+
+ Batch *fancy_edges = MBC_get_fancy_edges(dm);
+
+ if (rv3d->persp == RV3D_ORTHO) {
+ Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
+ /* set eye vector, transformed to object coords */
+ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
+ mul_m3_v3((float (*)[3])gpuGetNormalMatrixInverse(NULL), eye);
+ Batch_Uniform3fv(fancy_edges, "eye", eye);
+ }
+ else {
+ Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
+ }
+
+ float frontColor[4];
+ float backColor[4];
+ float outlineColor[4];
+ make_color_variations(ob_wire_col, backColor, frontColor, outlineColor, other_obedit);
+
+ Batch_Uniform4fv(fancy_edges, "frontColor", frontColor);
+ Batch_Uniform4fv(fancy_edges, "backColor", backColor);
+ Batch_Uniform1b(fancy_edges, "drawFront", true);
+ Batch_Uniform1b(fancy_edges, "drawBack", true); /* false here = backface cull */
+ Batch_Uniform1b(fancy_edges, "drawSilhouette", false);
+
+ Batch_draw(fancy_edges);
+
+ /* extra oomph for the silhouette contours */
+ glLineWidth(2.0f);
+ Batch_use_program(fancy_edges); /* hack to make the following uniforms stick */
+ Batch_Uniform1b(fancy_edges, "drawFront", false);
+ Batch_Uniform1b(fancy_edges, "drawBack", false);
+ Batch_Uniform1b(fancy_edges, "drawSilhouette", true);
+ Batch_Uniform4fv(fancy_edges, "silhouetteColor", outlineColor);
+
+ Batch_draw(fancy_edges);
+
+#else /* simple wireframes */
+
+ Batch *batch = MBC_get_all_edges(dm);
+ Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+
+ float color[4];
+ rgba_uchar_to_float(color, ob_wire_col);
+
+ Batch_Uniform4fv(batch, "color", color);
+
+ Batch_draw(batch);
+#endif
+ }
+ else if (((is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
+ check_object_draw_texture(scene, v3d, dt))
+ {
+ bool draw_loose = true;
+
+ if ((v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (base->flag & SELECT) &&
+ !(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
+ (draw_wire == OBDRAW_WIRE_OFF))
+ {
+ draw_mesh_object_outline_new(v3d, rv3d, ob, dm, (ob == OBACT));
+ }
+
+ if (draw_glsl_material(scene, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
+ Paint *p;
+
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+
+ if ((v3d->flag2 & V3D_SHOW_SOLID_MATCAP) && ob->sculpt && (p = BKE_paint_get_active(scene))) {
+ GPUVertexAttribs gattribs;
+ float planes[4][4];
+ float (*fpl)[4] = NULL;
+ const bool fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
+
+ if (ob->sculpt->partial_redraw) {
+ if (ar->do_draw & RGN_DRAW_PARTIAL) {
+ ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
+ fpl = planes;
+ ob->sculpt->partial_redraw = 0;
+ }
+ }
+
+ GPU_object_material_bind(1, &gattribs);
+ dm->drawFacesSolid(dm, fpl, fast, NULL);
+ draw_loose = false;
+ }
+ else
+ dm->drawFacesGLSL(dm, GPU_object_material_bind);
+
+ GPU_object_material_unbind();
+
+ glFrontFace(GL_CCW);
+
+ if (draw_flags & DRAW_FACE_SELECT)
+ draw_mesh_face_select(rv3d, me, dm, false);
+ }
+ else {
+ draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags);
+ }
+
+ if (draw_loose && !(draw_flags & DRAW_FACE_SELECT)) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(ob_wire_col);
+ }
+ glLineWidth(1.0f);
+ dm->drawLooseEdges(dm);
+ }
+ }
+ }
+ else if (dt == OB_SOLID) {
+ if (draw_flags & DRAW_MODIFIERS_PREVIEW) {
+ /* for object selection draws no shade */
+ if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
+ /* TODO: draw basic faces with GPU_SHADER_3D_DEPTH_ONLY */
+ }
+ else {
+ const float specular[3] = {0.47f, 0.47f, 0.47f};
+
+ /* draw outline */
+ /* TODO: move this into a separate pass */
+ if ((v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (base->flag & SELECT) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
+ draw_mesh_object_outline_new(v3d, rv3d, ob, dm, (ob == OBACT));
+ }
+
+ /* materials arent compatible with vertex colors */
+ GPU_end_object_materials();
+
+ /* set default specular */
+ GPU_basic_shader_colors(NULL, specular, 35, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+
+ dm->drawMappedFaces(dm, NULL, NULL, NULL, NULL, DM_DRAW_USE_COLORS | DM_DRAW_NEED_NORMALS);
+
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ }
+ }
+ else {
+ Paint *p;
+
+ if ((v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (base->flag & SELECT) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
+ /* TODO: move this into a separate pass */
+ draw_mesh_object_outline_new(v3d, rv3d, ob, dm, (ob == OBACT));
+ }
+
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+
+ if (ob->sculpt && (p = BKE_paint_get_active(scene))) {
+ float planes[4][4];
+ float (*fpl)[4] = NULL;
+ const bool fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
+
+ if (ob->sculpt->partial_redraw) {
+ if (ar->do_draw & RGN_DRAW_PARTIAL) {
+ ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
+ fpl = planes;
+ ob->sculpt->partial_redraw = 0;
+ }
+ }
+
+ dm->drawFacesSolid(dm, fpl, fast, GPU_object_material_bind);
+ }
+ else
+ dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
+
+ glFrontFace(GL_CCW);
+
+ GPU_object_material_unbind();
+
+ if (!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(ob_wire_col);
+ }
+ glLineWidth(1.0f);
+ dm->drawLooseEdges(dm);
+ }
+ }
+ }
+ else if (dt == OB_PAINT) {
+ draw_mesh_paint(v3d, rv3d, ob, dm, draw_flags);
+
+ /* since we already draw wire as wp guide, don't draw over the top */
+ draw_wire = OBDRAW_WIRE_OFF;
+ }
+
+ if ((draw_wire != OBDRAW_WIRE_OFF) && /* draw extra wire */
+ /* when overriding with render only, don't bother */
+ (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0)) // <-- is this "== 0" in the right spot???
+ {
+ /* When using wireframe object draw in particle edit mode
+ * the mesh gets in the way of seeing the particles, fade the wire color
+ * with the background. */
+
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ /* TODO:
+ * Batch_UniformColor4ubv(ob_wire_col);
+ */
+ }
+
+ /* If drawing wire and drawtype is not OB_WIRE then we are
+ * overlaying the wires.
+ *
+ * No need for polygon offset because new technique is AWESOME.
+ */
+#if 0
+ glLineWidth(1.0f);
+ dm->drawEdges(dm, ((dt == OB_WIRE) || no_faces), (ob->dtx & OB_DRAW_ALL_EDGES) != 0);
+#else
+ /* something */
+#endif
+ }
+
+#if 0 // (merwin) what is this for?
+ if (is_obact && BKE_paint_select_vert_test(ob)) {
+ const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) != 0;
+ glColor3f(0.0f, 0.0f, 0.0f);
+ glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
+
+ if (!use_depth) glDisable(GL_DEPTH_TEST);
+ else ED_view3d_polygon_offset(rv3d, 1.0);
+ drawSelectedVertices(dm, ob->data);
+ if (!use_depth) glEnable(GL_DEPTH_TEST);
+ else ED_view3d_polygon_offset(rv3d, 0.0);
+ }
+#endif
+
+ dm->release(dm);
+}
+
+static bool draw_mesh_object_new(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const unsigned char ob_wire_col[4], const short dflag)
+{
+ Object *ob = base->object;
+ Object *obedit = scene->obedit;
+ Mesh *me = ob->data;
+ BMEditMesh *em = me->edit_btmesh;
+ bool do_alpha_after = false, drawlinked = false, retval = false;
+
+ if (v3d->flag2 & V3D_RENDER_SHADOW) {
+ /* TODO: handle shadow pass separately */
+ return true;
+ }
+
+ if (obedit && ob != obedit && ob->data == obedit->data) {
+ if (BKE_key_from_object(ob) || BKE_key_from_object(obedit)) {}
+ else if (ob->modifiers.first || obedit->modifiers.first) {}
+ else drawlinked = true;
+ }
+
+ /* backface culling */
+ const bool solid = dt > OB_WIRE;
+ const bool cullBackface = solid && (v3d->flag2 & V3D_BACKFACE_CULLING);
+ if (cullBackface) {
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ }
+
+ if (ob == obedit || drawlinked) {
+ DerivedMesh *finalDM, *cageDM;
+
+ if (obedit != ob) {
+ /* linked to the edit object */
+ finalDM = cageDM = editbmesh_get_derived_base(
+ ob, em, scene->customdata_mask);
+ }
+ else {
+ cageDM = editbmesh_get_derived_cage_and_final(
+ scene, ob, em, scene->customdata_mask,
+ &finalDM);
+ }
+
+ const bool use_material = solid && ((me->drawflag & ME_DRAWEIGHT) == 0);
+
+#if 0 // why update if not being used?
+ DM_update_materials(finalDM, ob);
+ if (cageDM != finalDM) {
+ DM_update_materials(cageDM, ob);
+ }
+#endif // moved to below
+
+ if (use_material) {
+ DM_update_materials(finalDM, ob);
+ if (cageDM != finalDM) {
+ DM_update_materials(cageDM, ob);
+ }
+
+ const bool glsl = draw_glsl_material(scene, ob, v3d, dt);
+
+ GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
+ }
+
+ draw_em_fancy_new(scene, ar, v3d, ob, em, cageDM, finalDM, dt);
+
+ if (use_material) {
+ GPU_end_object_materials();
+ }
+
+ if (obedit != ob)
+ finalDM->release(finalDM);
+ }
+ else {
+ /* ob->bb was set by derived mesh system, do NULL check just to be sure */
+ if (me->totpoly <= 4 || (!ob->bb || ED_view3d_boundbox_clip(rv3d, ob->bb))) {
+ if (solid) {
+ const bool glsl = draw_glsl_material(scene, ob, v3d, dt);
+
+ if (dt == OB_SOLID || glsl) {
+ const bool check_alpha = check_alpha_pass(base);
+ GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
+ (check_alpha) ? &do_alpha_after : NULL);
+ }
+ }
+
+ const bool other_obedit = obedit && (obedit != ob);
+
+ draw_mesh_fancy_new(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag, other_obedit);
+
+ GPU_end_object_materials();
+
+ if (me->totvert == 0) retval = true;
+ }
+ }
+
+ if (cullBackface)
+ glDisable(GL_CULL_FACE);
+
+ return retval;
+}
+
/* ************** DRAW DISPLIST ****************** */
@@ -6093,7 +7102,7 @@ static void drawhandlesN_active(Nurb *nu)
if (nu->hide) return;
UI_ThemeColor(TH_ACTIVE_SPLINE);
- glLineWidth(2);
+ glLineWidth(2.0f);
glBegin(GL_LINES);
@@ -6118,72 +7127,100 @@ static void drawhandlesN_active(Nurb *nu)
glColor3ub(0, 0, 0);
}
-static void drawvertsN(Nurb *nu, const char sel, const bool hide_handles, const void *vert)
+static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *vert)
{
- if (nu->hide) return;
+ const Nurb *nu;
- const int color = sel ? TH_VERTEX_SELECT : TH_VERTEX;
+ // just quick guesstimate of how many verts to draw
+ int count = 0;
+ for (nu = nurb; nu; nu = nu->next) {
+ if (!nu->hide) {
+ if (nu->type == CU_BEZIER) {
+ count += nu->pntsu * 3;
+ }
+ else {
+ count += nu->pntsu * nu->pntsv;
+ }
+ }
+ }
+ if (count == 0) return;
- UI_ThemeColor(color);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
+ unsigned char vert_color[3];
+ unsigned char vert_color_select[3];
+ unsigned char vert_color_active[3];
+ UI_GetThemeColor3ubv(TH_VERTEX, vert_color);
+ UI_GetThemeColor3ubv(TH_VERTEX_SELECT, vert_color_select);
+ UI_GetThemeColor3ubv(TH_ACTIVE_VERT, vert_color_active);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
+
+ immBeginAtMost(GL_POINTS, count);
- glBegin(GL_POINTS);
-
- if (nu->type == CU_BEZIER) {
+ for (nu = nurb; nu; nu = nu->next) {
- BezTriple *bezt = nu->bezt;
- int a = nu->pntsu;
- while (a--) {
- if (bezt->hide == 0) {
- if (sel == 1 && bezt == vert) {
- UI_ThemeColor(TH_ACTIVE_VERT);
+ if (nu->hide) continue;
- if (bezt->f2 & SELECT) glVertex3fv(bezt->vec[1]);
- if (!hide_handles) {
- if (bezt->f1 & SELECT) glVertex3fv(bezt->vec[0]);
- if (bezt->f3 & SELECT) glVertex3fv(bezt->vec[2]);
- }
+ if (nu->type == CU_BEZIER) {
- UI_ThemeColor(color);
- }
- else if (hide_handles) {
- if ((bezt->f2 & SELECT) == sel) glVertex3fv(bezt->vec[1]);
- }
- else {
- if ((bezt->f1 & SELECT) == sel) glVertex3fv(bezt->vec[0]);
- if ((bezt->f2 & SELECT) == sel) glVertex3fv(bezt->vec[1]);
- if ((bezt->f3 & SELECT) == sel) glVertex3fv(bezt->vec[2]);
+ const BezTriple *bezt = nu->bezt;
+ int a = nu->pntsu;
+ while (a--) {
+ if (bezt->hide == 0) {
+ if (bezt == vert) {
+ immAttrib3ubv(color, bezt->f2 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[1]);
+ if (!hide_handles) {
+ immAttrib3ubv(color, bezt->f1 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[0]);
+ immAttrib3ubv(color, bezt->f3 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[2]);
+ }
+ }
+ else {
+ immAttrib3ubv(color, bezt->f2 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[1]);
+ if (!hide_handles) {
+ immAttrib3ubv(color, bezt->f1 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[0]);
+ immAttrib3ubv(color, bezt->f3 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[2]);
+ }
+ }
}
+ bezt++;
}
- bezt++;
}
- }
- else {
- BPoint *bp = nu->bp;
- int a = nu->pntsu * nu->pntsv;
- while (a--) {
- if (bp->hide == 0) {
- if (bp == vert) {
- UI_ThemeColor(TH_ACTIVE_VERT);
- glVertex3fv(bp->vec);
- UI_ThemeColor(color);
- }
- else {
- if ((bp->f1 & SELECT) == sel) glVertex3fv(bp->vec);
+ else {
+ const BPoint *bp = nu->bp;
+ int a = nu->pntsu * nu->pntsv;
+ while (a--) {
+ if (bp->hide == 0) {
+ if (bp == vert) {
+ immAttrib3ubv(color, vert_color_active);
+ }
+ else {
+ immAttrib3ubv(color, bp->f1 & SELECT ? vert_color_select : vert_color);
+ }
+ immVertex3fv(pos, bp->vec);
}
+ bp++;
}
- bp++;
}
}
-
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
}
static void editnurb_draw_active_poly(Nurb *nu)
{
UI_ThemeColor(TH_ACTIVE_SPLINE);
- glLineWidth(2);
+ glLineWidth(2.0f);
BPoint *bp = nu->bp;
for (int b = 0; b < nu->pntsv; b++) {
@@ -6203,7 +7240,7 @@ static void editnurb_draw_active_poly(Nurb *nu)
static void editnurb_draw_active_nurbs(Nurb *nu)
{
UI_ThemeColor(TH_ACTIVE_SPLINE);
- glLineWidth(2);
+ glLineWidth(2.0f);
glBegin(GL_LINES);
BPoint *bp = nu->bp;
@@ -6258,7 +7295,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
editnurb_draw_active_poly(nu);
}
- glLineWidth(1);
+ glLineWidth(1.0f);
UI_ThemeColor(TH_NURB_ULINE);
bp = nu->bp;
@@ -6279,7 +7316,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
editnurb_draw_active_nurbs(nu);
}
- glLineWidth(1);
+ glLineWidth(1.0f);
glBegin(GL_LINES);
@@ -6395,7 +7432,6 @@ static void draw_editnurb(
for (nu = nurb; nu; nu = nu->next) {
if (nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES) == 0)
drawhandlesN(nu, 1, hide_handles);
- drawvertsN(nu, 0, hide_handles, NULL);
}
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
@@ -6446,11 +7482,9 @@ static void draw_editnurb(
}
if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
-
- for (nu = nurb; nu; nu = nu->next) {
- drawvertsN(nu, 1, hide_handles, vert);
- }
-
+
+ drawvertsN(nu, hide_handles, vert);
+
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
}
@@ -6598,56 +7632,58 @@ static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *b
}
/* draw a sphere for use as an empty drawtype */
-static void draw_empty_sphere(float size)
-{
- static GLuint displist = 0;
-
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- glPushMatrix();
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
- gluDisk(qobj, 0.0, 1, 16, 1);
-
- glRotatef(90, 0, 1, 0);
- gluDisk(qobj, 0.0, 1, 16, 1);
-
- glRotatef(90, 1, 0, 0);
- gluDisk(qobj, 0.0, 1, 16, 1);
-
- gluDeleteQuadric(qobj);
-
- glPopMatrix();
- glEndList();
- }
-
- glScalef(size, size, size);
- glCallList(displist);
- glScalef(1.0f / size, 1.0f / size, 1.0f / size);
+static void draw_empty_sphere(float size, unsigned pos)
+{
+#define NSEGMENTS 16
+ /* a single ring of vertices */
+ float p[NSEGMENTS][2];
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = size * cosf(angle);
+ p[i][1] = size * sinf(angle);
+ }
+
+ immBegin(GL_LINE_LOOP, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, p[i][0], p[i][1], 0.0f);
+ immEnd();
+ immBegin(GL_LINE_LOOP, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
+ immEnd();
+ immBegin(GL_LINE_LOOP, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, 0.0f, p[i][0], p[i][1]);
+ immEnd();
+#undef NSEGMENTS
}
/* draw a cone for use as an empty drawtype */
-static void draw_empty_cone(float size)
+static void draw_empty_cone(float size, unsigned pos)
{
- const float radius = size;
+#define NSEGMENTS 8
+ /* a single ring of vertices */
+ float p[NSEGMENTS][2];
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = size * cosf(angle);
+ p[i][1] = size * sinf(angle);
+ }
- GLUquadricObj *qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
-
- glPushMatrix();
-
- glScalef(radius, size * 2.0f, radius);
- glRotatef(-90.0, 1.0, 0.0, 0.0);
- gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
+ /* cone sides */
+ immBegin(GL_LINES, NSEGMENTS * 2);
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ immVertex3f(pos, 0.0f, 2.0f * size, 0.0f);
+ immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
+ }
+ immEnd();
- glPopMatrix();
-
- gluDeleteQuadric(qobj);
+ /* end ring */
+ immBegin(GL_LINE_LOOP, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
+ immEnd();
+#undef NSEGMENTS
}
static void drawspiral(const float cent[3], float rad, float tmat[4][4], int start)
@@ -6718,20 +7754,19 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
/* draws a circle on x-z plane given the scaling of the circle, assuming that
* all required matrices have been set (used for drawing empties) */
-static void drawcircle_size(float size)
+static void drawcircle_size(float size, unsigned pos)
{
- glBegin(GL_LINE_LOOP);
+ immBegin(GL_LINE_LOOP, CIRCLE_RESOL);
/* coordinates are: cos(degrees * 11.25) = x, sin(degrees * 11.25) = y, 0.0f = z */
for (short degrees = 0; degrees < CIRCLE_RESOL; degrees++) {
float x = cosval[degrees];
float y = sinval[degrees];
-
- glVertex3f(x * size, 0.0f, y * size);
+
+ immVertex3f(pos, x * size, 0.0f, y * size);
}
-
- glEnd();
+ immEnd();
}
/* needs fixing if non-identity matrix used */
@@ -6758,6 +7793,29 @@ static void drawtube(const float vec[3], float radius, float height, float tmat[
}
/* needs fixing if non-identity matrix used */
+static void imm_drawtube(const float vec[3], float radius, float height, float tmat[4][4], unsigned pos)
+{
+ float cur[3];
+ imm_drawcircball(vec, radius, tmat, pos);
+
+ copy_v3_v3(cur, vec);
+ cur[2] += height;
+
+ imm_drawcircball(cur, radius, tmat, pos);
+
+ immBegin(GL_LINES, 8);
+ immVertex3f(pos, vec[0] + radius, vec[1], vec[2]);
+ immVertex3f(pos, cur[0] + radius, cur[1], cur[2]);
+ immVertex3f(pos, vec[0] - radius, vec[1], vec[2]);
+ immVertex3f(pos, cur[0] - radius, cur[1], cur[2]);
+ immVertex3f(pos, vec[0], vec[1] + radius, vec[2]);
+ immVertex3f(pos, cur[0], cur[1] + radius, cur[2]);
+ immVertex3f(pos, vec[0], vec[1] - radius, vec[2]);
+ immVertex3f(pos, cur[0], cur[1] - radius, cur[2]);
+ immEnd();
+}
+
+/* needs fixing if non-identity matrix used */
static void drawcone(const float vec[3], float radius, float height, float tmat[4][4])
{
float cur[3];
@@ -6773,12 +7831,35 @@ static void drawcone(const float vec[3], float radius, float height, float tmat[
glVertex3f(vec[0], vec[1], vec[2]);
glVertex3f(cur[0] - radius, cur[1], cur[2]);
glVertex3f(vec[0], vec[1], vec[2]);
+
glVertex3f(cur[0], cur[1] + radius, cur[2]);
glVertex3f(vec[0], vec[1], vec[2]);
glVertex3f(cur[0], cur[1] - radius, cur[2]);
glEnd();
}
+/* needs fixing if non-identity matrix used */
+static void imm_drawcone(const float vec[3], float radius, float height, float tmat[4][4], unsigned pos)
+{
+ float cur[3];
+
+ copy_v3_v3(cur, vec);
+ cur[2] += height;
+
+ imm_drawcircball(cur, radius, tmat, pos);
+
+ immBegin(GL_LINES, 8);
+ immVertex3f(pos, vec[0], vec[1], vec[2]);
+ immVertex3f(pos, cur[0] + radius, cur[1], cur[2]);
+ immVertex3f(pos, vec[0], vec[1], vec[2]);
+ immVertex3f(pos, cur[0] - radius, cur[1], cur[2]);
+ immVertex3f(pos, vec[0], vec[1], vec[2]);
+ immVertex3f(pos, cur[0], cur[1] + radius, cur[2]);
+ immVertex3f(pos, vec[0], vec[1], vec[2]);
+ immVertex3f(pos, cur[0], cur[1] - radius, cur[2]);
+ immEnd();
+}
+
/* return true if nothing was drawn */
static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
@@ -7027,6 +8108,30 @@ static void draw_box(const float vec[8][3], bool solid)
glDisableClientState(GL_VERTEX_ARRAY);
}
+static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos)
+{
+ static const GLubyte quad_indices[24] = {0,1,2,3,7,6,5,4,4,5,1,0,3,2,6,7,3,7,4,0,1,5,6,2};
+ static const GLubyte line_indices[24] = {0,1,1,2,2,3,3,0,0,4,4,5,5,6,6,7,7,4,1,5,2,6,3,7};
+
+ const GLubyte *indices;
+ GLenum prim_type;
+
+ if (solid) {
+ indices = quad_indices;
+ prim_type = GL_QUADS;
+ }
+ else {
+ indices = line_indices;
+ prim_type = GL_LINES;
+ }
+
+ immBegin(prim_type, 24);
+ for (int i = 0; i < 24; ++i) {
+ immVertex3fv(pos, vec[indices[i]]);
+ }
+ immEnd();
+}
+
static void draw_bb_quadric(BoundBox *bb, char type, bool around_origin)
{
float size[3], cent[3];
@@ -7076,7 +8181,7 @@ static void draw_bb_quadric(BoundBox *bb, char type, bool around_origin)
gluDeleteQuadric(qobj);
}
-static void draw_bounding_volume(Object *ob, char type)
+void draw_bounding_volume(Object *ob, char type)
{
BoundBox bb_local;
BoundBox *bb = NULL;
@@ -7177,7 +8282,7 @@ static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
RegionView3D *rv3d = ar->regiondata;
Object *ob = base->object;
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
bool has_faces = false;
@@ -7224,7 +8329,7 @@ static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
}
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
}
static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, const unsigned char ob_wire_col[4])
@@ -7239,8 +8344,8 @@ static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, const
}
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
- glLineWidth(1);
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, selected edge wires show better */
+ glLineWidth(1.0f);
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
if (ED_view3d_boundbox_clip(rv3d, ob->bb)) {
@@ -7259,7 +8364,7 @@ static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, const
}
}
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
ED_view3d_polygon_offset(rv3d, 0.0);
}
}
@@ -7283,7 +8388,7 @@ static void draw_hooks(Object *ob)
setlinestyle(0);
}
- glPointSize(3.0);
+ glPointSize(3.0f);
glBegin(GL_POINTS);
glVertex3fv(vec);
glEnd();
@@ -7324,7 +8429,7 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
setlinestyle(0);
}
-static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_wire_col[4])
+void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_wire_col[4])
{
Object *ob = base->object;
int colindex = 0;
@@ -7418,7 +8523,7 @@ static void draw_object_matcap_check(View3D *v3d, Object *ob)
v3d->flag2 |= V3D_SHOW_SOLID_MATCAP;
}
-static void draw_rigidbody_shape(Object *ob)
+void draw_rigidbody_shape(Object *ob)
{
BoundBox *bb = NULL;
float size[3], vec[8][3];
@@ -7650,9 +8755,23 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
}
+ /* TODO Viewport: draw only for selection */
+ if (!IS_VIEWPORT_LEGACY(v3d)) {
+ if ((dflag & DRAW_PICKING) == 0) {
+ if ((dt == OB_BOUNDBOX) || ELEM(ob->type, OB_EMPTY, OB_LAMP, OB_CAMERA, OB_SPEAKER)) {
+ goto afterdraw;
+ }
+ }
+ }
+
switch (ob->type) {
case OB_MESH:
- empty_object = draw_mesh_object(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
+ if (IS_VIEWPORT_LEGACY(v3d)) {
+ empty_object = draw_mesh_object(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
+ }
+ else {
+ empty_object = draw_mesh_object_new(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
+ }
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* mesh draws wire itself */
dtx &= ~OB_DRAWWIRE;
@@ -7721,7 +8840,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
draw_empty_image(ob, dflag, ob_wire_col, v3d->multiview_eye);
}
else {
- drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype);
+ drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, ob_wire_col);
}
}
break;
@@ -7739,7 +8858,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
break;
case OB_SPEAKER:
if (!render_override)
- drawspeaker(scene, v3d, rv3d, ob, dflag);
+ drawspeaker(ob_wire_col);
break;
case OB_LATTICE:
if (!render_override) {
@@ -7773,11 +8892,14 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
break;
default:
if (!render_override) {
- drawaxes(rv3d->viewmatob, 1.0, OB_ARROWS);
+ drawaxes(rv3d->viewmatob, 1.0, OB_ARROWS, ob_wire_col);
}
break;
}
+ /* TODO Viewport: some elements are being drawn for object selection only */
+afterdraw:
+
if (!render_override) {
if (ob->soft /*&& dflag & OB_SBMOTION*/) {
float mrt[3][3], msc[3][3], mtr[3][3];
@@ -7858,6 +8980,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
/* draw code for smoke, only draw domains */
if (smd && smd->domain) {
SmokeDomainSettings *sds = smd->domain;
+ const bool show_smoke = (CFRA >= sds->point_cache[0]->startframe);
float viewnormal[3];
glLoadMatrixf(rv3d->viewmat);
@@ -7890,7 +9013,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
/* don't show smoke before simulation starts, this could be made an option in the future */
- if (sds->fluid && CFRA >= sds->point_cache[0]->startframe) {
+ if (sds->fluid && show_smoke) {
float p0[3], p1[3];
/* get view vector */
@@ -7954,7 +9077,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if (dtx && (G.f & G_RENDER_OGL) == 0) {
if (dtx & OB_AXIS) {
- drawaxes(rv3d->viewmatob, 1.0f, OB_ARROWS);
+ drawaxes(rv3d->viewmatob, 1.0f, OB_ARROWS, NULL);
}
if (dtx & OB_DRAWBOUNDOX) {
draw_bounding_volume(ob, ob->boundtype);
@@ -8041,10 +9164,15 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if ((base->sx != IS_CLIPPED) &&
(U.obcenter_dia != 0.0))
{
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+ /* TODO: short term, use DEPTH_ONLY shader or set appropriate color */
+ /* TODO: long term, solve picking & selection problem better */
glPointSize(U.obcenter_dia);
- glBegin(GL_POINTS);
- glVertex3fv(ob->obmat[3]);
- glEnd();
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, ob->obmat[3]);
+ immEnd();
+ immUnbindProgram();
}
}
else if ((dflag & DRAW_CONSTCOLOR) == 0) {
@@ -8501,7 +9629,7 @@ void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
draw_empty_image(ob, DRAW_CONSTCOLOR, NULL, v3d->multiview_eye);
}
else {
- drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype);
+ drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, NULL); /* TODO: use proper color */
}
break;
}
diff --git a/source/blender/editors/space_view3d/drawsimdebug.c b/source/blender/editors/space_view3d/drawsimdebug.c
index 9414d39467d..2baa6304cd9 100644
--- a/source/blender/editors/space_view3d/drawsimdebug.c
+++ b/source/blender/editors/space_view3d/drawsimdebug.c
@@ -40,6 +40,8 @@
#include "BKE_effect.h"
+#include "GPU_immediate.h"
+
#include "view3d_intern.h"
#include "BIF_gl.h"
@@ -47,95 +49,129 @@
static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
{
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
+ /* count element types */
GHashIterator iter;
+ int num_dots = 0;
+ int num_circles = 0;
+ int num_lines = 0;
+ int num_vectors = 0;
+ for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
+ SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
+ switch (elem->type) {
+ case SIM_DEBUG_ELEM_DOT: ++num_dots; break;
+ case SIM_DEBUG_ELEM_CIRCLE: ++num_circles; break;
+ case SIM_DEBUG_ELEM_LINE: ++num_lines; break;
+ case SIM_DEBUG_ELEM_VECTOR: ++num_vectors; break;
+ }
+ }
/**** dots ****/
glPointSize(3.0f);
- glBegin(GL_POINTS);
+ immBegin(GL_POINTS, num_dots);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
if (elem->type != SIM_DEBUG_ELEM_DOT)
continue;
- glColor3f(elem->color[0], elem->color[1], elem->color[2]);
- glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
+ immAttrib3fv(color, elem->color);
+ immVertex3fv(pos, elem->v1);
}
- glEnd();
+ immEnd();
/**** circles ****/
{
- float circle[16][2] = {
+#define CIRCLERES 16
+ float circle[CIRCLERES][2] = {
{0.000000, 1.000000}, {0.382683, 0.923880}, {0.707107, 0.707107}, {0.923880, 0.382683},
{1.000000, -0.000000}, {0.923880, -0.382683}, {0.707107, -0.707107}, {0.382683, -0.923880},
{-0.000000, -1.000000}, {-0.382683, -0.923880}, {-0.707107, -0.707107}, {-0.923879, -0.382684},
{-1.000000, 0.000000}, {-0.923879, 0.382684}, {-0.707107, 0.707107}, {-0.382683, 0.923880} };
+
+ immBegin(GL_LINES, num_circles * CIRCLERES * 2);
+
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
float radius = elem->v2[0];
- float co[3];
+ float co[3], nco[3];
int i;
if (elem->type != SIM_DEBUG_ELEM_CIRCLE)
continue;
- glColor3f(elem->color[0], elem->color[1], elem->color[2]);
- glBegin(GL_LINE_LOOP);
- for (i = 0; i < 16; ++i) {
- co[0] = radius * circle[i][0];
- co[1] = radius * circle[i][1];
- co[2] = 0.0f;
- mul_mat3_m4_v3(imat, co);
- add_v3_v3(co, elem->v1);
+ immAttrib3fv(color, elem->color);
+ zero_v3(co);
+ for (i = 0; i <= CIRCLERES; ++i) {
+ int ni = i % CIRCLERES;
+ nco[0] = radius * circle[ni][0];
+ nco[1] = radius * circle[ni][1];
+ nco[2] = 0.0f;
+ mul_mat3_m4_v3(imat, nco);
+ add_v3_v3(nco, elem->v1);
- glVertex3f(co[0], co[1], co[2]);
+ if (i > 0) {
+ immVertex3fv(pos, co);
+ immVertex3fv(pos, nco);
+ }
+
+ copy_v3_v3(co, nco);
}
- glEnd();
}
+
+ immEnd();
+#undef CIRCLERES
}
/**** lines ****/
- glBegin(GL_LINES);
+ immBegin(GL_LINES, num_lines * 2);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
if (elem->type != SIM_DEBUG_ELEM_LINE)
continue;
- glColor3f(elem->color[0], elem->color[1], elem->color[2]);
- glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
- glVertex3f(elem->v2[0], elem->v2[1], elem->v2[2]);
+ immAttrib3fv(color, elem->color);
+ immVertex3fv(pos, elem->v1);
+ immVertex3fv(pos, elem->v2);
}
- glEnd();
+ immEnd();
/**** vectors ****/
glPointSize(2.0f);
- glBegin(GL_POINTS);
+ immBegin(GL_POINTS, num_vectors);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
if (elem->type != SIM_DEBUG_ELEM_VECTOR)
continue;
- glColor3f(elem->color[0], elem->color[1], elem->color[2]);
- glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
+ immAttrib3fv(color, elem->color);
+ immVertex3fv(pos, elem->v1);
}
- glEnd();
+ immEnd();
- glBegin(GL_LINES);
+ immBegin(GL_LINES, num_vectors * 2);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
float t[3];
if (elem->type != SIM_DEBUG_ELEM_VECTOR)
continue;
- glColor3f(elem->color[0], elem->color[1], elem->color[2]);
- glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
+ immAttrib3fv(color, elem->color);
+ immVertex3fv(pos, elem->v1);
add_v3_v3v3(t, elem->v1, elem->v2);
- glVertex3f(t[0], t[1], t[2]);
+ immVertex3fv(pos, t);
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
/**** strings ****/
@@ -163,9 +199,6 @@ void draw_sim_debug_data(Scene *UNUSED(scene), View3D *v3d, ARegion *ar)
invert_m4_m4(imat, rv3d->viewmatob);
-// glDepthMask(GL_FALSE);
-// glEnable(GL_BLEND);
-
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
@@ -174,7 +207,4 @@ void draw_sim_debug_data(Scene *UNUSED(scene), View3D *v3d, ARegion *ar)
view3d_cached_text_draw_end(v3d, ar, false, NULL);
glPopMatrix();
-
-// glDepthMask(GL_TRUE);
-// glDisable(GL_BLEND);
}
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 075b1faf502..90fa54c7a16 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -57,6 +57,7 @@
#include "GPU_compositing.h"
#include "GPU_framebuffer.h"
#include "GPU_material.h"
+#include "GPU_viewport.h"
#include "BIF_gl.h"
@@ -582,6 +583,11 @@ static void view3d_main_region_exit(wmWindowManager *wm, ARegion *ar)
GPU_fx_compositor_destroy(rv3d->compositor);
rv3d->compositor = NULL;
}
+
+ if (rv3d->viewport) {
+ GPU_viewport_free(rv3d->viewport);
+ rv3d->viewport = NULL;
+ }
}
static int view3d_ob_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *UNUSED(event))
@@ -739,6 +745,9 @@ static void view3d_main_region_free(ARegion *ar)
if (rv3d->compositor) {
GPU_fx_compositor_destroy(rv3d->compositor);
}
+ if (rv3d->viewport) {
+ GPU_viewport_free(rv3d->viewport);
+ }
MEM_freeN(rv3d);
ar->regiondata = NULL;
@@ -763,6 +772,7 @@ static void *view3d_main_region_duplicate(void *poin)
new->sms = NULL;
new->smooth_timer = NULL;
new->compositor = NULL;
+ new->viewport = NULL;
return new;
}
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index f23e587e55d..21a7e26998e 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -28,945 +28,328 @@
* \ingroup spview3d
*/
-#include <string.h>
-#include <stdio.h>
#include <math.h>
-#include "DNA_armature_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_customdata_types.h"
-#include "DNA_object_types.h"
-#include "DNA_group_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_key_types.h"
-#include "DNA_lamp_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_jitter.h"
-#include "BLI_utildefines.h"
-#include "BLI_endian_switch.h"
-#include "BLI_threads.h"
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
-#include "BKE_anim.h"
#include "BKE_camera.h"
#include "BKE_context.h"
-#include "BKE_customdata.h"
-#include "BKE_DerivedMesh.h"
-#include "BKE_image.h"
-#include "BKE_key.h"
-#include "BKE_main.h"
+#include "BKE_scene.h"
#include "BKE_object.h"
-#include "BKE_global.h"
#include "BKE_paint.h"
-#include "BKE_scene.h"
-#include "BKE_screen.h"
#include "BKE_unit.h"
-#include "BKE_movieclip.h"
-#include "RE_engine.h"
-
-#include "IMB_imbuf_types.h"
-#include "IMB_imbuf.h"
-#include "IMB_colormanagement.h"
-
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
+#include "BLF_api.h"
-#include "WM_api.h"
+#include "BLI_math.h"
+#include "BLI_rect.h"
+#include "BLI_threads.h"
-#include "BLF_api.h"
-#include "BLT_translation.h"
+#include "DNA_brush_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_windowmanager_types.h"
-#include "ED_armature.h"
-#include "ED_keyframing.h"
-#include "ED_gpencil.h"
#include "ED_screen.h"
-#include "ED_space_api.h"
-#include "ED_screen_types.h"
#include "ED_transform.h"
+#include "GPU_matrix.h"
+#include "GPU_immediate.h"
+#include "GPU_material.h"
+#include "GPU_viewport.h"
+
+#include "MEM_guardedalloc.h"
+
#include "UI_interface.h"
-#include "UI_interface_icons.h"
#include "UI_resources.h"
-#include "GPU_draw.h"
-#include "GPU_framebuffer.h"
-#include "GPU_material.h"
-#include "GPU_compositing.h"
-#include "GPU_extensions.h"
+#include "RE_engine.h"
+
+#include "WM_api.h"
#include "view3d_intern.h" /* own include */
/* prototypes */
-static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar);
-static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
- float winmat[4][4], const char *viewname);
-
-/* handy utility for drawing shapes in the viewport for arbitrary code.
- * could add lines and points too */
-// #define DEBUG_DRAW
-#ifdef DEBUG_DRAW
-static void bl_debug_draw(void);
-/* add these locally when using these functions for testing */
-extern void bl_debug_draw_quad_clear(void);
-extern void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3]);
-extern void bl_debug_draw_edge_add(const float v0[3], const float v1[3]);
-extern void bl_debug_color_set(const unsigned int col);
-#endif
+static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_depth, const bool use_depth);
-void circf(float x, float y, float rad)
-{
- GLUquadricObj *qobj = gluNewQuadric();
-
- gluQuadricDrawStyle(qobj, GLU_FILL);
-
- glPushMatrix();
-
- glTranslatef(x, y, 0.0);
-
- gluDisk(qobj, 0.0, rad, 32, 1);
-
- glPopMatrix();
-
- gluDeleteQuadric(qobj);
-}
-
-void circ(float x, float y, float rad)
-{
- GLUquadricObj *qobj = gluNewQuadric();
-
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
-
- glPushMatrix();
-
- glTranslatef(x, y, 0.0);
-
- gluDisk(qobj, 0.0, rad, 32, 1);
-
- glPopMatrix();
-
- gluDeleteQuadric(qobj);
-}
-
-
-/* ********* custom clipping *********** */
-
-static void view3d_draw_clipping(RegionView3D *rv3d)
-{
- BoundBox *bb = rv3d->clipbb;
-
- if (bb) {
- const unsigned int clipping_index[6][4] = {
- {0, 1, 2, 3},
- {0, 4, 5, 1},
- {4, 7, 6, 5},
- {7, 3, 2, 6},
- {1, 5, 6, 2},
- {7, 4, 0, 3}
- };
-
- /* fill in zero alpha for rendering & re-projection [#31530] */
- unsigned char col[4];
- UI_GetThemeColor4ubv(TH_V3D_CLIPPING_BORDER, col);
- glColor4ubv(col);
-
- glEnable(GL_BLEND);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, bb->vec);
- glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisable(GL_BLEND);
- }
-}
+typedef struct DrawData {
+ rcti border_rect;
+ bool render_border;
+ bool clip_border;
+ bool is_render;
+ GPUViewport *viewport;
+} DrawData;
-void ED_view3d_clipping_set(RegionView3D *rv3d)
+static void view3d_draw_data_init(const bContext *C, ARegion *ar, RegionView3D *rv3d, DrawData *draw_data)
{
- double plane[4];
- const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
- unsigned int a;
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
- for (a = 0; a < tot; a++) {
- copy_v4db_v4fl(plane, rv3d->clip[a]);
- glClipPlane(GL_CLIP_PLANE0 + a, plane);
- glEnable(GL_CLIP_PLANE0 + a);
- }
-}
+ draw_data->is_render = (v3d->drawtype == OB_RENDER);
-/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
-void ED_view3d_clipping_disable(void)
-{
- unsigned int a;
+ draw_data->render_border = ED_view3d_calc_render_border(scene, v3d, ar, &draw_data->border_rect);
+ draw_data->clip_border = (draw_data->render_border && !BLI_rcti_compare(&ar->drawrct, &draw_data->border_rect));
- for (a = 0; a < 6; a++) {
- glDisable(GL_CLIP_PLANE0 + a);
- }
+ draw_data->viewport = rv3d->viewport;
}
-void ED_view3d_clipping_enable(void)
-{
- unsigned int a;
- for (a = 0; a < 6; a++) {
- glEnable(GL_CLIP_PLANE0 + a);
- }
-}
+/* ******************** general functions ***************** */
-static bool view3d_clipping_test(const float co[3], const float clip[6][4])
+static bool use_depth_doit(Scene *scene, View3D *v3d)
{
- if (plane_point_side_v3(clip[0], co) > 0.0f)
- if (plane_point_side_v3(clip[1], co) > 0.0f)
- if (plane_point_side_v3(clip[2], co) > 0.0f)
- if (plane_point_side_v3(clip[3], co) > 0.0f)
- return false;
+ if (v3d->drawtype > OB_WIRE)
+ return true;
- return true;
+ /* special case (depth for wire color) */
+ if (v3d->drawtype <= OB_WIRE) {
+ if (scene->obedit && scene->obedit->type == OB_MESH) {
+ Mesh *me = scene->obedit->data;
+ if (me->drawflag & ME_DRAWEIGHT) {
+ return true;
+ }
+ }
+ }
+ return false;
}
-/* for 'local' ED_view3d_clipping_local must run first
- * then all comparisons can be done in localspace */
-bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
+static bool use_depth(const bContext *C)
{
- return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
-}
-
-/* ********* end custom clipping *********** */
-
-
-static void drawgrid_draw(ARegion *ar, double wx, double wy, double x, double y, double dx)
-{
- double verts[2][2];
-
- x += (wx);
- y += (wy);
-
- /* set fixed 'Y' */
- verts[0][1] = 0.0f;
- verts[1][1] = (double)ar->winy;
-
- /* iter over 'X' */
- verts[0][0] = verts[1][0] = x - dx * floor(x / dx);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_DOUBLE, 0, verts);
-
- while (verts[0][0] < ar->winx) {
- glDrawArrays(GL_LINES, 0, 2);
- verts[0][0] = verts[1][0] = verts[0][0] + dx;
- }
-
- /* set fixed 'X' */
- verts[0][0] = 0.0f;
- verts[1][0] = (double)ar->winx;
-
- /* iter over 'Y' */
- verts[0][1] = verts[1][1] = y - dx * floor(y / dx);
- while (verts[0][1] < ar->winy) {
- glDrawArrays(GL_LINES, 0, 2);
- verts[0][1] = verts[1][1] = verts[0][1] + dx;
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
+ View3D *v3d = CTX_wm_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+ return use_depth_doit(scene, v3d);
}
-#define GRID_MIN_PX_D 6.0
-#define GRID_MIN_PX_F 6.0f
-
-static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
+/**
+ * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
+ */
+void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
- /* extern short bgpicmode; */
RegionView3D *rv3d = ar->regiondata;
- double wx, wy, x, y, fw, fx, fy, dx;
- double vec4[4];
- unsigned char col[3], col2[3];
-
- fx = rv3d->persmat[3][0];
- fy = rv3d->persmat[3][1];
- fw = rv3d->persmat[3][3];
-
- wx = (ar->winx / 2.0); /* because of rounding errors, grid at wrong location */
- wy = (ar->winy / 2.0);
-
- x = (wx) * fx / fw;
- y = (wy) * fy / fw;
-
- vec4[0] = vec4[1] = v3d->grid;
-
- vec4[2] = 0.0;
- vec4[3] = 1.0;
- mul_m4_v4d(rv3d->persmat, vec4);
- fx = vec4[0];
- fy = vec4[1];
- fw = vec4[3];
-
- dx = fabs(x - (wx) * fx / fw);
- if (dx == 0) dx = fabs(y - (wy) * fy / fw);
-
- glLineWidth(1.0f);
- glDepthMask(GL_FALSE); /* disable write in zbuffer */
- /* check zoom out */
- UI_ThemeColor(TH_GRID);
-
- if (unit->system) {
- /* Use GRID_MIN_PX * 2 for units because very very small grid
- * items are less useful when dealing with units */
- const void *usys;
- int len, i;
- double dx_scalar;
- float blend_fac;
-
- bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
-
- if (usys) {
- i = len;
- while (i--) {
- double scalar = bUnit_GetScaler(usys, i);
-
- dx_scalar = dx * scalar / (double)unit->scale_length;
- if (dx_scalar < (GRID_MIN_PX_D * 2.0))
- continue;
+ /* setup window matrices */
+ if (winmat)
+ copy_m4_m4(rv3d->winmat, winmat);
+ else
+ view3d_winmatrix_set(ar, v3d, NULL);
- /* Store the smallest drawn grid size units name so users know how big each grid cell is */
- if (*grid_unit == NULL) {
- *grid_unit = bUnit_GetNameDisplay(usys, i);
- rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
- }
- blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
+ /* setup view matrix */
+ if (viewmat)
+ copy_m4_m4(rv3d->viewmat, viewmat);
+ else
+ view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
- /* tweak to have the fade a bit nicer */
- blend_fac = (blend_fac * blend_fac) * 2.0f;
- CLAMP(blend_fac, 0.3f, 1.0f);
+ /* update utility matrices */
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+ /* calculate GLSL view dependent values */
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, blend_fac);
+ /* store window coordinates scaling/offset */
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ rctf cameraborder;
+ ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false);
+ rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
+ rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
- drawgrid_draw(ar, wx, wy, x, y, dx_scalar);
- }
- }
+ rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
+ rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
}
else {
- const double sublines = v3d->gridsubdiv;
- const float sublines_fl = v3d->gridsubdiv;
-
- if (dx < GRID_MIN_PX_D) {
- rv3d->gridview *= sublines_fl;
- dx *= sublines;
-
- if (dx < GRID_MIN_PX_D) {
- rv3d->gridview *= sublines_fl;
- dx *= sublines;
-
- if (dx < GRID_MIN_PX_D) {
- rv3d->gridview *= sublines_fl;
- dx *= sublines;
- if (dx < GRID_MIN_PX_D) {
- /* pass */
- }
- else {
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, wx, wy, x, y, dx);
- }
- }
- else { /* start blending out */
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, wx, wy, x, y, dx);
-
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
- }
- }
- else { /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX * 10)) */
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, wx, wy, x, y, dx);
-
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
- }
- }
- else {
- if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
- rv3d->gridview /= sublines_fl;
- dx /= sublines;
- if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
- rv3d->gridview /= sublines_fl;
- dx /= sublines;
- if (dx > (GRID_MIN_PX_D * 10.0)) {
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, wx, wy, x, y, dx);
- }
- else {
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, wx, wy, x, y, dx);
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
- }
- }
- else {
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, wx, wy, x, y, dx);
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
- }
- }
- else {
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, wx, wy, x, y, dx);
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
- }
- }
+ rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
+ rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
}
+ /* calculate pixelsize factor once, is used for lamps and obcenters */
+ {
+ /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
+ * because of float point precision problems at large values [#23908] */
+ float v1[3], v2[3];
+ float len_px, len_sc;
- x += (wx);
- y += (wy);
- UI_GetThemeColor3ubv(TH_GRID, col);
+ v1[0] = rv3d->persmat[0][0];
+ v1[1] = rv3d->persmat[1][0];
+ v1[2] = rv3d->persmat[2][0];
- setlinestyle(0);
-
- /* center cross */
- /* horizontal line */
- if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
- UI_make_axis_color(col, col2, 'Y');
- else UI_make_axis_color(col, col2, 'X');
- glColor3ubv(col2);
-
- fdrawline(0.0, y, (float)ar->winx, y);
-
- /* vertical line */
- if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
- UI_make_axis_color(col, col2, 'Y');
- else UI_make_axis_color(col, col2, 'Z');
- glColor3ubv(col2);
+ v2[0] = rv3d->persmat[0][1];
+ v2[1] = rv3d->persmat[1][1];
+ v2[2] = rv3d->persmat[2][1];
- fdrawline(x, 0.0, x, (float)ar->winy);
+ len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
+ len_sc = (float)MAX2(ar->winx, ar->winy);
- glDepthMask(GL_TRUE); /* enable write in zbuffer */
+ rv3d->pixsize = len_px / len_sc;
+ }
}
-#undef GRID_MIN_PX
-/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
-float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
+static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
- /* apply units */
- if (scene->unit.system) {
- const void *usys;
- int len;
-
- bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
-
- if (usys) {
- int i = bUnit_GetBaseUnit(usys);
- if (grid_unit)
- *grid_unit = bUnit_GetNameDisplay(usys, i);
- return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
- }
- }
+ RegionView3D *rv3d = ar->regiondata;
- return 1.0f;
-}
+ ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
-float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
-{
- return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
+ /* set for opengl */
+ /* TODO(merwin): transition to GPU_matrix API */
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(rv3d->viewmat);
}
-static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
+static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
- float grid, grid_scale;
- unsigned char col_grid[3];
- const int gridlines = v3d->gridlines / 2;
-
- if (v3d->gridlines < 3) return;
-
- /* use 'grid_scale' instead of 'v3d->grid' from now on */
- grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
- grid = gridlines * grid_scale;
-
- if (!write_depth)
- glDepthMask(GL_FALSE);
-
- UI_GetThemeColor3ubv(TH_GRID, col_grid);
-
- glLineWidth(1);
-
- /* draw the Y axis and/or grid lines */
- if (v3d->gridflag & V3D_SHOW_FLOOR) {
- const int sublines = v3d->gridsubdiv;
- float vert[4][3] = {{0.0f}};
- unsigned char col_bg[3];
- unsigned char col_grid_emphasise[3], col_grid_light[3];
- int a;
- int prev_emphasise = -1;
-
- UI_GetThemeColor3ubv(TH_BACK, col_bg);
-
- /* emphasise division lines lighter instead of darker, if background is darker than grid */
- UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
- UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
- (((col_grid[0] + col_grid[1] + col_grid[2]) + 30) >
- (col_bg[0] + col_bg[1] + col_bg[2])) ? 20 : -10);
-
- /* set fixed axis */
- vert[0][0] = vert[2][1] = grid;
- vert[1][0] = vert[3][1] = -grid;
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, vert);
+ wmWindow *win = CTX_wm_window(C);
- for (a = -gridlines; a <= gridlines; a++) {
- const float line = a * grid_scale;
- const int is_emphasise = (a % sublines) == 0;
+ if ((scene->r.scemode & R_MULTIVIEW) == 0)
+ return false;
- if (is_emphasise != prev_emphasise) {
- glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light);
- prev_emphasise = is_emphasise;
- }
+ if (WM_stereo3d_enabled(win, true) == false)
+ return false;
- /* set variable axis */
- vert[0][1] = vert[1][1] = vert[2][0] = vert[3][0] = line;
+ if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB)
+ return false;
- glDrawArrays(GL_LINES, 0, 4);
- }
+ if (scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) {
+ if (v3d->stereo3d_camera == STEREO_MONO_ID)
+ return false;
- glDisableClientState(GL_VERTEX_ARRAY);
- }
-
- /* draw the Z axis line */
- /* check for the 'show Z axis' preference */
- if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
- glBegin(GL_LINES);
- int axis;
- for (axis = 0; axis < 3; axis++) {
- if (v3d->gridflag & (V3D_SHOW_X << axis)) {
- float vert[3];
- unsigned char tcol[3];
-
- UI_make_axis_color(col_grid, tcol, 'X' + axis);
- glColor3ubv(tcol);
-
- zero_v3(vert);
- vert[axis] = grid;
- glVertex3fv(vert);
- vert[axis] = -grid;
- glVertex3fv(vert);
- }
- }
- glEnd();
+ return BKE_scene_multiview_is_stereo3d(&scene->r);
}
-
- glDepthMask(GL_TRUE);
-}
-
-static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
-{
- int co[2];
-
- /* we don't want the clipping for cursor */
- if (ED_view3d_project_int_global(ar, ED_view3d_cursor3d_get(scene, v3d), co, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
- const float f5 = 0.25f * U.widget_unit;
- const float f10 = 0.5f * U.widget_unit;
- const float f20 = U.widget_unit;
-
- glLineWidth(1);
- setlinestyle(0);
- cpack(0xFF);
- circ((float)co[0], (float)co[1], f10);
- setlinestyle(4);
- cpack(0xFFFFFF);
- circ((float)co[0], (float)co[1], f10);
- setlinestyle(0);
-
- UI_ThemeColor(TH_VIEW_OVERLAY);
- sdrawline(co[0] - f20, co[1], co[0] - f5, co[1]);
- sdrawline(co[0] + f5, co[1], co[0] + f20, co[1]);
- sdrawline(co[0], co[1] - f20, co[0], co[1] - f5);
- sdrawline(co[0], co[1] + f5, co[0], co[1] + f20);
- }
+ return true;
}
-/* Draw a live substitute of the view icon, which is always shown
- * colors copied from transform_manipulator.c, we should keep these matching. */
-static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
+/* setup the view and win matrices for the multiview cameras
+ *
+ * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
+ * we have no winmatrix (i.e., projection matrix) defined at that time.
+ * Since the camera and the camera shift are needed for the winmat calculation
+ * we do a small hack to replace it temporarily so we don't need to change the
+ * view3d)main_region_setup_view() code to account for that.
+ */
+static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
{
- const float k = U.rvisize * U.pixelsize; /* axis size */
- const float toll = 0.5; /* used to see when view is quasi-orthogonal */
- float startx = k + 1.0f; /* axis center in screen coordinates, x=y */
- float starty = k + 1.0f;
- float ydisp = 0.0; /* vertical displacement to allow obj info text */
- int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
- float vec[3];
- float dx, dy;
+ bool is_left;
+ const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
+ const char *viewname;
- int axis_order[3] = {0, 1, 2};
- int axis_i;
+ /* show only left or right camera */
+ if (v3d->stereo3d_camera != STEREO_3D_ID)
+ v3d->multiview_eye = v3d->stereo3d_camera;
- startx += rect->xmin;
- starty += rect->ymin;
+ is_left = v3d->multiview_eye == STEREO_LEFT_ID;
+ viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
- axis_sort_v3(rv3d->viewinv[2], axis_order);
+ /* update the viewport matrices with the new camera */
+ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+ Camera *data;
+ float viewmat[4][4];
+ float shiftx;
- /* thickness of lines is proportional to k */
- glLineWidth(2);
+ data = (Camera *)v3d->camera->data;
+ shiftx = data->shiftx;
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ BLI_lock_thread(LOCK_VIEW3D);
+ data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
- for (axis_i = 0; axis_i < 3; axis_i++) {
- int i = axis_order[axis_i];
- const char axis_text[2] = {'x' + i, '\0'};
+ BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
- zero_v3(vec);
- vec[i] = 1.0f;
- mul_qt_v3(rv3d->viewquat, vec);
- dx = vec[0] * k;
- dy = vec[1] * k;
+ data->shiftx = shiftx;
+ BLI_unlock_thread(LOCK_VIEW3D);
+ }
+ else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+ float viewmat[4][4];
+ Object *view_ob = v3d->camera;
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
- UI_ThemeColorShadeAlpha(TH_AXIS_X + i, 0, bright);
- glBegin(GL_LINES);
- glVertex2f(startx, starty + ydisp);
- glVertex2f(startx + dx, starty + dy + ydisp);
- glEnd();
+ BLI_lock_thread(LOCK_VIEW3D);
+ v3d->camera = camera;
- if (fabsf(dx) > toll || fabsf(dy) > toll) {
- BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, axis_text, 1);
+ BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
- /* BLF_draw_default disables blending */
- glEnable(GL_BLEND);
- }
+ v3d->camera = view_ob;
+ BLI_unlock_thread(LOCK_VIEW3D);
}
-
- glDisable(GL_BLEND);
}
-#ifdef WITH_INPUT_NDOF
-/* draw center and axis of rotation for ongoing 3D mouse navigation */
-static void draw_rotation_guide(RegionView3D *rv3d)
-{
- float o[3]; /* center of rotation */
- float end[3]; /* endpoints for drawing */
-
- float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; /* bright blue so it matches device LEDs */
-
- negate_v3_v3(o, rv3d->ofs);
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glPointSize(5);
- glEnable(GL_POINT_SMOOTH);
- glDepthMask(0); /* don't overwrite zbuf */
-
- if (rv3d->rot_angle != 0.0f) {
- /* -- draw rotation axis -- */
- float scaled_axis[3];
- const float scale = rv3d->dist;
- mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
+/* ******************** debug ***************** */
+#define VIEW3D_DRAW_DEBUG 1
+/* TODO: expand scope of this flag so UI reflects the underlying code */
- glBegin(GL_LINE_STRIP);
- color[3] = 0.0f; /* more transparent toward the ends */
- glColor4fv(color);
- add_v3_v3v3(end, o, scaled_axis);
- glVertex3fv(end);
+#if VIEW3D_DRAW_DEBUG
-#if 0
- color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
- /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
-#endif
+static void view3d_draw_debug_store_depth(ARegion *UNUSED(ar), DrawData *draw_data)
+{
+ GPUViewport *viewport = draw_data->viewport;
+ GLint viewport_size[4];
+ glGetIntegerv(GL_VIEWPORT, viewport_size);
- color[3] = 0.5f; /* more opaque toward the center */
- glColor4fv(color);
- glVertex3fv(o);
+ const int x = viewport_size[0];
+ const int y = viewport_size[1];
+ const int w = viewport_size[2];
+ const int h = viewport_size[3];
- color[3] = 0.0f;
- glColor4fv(color);
- sub_v3_v3v3(end, o, scaled_axis);
- glVertex3fv(end);
- glEnd();
-
- /* -- draw ring around rotation center -- */
+ if (GPU_viewport_debug_depth_is_valid(viewport)) {
+ if ((GPU_viewport_debug_depth_width(viewport) != w) ||
+ (GPU_viewport_debug_depth_height(viewport) != h))
{
-#define ROT_AXIS_DETAIL 13
-
- const float s = 0.05f * scale;
- const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
- float angle;
- int i;
-
- float q[4]; /* rotate ring so it's perpendicular to axis */
- const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
- if (!upright) {
- const float up[3] = {0.0f, 0.0f, 1.0f};
- float vis_angle, vis_axis[3];
-
- cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
- vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
- axis_angle_to_quat(q, vis_axis, vis_angle);
- }
-
- color[3] = 0.25f; /* somewhat faint */
- glColor4fv(color);
- glBegin(GL_LINE_LOOP);
- for (i = 0, angle = 0.0f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
- float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
-
- if (!upright) {
- mul_qt_v3(q, p);
- }
-
- add_v3_v3(p, o);
- glVertex3fv(p);
- }
- glEnd();
-
-#undef ROT_AXIS_DETAIL
+ GPU_viewport_debug_depth_free(viewport);
}
-
- color[3] = 1.0f; /* solid dot */
}
- else
- color[3] = 0.5f; /* see-through dot */
-
- /* -- draw rotation center -- */
- glColor4fv(color);
- glBegin(GL_POINTS);
- glVertex3fv(o);
- glEnd();
-
-#if 0
- /* find screen coordinates for rotation center, then draw pretty icon */
- mul_m4_v3(rv3d->persinv, rot_center);
- UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
- /* ^^ just playing around, does not work */
-#endif
- glDisable(GL_BLEND);
- glDisable(GL_POINT_SMOOTH);
- glDepthMask(1);
-}
-#endif /* WITH_INPUT_NDOF */
-
-static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
-{
- BIFIconID icon;
-
- if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
- icon = ICON_AXIS_TOP;
- else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
- icon = ICON_AXIS_FRONT;
- else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
- icon = ICON_AXIS_SIDE;
- else return;
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- UI_icon_draw(5.0 + rect->xmin, 5.0 + rect->ymin, icon);
-
- glDisable(GL_BLEND);
-}
-
-static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
-{
- const char *name = NULL;
-
- switch (rv3d->view) {
- case RV3D_VIEW_FRONT:
- if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho");
- else name = IFACE_("Front Persp");
- break;
- case RV3D_VIEW_BACK:
- if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho");
- else name = IFACE_("Back Persp");
- break;
- case RV3D_VIEW_TOP:
- if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho");
- else name = IFACE_("Top Persp");
- break;
- case RV3D_VIEW_BOTTOM:
- if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho");
- else name = IFACE_("Bottom Persp");
- break;
- case RV3D_VIEW_RIGHT:
- if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho");
- else name = IFACE_("Right Persp");
- break;
- case RV3D_VIEW_LEFT:
- if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho");
- else name = IFACE_("Left Persp");
- break;
-
- default:
- if (rv3d->persp == RV3D_CAMOB) {
- if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
- Camera *cam;
- cam = v3d->camera->data;
- if (cam->type == CAM_PERSP) {
- name = IFACE_("Camera Persp");
- }
- else if (cam->type == CAM_ORTHO) {
- name = IFACE_("Camera Ortho");
- }
- else {
- BLI_assert(cam->type == CAM_PANO);
- name = IFACE_("Camera Pano");
- }
- }
- else {
- name = IFACE_("Object as Camera");
- }
- }
- else {
- name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp");
- }
- break;
+ if (!GPU_viewport_debug_depth_is_valid(viewport)) {
+ char error[256];
+ if (!GPU_viewport_debug_depth_create(viewport, w, h, error)) {
+ fprintf(stderr, "Failed to create depth buffer for debug: %s\n", error);
+ return;
+ }
}
-
- return name;
+
+ GPU_viewport_debug_depth_store(viewport, x, y);
}
-static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
+static void view3d_draw_debug_post_solid(const bContext *C, ARegion *ar, DrawData *draw_data)
{
- RegionView3D *rv3d = ar->regiondata;
- const char *name = view3d_get_name(v3d, rv3d);
- /* increase size for unicode languages (Chinese in utf-8...) */
-#ifdef WITH_INTERNATIONAL
- char tmpstr[96];
-#else
- char tmpstr[32];
-#endif
+ View3D *v3d = CTX_wm_view3d(C);
- if (v3d->localvd) {
- BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
- name = tmpstr;
+ if ((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_SCENE_DEPTH) != 0) {
+ view3d_draw_debug_store_depth(ar, draw_data);
}
-
- UI_ThemeColor(TH_TEXT_HI);
-#ifdef WITH_INTERNATIONAL
- BLF_draw_default(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
-#else
- BLF_draw_default_ascii(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
-#endif
}
-/* draw info beside axes in bottom left-corner:
- * framenum, object name, bone name (if available), marker name (if available)
- */
-
-static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
+static void view3d_draw_debug(const bContext *C, ARegion *ar, DrawData *draw_data)
{
- const int cfra = CFRA;
- const char *msg_pin = " (Pinned)";
- const char *msg_sep = " : ";
-
- char info[300];
- const char *markern;
- char *s = info;
- short offset = 1.5f * UI_UNIT_X + rect->xmin;
-
- s += sprintf(s, "(%d)", cfra);
-
- /*
- * info can contain:
- * - a frame (7 + 2)
- * - 3 object names (MAX_NAME)
- * - 2 BREAD_CRUMB_SEPARATORs (6)
- * - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
- * - a marker name (MAX_NAME + 3)
- */
-
- /* get name of marker on current frame (if available) */
- markern = BKE_scene_find_marker_name(scene, cfra);
-
- /* check if there is an object */
- if (ob) {
- *s++ = ' ';
- s += BLI_strcpy_rlen(s, ob->id.name + 2);
-
- /* name(s) to display depends on type of object */
- if (ob->type == OB_ARMATURE) {
- bArmature *arm = ob->data;
-
- /* show name of active bone too (if possible) */
- if (arm->edbo) {
- if (arm->act_edbone) {
- s += BLI_strcpy_rlen(s, msg_sep);
- s += BLI_strcpy_rlen(s, arm->act_edbone->name);
- }
- }
- else if (ob->mode & OB_MODE_POSE) {
- if (arm->act_bone) {
+ View3D *v3d = CTX_wm_view3d(C);
- if (arm->act_bone->layer & arm->layer) {
- s += BLI_strcpy_rlen(s, msg_sep);
- s += BLI_strcpy_rlen(s, arm->act_bone->name);
- }
- }
- }
- }
- else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
- Key *key = NULL;
- KeyBlock *kb = NULL;
-
- /* try to display active bone and active shapekey too (if they exist) */
-
- if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
- Object *armobj = BKE_object_pose_armature_get(ob);
- if (armobj && armobj->mode & OB_MODE_POSE) {
- bArmature *arm = armobj->data;
- if (arm->act_bone) {
- if (arm->act_bone->layer & arm->layer) {
- s += BLI_strcpy_rlen(s, msg_sep);
- s += BLI_strcpy_rlen(s, arm->act_bone->name);
- }
- }
- }
- }
+ if ((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_COMBINED_DEPTH) != 0) {
+ /* store */
+ view3d_draw_debug_store_depth(ar, draw_data);
+ }
- key = BKE_key_from_object(ob);
- if (key) {
- kb = BLI_findlink(&key->block, ob->shapenr - 1);
- if (kb) {
- s += BLI_strcpy_rlen(s, msg_sep);
- s += BLI_strcpy_rlen(s, kb->name);
- if (ob->shapeflag & OB_SHAPE_LOCK) {
- s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
- }
- }
- }
+ if (((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_SCENE_DEPTH) != 0) ||
+ ((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_COMBINED_DEPTH) != 0))
+ {
+ /* draw */
+ if (GPU_viewport_debug_depth_is_valid(draw_data->viewport)) {
+ GPU_viewport_debug_depth_draw(draw_data->viewport, v3d->debug.znear, v3d->debug.zfar);
}
-
- /* color depends on whether there is a keyframe */
- if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL))
- UI_ThemeColor(TH_TIME_KEYFRAME);
- else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra))
- UI_ThemeColor(TH_TIME_GP_KEYFRAME);
- else
- UI_ThemeColor(TH_TEXT_HI);
}
else {
- /* no object */
- if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra))
- UI_ThemeColor(TH_TIME_GP_KEYFRAME);
- else
- UI_ThemeColor(TH_TEXT_HI);
+ /* cleanup */
+ GPU_viewport_debug_depth_free(draw_data->viewport);
}
+}
- if (markern) {
- s += sprintf(s, " <%s>", markern);
- }
-
- if (U.uiflag & USER_SHOW_ROTVIEWICON)
- offset = U.widget_unit + (U.rvisize * 2) + rect->xmin;
+#endif /* VIEW3D_DRAW_DEBUG */
- BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info));
-}
+/* ******************** view border ***************** */
static void view3d_camera_border(
const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
@@ -1021,7 +404,7 @@ void ED_view3d_calc_camera_border(
view3d_camera_border(scene, ar, v3d, rv3d, r_viewborder, no_shift, false);
}
-static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac)
+static void drawviewborder_grid3(unsigned pos, float x1, float x2, float y1, float y2, float fac)
{
float x3, y3, x4, y4;
@@ -1030,29 +413,29 @@ static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float f
x4 = x1 + (1.0f - fac) * (x2 - x1);
y4 = y1 + (1.0f - fac) * (y2 - y1);
- glBegin(GL_LINES);
- glVertex2f(x1, y3);
- glVertex2f(x2, y3);
+ immBegin(GL_LINES, 8);
+ immVertex2f(pos, x1, y3);
+ immVertex2f(pos, x2, y3);
- glVertex2f(x1, y4);
- glVertex2f(x2, y4);
+ immVertex2f(pos, x1, y4);
+ immVertex2f(pos, x2, y4);
- glVertex2f(x3, y1);
- glVertex2f(x3, y2);
+ immVertex2f(pos, x3, y1);
+ immVertex2f(pos, x3, y2);
- glVertex2f(x4, y1);
- glVertex2f(x4, y2);
- glEnd();
+ immVertex2f(pos, x4, y1);
+ immVertex2f(pos, x4, y2);
+ immEnd();
}
/* harmonious triangle */
-static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir)
+static void drawviewborder_triangle(unsigned pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
{
float ofs;
float w = x2 - x1;
float h = y2 - y1;
- glBegin(GL_LINES);
+ immBegin(GL_LINES, 6);
if (w > h) {
if (golden) {
ofs = w * (1.0f - (1.0f / 1.61803399f));
@@ -1062,14 +445,14 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons
}
if (dir == 'B') SWAP(float, y1, y2);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
- glVertex2f(x2, y1);
- glVertex2f(x1 + (w - ofs), y2);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x1 + (w - ofs), y2);
- glVertex2f(x1, y2);
- glVertex2f(x1 + ofs, y1);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x1 + ofs, y1);
}
else {
if (golden) {
@@ -1080,16 +463,16 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons
}
if (dir == 'B') SWAP(float, x1, x2);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
- glVertex2f(x2, y1);
- glVertex2f(x1, y1 + ofs);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x1, y1 + ofs);
- glVertex2f(x1, y2);
- glVertex2f(x2, y1 + (h - ofs));
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y1 + (h - ofs));
}
- glEnd();
+ immEnd();
}
static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
@@ -1105,14 +488,14 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
return;
if (v3d->camera->type == OB_CAMERA)
ca = v3d->camera->data;
-
+
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
/* the offsets */
x1 = viewborder.xmin;
y1 = viewborder.ymin;
x2 = viewborder.xmax;
y2 = viewborder.ymax;
-
+
glLineWidth(1.0f);
/* apply offsets so the real 3D camera shows through */
@@ -1126,43 +509,47 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
y1i = (int)(y1 - 1.0001f);
x2i = (int)(x2 + (1.0f - 0.0001f));
y2i = (int)(y2 + (1.0f - 0.0001f));
-
+
+ /* use the same program for everything */
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
const float winx = (ar->winx + 1);
const float winy = (ar->winy + 1);
- if (ca->passepartalpha == 1.0f) {
- glColor3f(0, 0, 0);
- }
- else {
+ float alpha = 1.0f;
+
+ if (ca->passepartalpha != 1.0f) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- glColor4f(0, 0, 0, ca->passepartalpha);
+ alpha = ca->passepartalpha;
}
+ immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
+
if (x1i > 0.0f)
- glRectf(0.0, winy, x1i, 0.0);
+ immRectf(pos, 0.0f, winy, x1i, 0.0f);
if (x2i < winx)
- glRectf(x2i, winy, winx, 0.0);
+ immRectf(pos, x2i, winy, winx, 0.0f);
if (y2i < winy)
- glRectf(x1i, winy, x2i, y2i);
+ immRectf(pos, x1i, winy, x2i, y2i);
if (y2i > 0.0f)
- glRectf(x1i, y1i, x2i, 0.0);
-
+ immRectf(pos, x1i, y1i, x2i, 0.0f);
+
glDisable(GL_BLEND);
}
setlinestyle(0);
- UI_ThemeColor(TH_BACK);
-
- fdrawbox(x1i, y1i, x2i, y2i);
+ immUniformThemeColor(TH_BACK);
+ imm_draw_line_box(pos, x1i, y1i, x2i, y2i);
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (view3d_camera_border_hack_test == true) {
- glColor3ubv(view3d_camera_border_hack_col);
- fdrawbox(x1i + 1, y1i + 1, x2i - 1, y2i - 1);
+ immUniformColor3ubv(view3d_camera_border_hack_col);
+ imm_draw_line_box(pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
view3d_camera_border_hack_test = false;
}
#endif
@@ -1171,12 +558,12 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
/* outer line not to confuse with object selecton */
if (v3d->flag2 & V3D_LOCK_CAMERA) {
- UI_ThemeColor(TH_REDALERT);
- fdrawbox(x1i - 1, y1i - 1, x2i + 1, y2i + 1);
+ immUniformThemeColor(TH_REDALERT);
+ imm_draw_line_box(pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
}
- UI_ThemeColor(TH_VIEW_OVERLAY);
- fdrawbox(x1i, y1i, x2i, y2i);
+ immUniformThemeColor(TH_VIEW_OVERLAY);
+ imm_draw_line_box(pos, x1i, y1i, x2i, y2i);
/* border */
if (scene->r.mode & R_BORDER) {
@@ -1187,8 +574,8 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
- cpack(0x4040FF);
- sdrawbox(x3, y3, x4, y4);
+ imm_cpack(0x4040FF);
+ imm_draw_line_box(pos, x3, y3, x4, y4);
}
/* safety border */
@@ -1196,71 +583,74 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
if (ca->dtx & CAM_DTX_CENTER) {
float x3, y3;
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
-
x3 = x1 + 0.5f * (x2 - x1);
y3 = y1 + 0.5f * (y2 - y1);
- glBegin(GL_LINES);
- glVertex2f(x1, y3);
- glVertex2f(x2, y3);
+ immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ immBegin(GL_LINES, 4);
- glVertex2f(x3, y1);
- glVertex2f(x3, y2);
- glEnd();
+ immVertex2f(pos, x1, y3);
+ immVertex2f(pos, x2, y3);
+
+ immVertex2f(pos, x3, y1);
+ immVertex2f(pos, x3, y2);
+
+ immEnd();
}
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
- glBegin(GL_LINES);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
+ immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ immBegin(GL_LINES, 4);
- glVertex2f(x1, y2);
- glVertex2f(x2, y1);
- glEnd();
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
+
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y1);
+
+ immEnd();
}
if (ca->dtx & CAM_DTX_THIRDS) {
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
- drawviewborder_grid3(x1, x2, y1, y2, 1.0f / 3.0f);
+ immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ drawviewborder_grid3(pos, x1, x2, y1, y2, 1.0f / 3.0f);
}
if (ca->dtx & CAM_DTX_GOLDEN) {
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
- drawviewborder_grid3(x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
+ immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ drawviewborder_grid3(pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
- drawviewborder_triangle(x1, x2, y1, y2, 0, 'A');
+ immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ drawviewborder_triangle(pos, x1, x2, y1, y2, 0, 'A');
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
- drawviewborder_triangle(x1, x2, y1, y2, 0, 'B');
+ immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ drawviewborder_triangle(pos, x1, x2, y1, y2, 0, 'B');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
- drawviewborder_triangle(x1, x2, y1, y2, 1, 'A');
+ immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ drawviewborder_triangle(pos, x1, x2, y1, y2, 1, 'A');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
- UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
- drawviewborder_triangle(x1, x2, y1, y2, 1, 'B');
+ immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
+ drawviewborder_triangle(pos, x1, x2, y1, y2, 1, 'B');
}
if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
UI_draw_safe_areas(
- x1, x2, y1, y2,
+ pos, x1, x2, y1, y2,
scene->safe_areas.title,
scene->safe_areas.action);
if (ca->flag & CAM_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(
- x1, x2, y1, y2,
+ pos, x1, x2, y1, y2,
scene->safe_areas.title_center,
scene->safe_areas.action_center);
}
@@ -1298,8 +688,9 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
}
/* draw */
- UI_ThemeColorShade(TH_VIEW_OVERLAY, 100);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f);
+ float color[4];
+ UI_GetThemeColorShade4fv(TH_VIEW_OVERLAY, 100, color);
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color);
}
}
@@ -1312,1387 +703,753 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
x1i, y1i - (0.7f * U.widget_unit), 0.0f,
v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
}
-}
-/* *********************** backdraw for selection *************** */
+ immUnbindProgram();
+}
-static void backdrawview3d(Scene *scene, wmWindow *win, ARegion *ar, View3D *v3d)
+static void drawrenderborder(ARegion *ar, View3D *v3d)
{
- RegionView3D *rv3d = ar->regiondata;
- struct Base *base = scene->basact;
- int multisample_enabled;
-
- BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
+ /* use the same program for everything */
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
- BKE_paint_select_face_test(base->object)))
- {
- /* do nothing */
- }
- /* texture paint mode sampling */
- else if (base && (base->object->mode & OB_MODE_TEXTURE_PAINT) &&
- (v3d->drawtype > OB_WIRE))
- {
- /* do nothing */
- }
- else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) &&
- V3D_IS_ZBUF(v3d))
- {
- /* do nothing */
- }
- else if (scene->obedit &&
- V3D_IS_ZBUF(v3d))
- {
- /* do nothing */
- }
- else {
- v3d->flag &= ~V3D_INVALID_BACKBUF;
- return;
- }
-
- if (!(v3d->flag & V3D_INVALID_BACKBUF))
- return;
+ glLineWidth(1.0f);
+ setlinestyle(3);
+ imm_cpack(0x4040FF);
-#if 0
- if (test) {
- if (qtest()) {
- addafterqueue(ar->win, BACKBUFDRAW, 1);
- return;
- }
- }
-#endif
+ imm_draw_line_box(
+ pos, v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
+ v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
- if (v3d->drawtype > OB_WIRE) v3d->zbuf = true;
-
- /* dithering and AA break color coding, so disable */
- glDisable(GL_DITHER);
-
- multisample_enabled = glIsEnabled(GL_MULTISAMPLE);
- if (multisample_enabled)
- glDisable(GL_MULTISAMPLE);
-
- if (win->multisamples != USER_MULTISAMPLE_NONE) {
- /* for multisample we use an offscreen FBO. multisample drawing can fail
- * with color coded selection drawing, and reading back depths from such
- * a buffer can also cause a few seconds freeze on OS X / NVidia. */
- int w = BLI_rcti_size_x(&ar->winrct);
- int h = BLI_rcti_size_y(&ar->winrct);
- char error[256];
+ setlinestyle(0);
- if (rv3d->gpuoffscreen) {
- if (GPU_offscreen_width(rv3d->gpuoffscreen) != w ||
- GPU_offscreen_height(rv3d->gpuoffscreen) != h)
- {
- GPU_offscreen_free(rv3d->gpuoffscreen);
- rv3d->gpuoffscreen = NULL;
- }
- }
+ immUnbindProgram();
+}
- if (!rv3d->gpuoffscreen) {
- rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error);
+/* ******************** offline engine ***************** */
- if (!rv3d->gpuoffscreen)
- fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error);
- }
- }
+static bool view3d_draw_render_draw(const bContext *C, Scene *scene,
+ ARegion *ar, View3D *UNUSED(v3d),
+ bool clip_border, const rcti *border_rect)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ RenderEngineType *type;
+ GLint scissor[4];
- if (rv3d->gpuoffscreen)
- GPU_offscreen_bind(rv3d->gpuoffscreen, true);
- else
- glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
+ /* create render engine */
+ if (!rv3d->render_engine) {
+ RenderEngine *engine;
- glClearColor(0.0, 0.0, 0.0, 0.0);
- if (v3d->zbuf) {
- glEnable(GL_DEPTH_TEST);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- else {
- glClear(GL_COLOR_BUFFER_BIT);
- glDisable(GL_DEPTH_TEST);
- }
-
- if (rv3d->rflag & RV3D_CLIPPING)
- ED_view3d_clipping_set(rv3d);
-
- G.f |= G_BACKBUFSEL;
-
- if (base && (base->lay & v3d->lay))
- draw_object_backbufsel(scene, v3d, rv3d, base->object);
-
- if (rv3d->gpuoffscreen)
- GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
- else
- ar->swap = 0; /* mark invalid backbuf for wm draw */
+ type = RE_engines_find(scene->r.engine);
- v3d->flag &= ~V3D_INVALID_BACKBUF;
+ if (!(type->view_update && type->view_draw))
+ return false;
- G.f &= ~G_BACKBUFSEL;
- v3d->zbuf = false;
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_DITHER);
- if (multisample_enabled)
- glEnable(GL_MULTISAMPLE);
+ engine = RE_engine_create_ex(type, true);
- if (rv3d->rflag & RV3D_CLIPPING)
- ED_view3d_clipping_disable();
-}
+ engine->tile_x = scene->r.tilex;
+ engine->tile_y = scene->r.tiley;
-void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
-{
- RegionView3D *rv3d = ar->regiondata;
+ type->view_update(engine, C);
- if (rv3d->gpuoffscreen) {
- GPU_offscreen_bind(rv3d->gpuoffscreen, true);
- glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
- glReadPixels(x, y, w, h, format, type, data);
- GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
- }
- else {
- glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
+ rv3d->render_engine = engine;
}
-}
-/* XXX depth reading exception, for code not using gpu offscreen */
-static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
-{
+ /* background draw */
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ ED_region_pixelspace(ar);
- glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
-}
+ if (clip_border) {
+ /* for border draw, we only need to clear a subset of the 3d view */
+ if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
+ glGetIntegerv(GL_SCISSOR_BOX, scissor);
+ glScissor(border_rect->xmin, border_rect->ymin,
+ BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
+ }
+ else {
+ return false;
+ }
+ }
-void ED_view3d_backbuf_validate(ViewContext *vc)
-{
- if (vc->v3d->flag & V3D_INVALID_BACKBUF)
- backdrawview3d(vc->scene, vc->win, vc->ar, vc->v3d);
-}
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ /* don't change depth buffer */
+ glClear(GL_COLOR_BUFFER_BIT); /* is this necessary? -- merwin */
-/**
- * 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));
-}
+ /* render result draw */
+ type = rv3d->render_engine->type;
+ type->view_draw(rv3d->render_engine, C);
-/* samples a single pixel (copied from vpaint) */
-unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y)
-{
- unsigned int col;
-
- if (x >= vc->ar->winx || y >= vc->ar->winy) {
- return 0;
+ if (clip_border) {
+ /* restore scissor as it was before */
+ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
}
- ED_view3d_backbuf_validate(vc);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
- view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
- glReadBuffer(GL_BACK);
-
- if (ENDIAN_ORDER == B_ENDIAN) {
- BLI_endian_switch_uint32(&col);
- }
-
- return GPU_select_to_index(col);
+ return true;
}
-/* reads full rect, converts indices */
-ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
+/* ******************** background plates ***************** */
+
+static void view3d_draw_background_gradient(void)
{
- struct ImBuf *ibuf_clip;
- /* clip */
- const rcti clip = {
- max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1),
- max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)};
- const int size_clip[2] = {
- BLI_rcti_size_x(&clip) + 1,
- BLI_rcti_size_y(&clip) + 1};
+ gpuMatrixBegin3D(); /* TODO: finish 2D API */
- if (UNLIKELY((clip.xmin > clip.xmax) ||
- (clip.ymin > clip.ymax)))
- {
- return NULL;
- }
+ glClear(GL_DEPTH_BUFFER_BIT);
- ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned char col_hi[3], col_lo[3];
- ED_view3d_backbuf_validate(vc);
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
- view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect);
+ UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
+ UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
- glReadBuffer(GL_BACK);
+ immBegin(GL_QUADS, 4);
+ immAttrib3ubv(color, col_lo);
+ immVertex2f(pos, -1.0f, -1.0f);
+ immVertex2f(pos, 1.0f, -1.0f);
- if (ENDIAN_ORDER == B_ENDIAN) {
- IMB_convert_rgba_to_abgr(ibuf_clip);
- }
+ immAttrib3ubv(color, col_hi);
+ immVertex2f(pos, 1.0f, 1.0f);
+ immVertex2f(pos, -1.0f, 1.0f);
+ immEnd();
- GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
-
- if ((clip.xmin == xmin) &&
- (clip.xmax == xmax) &&
- (clip.ymin == ymin) &&
- (clip.ymax == ymax))
- {
- return ibuf_clip;
+ immUnbindProgram();
+
+ gpuMatrixEnd();
+}
+
+static void view3d_draw_background_none(void)
+{
+ if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
+ view3d_draw_background_gradient();
}
else {
- /* put clipped result into a non-clipped buffer */
- struct ImBuf *ibuf_full;
- const int size[2] = {
- (xmax - xmin + 1),
- (ymax - ymin + 1)};
-
- ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
-
- IMB_rectcpy(
- ibuf_full, ibuf_clip,
- clip.xmin - xmin, clip.ymin - ymin,
- 0, 0,
- size_clip[0], size_clip[1]);
- IMB_freeImBuf(ibuf_clip);
- return ibuf_full;
+ UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
-/* smart function to sample a rect spiralling outside, nice for backbuf selection */
-unsigned int ED_view3d_backbuf_sample_rect(
- ViewContext *vc, const int mval[2], int size,
- unsigned int min, unsigned int max, float *r_dist)
-{
- struct ImBuf *buf;
- const unsigned int *bufmin, *bufmax, *tbuf;
- int minx, miny;
- int a, b, rc, nr, amount, dirvec[4][2];
- unsigned int index = 0;
-
- amount = (size - 1) / 2;
-
- minx = mval[0] - (amount + 1);
- miny = mval[1] - (amount + 1);
- buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1);
- if (!buf) return 0;
-
- rc = 0;
-
- dirvec[0][0] = 1; dirvec[0][1] = 0;
- dirvec[1][0] = 0; dirvec[1][1] = -size;
- dirvec[2][0] = -1; dirvec[2][1] = 0;
- dirvec[3][0] = 0; dirvec[3][1] = size;
-
- bufmin = buf->rect;
- tbuf = buf->rect;
- bufmax = buf->rect + size * size;
- tbuf += amount * size + amount;
-
- for (nr = 1; nr <= size; nr++) {
-
- for (a = 0; a < 2; a++) {
- for (b = 0; b < nr; b++) {
- if (*tbuf && *tbuf >= min && *tbuf < max) {
- /* we got a hit */
-
- /* get x,y pixel coords from the offset
- * (manhatten distance in keeping with other screen-based selection) */
- *r_dist = (float)(
- abs(((int)(tbuf - buf->rect) % size) - (size / 2)) +
- abs(((int)(tbuf - buf->rect) / size) - (size / 2)));
-
- /* indices start at 1 here */
- index = (*tbuf - min) + 1;
- goto exit;
- }
-
- tbuf += (dirvec[rc][0] + dirvec[rc][1]);
-
- if (tbuf < bufmin || tbuf >= bufmax) {
- goto exit;
- }
- }
- rc++;
- rc &= 3;
- }
- }
+static void view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d)
+{
+ if (scene->world) {
+ GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
-exit:
- IMB_freeImBuf(buf);
- return index;
-}
+ /* calculate full shader for background */
+ GPU_material_bind(gpumat, 1, 1, 1.0f, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
+ if (GPU_material_bound(gpumat)) {
-/* ************************************************************* */
+ glClear(GL_DEPTH_BUFFER_BIT);
-static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
-{
- if (BKE_image_is_stereo(ima)) {
- iuser->flag |= IMA_SHOW_STEREO;
+ /* TODO viewport (dfelinto): GPU_material_bind relies on immediate mode,
+ * we can't get rid of the following code without a bigger refactor
+ * or we dropping this functionality. */
+
+ glBegin(GL_TRIANGLE_STRIP);
+ glVertex2f(-1.0f, -1.0f);
+ glVertex2f(1.0f, -1.0f);
+ glVertex2f(-1.0f, 1.0f);
+ glVertex2f(1.0f, 1.0f);
+ glEnd();
- if ((scene->r.scemode & R_MULTIVIEW) == 0) {
- iuser->multiview_eye = STEREO_LEFT_ID;
+ GPU_material_unbind(gpumat);
}
- else if (v3d->stereo3d_camera != STEREO_3D_ID) {
- /* show only left or right camera */
- iuser->multiview_eye = v3d->stereo3d_camera;
+ else {
+ view3d_draw_background_none();
}
-
- BKE_image_multiview_index(ima, iuser);
}
else {
- iuser->flag &= ~IMA_SHOW_STEREO;
+ view3d_draw_background_none();
}
}
-static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
- const bool do_foreground, const bool do_camera_frame)
-{
- RegionView3D *rv3d = ar->regiondata;
- BGpic *bgpic;
- int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0;
-
- for (bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) {
- bgpic->iuser.scene = scene; /* Needed for render results. */
+/* ******************** solid plates ***************** */
- if ((bgpic->flag & V3D_BGPIC_FOREGROUND) != fg_flag)
- continue;
+/**
+ * Clear the buffer and draw the proper shader
+ */
+static void view3d_draw_background(const bContext *C)
+{
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ RegionView3D *rv3d = CTX_wm_region_view3d(C);
- if ((bgpic->view == 0) || /* zero for any */
- (bgpic->view & (1 << rv3d->view)) || /* check agaist flags */
- (rv3d->persp == RV3D_CAMOB && bgpic->view == (1 << RV3D_VIEW_CAMERA)))
- {
- float image_aspect[2];
- float fac, asp, zoomx, zoomy;
- float x1, y1, x2, y2, centx, centy;
-
- ImBuf *ibuf = NULL, *freeibuf, *releaseibuf;
- void *lock;
- rctf clip_rect;
-
- Image *ima = NULL;
- MovieClip *clip = NULL;
-
- /* disable individual images */
- if ((bgpic->flag & V3D_BGPIC_DISABLED))
- continue;
-
- freeibuf = NULL;
- releaseibuf = NULL;
- if (bgpic->source == V3D_BGPIC_IMAGE) {
- ima = bgpic->ima;
- if (ima == NULL)
- continue;
- BKE_image_user_frame_calc(&bgpic->iuser, CFRA, 0);
- if (ima->source == IMA_SRC_SEQUENCE && !(bgpic->iuser.flag & IMA_USER_FRAME_IN_RANGE)) {
- ibuf = NULL; /* frame is out of range, dont show */
- }
- else {
- view3d_stereo_bgpic_setup(scene, v3d, ima, &bgpic->iuser);
- ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, &lock);
- releaseibuf = ibuf;
- }
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ /* Background functions do not read or write depth, but they do clear or completely
+ * overwrite color buffer. It's more efficient to clear color & depth in once call, so
+ * background functions do this even though they don't use depth.
+ */
- image_aspect[0] = ima->aspx;
- image_aspect[1] = ima->aspy;
- }
- else if (bgpic->source == V3D_BGPIC_MOVIE) {
- /* TODO: skip drawing when out of frame range (as image sequences do above) */
+ switch (v3d->debug.background) {
+ case V3D_DEBUG_BACKGROUND_WORLD:
+ view3d_draw_background_world(scene, v3d, rv3d);
+ break;
+ case V3D_DEBUG_BACKGROUND_GRADIENT:
+ view3d_draw_background_gradient();
+ break;
+ case V3D_DEBUG_BACKGROUND_NONE:
+ default:
+ view3d_draw_background_none();
+ break;
+ }
+}
- if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
- if (scene->camera)
- clip = BKE_object_movieclip_get(scene, scene->camera, true);
- }
- else {
- clip = bgpic->clip;
- }
+/**
+ *
+ */
+static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, const bool UNUSED(run_screen_shaders))
+{
+ /* TODO viewport */
+ draw_all_objects(C, ar, false, use_depth(C));
+}
- if (clip == NULL)
- continue;
+/**
+ *
+ */
+static void view3d_draw_render_transparent_surfaces(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA);
- ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
+/**
+ *
+ */
+static void view3d_draw_post_draw(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- image_aspect[0] = clip->aspx;
- image_aspect[1] = clip->aspy;
+/* ******************** geometry overlay ***************** */
- /* working with ibuf from image and clip has got different workflow now.
- * ibuf acquired from clip is referenced by cache system and should
- * be dereferenced after usage. */
- freeibuf = ibuf;
- }
- else {
- /* perhaps when loading future files... */
- BLI_assert(0);
- copy_v2_fl(image_aspect, 1.0f);
- }
+/**
+ * Front/back wire frames
+ */
+static void view3d_draw_wire_plates(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- if (ibuf == NULL)
- continue;
+/**
+ * Special treatment for selected objects
+ */
+static void view3d_draw_outline_plates(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */
- if (freeibuf)
- IMB_freeImBuf(freeibuf);
- if (releaseibuf)
- BKE_image_release_ibuf(ima, releaseibuf, lock);
+/* ******************** other elements ***************** */
- continue;
- }
- if (ibuf->rect == NULL)
- IMB_rect_from_float(ibuf);
+#define DEBUG_GRID 0
- if (rv3d->persp == RV3D_CAMOB) {
+static void gridline_range(double x0, double dx, double max, int* first_out, int* count_out)
+{
+ /* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
+ * x0 is gridline 0, the axis in screen space
+ * Area covers [0 .. max) pixels */
- if (do_camera_frame) {
- rctf vb;
- ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, false);
- x1 = vb.xmin;
- y1 = vb.ymin;
- x2 = vb.xmax;
- y2 = vb.ymax;
- }
- else {
- x1 = ar->winrct.xmin;
- y1 = ar->winrct.ymin;
- x2 = ar->winrct.xmax;
- y2 = ar->winrct.ymax;
- }
+ int first = (int)ceil(-x0 / dx);
+ int last = (int)floor((max - x0) / dx);
- /* apply offset last - camera offset is different to offset in blender units */
- /* so this has some sane way of working - this matches camera's shift _exactly_ */
- {
- const float max_dim = max_ff(x2 - x1, y2 - y1);
- const float xof_scale = bgpic->xof * max_dim;
- const float yof_scale = bgpic->yof * max_dim;
-
- x1 += xof_scale;
- y1 += yof_scale;
- x2 += xof_scale;
- y2 += yof_scale;
- }
+ if (first <= last) {
+ *first_out = first;
+ *count_out = last - first + 1;
+ }
+ else {
+ *first_out = 0;
+ *count_out = 0;
+ }
- centx = (x1 + x2) / 2.0f;
- centy = (y1 + y2) / 2.0f;
-
- /* aspect correction */
- if (bgpic->flag & V3D_BGPIC_CAMERA_ASPECT) {
- /* apply aspect from clip */
- const float w_src = ibuf->x * image_aspect[0];
- const float h_src = ibuf->y * image_aspect[1];
-
- /* destination aspect is already applied from the camera frame */
- const float w_dst = x1 - x2;
- const float h_dst = y1 - y2;
-
- const float asp_src = w_src / h_src;
- const float asp_dst = w_dst / h_dst;
-
- if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) {
- if ((asp_src > asp_dst) == ((bgpic->flag & V3D_BGPIC_CAMERA_CROP) != 0)) {
- /* fit X */
- const float div = asp_src / asp_dst;
- x1 = ((x1 - centx) * div) + centx;
- x2 = ((x2 - centx) * div) + centx;
- }
- else {
- /* fit Y */
- const float div = asp_dst / asp_src;
- y1 = ((y1 - centy) * div) + centy;
- y2 = ((y2 - centy) * div) + centy;
- }
- }
- }
- }
- else {
- float tvec[3];
- float sco[2];
- const float mval_f[2] = {1.0f, 0.0f};
- const float co_zero[3] = {0};
- float zfac;
-
- /* calc window coord */
- zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL);
- ED_view3d_win_to_delta(ar, mval_f, tvec, zfac);
- fac = max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */
- fac = 1.0f / fac;
-
- asp = (float)ibuf->y / (float)ibuf->x;
-
- zero_v3(tvec);
- ED_view3d_project_float_v2_m4(ar, tvec, sco, rv3d->persmat);
-
- x1 = sco[0] + fac * (bgpic->xof - bgpic->size);
- y1 = sco[1] + asp * fac * (bgpic->yof - bgpic->size);
- x2 = sco[0] + fac * (bgpic->xof + bgpic->size);
- y2 = sco[1] + asp * fac * (bgpic->yof + bgpic->size);
-
- centx = (x1 + x2) / 2.0f;
- centy = (y1 + y2) / 2.0f;
- }
+#if DEBUG_GRID
+ printf(" first %d * dx = %f\n", first, x0 + first * dx);
+ printf(" last %d * dx = %f\n", last, x0 + last * dx);
+ printf(" count = %d\n", *count_out);
+#endif
+}
- /* complete clip? */
- BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
- if (bgpic->rotation) {
- BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
- }
+static int gridline_count(ARegion *ar, double x0, double y0, double dx)
+{
+ /* x0 & y0 establish the "phase" of the grid within this 2D region
+ * dx is the frequency, shared by x & y directions
+ * pass in dx of smallest (highest precision) grid we want to draw */
- if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx || clip_rect.ymin > ar->winy) {
- if (freeibuf)
- IMB_freeImBuf(freeibuf);
- if (releaseibuf)
- BKE_image_release_ibuf(ima, releaseibuf, lock);
+#if DEBUG_GRID
+ printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
+#endif
- continue;
- }
+ int first, x_ct, y_ct;
- zoomx = (x2 - x1) / ibuf->x;
- zoomy = (y2 - y1) / ibuf->y;
+ gridline_range(x0, dx, ar->winx, &first, &x_ct);
+ gridline_range(y0, dx, ar->winy, &first, &y_ct);
- /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
- if (zoomx < 1.0f || zoomy < 1.0f) {
- float tzoom = min_ff(zoomx, zoomy);
- int mip = 0;
+ int total_ct = x_ct + y_ct;
- if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
- IMB_remakemipmap(ibuf, 0);
- ibuf->userflags &= ~IB_MIPMAP_INVALID;
- }
- else if (ibuf->mipmap[0] == NULL)
- IMB_makemipmap(ibuf, 0);
-
- while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
- tzoom *= 2.0f;
- zoomx *= 2.0f;
- zoomy *= 2.0f;
- mip++;
- }
- if (mip > 0)
- ibuf = ibuf->mipmap[mip - 1];
- }
+#if DEBUG_GRID
+ printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct);
+#endif
- if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- glDepthMask(0);
+ return total_ct;
+}
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+static bool drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3])
+{
+ /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
+ * always skip exact x0 & y0 axes; they will be drawn later in color
+ *
+ * set grid color once, just before the first line is drawn
+ * it's harmless to set same color for every line, or every vertex
+ * but if no lines are drawn, color must not be set! */
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- ED_region_pixelspace(ar);
+#if DEBUG_GRID
+ printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod);
+#endif
- glTranslatef(centx, centy, 0.0);
- glRotatef(RAD2DEGF(-bgpic->rotation), 0.0f, 0.0f, 1.0f);
+ const float x_max = (float)ar->winx;
+ const float y_max = (float)ar->winy;
- if (bgpic->flag & V3D_BGPIC_FLIP_X) {
- zoomx *= -1.0f;
- x1 = x2;
- }
- if (bgpic->flag & V3D_BGPIC_FLIP_Y) {
- zoomy *= -1.0f;
- y1 = y2;
- }
- glPixelZoom(zoomx, zoomy);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend);
+ int first, ct;
+ int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
+ int lines_skipped_for_next_unit = 0;
- /* could not use glaDrawPixelsAuto because it could fallback to
- * glaDrawPixelsSafe in some cases, which will end up in missing
- * alpha transparency for the background image (sergey)
- */
- glaDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect);
+ /* draw vertical lines */
+ gridline_range(x0, dx, x_max, &first, &ct);
- glPixelZoom(1.0, 1.0);
- glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
+ for (int i = first; i < first + ct; ++i) {
+ if (i == 0)
+ continue;
+ else if (skip_mod && (i % skip_mod) == 0) {
+ ++lines_skipped_for_next_unit;
+ continue;
+ }
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ if (x_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
- glDisable(GL_BLEND);
+ float x = (float)(x0 + i * dx);
+ immVertex2f(pos, x, 0.0f);
+ immVertex2f(pos, x, y_max);
+ ++x_ct;
+ }
- glDepthMask(1);
- if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ /* draw horizontal lines */
+ gridline_range(y0, dx, y_max, &first, &ct);
- if (freeibuf)
- IMB_freeImBuf(freeibuf);
- if (releaseibuf)
- BKE_image_release_ibuf(ima, releaseibuf, lock);
+ for (int i = first; i < first + ct; ++i) {
+ if (i == 0)
+ continue;
+ else if (skip_mod && (i % skip_mod) == 0) {
+ ++lines_skipped_for_next_unit;
+ continue;
}
- }
-}
-static void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d,
- const bool do_foreground, const bool do_camera_frame)
-{
- RegionView3D *rv3d = ar->regiondata;
+ if (x_ct + y_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
- if ((v3d->flag & V3D_DISPBGPICS) == 0)
- return;
+ float y = (float)(y0 + i * dx);
+ immVertex2f(pos, 0.0f, y);
+ immVertex2f(pos, x_max, y);
+ ++y_ct;
+ }
- /* disabled - mango request, since footage /w only render is quite useful
- * and this option is easy to disable all background images at once */
-#if 0
- if (v3d->flag2 & V3D_RENDER_OVERRIDE)
- return;
+#if DEBUG_GRID
+ int total_ct = x_ct + y_ct;
+ printf(" %d + %d = %d gridlines drawn, %d skipped for next unit\n", x_ct, y_ct, total_ct, lines_skipped_for_next_unit);
#endif
- if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
- if (rv3d->persp == RV3D_CAMOB) {
- view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
- }
- }
- else {
- view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
- }
+ return lines_skipped_for_next_unit > 0;
}
-/* ****************** View3d afterdraw *************** */
-
-typedef struct View3DAfter {
- struct View3DAfter *next, *prev;
- struct Base *base;
- short dflag;
-} View3DAfter;
+#define GRID_MIN_PX_D 6.0
+#define GRID_MIN_PX_F 6.0f
-/* temp storage of Objects that need to be drawn as last */
-void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag)
+static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
- View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
- BLI_assert((base->flag & OB_FROMDUPLI) == 0);
- BLI_addtail(lb, v3da);
- v3da->base = base;
- v3da->dflag = dflag;
-}
+ RegionView3D *rv3d = ar->regiondata;
-/* disables write in zbuffer and draws it over */
-static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
-{
- View3DAfter *v3da;
-
- glDepthMask(GL_FALSE);
- v3d->transp = true;
-
- while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
- draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
- MEM_freeN(v3da);
- }
- v3d->transp = false;
-
- glDepthMask(GL_TRUE);
-
-}
+#if DEBUG_GRID
+ printf("%s width %d, height %d\n", __FUNCTION__, ar->winx, ar->winy);
+#endif
-/* clears zbuffer and draws it over */
-static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
-{
- View3DAfter *v3da;
+ double fx = rv3d->persmat[3][0];
+ double fy = rv3d->persmat[3][1];
+ double fw = rv3d->persmat[3][3];
- if (*clear && v3d->zbuf) {
- glClear(GL_DEPTH_BUFFER_BIT);
- *clear = false;
- }
+ const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
+ const double wy = 0.5 * ar->winy;
- v3d->xray = true;
- while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
- draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
- MEM_freeN(v3da);
- }
- v3d->xray = false;
-}
+ double x = wx * fx / fw;
+ double y = wy * fy / fw;
+ double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 };
+ mul_m4_v4d(rv3d->persmat, vec4);
+ fx = vec4[0];
+ fy = vec4[1];
+ fw = vec4[3];
-/* clears zbuffer and draws it over */
-static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const bool clear)
-{
- View3DAfter *v3da;
+ double dx = fabs(x - wx * fx / fw);
+ if (dx == 0) dx = fabs(y - wy * fy / fw);
- if (clear && v3d->zbuf)
- glClear(GL_DEPTH_BUFFER_BIT);
+ x += wx;
+ y += wy;
- v3d->xray = true;
- v3d->transp = true;
-
- glDepthMask(GL_FALSE);
+ /* now x, y, and dx have their final values
+ * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
+ * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
- while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
- draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
- MEM_freeN(v3da);
- }
+ glLineWidth(1.0f);
- v3d->transp = false;
- v3d->xray = false;
+#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer */
+#endif
- glDepthMask(GL_TRUE);
-}
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
-/* *********************** */
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
-/*
- * In most cases call draw_dupli_objects,
- * draw_dupli_objects_color was added because when drawing set dupli's
- * we need to force the color
- */
+ unsigned char col[3], col2[3];
+ UI_GetThemeColor3ubv(TH_GRID, col);
-#if 0
-int dupli_ob_sort(void *arg1, void *arg2)
-{
- void *p1 = ((DupliObject *)arg1)->ob;
- void *p2 = ((DupliObject *)arg2)->ob;
- int val = 0;
- if (p1 < p2) val = -1;
- else if (p1 > p2) val = 1;
- return val;
-}
-#endif
+ if (unit->system) {
+ const void *usys;
+ int len;
+ bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
-static DupliObject *dupli_step(DupliObject *dob)
-{
- while (dob && dob->no_draw)
- dob = dob->next;
- return dob;
-}
+ bool first = true;
-static void draw_dupli_objects_color(
- Scene *scene, ARegion *ar, View3D *v3d, Base *base,
- const short dflag, const int color)
-{
- RegionView3D *rv3d = ar->regiondata;
- ListBase *lb;
- LodLevel *savedlod;
- DupliObject *dob_prev = NULL, *dob, *dob_next = NULL;
- Base tbase = {NULL};
- BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
- GLuint displist = 0;
- unsigned char color_rgb[3];
- const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
- short transflag;
- bool use_displist = false; /* -1 is initialize */
- char dt;
- short dtx;
- DupliApplyData *apply_data;
-
- if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
- if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return;
-
- if (dflag & DRAW_CONSTCOLOR) {
- BLI_assert(color == TH_UNDEFINED);
- }
- else {
- UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb);
- }
+ if (usys) {
+ int i = len;
+ while (i--) {
+ double scalar = bUnit_GetScaler(usys, i);
+
+ double dx_scalar = dx * scalar / (double)unit->scale_length;
+ if (dx_scalar < (GRID_MIN_PX_D * 2.0)) {
+ /* very very small grid items are less useful when dealing with units */
+ continue;
+ }
- tbase.flag = OB_FROMDUPLI | base->flag;
- lb = object_duplilist(G.main->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. */
+ if (first) {
+ first = false;
- apply_data = duplilist_apply(base->object, scene, lb);
+ /* Store the smallest drawn grid size units name so users know how big each grid cell is */
+ *grid_unit = bUnit_GetNameDisplay(usys, i);
+ rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
- dob = dupli_step(lb->first);
- if (dob) dob_next = dupli_step(dob->next);
+ int gridline_ct = gridline_count(ar, x, y, dx_scalar);
+ if (gridline_ct == 0)
+ goto drawgrid_cleanup; /* nothing to draw */
- for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) {
- bool testbb = false;
+ immBegin(GL_LINES, gridline_ct * 2);
+ }
- tbase.object = dob->ob;
+ float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
+ /* tweak to have the fade a bit nicer */
+ blend_fac = (blend_fac * blend_fac) * 2.0f;
+ CLAMP(blend_fac, 0.3f, 1.0f);
- /* Make sure lod is updated from dupli's position */
- savedlod = dob->ob->currentlod;
+ UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
-#ifdef WITH_GAMEENGINE
- if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
- BKE_object_lod_update(dob->ob, rv3d->viewinv[3]);
- }
+ const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar);
+#if DEBUG_GRID
+ printf("%s %f, ", bUnit_GetNameDisplay(usys, i), scalar);
+ if (i > 0)
+ printf("next unit is %d times larger\n", skip_mod);
+ else
+ printf("largest unit\n");
#endif
-
- /* extra service: draw the duplicator in drawtype of parent, minimum taken
- * to allow e.g. boundbox box objects in groups for LOD */
- dt = tbase.object->dt;
- tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
-
- /* inherit draw extra, but not if a boundbox under the assumption that this
- * is intended to speed up drawing, and drawing extra (especially wire) can
- * slow it down too much */
- dtx = tbase.object->dtx;
- if (tbase.object->dt != OB_BOUNDBOX)
- tbase.object->dtx = base->object->dtx;
-
- /* negative scale flag has to propagate */
- transflag = tbase.object->transflag;
-
- if (is_negative_m4(dob->mat))
- tbase.object->transflag |= OB_NEG_SCALE;
- else
- tbase.object->transflag &= ~OB_NEG_SCALE;
-
- /* should move outside the loop but possible color is set in draw_object still */
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glColor3ubv(color_rgb);
- }
-
- /* generate displist, test for new object */
- if (dob_prev && dob_prev->ob != dob->ob) {
- if (use_displist == true)
- glDeleteLists(displist, 1);
-
- use_displist = false;
- }
-
- if ((bb_tmp = BKE_object_boundbox_get(dob->ob))) {
- bb = *bb_tmp; /* must make a copy */
- testbb = true;
+ if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2))
+ break;
+ }
}
+ }
+ else {
+ const double sublines = v3d->gridsubdiv;
+ const float sublines_fl = v3d->gridsubdiv;
+
+ int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */
- if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) {
- /* generate displist */
- if (use_displist == false) {
-
- /* note, since this was added, its checked (dob->type == OB_DUPLIGROUP)
- * however this is very slow, it was probably needed for the NLA
- * offset feature (used in group-duplicate.blend but no longer works in 2.5)
- * so for now it should be ok to - campbell */
-
- if ( /* if this is the last no need to make a displist */
- (dob_next == NULL || dob_next->ob != dob->ob) ||
- /* lamp drawing messes with matrices, could be handled smarter... but this works */
- (dob->ob->type == OB_LAMP) ||
- (dob->type == OB_DUPLIGROUP && dob->animated) ||
- !bb_tmp ||
- draw_glsl_material(scene, dob->ob, v3d, dt) ||
- check_object_draw_texture(scene, v3d, dt) ||
- (v3d->flag2 & V3D_SOLID_MATCAP) != 0)
- {
- // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name + 2);
- use_displist = false;
+ if (dx < GRID_MIN_PX_D) {
+ rv3d->gridview *= sublines_fl;
+ dx *= sublines;
+ if (dx < GRID_MIN_PX_D) {
+ rv3d->gridview *= sublines_fl;
+ dx *= sublines;
+ if (dx < GRID_MIN_PX_D) {
+ rv3d->gridview *= sublines_fl;
+ dx *= sublines;
+ grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1;
}
- else {
- // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name + 2);
-
- /* disable boundbox check for list creation */
- BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 1);
- /* need this for next part of code */
- unit_m4(dob->ob->obmat); /* obmat gets restored */
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
- draw_object(scene, ar, v3d, &tbase, dflag_dupli);
- glEndList();
-
- use_displist = true;
- BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 0);
- }
}
-
- if (use_displist) {
- glPushMatrix();
- glMultMatrixf(dob->mat);
- glCallList(displist);
- glPopMatrix();
- }
- else {
- copy_m4_m4(dob->ob->obmat, dob->mat);
- GPU_begin_dupli_object(dob);
- draw_object(scene, ar, v3d, &tbase, dflag_dupli);
- GPU_end_dupli_object();
+ }
+ else {
+ if (dx >(GRID_MIN_PX_D * 10.0)) { /* start blending in */
+ rv3d->gridview /= sublines_fl;
+ dx /= sublines;
+ if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
+ rv3d->gridview /= sublines_fl;
+ dx /= sublines;
+ if (dx > (GRID_MIN_PX_D * 10.0)) {
+ grids_to_draw = 1;
+ }
+ }
}
}
-
- tbase.object->dt = dt;
- tbase.object->dtx = dtx;
- tbase.object->transflag = transflag;
- tbase.object->currentlod = savedlod;
+
+ int gridline_ct = gridline_count(ar, x, y, dx);
+ if (gridline_ct == 0)
+ goto drawgrid_cleanup; /* nothing to draw */
+
+ immBegin(GL_LINES, gridline_ct * 2);
+
+ if (grids_to_draw == 2) {
+ UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2);
+ if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2))
+ drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col);
+ }
+ else if (grids_to_draw == 1) {
+ drawgrid_draw(ar, x, y, dx, 0, pos, color, col);
+ }
}
- if (apply_data) {
- duplilist_restore(lb, apply_data);
- duplilist_free_apply_data(apply_data);
+ /* draw visible axes */
+ /* horizontal line */
+ if (0 <= y && y < ar->winy) {
+ UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X');
+ immAttrib3ub(color, col2[0], col2[1], col2[2]);
+ immVertex2f(pos, 0.0f, y);
+ immVertex2f(pos, (float)ar->winx, y);
}
- free_object_duplilist(lb);
-
- if (use_displist)
- glDeleteLists(displist, 1);
-}
+ /* vertical line */
+ if (0 <= x && x < ar->winx) {
+ UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z');
+ immAttrib3ub(color, col2[0], col2[1], col2[2]);
+ immVertex2f(pos, x, 0.0f);
+ immVertex2f(pos, x, (float)ar->winy);
+ }
-static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
-{
- /* define the color here so draw_dupli_objects_color can be called
- * from the set loop */
-
- int color = (base->flag & SELECT) ? TH_SELECT : TH_WIRE;
- /* debug */
- if (base->object->dup_group && base->object->dup_group->id.us < 1)
- color = TH_REDALERT;
-
- draw_dupli_objects_color(scene, ar, v3d, base, 0, color);
-}
+ immEnd();
-/* XXX warning, not using gpu offscreen here */
-void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
-{
- int x, y, w, h;
- rcti r;
- /* clamp rect by region */
+drawgrid_cleanup:
+ immUnbindProgram();
- r.xmin = 0;
- r.xmax = ar->winx - 1;
- r.ymin = 0;
- r.ymax = ar->winy - 1;
+#if 0 /* depth write is left enabled above */
+ glDepthMask(GL_TRUE); /* enable write in zbuffer */
+#endif
+}
- /* Constrain rect to depth bounds */
- BLI_rcti_isect(&r, rect, rect);
+#undef DEBUG_GRID
+#undef GRID_MIN_PX_D
+#undef GRID_MIN_PX_F
- /* assign values to compare with the ViewDepths */
- x = rect->xmin;
- y = rect->ymin;
+static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
+{
+ /* draw only if there is something to draw */
+ if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
+ /* draw how many lines?
+ * trunc(v3d->gridlines / 2) * 4
+ * + 2 for xy axes (possibly with special colors)
+ * + 1 for z axis (the only line not in xy plane)
+ * even v3d->gridlines are honored, odd rounded down */
+ const int gridlines = v3d->gridlines / 2;
+ const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
+ const float grid = gridlines * grid_scale;
- w = BLI_rcti_size_x(rect);
- h = BLI_rcti_size_y(rect);
+ const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1;
- if (w <= 0 || h <= 0) {
- if (d->depths)
- MEM_freeN(d->depths);
- d->depths = NULL;
+ bool show_axis_x = v3d->gridflag & V3D_SHOW_X;
+ bool show_axis_y = v3d->gridflag & V3D_SHOW_Y;
+ bool show_axis_z = v3d->gridflag & V3D_SHOW_Z;
- 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;
+ unsigned char col_grid[3], col_axis[3];
- if (d->depths)
- MEM_freeN(d->depths);
+ glLineWidth(1.0f);
- d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
-
- d->damaged = true;
- }
+ UI_GetThemeColor3ubv(TH_GRID, col_grid);
- if (d->damaged) {
- /* XXX using special function here, it doesn't use the gpu offscreen system */
- view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
- glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
- d->damaged = false;
- }
-}
+ if (!write_depth)
+ glDepthMask(GL_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) {
- view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
- glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
-
- d->damaged = false;
- }
- }
-}
+ if (show_floor) {
+ const unsigned vertex_ct = 2 * (gridlines * 4 + 2);
+ const int sublines = v3d->gridsubdiv;
-/* 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;
+ unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
- const float *depths = d->depths;
- float depth = FLT_MAX;
- int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
- /* far is both the starting 'far' value
- * and the closest value found. */
- while (i--) {
- depth = *depths++;
- if ((depth < far) && (depth > near)) {
- far = depth;
- }
- }
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- return far == far_real ? FLT_MAX : far;
-}
+ immBegin(GL_LINES, vertex_ct);
-void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
-{
- short zbuf = v3d->zbuf;
- RegionView3D *rv3d = ar->regiondata;
+ /* draw normal grid lines */
+ UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
- view3d_winmatrix_set(ar, v3d, NULL);
- view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
+ for (int a = 1; a <= gridlines; a++) {
+ /* skip emphasised divider lines */
+ if (a % sublines != 0) {
+ const float line = a * grid_scale;
- mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
- invert_m4_m4(rv3d->persinv, rv3d->persmat);
- invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+ immAttrib3ubv(color, col_grid_light);
- glClear(GL_DEPTH_BUFFER_BIT);
+ immVertex2f(pos, -grid, -line);
+ immVertex2f(pos, +grid, -line);
+ immVertex2f(pos, -grid, +line);
+ immVertex2f(pos, +grid, +line);
- glLoadMatrixf(rv3d->viewmat);
+ immVertex2f(pos, -line, -grid);
+ immVertex2f(pos, -line, +grid);
+ immVertex2f(pos, +line, -grid);
+ immVertex2f(pos, +line, +grid);
+ }
+ }
- v3d->zbuf = true;
- glEnable(GL_DEPTH_TEST);
+ /* draw emphasised grid lines */
+ UI_GetThemeColor3ubv(TH_BACK, col_bg);
+ /* emphasise division lines lighter instead of darker, if background is darker than grid */
+ UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
+ (col_grid[0] + col_grid[1] + col_grid[2] + 30 >
+ col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10);
- if (v3d->flag2 & V3D_SHOW_GPENCIL) {
- ED_gpencil_draw_view3d(NULL, scene, v3d, ar, true);
- }
-
- v3d->zbuf = zbuf;
+ if (sublines <= gridlines) {
+ immAttrib3ubv(color, col_grid_emphasise);
-}
+ for (int a = sublines; a <= gridlines; a += sublines) {
+ const float line = a * grid_scale;
-void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaoverride)
-{
- RegionView3D *rv3d = ar->regiondata;
- Base *base;
- short zbuf = v3d->zbuf;
- short flag = v3d->flag;
- float glalphaclip = U.glalphaclip;
- int obcenter_dia = U.obcenter_dia;
- /* no need for color when drawing depth buffer */
- const short dflag_depth = DRAW_CONSTCOLOR;
- /* temp set drawtype to solid */
-
- /* Setting these temporarily is not nice */
- v3d->flag &= ~V3D_SELECT_OUTLINE;
- U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
- U.obcenter_dia = 0;
-
- view3d_winmatrix_set(ar, v3d, NULL);
- view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
-
- mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
- invert_m4_m4(rv3d->persinv, rv3d->persmat);
- invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
-
- glClear(GL_DEPTH_BUFFER_BIT);
-
- glLoadMatrixf(rv3d->viewmat);
-
- if (rv3d->rflag & RV3D_CLIPPING) {
- ED_view3d_clipping_set(rv3d);
- }
- /* get surface depth without bias */
- rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
+ immVertex2f(pos, -grid, -line);
+ immVertex2f(pos, +grid, -line);
+ immVertex2f(pos, -grid, +line);
+ immVertex2f(pos, +grid, +line);
- v3d->zbuf = true;
- glEnable(GL_DEPTH_TEST);
-
- /* draw set first */
- if (scene->set) {
- Scene *sce_iter;
- for (SETLOOPER(scene->set, sce_iter, base)) {
- if (v3d->lay & base->lay) {
- draw_object(scene, ar, v3d, base, 0);
- if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ immVertex2f(pos, -line, -grid);
+ immVertex2f(pos, -line, +grid);
+ immVertex2f(pos, +line, -grid);
+ immVertex2f(pos, +line, +grid);
}
}
- }
- }
-
- for (base = scene->base.first; base; base = base->next) {
- if (v3d->lay & base->lay) {
- /* dupli drawing */
- if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
- }
- draw_object(scene, ar, v3d, base, dflag_depth);
- }
- }
-
- /* this isn't that nice, draw xray objects as if they are normal */
- if (v3d->afterdraw_transp.first ||
- v3d->afterdraw_xray.first ||
- v3d->afterdraw_xraytransp.first)
- {
- View3DAfter *v3da;
- int mask_orig;
- v3d->xray = true;
-
- /* transp materials can change the depth mask, see #21388 */
- glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
+ /* draw X axis */
+ if (show_axis_x) {
+ show_axis_x = false; /* drawing now, won't need to draw later */
+ UI_make_axis_color(col_grid, col_axis, 'X');
+ immAttrib3ubv(color, col_axis);
+ }
+ else
+ immAttrib3ubv(color, col_grid_emphasise);
+ immVertex2f(pos, -grid, 0.0f);
+ immVertex2f(pos, +grid, 0.0f);
- 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(scene, ar, v3d, v3da->base, dflag_depth);
+ /* draw Y axis */
+ if (show_axis_y) {
+ show_axis_y = false; /* drawing now, won't need to draw later */
+ UI_make_axis_color(col_grid, col_axis, 'Y');
+ immAttrib3ubv(color, col_axis);
}
- glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
- }
+ else
+ immAttrib3ubv(color, col_grid_emphasise);
- /* draw 3 passes, transp/xray/xraytransp */
- v3d->xray = false;
- v3d->transp = true;
- while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
- draw_object(scene, ar, v3d, v3da->base, dflag_depth);
- MEM_freeN(v3da);
- }
+ immVertex2f(pos, 0.0f, -grid);
+ immVertex2f(pos, 0.0f, +grid);
- v3d->xray = true;
- v3d->transp = false;
- while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
- draw_object(scene, ar, v3d, v3da->base, dflag_depth);
- MEM_freeN(v3da);
- }
+ immEnd();
+ immUnbindProgram();
- v3d->xray = true;
- v3d->transp = true;
- while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
- draw_object(scene, ar, v3d, v3da->base, dflag_depth);
- MEM_freeN(v3da);
+ /* done with XY plane */
}
-
- v3d->xray = false;
- v3d->transp = false;
+ if (show_axis_x || show_axis_y || show_axis_z) {
+ /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
- glDepthMask(mask_orig);
- }
-
- if (rv3d->rflag & RV3D_CLIPPING) {
- ED_view3d_clipping_disable();
- }
- rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
-
- v3d->zbuf = zbuf;
- if (!v3d->zbuf) glDisable(GL_DEPTH_TEST);
-
- U.glalphaclip = glalphaclip;
- v3d->flag = flag;
- U.obcenter_dia = obcenter_dia;
-}
-
-typedef struct View3DShadow {
- struct View3DShadow *next, *prev;
- GPULamp *lamp;
-} View3DShadow;
-
-static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
- Object *ob, Object *par,
- float obmat[4][4], unsigned int lay,
- ListBase *shadows, SceneRenderLayer *srl)
-{
- GPULamp *lamp;
- Lamp *la = (Lamp *)ob->data;
- View3DShadow *shadow;
- unsigned int layers;
-
- lamp = GPU_lamp_from_blender(scene, ob, par);
-
- if (lamp) {
- GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
- GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
-
- layers = lay & v3d->lay;
- if (srl)
- layers &= srl->lay;
-
- if (layers &&
- GPU_lamp_has_shadow_buffer(lamp) &&
- /* keep last, may do string lookup */
- GPU_lamp_override_visible(lamp, srl, NULL))
- {
- shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
- shadow->lamp = lamp;
- BLI_addtail(shadows, shadow);
- }
- }
-}
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
-static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d)
-{
- ListBase shadows;
- View3DShadow *shadow;
- Scene *sce_iter;
- Base *base;
- Object *ob;
- World *world = scene->world;
- SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL;
-
- BLI_listbase_clear(&shadows);
-
- /* update lamp transform and gather shadow lamps */
- for (SETLOOPER(scene, sce_iter, base)) {
- ob = base->object;
-
- if (ob->type == OB_LAMP)
- gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl);
-
- if (ob->transflag & OB_DUPLI) {
- DupliObject *dob;
- ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob);
-
- for (dob = lb->first; dob; dob = dob->next)
- if (dob->ob->type == OB_LAMP)
- gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl);
-
- free_object_duplilist(lb);
- }
- }
-
- /* render shadows after updating all lamps, nested object_duplilist
- * don't work correct since it's replacing object matrices */
- for (shadow = shadows.first; shadow; shadow = shadow->next) {
- /* this needs to be done better .. */
- float viewmat[4][4], winmat[4][4];
- int drawtype, lay, winsize, flag2 = v3d->flag2;
- ARegion ar = {NULL};
- RegionView3D rv3d = {{{0}}};
-
- drawtype = v3d->drawtype;
- lay = v3d->lay;
-
- v3d->drawtype = OB_SOLID;
- v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
- v3d->flag2 &= ~(V3D_SOLID_TEX | V3D_SHOW_SOLID_MATCAP);
- v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW;
-
- GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
-
- ar.regiondata = &rv3d;
- ar.regiontype = RGN_TYPE_WINDOW;
- rv3d.persp = RV3D_CAMOB;
- copy_m4_m4(rv3d.winmat, winmat);
- copy_m4_m4(rv3d.viewmat, viewmat);
- invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
- mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
- invert_m4_m4(rv3d.persinv, rv3d.viewinv);
-
- /* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
- ED_view3d_draw_offscreen(
- scene, v3d, &ar, winsize, winsize, viewmat, winmat,
- false, false, true,
- NULL, NULL, NULL, NULL);
- GPU_lamp_shadow_buffer_unbind(shadow->lamp);
-
- v3d->drawtype = drawtype;
- v3d->lay = lay;
- v3d->flag2 = flag2;
- }
-
- BLI_freelistN(&shadows);
-
- /* update world values */
- if (world) {
- GPU_mist_update_enable(world->mode & WO_MIST);
- GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr);
- GPU_horizon_update_color(&world->horr);
- GPU_ambient_update_color(&world->ambr);
- GPU_zenith_update_color(&world->zenr);
- }
-}
-
-/* *********************** customdata **************** */
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
-CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d)
-{
- CustomDataMask mask = 0;
- const int drawtype = view3d_effective_drawtype(v3d);
+ if (show_axis_x) {
+ UI_make_axis_color(col_grid, col_axis, 'X');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, -grid, 0.0f, 0.0f);
+ immVertex3f(pos, +grid, 0.0f, 0.0f);
+ }
- if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL) ||
- ((drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
- {
- mask |= CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
+ if (show_axis_y) {
+ UI_make_axis_color(col_grid, col_axis, 'Y');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, 0.0f, -grid, 0.0f);
+ immVertex3f(pos, 0.0f, +grid, 0.0f);
+ }
- if (BKE_scene_use_new_shading_nodes(scene)) {
- if (drawtype == OB_MATERIAL)
- mask |= CD_MASK_ORCO;
- }
- else {
- if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) ||
- (drawtype == OB_MATERIAL))
- {
- mask |= CD_MASK_ORCO;
+ if (show_axis_z) {
+ UI_make_axis_color(col_grid, col_axis, 'Z');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, 0.0f, 0.0f, -grid);
+ immVertex3f(pos, 0.0f, 0.0f, +grid);
}
+
+ immEnd();
+ immUnbindProgram();
}
- }
- return mask;
+ if (!write_depth)
+ glDepthMask(GL_TRUE);
+ }
}
-/* goes over all modes and view3d settings */
-CustomDataMask ED_view3d_screen_datamask(const bScreen *screen)
+/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
+float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
{
- const Scene *scene = screen->scene;
- CustomDataMask mask = CD_MASK_BAREMESH;
- const ScrArea *sa;
-
- /* check if we need tfaces & mcols due to view mode */
- for (sa = screen->areabase.first; sa; sa = sa->next) {
- if (sa->spacetype == SPACE_VIEW3D) {
- mask |= ED_view3d_datamask(scene, sa->spacedata.first);
+ /* apply units */
+ if (scene->unit.system) {
+ const void *usys;
+ int len;
+
+ bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
+
+ if (usys) {
+ int i = bUnit_GetBaseUnit(usys);
+ if (grid_unit)
+ *grid_unit = bUnit_GetNameDisplay(usys, i);
+ return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
}
}
- return mask;
+ return 1.0f;
}
-/**
- * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
- */
-void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
+float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
{
- RegionView3D *rv3d = ar->regiondata;
-
- /* setup window matrices */
- if (winmat)
- copy_m4_m4(rv3d->winmat, winmat);
- else
- view3d_winmatrix_set(ar, v3d, NULL);
-
- /* setup view matrix */
- if (viewmat)
- copy_m4_m4(rv3d->viewmat, viewmat);
- else
- view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
-
- /* update utility matrices */
- mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
- invert_m4_m4(rv3d->persinv, rv3d->persmat);
- invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
-
- /* calculate GLSL view dependent values */
+ return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
+}
- /* store window coordinates scaling/offset */
- if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
- rctf cameraborder;
- ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false);
- rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
- rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
-
- rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
- rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
- }
- else {
- rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
- rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
- }
+static void view3d_draw_grid(const bContext *C, ARegion *ar)
+{
+ /* TODO viewport
+ * Missing is the flags to check whether to draw it
+ * for now now we are using the flags in v3d itself.
+ *
+ * Also for now always assume depth is there, so we
+ * draw on top of it.
+ */
/**
* Calculate pixel-size factor once, is used for lamps and object centers.
* Used by #ED_view3d_pixel_size and typically not accessed directly.
@@ -2703,1359 +1460,729 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
*
* 'RegionView3D.pixsize' is used for viewport drawing, not rendering.
*/
- {
- /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
- * because of float point precision problems at large values [#23908] */
- float v1[3], v2[3];
- float len_px, len_sc;
-
- v1[0] = rv3d->persmat[0][0];
- v1[1] = rv3d->persmat[1][0];
- v1[2] = rv3d->persmat[2][0];
-
- v2[0] = rv3d->persmat[0][1];
- v2[1] = rv3d->persmat[1][1];
- v2[2] = rv3d->persmat[2][1];
-
- len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
- len_sc = (float)MAX2(ar->winx, ar->winy);
-
- rv3d->pixsize = len_px / len_sc;
- }
-}
-
-/**
- * Shared by #ED_view3d_draw_offscreen and #view3d_main_region_draw_objects
- *
- * \note \a C and \a grid_unit will be NULL when \a draw_offscreen is set.
- * \note Drawing lamps and opengl render uses this, so dont do grease pencil or view widgets here.
- */
-static void view3d_draw_objects(
- const bContext *C,
- Scene *scene, View3D *v3d, ARegion *ar,
- const char **grid_unit,
- const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
-{
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = ar->regiondata;
- Base *base;
- const bool do_camera_frame = !draw_offscreen;
- const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
- const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
- /* only draw grids after in solid modes, else it hovers over mesh wires */
- const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE) && fx;
- bool do_composite_xray = false;
- bool xrayclear = true;
- if (!draw_offscreen) {
- ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
- }
-
- if (rv3d->rflag & RV3D_CLIPPING)
- view3d_draw_clipping(rv3d);
-
- /* set zbuffer after we draw clipping region */
- if (v3d->drawtype > OB_WIRE) {
- v3d->zbuf = true;
- }
- else {
- v3d->zbuf = false;
- }
-
- /* special case (depth for wire color) */
- if (v3d->drawtype <= OB_WIRE) {
- if (scene->obedit && scene->obedit->type == OB_MESH) {
- Mesh *me = scene->obedit->data;
- if (me->drawflag & ME_DRAWEIGHT) {
- v3d->zbuf = true;
- }
- }
- }
-
- if (v3d->zbuf) {
- glEnable(GL_DEPTH_TEST);
- }
+ const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
+ const char *grid_unit = NULL;
/* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
- * objects if done last */
- if (draw_grids) {
- /* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */
- rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit);
-
- if (!draw_floor) {
- ED_region_pixelspace(ar);
- *grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
- drawgrid(&scene->unit, ar, v3d, grid_unit);
- /* XXX make function? replaces persp(1) */
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(rv3d->winmat);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(rv3d->viewmat);
- }
- else if (!draw_grids_after) {
- drawfloor(scene, v3d, grid_unit, true);
- }
- }
-
- /* important to do before clipping */
- if (do_bgpic) {
- view3d_draw_bgpic_test(scene, ar, v3d, false, do_camera_frame);
- }
+ * objects if done last
+ * needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views.
+ */
+ rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit);
- if (rv3d->rflag & RV3D_CLIPPING) {
- ED_view3d_clipping_set(rv3d);
- }
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE); /* read & test depth, but don't alter it. TODO: separate UI depth buffer */
- /* draw set first */
- if (scene->set) {
- const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET;
- Scene *sce_iter;
- for (SETLOOPER(scene->set, sce_iter, base)) {
- if (v3d->lay & base->lay) {
- UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
- draw_object(scene, ar, v3d, base, dflag);
-
- if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(scene, ar, v3d, base, dflag, TH_UNDEFINED);
- }
- }
- }
+ if (!draw_floor) {
+ ED_region_pixelspace(ar);
+ *(&grid_unit) = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
+ drawgrid(&scene->unit, ar, v3d, &grid_unit);
- /* Transp and X-ray afterdraw stuff for sets is done later */
- }
-
-
- if (draw_offscreen) {
- for (base = scene->base.first; base; base = base->next) {
- if (v3d->lay & base->lay) {
- /* dupli drawing */
- if (base->object->transflag & OB_DUPLI)
- draw_dupli_objects(scene, ar, v3d, base);
-
- draw_object(scene, ar, v3d, base, 0);
- }
- }
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(rv3d->viewmat);
}
else {
- unsigned int lay_used = 0;
+ drawfloor(scene, v3d, &grid_unit, false);
+ }
- /* then draw not selected and the duplis, but skip editmode object */
- for (base = scene->base.first; base; base = base->next) {
- lay_used |= base->lay;
+ glDisable(GL_DEPTH_TEST);
+}
- if (v3d->lay & base->lay) {
+static bool is_cursor_visible(Scene *scene)
+{
+ Object *ob = OBACT;
- /* dupli drawing */
- if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects(scene, ar, v3d, base);
- }
- if ((base->flag & SELECT) == 0) {
- if (base->object != scene->obedit)
- draw_object(scene, ar, v3d, base, 0);
- }
+ /* don't draw cursor in paint modes, but with a few exceptions */
+ if (ob && ob->mode & OB_MODE_ALL_PAINT) {
+ /* exception: object is in weight paint and has deforming armature in pose mode */
+ if (ob->mode & OB_MODE_WEIGHT_PAINT) {
+ if (BKE_object_pose_armature_get(ob) != NULL) {
+ return true;
}
}
+ /* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
+ else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
+ const Paint *p = BKE_paint_get_active(scene);
- /* mask out localview */
- v3d->lay_used = lay_used & ((1 << 20) - 1);
-
- /* draw selected and editmode */
- for (base = scene->base.first; base; base = base->next) {
- if (v3d->lay & base->lay) {
- if (base->object == scene->obedit || (base->flag & SELECT)) {
- draw_object(scene, ar, v3d, base, 0);
+ if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
+ if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
+ return true;
}
}
}
- }
-
- /* perspective floor goes last to use scene depth and avoid writing to depth buffer */
- if (draw_grids_after) {
- drawfloor(scene, v3d, grid_unit, false);
- }
-
- /* must be before xray draw which clears the depth buffer */
- if (v3d->flag2 & V3D_SHOW_GPENCIL) {
- wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL;
-
- /* must be before xray draw which clears the depth buffer */
- if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- ED_gpencil_draw_view3d(wm, scene, v3d, ar, true);
- if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
- }
-
- /* transp and X-ray afterdraw stuff */
- if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
-
- /* always do that here to cleanup depth buffers if none needed */
- if (fx) {
- do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first);
- GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
- }
-
- if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, &xrayclear);
- if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, xrayclear);
-
- if (fx && do_composite_xray) {
- GPU_fx_compositor_XRay_resolve(fx);
- }
-
- if (!draw_offscreen) {
- ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
- }
- if (rv3d->rflag & RV3D_CLIPPING)
- ED_view3d_clipping_disable();
-
- /* important to do after clipping */
- if (do_bgpic) {
- view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame);
- }
-
- if (!draw_offscreen) {
- BIF_draw_manipulator(C);
- }
-
- /* cleanup */
- if (v3d->zbuf) {
- v3d->zbuf = false;
- glDisable(GL_DEPTH_TEST);
+ /* no exception met? then don't draw cursor! */
+ return false;
}
- if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
- GPU_free_images_old();
- }
+ return true;
}
-static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
+static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
{
- RegionView3D *rv3d = ar->regiondata;
+ int co[2];
- ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
+ /* we don't want the clipping for cursor */
+ if (ED_view3d_project_int_global(ar, ED_view3d_cursor3d_get(scene, v3d), co, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
+ const float f5 = 0.25f * U.widget_unit;
+ const float f10 = 0.5f * U.widget_unit;
+ const float f20 = U.widget_unit;
+
+ glLineWidth(1.0f);
- /* set for opengl */
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(rv3d->winmat);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(rv3d->viewmat);
-}
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
-/**
- * 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;
-};
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
-void *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;
-}
+ const int segments = 16;
-void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, void *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;
-}
+ immBegin(GL_LINE_LOOP, segments);
-void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
-{
- /* shadow buffers, before we setup matrices */
- if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
- gpu_update_lamps_shadows_world(scene, v3d);
-}
+ for (int i = 0; i < segments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)segments);
+ float x = co[0] + f10 * cosf(angle);
+ float y = co[1] + f10 * sinf(angle);
-/*
- * Function to clear the view
- */
-static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
-{
- if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
- RegionView3D *rv3d = ar->regiondata;
- GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
+ if (i % 2 == 0)
+ immAttrib3ub(color, 255, 0, 0);
+ else
+ immAttrib3ub(color, 255, 255, 255);
- /* calculate full shader for background */
- GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
-
- bool material_not_bound = !GPU_material_bound(gpumat);
-
- if (material_not_bound) {
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+ immVertex2f(pos, x, y);
}
+ immEnd();
- /* Draw world */
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
- glBegin(GL_TRIANGLE_STRIP);
- glVertex3f(-1.0, -1.0, 1.0);
- glVertex3f(1.0, -1.0, 1.0);
- glVertex3f(-1.0, 1.0, 1.0);
- glVertex3f(1.0, 1.0, 1.0);
- glEnd();
-
- if (material_not_bound) {
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
+ immUnbindProgram();
- GPU_material_unbind(gpumat);
-
- glDepthFunc(GL_LEQUAL);
- glDisable(GL_DEPTH_TEST);
- }
- else {
- if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
- glBegin(GL_QUADS);
- UI_ThemeColor(TH_LOW_GRAD);
- glVertex3f(-1.0, -1.0, 1.0);
- glVertex3f(1.0, -1.0, 1.0);
- UI_ThemeColor(TH_HIGH_GRAD);
- glVertex3f(1.0, 1.0, 1.0);
- glVertex3f(-1.0, 1.0, 1.0);
- glEnd();
- glDepthFunc(GL_LEQUAL);
- glDisable(GL_DEPTH_TEST);
+ VertexFormat_clear(format);
+ pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
- else {
- UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
+ unsigned char crosshair_color[3];
+ UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
+ immUniformColor3ubv(crosshair_color);
+
+ immBegin(GL_LINES, 8);
+ immVertex2f(pos, co[0] - f20, co[1]);
+ immVertex2f(pos, co[0] - f5, co[1]);
+ immVertex2f(pos, co[0] + f5, co[1]);
+ immVertex2f(pos, co[0] + f20, co[1]);
+ immVertex2f(pos, co[0], co[1] - f20);
+ immVertex2f(pos, co[0], co[1] - f5);
+ immVertex2f(pos, co[0], co[1] + f5);
+ immVertex2f(pos, co[0], co[1] + f20);
+ immEnd();
+
+ immUnbindProgram();
}
}
-/* ED_view3d_draw_offscreen_init should be called before this to initialize
- * stuff like shadow buffers
- */
-void ED_view3d_draw_offscreen(
- Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
- float viewmat[4][4], float winmat[4][4],
- bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
- GPUFX *fx, GPUFXSettings *fx_settings,
- GPUOffScreen *ofs)
-{
- struct bThemeState theme_state;
- int bwinx, bwiny;
- rcti brect;
- bool do_compositing = false;
- RegionView3D *rv3d = ar->regiondata;
+static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
+{
+ const float k = U.rvisize * U.pixelsize; /* axis size */
+ const int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
- glPushMatrix();
+ const float startx = rect->xmin + k + 1.0f; /* axis center in screen coordinates, x=y */
+ const float starty = rect->ymin + k + 1.0f;
- /* set temporary new size */
- bwinx = ar->winx;
- bwiny = ar->winy;
- brect = ar->winrct;
+ float axis_pos[3][2];
+ unsigned char axis_col[3][4];
- ar->winx = winx;
- ar->winy = winy;
- ar->winrct.xmin = 0;
- ar->winrct.ymin = 0;
- ar->winrct.xmax = winx;
- ar->winrct.ymax = winy;
+ int axis_order[3] = {0, 1, 2};
+ axis_sort_v3(rv3d->viewinv[2], axis_order);
- UI_Theme_Store(&theme_state);
- UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
- /* set flags */
- G.f |= G_RENDER_OGL;
+ /* get position of each axis tip on screen */
+ float vec[3] = { 0.0f };
+ vec[i] = 1.0f;
+ mul_qt_v3(rv3d->viewquat, vec);
+ axis_pos[i][0] = startx + vec[0] * k;
+ axis_pos[i][1] = starty + vec[1] * k;
- if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
- /* free images which can have changed on frame-change
- * warning! can be slow so only free animated images - campbell */
- GPU_free_images_anim();
+ /* get color of each axis */
+ UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
+ axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
}
- /* setup view matrices before fx or unbinding the offscreen buffers will cause issues */
- if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
- view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
- else
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
-
- /* framebuffer fx needed, we need to draw offscreen first */
- if (v3d->fx_settings.fx_flag && fx) {
- GPUSSAOSettings *ssao = NULL;
-
- if (v3d->drawtype < OB_SOLID) {
- ssao = v3d->fx_settings.ssao;
- v3d->fx_settings.ssao = NULL;
- }
+ /* draw axis lines */
+ glLineWidth(2.0f);
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- if (ssao)
- v3d->fx_settings.ssao = ssao;
- }
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINES, 6);
- /* clear opengl buffers */
- if (do_sky) {
- view3d_main_region_clear(scene, v3d, ar);
- }
- else {
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
-
- /* main drawing call */
- view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
- /* post process */
- if (do_compositing) {
- if (!winmat)
- is_persp = rv3d->is_persp;
- GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
+ immAttrib4ubv(col, axis_col[i]);
+ immVertex2f(pos, startx, starty);
+ immVertex2fv(pos, axis_pos[i]);
}
- if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
- /* draw grease-pencil stuff */
- ED_region_pixelspace(ar);
-
+ immEnd();
+ immUnbindProgram();
+ glDisable(GL_LINE_SMOOTH);
- if (v3d->flag2 & V3D_SHOW_GPENCIL) {
- /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
- ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
- }
+ /* draw axis names */
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
- /* freeing the images again here could be done after the operator runs, leaving for now */
- GPU_free_images_anim();
+ const char axis_text[2] = {'x' + i, '\0'};
+ glColor4ubv(axis_col[i]); /* text shader still uses gl_Color */
+ BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
}
- /* restore size */
- ar->winx = bwinx;
- ar->winy = bwiny;
- ar->winrct = brect;
-
- glPopMatrix();
-
- UI_Theme_Restore(&theme_state);
-
- G.f &= ~G_RENDER_OGL;
+ /* BLF_draw_default disabled blending for us */
}
-/**
- * Utility func for ED_view3d_draw_offscreen
- *
- * \param ofs: Optional off-screen buffer, can be NULL.
- * (avoids re-creating when doing multiple GL renders).
- */
-ImBuf *ED_view3d_draw_offscreen_imbuf(
- Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey,
- unsigned int flag, bool draw_background,
- int alpha_mode, int samples, bool full_samples, const char *viewname,
- /* output vars */
- GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
+#ifdef WITH_INPUT_NDOF
+/* draw center and axis of rotation for ongoing 3D mouse navigation */
+static void draw_rotation_guide(RegionView3D *rv3d)
{
- RegionView3D *rv3d = ar->regiondata;
- ImBuf *ibuf;
- const bool draw_sky = (alpha_mode == R_ADDSKY);
-
- /* view state */
- GPUFXSettings fx_settings = v3d->fx_settings;
- bool is_ortho = false;
- float winmat[4][4];
+ float o[3]; /* center of rotation */
+ float end[3]; /* endpoints for drawing */
- if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
- /* sizes differ, can't reuse */
- ofs = NULL;
- }
+ GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
- const bool own_ofs = (ofs == NULL);
+ negate_v3_v3(o, rv3d->ofs);
- if (own_ofs) {
- /* bind */
- ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
- if (ofs == NULL) {
- return NULL;
- }
- }
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glPointSize(5.0f);
+ glEnable(GL_POINT_SMOOTH);
+ glDepthMask(GL_FALSE); /* don't overwrite zbuf */
- ED_view3d_draw_offscreen_init(scene, v3d);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- GPU_offscreen_bind(ofs, true);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
- /* read in pixels & stamp */
- ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
+ if (rv3d->rot_angle != 0.0f) {
+ /* -- draw rotation axis -- */
+ float scaled_axis[3];
+ const float scale = rv3d->dist;
+ mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
- /* render 3d view */
- if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
- CameraParams params;
- Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
- BKE_camera_params_init(&params);
- /* fallback for non camera objects */
- params.clipsta = v3d->near;
- params.clipend = v3d->far;
- BKE_camera_params_from_object(&params, camera);
- BKE_camera_multiview_params(&scene->r, &params, camera, viewname);
- BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
- BKE_camera_params_compute_matrix(&params);
+ immBegin(GL_LINE_STRIP, 3);
+ color[3] = 0; /* more transparent toward the ends */
+ immAttrib4ubv(col, color);
+ add_v3_v3v3(end, o, scaled_axis);
+ immVertex3fv(pos, end);
- BKE_camera_to_gpu_dof(camera, &fx_settings);
+#if 0
+ color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
+ /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
+#endif
- is_ortho = params.is_ortho;
- copy_m4_m4(winmat, params.winmat);
- }
- else {
- rctf viewplane;
- float clipsta, clipend;
+ color[3] = 127; /* more opaque toward the center */
+ immAttrib4ubv(col, color);
+ immVertex3fv(pos, o);
- is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
- if (is_ortho) {
- orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
- }
- else {
- perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
- }
- }
+ color[3] = 0;
+ immAttrib4ubv(col, color);
+ sub_v3_v3v3(end, o, scaled_axis);
+ immVertex3fv(pos, end);
+ immEnd();
+
+ /* -- draw ring around rotation center -- */
+ {
+#define ROT_AXIS_DETAIL 13
- if ((samples && full_samples) == 0) {
- /* Single-pass render, common case */
- ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat,
- draw_background, draw_sky, !is_ortho, viewname,
- fx, &fx_settings, ofs);
+ const float s = 0.05f * scale;
+ const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
- if (ibuf->rect_float) {
- GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
- }
- else if (ibuf->rect) {
- GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
- }
- }
- else {
- /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
- * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
- static float jit_ofs[32][2];
- float winmat_jitter[4][4];
- /* use imbuf as temp storage, before writing into it from accumulation buffer */
- unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
- unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
- unsigned int i;
- int j;
-
- BLI_jitter_init(jit_ofs, samples);
-
- /* first sample buffer, also initializes 'rv3d->persmat' */
- ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat,
- draw_background, draw_sky, !is_ortho, viewname,
- fx, &fx_settings, ofs);
- GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
-
- i = sizex * sizey * 4;
- while (i--) {
- accum_buffer[i] = rect_temp[i];
- }
+ float q[4]; /* rotate ring so it's perpendicular to axis */
+ const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
+ if (!upright) {
+ const float up[3] = {0.0f, 0.0f, 1.0f};
+ float vis_angle, vis_axis[3];
- /* skip the first sample */
- for (j = 1; j < samples; j++) {
- copy_m4_m4(winmat_jitter, winmat);
- window_translate_m4(
- winmat_jitter, rv3d->persmat,
- (jit_ofs[j][0] * 2.0f) / sizex,
- (jit_ofs[j][1] * 2.0f) / sizey);
-
- ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
- draw_background, draw_sky, !is_ortho, viewname,
- fx, &fx_settings, ofs);
- GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
-
- i = sizex * sizey * 4;
- while (i--) {
- accum_buffer[i] += rect_temp[i];
+ cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
+ vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
+ axis_angle_to_quat(q, vis_axis, vis_angle);
}
- }
- if (ibuf->rect_float) {
- float *rect_float = ibuf->rect_float;
- i = sizex * sizey * 4;
- while (i--) {
- rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
- }
- }
- else {
- unsigned char *rect_ub = (unsigned char *)ibuf->rect;
- i = sizex * sizey * 4;
- while (i--) {
- rect_ub[i] = accum_buffer[i] / samples;
+ immBegin(GL_LINE_LOOP, ROT_AXIS_DETAIL);
+ color[3] = 63; /* somewhat faint */
+ immAttrib4ubv(col, color);
+ float angle = 0.0f;
+ for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
+ float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
+
+ if (!upright) {
+ mul_qt_v3(q, p);
+ }
+
+ add_v3_v3(p, o);
+ immVertex3fv(pos, p);
}
+ immEnd();
+
+#undef ROT_AXIS_DETAIL
}
- MEM_freeN(accum_buffer);
+ color[3] = 255; /* solid dot */
}
+ else
+ color[3] = 127; /* see-through dot */
- /* unbind */
- GPU_offscreen_unbind(ofs, true);
-
- if (own_ofs) {
- GPU_offscreen_free(ofs);
- }
+ /* -- draw rotation center -- */
+ immBegin(GL_POINTS, 1);
+ immAttrib4ubv(col, color);
+ immVertex3fv(pos, o);
+ immEnd();
+ immUnbindProgram();
- if (ibuf->rect_float && ibuf->rect)
- IMB_rect_from_float(ibuf);
+#if 0
+ /* find screen coordinates for rotation center, then draw pretty icon */
+ mul_m4_v3(rv3d->persinv, rot_center);
+ UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
+ /* ^^ just playing around, does not work */
+#endif
- return ibuf;
+ glDisable(GL_BLEND);
+ glDisable(GL_POINT_SMOOTH);
+ glDepthMask(GL_TRUE);
}
+#endif /* WITH_INPUT_NDOF */
-/**
- * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
- *
- * \param ofs: Optional off-screen buffer can be NULL.
- * (avoids re-creating when doing multiple GL renders).
- *
- * \note used by the sequencer
- */
-ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
- Scene *scene, Object *camera, int width, int height,
- unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
- int alpha_mode, int samples, bool full_samples, const char *viewname,
- GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
-{
- View3D v3d = {NULL};
- ARegion ar = {NULL};
- RegionView3D rv3d = {{{0}}};
-
- /* connect data */
- v3d.regionbase.first = v3d.regionbase.last = &ar;
- ar.regiondata = &rv3d;
- ar.regiontype = RGN_TYPE_WINDOW;
-
- v3d.camera = camera;
- v3d.lay = scene->lay;
- v3d.drawtype = drawtype;
- v3d.flag2 = V3D_RENDER_OVERRIDE;
-
- if (use_gpencil)
- v3d.flag2 |= V3D_SHOW_GPENCIL;
-
- if (use_solid_tex)
- v3d.flag2 |= V3D_SOLID_TEX;
-
- if (draw_background)
- v3d.flag3 |= V3D_SHOW_WORLD;
+/* ******************** non-meshes ***************** */
- rv3d.persp = RV3D_CAMOB;
+static void view3d_draw_non_mesh(
+Scene *scene, Object *ob, Base *base, View3D *v3d,
+RegionView3D *rv3d, const bool is_boundingbox, const unsigned char color[4])
+{
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
- copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
- normalize_m4(rv3d.viewinv);
- invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
+ /* multiply view with object matrix.
+ * local viewmat and persmat, to calculate projections */
+ ED_view3d_init_mats_rv3d_gl(ob, rv3d);
+
+ switch (ob->type) {
+ case OB_MESH:
+ case OB_FONT:
+ case OB_CURVE:
+ case OB_SURF:
+ case OB_MBALL:
+ if (is_boundingbox) {
+ draw_bounding_volume(ob, ob->boundtype);
+ }
+ break;
+ case OB_EMPTY:
+ drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, color);
+ break;
+ case OB_LAMP:
+ drawlamp(v3d, rv3d, base, OB_SOLID, DRAW_CONSTCOLOR, color, ob == OBACT);
+ break;
+ case OB_CAMERA:
+ drawcamera(scene, v3d, rv3d, base, DRAW_CONSTCOLOR, color);
+ break;
+ case OB_SPEAKER:
+ drawspeaker(color);
+ break;
+ case OB_LATTICE:
+ /* TODO */
+ break;
+ case OB_ARMATURE:
+ /* TODO */
+ break;
+ default:
+ /* TODO Viewport: handle the other cases*/
+ break;
+ }
- {
- CameraParams params;
- Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
-
- BKE_camera_params_init(&params);
- BKE_camera_params_from_object(&params, view_camera);
- BKE_camera_multiview_params(&scene->r, &params, view_camera, viewname);
- BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
- BKE_camera_params_compute_matrix(&params);
-
- copy_m4_m4(rv3d.winmat, params.winmat);
- v3d.near = params.clipsta;
- v3d.far = params.clipend;
- v3d.lens = params.lens;
+ if (ob->rigidbody_object) {
+ draw_rigidbody_shape(ob);
}
- mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
- invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+ ED_view3d_clear_mats_rv3d(rv3d);
- return ED_view3d_draw_offscreen_imbuf(
- scene, &v3d, &ar, width, height, flag,
- draw_background, alpha_mode, samples, full_samples, viewname,
- fx, ofs, err_out);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
}
+/* ******************** info ***************** */
/**
- * \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, const rcti *rect)
-{
- ScreenFrameRateInfo *fpsi = scene->fps_info;
- float fps;
- char printable[16];
- int i, tot;
-
- 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));
-
- for (i = 0, tot = 0, fps = 0.0f; 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
+* Render and camera border
+*/
+static void view3d_draw_border(const bContext *C, ARegion *ar)
+{
+ Scene *scene = CTX_data_scene(C);
+ RegionView3D *rv3d = ar->regiondata;
+ View3D *v3d = CTX_wm_view3d(C);
- /* is this more than half a frame behind? */
- if (fps + 0.5f < (float)(FPS)) {
- UI_ThemeColor(TH_REDALERT);
- BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
+ if (rv3d->persp == RV3D_CAMOB) {
+ drawviewborder(scene, ar, v3d);
}
- else {
- UI_ThemeColor(TH_TEXT_HI);
- BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
+ else if (v3d->flag2 & V3D_RENDER_BORDER) {
+ drawrenderborder(ar, v3d);
}
-
-#ifdef WITH_INTERNATIONAL
- BLF_draw_default(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
-#else
- BLF_draw_default_ascii(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
-#endif
}
-static bool view3d_main_region_do_render_draw(Scene *scene)
+/**
+* Grease Pencil
+*/
+static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
{
- RenderEngineType *type = RE_engines_find(scene->r.engine);
-
- return (type && type->view_update && type->view_draw);
+ /* TODO viewport */
}
-bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *rect)
+/* ******************** view loop ***************** */
+
+/**
+ * Set the correct matrices
+ */
+static void view3d_draw_setup_view(const bContext *C, ARegion *ar)
{
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = ar->regiondata;
- rctf viewborder;
- bool use_border;
-
- /* test if there is a 3d view rendering */
- if (v3d->drawtype != 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;
+ /* setup the view matrix */
+ if (view3d_stereo3d_active(C, scene, v3d, rv3d))
+ view3d_stereo3d_setup(scene, v3d, ar);
else
- use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
-
- if (!use_border)
- return false;
-
- /* compute border */
- if (rv3d->persp == RV3D_CAMOB) {
- ED_view3d_calc_camera_border(scene, 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;
+ view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
}
-static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
- ARegion *ar, View3D *v3d,
- bool clip_border, const rcti *border_rect)
+static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_depth, const bool use_depth)
{
- RegionView3D *rv3d = ar->regiondata;
- RenderEngineType *type;
- GLint scissor[4];
-
- /* create render engine */
- if (!rv3d->render_engine) {
- RenderEngine *engine;
-
- type = RE_engines_find(scene->r.engine);
-
- if (!(type->view_update && type->view_draw))
- return false;
-
- engine = RE_engine_create_ex(type, true);
-
- engine->tile_x = scene->r.tilex;
- engine->tile_y = scene->r.tiley;
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
- type->view_update(engine, C);
+ if (only_depth)
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- rv3d->render_engine = engine;
+ if (only_depth || use_depth) {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDepthMask(GL_TRUE);
+ v3d->zbuf = true;
}
- /* setup view matrices */
- view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
-
- /* background draw */
- ED_region_pixelspace(ar);
+ for (Base *base = scene->base.first; base; base = base->next) {
+ if (v3d->lay & base->lay) {
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI)
+ draw_dupli_objects(scene, ar, v3d, base);
- if (clip_border) {
- /* for border draw, we only need to clear a subset of the 3d view */
- if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
- glGetIntegerv(GL_SCISSOR_BOX, scissor);
- glScissor(border_rect->xmin, border_rect->ymin,
- BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
- }
- else {
- return false;
+ draw_object(scene, ar, v3d, base, 0);
}
}
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (v3d->flag & V3D_DISPBGPICS)
- view3d_draw_bgpic_test(scene, ar, v3d, false, true);
- else
- fdrawcheckerboard(0, 0, ar->winx, ar->winy);
-
- /* render result draw */
- type = rv3d->render_engine->type;
- type->view_draw(rv3d->render_engine, C);
+ if (only_depth)
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- if (v3d->flag & V3D_DISPBGPICS)
- view3d_draw_bgpic_test(scene, ar, v3d, true, true);
-
- if (clip_border) {
- /* restore scissor as it was before */
- glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+ if (only_depth || use_depth) {
+ glDisable(GL_DEPTH_TEST);
+ v3d->zbuf = false;
}
-
- return true;
}
-static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
+/**
+ * Draw only the scene depth buffer
+ */
+static void draw_depth_buffer(const bContext *C, ARegion *ar)
{
- float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
-
- if (!rv3d->render_engine || !rv3d->render_engine->text[0])
- return;
-
- if (render_border) {
- /* draw darkened background color. no alpha because border render does
- * partial redraw and will not redraw the region behind this info bar */
- float alpha = 1.0f - fill_color[3];
- Camera *camera = ED_view3d_camera_data_get(v3d, rv3d);
-
- if (camera) {
- if (camera->flag & CAM_SHOWPASSEPARTOUT) {
- alpha *= (1.0f - camera->passepartalpha);
- }
- }
-
- UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
- mul_v3_fl(fill_color, alpha);
- fill_color[3] = 1.0f;
- }
-
- ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true);
+ draw_all_objects(C, ar, true, true);
}
-static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
+/**
+ * Required if the shaders need it or external engines
+ * (e.g., Cycles requires depth buffer handled separately).
+ */
+static void view3d_draw_prerender_buffers(const bContext *C, ARegion *ar, DrawData *draw_data)
{
- wmWindow *win = CTX_wm_window(C);
-
- if ((scene->r.scemode & R_MULTIVIEW) == 0)
- return false;
-
- if (WM_stereo3d_enabled(win, true) == false)
- return false;
-
- if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB)
- return false;
-
- if (scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) {
- if (v3d->stereo3d_camera == STEREO_MONO_ID)
- return false;
+ View3D *v3d = CTX_wm_view3d(C);
- return BKE_scene_multiview_is_stereo3d(&scene->r);
+ /* TODO viewport */
+ if (draw_data->is_render && ((!draw_data->clip_border) || (v3d->drawtype <= OB_WIRE))) {
+ draw_depth_buffer(C, ar);
}
-
- return true;
}
-/* setup the view and win matrices for the multiview cameras
- *
- * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
- * we have no winmatrix (i.e., projection matrix) defined at that time.
- * Since the camera and the camera shift are needed for the winmat calculation
- * we do a small hack to replace it temporarily so we don't need to change the
- * view3d)main_region_setup_view() code to account for that.
+/**
+ * Draw all the plates that will fill the RGBD buffer
*/
-static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
+static void view3d_draw_solid_plates(const bContext *C, ARegion *ar, DrawData *draw_data)
{
- bool is_left;
- const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
- const char *viewname;
-
- /* show only left or right camera */
- if (v3d->stereo3d_camera != STEREO_3D_ID)
- v3d->multiview_eye = v3d->stereo3d_camera;
-
- is_left = v3d->multiview_eye == STEREO_LEFT_ID;
- viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
-
- /* update the viewport matrices with the new camera */
- if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
- Camera *data;
- float viewmat[4][4];
- float shiftx;
-
- data = (Camera *)v3d->camera->data;
- shiftx = data->shiftx;
-
- BLI_lock_thread(LOCK_VIEW3D);
- data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
-
- BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
-
- data->shiftx = shiftx;
- BLI_unlock_thread(LOCK_VIEW3D);
- }
- else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
- float viewmat[4][4];
- Object *view_ob = v3d->camera;
- Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
-
- BLI_lock_thread(LOCK_VIEW3D);
- v3d->camera = camera;
-
- BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
-
- v3d->camera = view_ob;
- BLI_unlock_thread(LOCK_VIEW3D);
+ /* realtime plates */
+ if ((!draw_data->is_render) || draw_data->clip_border) {
+ view3d_draw_background(C);
+ view3d_draw_render_solid_surfaces(C, ar, true);
+ view3d_draw_render_transparent_surfaces(C);
+ view3d_draw_post_draw(C);
}
-}
-static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
- float winmat[4][4], const char *viewname)
-{
- /* update the viewport matrices with the new camera */
- if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
- float viewmat[4][4];
- const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
+ /* offline plates*/
+ if (draw_data->is_render) {
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
- BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+ view3d_draw_render_draw(C, scene, ar, v3d, draw_data->clip_border, &draw_data->border_rect);
}
- else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
- float viewmat[4][4];
- Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
- BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
- }
+#if VIEW3D_DRAW_DEBUG
+ view3d_draw_debug_post_solid(C, ar, draw_data);
+#endif
}
-#ifdef WITH_GAMEENGINE
-static void update_lods(Scene *scene, float camera_pos[3])
+/**
+ * Wires, outline, ...
+ */
+static void view3d_draw_geometry_overlay(const bContext *C)
{
- Scene *sce_iter;
- Base *base;
- Object *ob;
-
- for (SETLOOPER(scene, sce_iter, base)) {
- ob = base->object;
- BKE_object_lod_update(ob, camera_pos);
- }
+ view3d_draw_wire_plates(C);
+ view3d_draw_outline_plates(C);
}
-#endif
-static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
- ARegion *ar, const char **grid_unit)
+/* drawing cameras, lamps, ... */
+static void view3d_draw_non_meshes(const bContext *C, ARegion *ar)
{
- wmWindow *win = CTX_wm_window(C);
+ /* TODO viewport
+ * for now we draw them all, in the near future
+ * we filter them based on the plates/layers
+ */
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = ar->regiondata;
- unsigned int lay_used = v3d->lay_used;
-
- /* post processing */
- bool do_compositing = false;
-
- /* shadow buffers, before we setup matrices */
- if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
- gpu_update_lamps_shadows_world(scene, v3d);
-
- /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
- if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
- rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
- GPU_default_lights();
- }
- /* setup the view matrix */
- if (view3d_stereo3d_active(C, scene, v3d, rv3d))
- view3d_stereo3d_setup(scene, v3d, ar);
- else
- view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
+ bool is_boundingbox = ((v3d->drawtype == OB_BOUNDBOX) ||
+ ((v3d->drawtype == OB_RENDER) && (v3d->prev_drawtype == OB_BOUNDBOX)));
- rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
-#ifdef WITH_GAMEENGINE
- if (STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)) {
- rv3d->rflag |= RV3D_IS_GAME_ENGINE;
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ /* TODO Viewport
+ * we are already temporarily writing to zbuffer in draw_object()
+ * for now let's avoid writing again to zbuffer to prevent glitches
+ */
- /* Make sure LoDs are up to date */
- update_lods(scene, rv3d->viewinv[3]);
- }
-#endif
+ for (Base *base = scene->base.first; base; base = base->next) {
+ if (v3d->lay & base->lay) {
+ Object *ob = base->object;
- /* framebuffer fx needed, we need to draw offscreen first */
- if (v3d->fx_settings.fx_flag && v3d->drawtype >= OB_SOLID) {
- GPUFXSettings fx_settings;
- BKE_screen_gpu_fx_validate(&v3d->fx_settings);
- fx_settings = v3d->fx_settings;
- if (!rv3d->compositor)
- rv3d->compositor = GPU_fx_compositor_create();
-
- if (rv3d->persp == RV3D_CAMOB && v3d->camera)
- BKE_camera_to_gpu_dof(v3d->camera, &fx_settings);
- else {
- fx_settings.dof = NULL;
+ unsigned char ob_wire_col[4];
+ draw_object_wire_color(scene, base, ob_wire_col);
+ view3d_draw_non_mesh(scene, ob, base, v3d, rv3d, is_boundingbox, ob_wire_col);
}
-
- do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
- }
-
- /* clear the background */
- view3d_main_region_clear(scene, v3d, ar);
-
- /* enables anti-aliasing for 3D view drawing */
- if (win->multisamples != USER_MULTISAMPLE_NONE) {
- glEnable(GL_MULTISAMPLE);
- }
-
- /* main drawing call */
- view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL);
-
- /* post process */
- if (do_compositing) {
- GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
- }
-
- /* Disable back anti-aliasing */
- if (win->multisamples != USER_MULTISAMPLE_NONE) {
- glDisable(GL_MULTISAMPLE);
}
- if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
- /* find header and force tag redraw */
- ScrArea *sa = CTX_wm_area(C);
- ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
- ED_region_tag_redraw(ar_header); /* can be NULL */
- }
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+}
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- BDR_drawSketch(C);
- }
+/**
+* Parent lines, grid, ...
+*/
+static void view3d_draw_other_elements(const bContext *C, ARegion *ar)
+{
+ view3d_draw_grid(C, ar);
#ifdef WITH_INPUT_NDOF
+ RegionView3D *rv3d = ar->regiondata;
+
if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((rv3d->viewlock & RV3D_LOCKED) == 0) && (rv3d->persp != RV3D_CAMOB))
/* TODO: draw something else (but not this) during fly mode */
draw_rotation_guide(rv3d);
#endif
}
-static bool is_cursor_visible(Scene *scene)
+/**
+ * Paint brushes, armatures, ...
+ */
+static void view3d_draw_tool_ui(const bContext *UNUSED(C))
{
- Object *ob = OBACT;
-
- /* don't draw cursor in paint modes, but with a few exceptions */
- if (ob && ob->mode & OB_MODE_ALL_PAINT) {
- /* exception: object is in weight paint and has deforming armature in pose mode */
- if (ob->mode & OB_MODE_WEIGHT_PAINT) {
- if (BKE_object_pose_armature_get(ob) != NULL) {
- return true;
- }
- }
- /* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
- else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
- const Paint *p = BKE_paint_get_active(scene);
-
- if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
- if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
- return true;
- }
- }
- }
+ /* TODO viewport */
+}
- /* no exception met? then don't draw cursor! */
- return false;
- }
+/**
+ * Blueprint images
+ */
+static void view3d_draw_reference_images(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- return true;
+/**
+* 3D manipulators
+*/
+static void view3d_draw_manipulator(const bContext *C)
+{
+ View3D *v3d = CTX_wm_view3d(C);
+ v3d->zbuf = false;
+ BIF_draw_manipulator(C);
}
-static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
- ARegion *ar, View3D *v3d,
- const char *grid_unit, bool render_border)
+/**
+* Information drawn on top of the solid plates and composed data
+*/
+static void view3d_draw_region_info(const bContext *C, ARegion *ar)
{
- wmWindowManager *wm = CTX_wm_manager(C);
- RegionView3D *rv3d = ar->regiondata;
- rcti rect;
-
+ /* correct projection matrix */
+ ED_region_pixelspace(ar);
+
/* local coordinate visible rect inside region, to accomodate overlapping ui */
+ rcti rect;
ED_region_visible_rect(ar, &rect);
- if (rv3d->persp == RV3D_CAMOB) {
- drawviewborder(scene, ar, v3d);
- }
- else if (v3d->flag2 & V3D_RENDER_BORDER) {
- glLineWidth(1.0f);
- setlinestyle(3);
- cpack(0x4040FF);
+ view3d_draw_border(C, ar);
+ view3d_draw_grease_pencil(C);
- sdrawbox(v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
- v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ RegionView3D *rv3d = ar->regiondata;
- setlinestyle(0);
+ /* 3D cursor */
+ if (is_cursor_visible(scene)) {
+ drawcursor(scene, ar, v3d);
}
- if (v3d->flag2 & V3D_SHOW_GPENCIL) {
- /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
- ED_gpencil_draw_view3d(wm, scene, v3d, ar, false);
+ if (U.uiflag & USER_SHOW_ROTVIEWICON) {
+ draw_view_axis(rv3d, &rect);
}
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- Object *ob;
-
- /* 3d cursor */
- if (is_cursor_visible(scene)) {
- drawcursor(scene, ar, v3d);
- }
+ /* TODO viewport */
+}
- if (U.uiflag & USER_SHOW_ROTVIEWICON)
- draw_view_axis(rv3d, &rect);
- else
- draw_view_icon(rv3d, &rect);
+/**
+ * This could run once per view, or even in parallel
+ * for each of them. What is a "view"?
+ * - a viewport with the camera elsewhere
+ * - left/right stereo
+ * - panorama / fisheye individual cubemap faces
+ */
+static void view3d_draw_view(const bContext *C, ARegion *ar, DrawData *draw_data)
+{
+ /* TODO - Technically this should be drawn to a few FBO, so we can handle
+ * compositing better, but for now this will get the ball rolling (dfelinto) */
+
+ view3d_draw_setup_view(C, ar);
+ view3d_draw_prerender_buffers(C, ar, draw_data);
+ view3d_draw_solid_plates(C, ar, draw_data);
+ view3d_draw_geometry_overlay(C);
+ view3d_draw_non_meshes(C, ar);
+ view3d_draw_other_elements(C, ar);
+ view3d_draw_tool_ui(C);
+ view3d_draw_reference_images(C);
+ view3d_draw_manipulator(C);
+ view3d_draw_region_info(C, ar);
+
+#if VIEW3D_DRAW_DEBUG
+ view3d_draw_debug(C, ar, draw_data);
+#endif
+}
- ob = OBACT;
- if (U.uiflag & USER_DRAWVIEWINFO)
- draw_selected_name(scene, ob, &rect);
- }
+void view3d_main_region_draw(const bContext *C, ARegion *ar)
+{
+ View3D *v3d = CTX_wm_view3d(C);
+ RegionView3D *rv3d = ar->regiondata;
- if (rv3d->render_engine) {
- view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border);
+ if (IS_VIEWPORT_LEGACY(v3d)) {
+ view3d_main_region_draw_legacy(C, ar);
return;
}
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
- ED_scene_draw_fps(scene, &rect);
- }
- else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
- draw_viewport_name(ar, v3d, &rect);
- }
+ if (!rv3d->viewport)
+ rv3d->viewport = GPU_viewport_create();
- if (grid_unit) { /* draw below the viewport name */
- char numstr[32] = "";
+ /* TODO viewport - there is so much to be done, in fact a lot will need to happen in the space_view3d.c
+ * before we even call the drawing routine, but let's move on for now (dfelinto)
+ * but this is a provisory way to start seeing things in the viewport */
+ DrawData draw_data;
+ view3d_draw_data_init(C, ar, rv3d, &draw_data);
+ view3d_draw_view(C, ar, &draw_data);
- UI_ThemeColor(TH_TEXT_HI);
- if (v3d->grid != 1.0f) {
- BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
- }
+ v3d->flag |= V3D_INVALID_BACKBUF;
+}
- BLF_draw_default_ascii(rect.xmin + U.widget_unit,
- rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
- numstr[0] ? numstr : grid_unit, sizeof(numstr));
- }
+/* ******************** legacy interface ***************** */
+/**
+ * This will be removed once the viewport gets replaced
+ * meanwhile it should keep the old viewport working.
+ */
+
+void VP_legacy_drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ if (is_cursor_visible(scene)) {
+ drawcursor(scene, ar, v3d);
}
}
-void view3d_main_region_draw(const bContext *C, ARegion *ar)
+void VP_legacy_draw_view_axis(RegionView3D *rv3d, rcti *rect)
{
- Scene *scene = CTX_data_scene(C);
- View3D *v3d = CTX_wm_view3d(C);
- const char *grid_unit = NULL;
- rcti border_rect;
- bool render_border, clip_border;
-
- /* if we only redraw render border area, skip opengl draw and also
- * don't do scissor because it's already set */
- render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect);
- clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
+ draw_view_axis(rv3d, rect);
+}
- /* draw viewport using opengl */
- if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
- view3d_main_region_draw_objects(C, scene, v3d, ar, &grid_unit);
-
-#ifdef DEBUG_DRAW
- bl_debug_draw();
-#endif
- if (G.debug & G_DEBUG_SIMDATA)
- draw_sim_debug_data(scene, v3d, ar);
-
- ED_region_pixelspace(ar);
- }
+void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
+{
+ drawgrid(unit, ar, v3d, grid_unit);
+}
- /* draw viewport using external renderer */
- if (v3d->drawtype == OB_RENDER)
- view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect);
-
- view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border);
+void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
+{
+ drawfloor(scene, v3d, grid_unit, write_depth);
+}
- v3d->flag |= V3D_INVALID_BACKBUF;
+void VP_legacy_view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
+{
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+}
- BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_transp));
- BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray));
- BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp));
+bool VP_legacy_view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
+{
+ return view3d_stereo3d_active(C, scene, v3d, rv3d);
}
-#ifdef DEBUG_DRAW
-/* debug drawing */
-#define _DEBUG_DRAW_QUAD_TOT 1024
-#define _DEBUG_DRAW_EDGE_TOT 1024
-static float _bl_debug_draw_quads[_DEBUG_DRAW_QUAD_TOT][4][3];
-static int _bl_debug_draw_quads_tot = 0;
-static float _bl_debug_draw_edges[_DEBUG_DRAW_QUAD_TOT][2][3];
-static int _bl_debug_draw_edges_tot = 0;
-static unsigned int _bl_debug_draw_quads_color[_DEBUG_DRAW_QUAD_TOT];
-static unsigned int _bl_debug_draw_edges_color[_DEBUG_DRAW_EDGE_TOT];
-static unsigned int _bl_debug_draw_color;
+void VP_legacy_view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
+{
+ view3d_stereo3d_setup(scene, v3d, ar);
+}
-void bl_debug_draw_quad_clear(void)
+bool VP_legacy_use_depth(Scene *scene, View3D *v3d)
{
- _bl_debug_draw_quads_tot = 0;
- _bl_debug_draw_edges_tot = 0;
- _bl_debug_draw_color = 0x00FF0000;
+ return use_depth_doit(scene, v3d);
}
-void bl_debug_color_set(const unsigned int color)
+
+void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
{
- _bl_debug_draw_color = color;
+ drawviewborder(scene, ar, v3d);
}
-void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3])
+
+void VP_drawrenderborder(ARegion *ar, View3D *v3d)
{
- if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_QUAD_TOT) {
- printf("%s: max quad count hit %d!", __func__, _bl_debug_draw_quads_tot);
- }
- else {
- float *pt = &_bl_debug_draw_quads[_bl_debug_draw_quads_tot][0][0];
- copy_v3_v3(pt, v0); pt += 3;
- copy_v3_v3(pt, v1); pt += 3;
- copy_v3_v3(pt, v2); pt += 3;
- copy_v3_v3(pt, v3); pt += 3;
- _bl_debug_draw_quads_color[_bl_debug_draw_quads_tot] = _bl_debug_draw_color;
- _bl_debug_draw_quads_tot++;
- }
+ drawrenderborder(ar, v3d);
}
-void bl_debug_draw_edge_add(const float v0[3], const float v1[3])
+
+void VP_view3d_draw_background_none(void)
{
- if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_EDGE_TOT) {
- printf("%s: max edge count hit %d!", __func__, _bl_debug_draw_edges_tot);
- }
- else {
- float *pt = &_bl_debug_draw_edges[_bl_debug_draw_edges_tot][0][0];
- copy_v3_v3(pt, v0); pt += 3;
- copy_v3_v3(pt, v1); pt += 3;
- _bl_debug_draw_edges_color[_bl_debug_draw_edges_tot] = _bl_debug_draw_color;
- _bl_debug_draw_edges_tot++;
- }
+ view3d_draw_background_none();
}
-static void bl_debug_draw(void)
-{
- unsigned int color;
- if (_bl_debug_draw_quads_tot) {
- int i;
- color = _bl_debug_draw_quads_color[0];
- cpack(color);
- for (i = 0; i < _bl_debug_draw_quads_tot; i ++) {
- if (_bl_debug_draw_quads_color[i] != color) {
- color = _bl_debug_draw_quads_color[i];
- cpack(color);
- }
- glBegin(GL_LINE_LOOP);
- glVertex3fv(_bl_debug_draw_quads[i][0]);
- glVertex3fv(_bl_debug_draw_quads[i][1]);
- glVertex3fv(_bl_debug_draw_quads[i][2]);
- glVertex3fv(_bl_debug_draw_quads[i][3]);
- glEnd();
- }
- }
- if (_bl_debug_draw_edges_tot) {
- int i;
- color = _bl_debug_draw_edges_color[0];
- cpack(color);
- glBegin(GL_LINES);
- for (i = 0; i < _bl_debug_draw_edges_tot; i ++) {
- if (_bl_debug_draw_edges_color[i] != color) {
- color = _bl_debug_draw_edges_color[i];
- cpack(color);
- }
- glVertex3fv(_bl_debug_draw_edges[i][0]);
- glVertex3fv(_bl_debug_draw_edges[i][1]);
- }
- glEnd();
- color = _bl_debug_draw_edges_color[0];
- cpack(color);
- glPointSize(4.0);
- glBegin(GL_POINTS);
- for (i = 0; i < _bl_debug_draw_edges_tot; i ++) {
- if (_bl_debug_draw_edges_color[i] != color) {
- color = _bl_debug_draw_edges_color[i];
- cpack(color);
- }
- glVertex3fv(_bl_debug_draw_edges[i][0]);
- glVertex3fv(_bl_debug_draw_edges[i][1]);
- }
- glEnd();
- }
+
+void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d)
+{
+ view3d_draw_background_world(scene, v3d, rv3d);
}
-#endif
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
new file mode 100644
index 00000000000..639be36d739
--- /dev/null
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -0,0 +1,2731 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/space_view3d/view3d_draw.c
+ * \ingroup spview3d
+ */
+
+#include <string.h>
+#include <stdio.h>
+#include <math.h>
+
+#include "DNA_armature_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_customdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_group_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_key_types.h"
+#include "DNA_lamp_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_jitter.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_DerivedMesh.h"
+#include "BKE_image.h"
+#include "BKE_key.h"
+#include "BKE_main.h"
+#include "BKE_object.h"
+#include "BKE_global.h"
+#include "BKE_paint.h"
+#include "BKE_scene.h"
+#include "BKE_screen.h"
+#include "BKE_unit.h"
+#include "BKE_movieclip.h"
+
+#include "RE_engine.h"
+
+#include "IMB_imbuf_types.h"
+#include "IMB_imbuf.h"
+#include "IMB_colormanagement.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "WM_api.h"
+
+#include "BLF_api.h"
+#include "BLT_translation.h"
+
+#include "ED_armature.h"
+#include "ED_keyframing.h"
+#include "ED_gpencil.h"
+#include "ED_screen.h"
+#include "ED_space_api.h"
+#include "ED_screen_types.h"
+#include "ED_transform.h"
+
+#include "UI_interface.h"
+#include "UI_interface_icons.h"
+#include "UI_resources.h"
+
+#include "GPU_draw.h"
+#include "GPU_framebuffer.h"
+#include "GPU_material.h"
+#include "GPU_compositing.h"
+#include "GPU_extensions.h"
+#include "GPU_immediate.h"
+
+#include "view3d_intern.h" /* own include */
+
+/* prototypes */
+static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
+ float winmat[4][4], const char *viewname);
+
+void circ(float x, float y, float rad)
+{
+ glBegin(GL_LINE_LOOP);
+ const int segments = 32;
+ for (int i = 0; i < segments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)segments);
+ glVertex2f(x + rad * cosf(angle),
+ y + rad * sinf(angle));
+ }
+ glEnd();
+}
+
+
+/* ********* custom clipping *********** */
+
+static void view3d_draw_clipping(RegionView3D *rv3d)
+{
+ BoundBox *bb = rv3d->clipbb;
+
+ if (bb) {
+ const unsigned int clipping_index[6][4] = {
+ {0, 1, 2, 3},
+ {0, 4, 5, 1},
+ {4, 7, 6, 5},
+ {7, 3, 2, 6},
+ {1, 5, 6, 2},
+ {7, 4, 0, 3}
+ };
+
+ /* fill in zero alpha for rendering & re-projection [#31530] */
+ unsigned char col[4];
+ UI_GetThemeColor4ubv(TH_V3D_CLIPPING_BORDER, col);
+ glColor4ubv(col);
+
+ glEnable(GL_BLEND);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, bb->vec);
+ glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisable(GL_BLEND);
+ }
+}
+
+void ED_view3d_clipping_set(RegionView3D *rv3d)
+{
+ double plane[4];
+ const unsigned int 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);
+ }
+}
+
+/* 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++) {
+ glDisable(GL_CLIP_PLANE0 + a);
+ }
+}
+void ED_view3d_clipping_enable(void)
+{
+ for (unsigned a = 0; a < 6; a++) {
+ glEnable(GL_CLIP_PLANE0 + a);
+ }
+}
+
+static bool view3d_clipping_test(const float co[3], const float clip[6][4])
+{
+ if (plane_point_side_v3(clip[0], co) > 0.0f)
+ if (plane_point_side_v3(clip[1], co) > 0.0f)
+ if (plane_point_side_v3(clip[2], co) > 0.0f)
+ if (plane_point_side_v3(clip[3], co) > 0.0f)
+ return false;
+
+ return true;
+}
+
+/* for 'local' ED_view3d_clipping_local must run first
+ * then all comparisons can be done in localspace */
+bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
+{
+ return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
+}
+
+/* ********* end custom clipping *********** */
+
+static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
+{
+ BIFIconID icon;
+
+ if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
+ icon = ICON_AXIS_TOP;
+ else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
+ icon = ICON_AXIS_FRONT;
+ else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
+ icon = ICON_AXIS_SIDE;
+ else return;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ UI_icon_draw(5.0 + rect->xmin, 5.0 + rect->ymin, icon);
+
+ glDisable(GL_BLEND);
+}
+
+static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
+{
+ const char *name = NULL;
+
+ switch (rv3d->view) {
+ case RV3D_VIEW_FRONT:
+ if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho");
+ else name = IFACE_("Front Persp");
+ break;
+ case RV3D_VIEW_BACK:
+ if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho");
+ else name = IFACE_("Back Persp");
+ break;
+ case RV3D_VIEW_TOP:
+ if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho");
+ else name = IFACE_("Top Persp");
+ break;
+ case RV3D_VIEW_BOTTOM:
+ if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho");
+ else name = IFACE_("Bottom Persp");
+ break;
+ case RV3D_VIEW_RIGHT:
+ if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho");
+ else name = IFACE_("Right Persp");
+ break;
+ case RV3D_VIEW_LEFT:
+ if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho");
+ else name = IFACE_("Left Persp");
+ break;
+
+ default:
+ if (rv3d->persp == RV3D_CAMOB) {
+ if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
+ Camera *cam;
+ cam = v3d->camera->data;
+ if (cam->type == CAM_PERSP) {
+ name = IFACE_("Camera Persp");
+ }
+ else if (cam->type == CAM_ORTHO) {
+ name = IFACE_("Camera Ortho");
+ }
+ else {
+ BLI_assert(cam->type == CAM_PANO);
+ name = IFACE_("Camera Pano");
+ }
+ }
+ else {
+ name = IFACE_("Object as Camera");
+ }
+ }
+ else {
+ name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp");
+ }
+ }
+
+ return name;
+}
+
+static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ const char *name = view3d_get_name(v3d, rv3d);
+ /* increase size for unicode languages (Chinese in utf-8...) */
+#ifdef WITH_INTERNATIONAL
+ char tmpstr[96];
+#else
+ char tmpstr[32];
+#endif
+
+ if (v3d->localvd) {
+ BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
+ name = tmpstr;
+ }
+
+ UI_ThemeColor(TH_TEXT_HI);
+#ifdef WITH_INTERNATIONAL
+ BLF_draw_default(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
+#else
+ BLF_draw_default_ascii(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
+#endif
+}
+
+/* draw info beside axes in bottom left-corner:
+ * framenum, object name, bone name (if available), marker name (if available)
+ */
+
+static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
+{
+ const int cfra = CFRA;
+ const char *msg_pin = " (Pinned)";
+ const char *msg_sep = " : ";
+
+ char info[300];
+ char *s = info;
+ short offset = 1.5f * UI_UNIT_X + rect->xmin;
+
+ s += sprintf(s, "(%d)", cfra);
+
+ /*
+ * info can contain:
+ * - a frame (7 + 2)
+ * - 3 object names (MAX_NAME)
+ * - 2 BREAD_CRUMB_SEPARATORs (6)
+ * - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
+ * - a marker name (MAX_NAME + 3)
+ */
+
+ /* get name of marker on current frame (if available) */
+ const char *markern = BKE_scene_find_marker_name(scene, cfra);
+
+ /* check if there is an object */
+ if (ob) {
+ *s++ = ' ';
+ s += BLI_strcpy_rlen(s, ob->id.name + 2);
+
+ /* name(s) to display depends on type of object */
+ if (ob->type == OB_ARMATURE) {
+ bArmature *arm = ob->data;
+
+ /* show name of active bone too (if possible) */
+ if (arm->edbo) {
+ if (arm->act_edbone) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_edbone->name);
+ }
+ }
+ else if (ob->mode & OB_MODE_POSE) {
+ if (arm->act_bone) {
+
+ if (arm->act_bone->layer & arm->layer) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_bone->name);
+ }
+ }
+ }
+ }
+ else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
+ /* try to display active bone and active shapekey too (if they exist) */
+
+ if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
+ Object *armobj = BKE_object_pose_armature_get(ob);
+ if (armobj && armobj->mode & OB_MODE_POSE) {
+ bArmature *arm = armobj->data;
+ if (arm->act_bone) {
+ if (arm->act_bone->layer & arm->layer) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_bone->name);
+ }
+ }
+ }
+ }
+
+ Key *key = BKE_key_from_object(ob);
+ if (key) {
+ KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
+ if (kb) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, kb->name);
+ if (ob->shapeflag & OB_SHAPE_LOCK) {
+ s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
+ }
+ }
+ }
+ }
+
+ /* color depends on whether there is a keyframe */
+ if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL))
+ UI_ThemeColor(TH_TIME_KEYFRAME);
+ else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra))
+ UI_ThemeColor(TH_TIME_GP_KEYFRAME);
+ else
+ UI_ThemeColor(TH_TEXT_HI);
+ }
+ else {
+ /* no object */
+ if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra))
+ UI_ThemeColor(TH_TIME_GP_KEYFRAME);
+ else
+ UI_ThemeColor(TH_TEXT_HI);
+ }
+
+ if (markern) {
+ s += sprintf(s, " <%s>", markern);
+ }
+
+ if (U.uiflag & USER_SHOW_ROTVIEWICON)
+ offset = U.widget_unit + (U.rvisize * 2) + rect->xmin;
+
+ BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info));
+}
+
+/* *********************** backdraw for selection *************** */
+
+static void backdrawview3d(Scene *scene, wmWindow *win, ARegion *ar, View3D *v3d)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ struct Base *base = scene->basact;
+ int multisample_enabled;
+
+ BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
+
+ if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
+ BKE_paint_select_face_test(base->object)))
+ {
+ /* do nothing */
+ }
+ /* texture paint mode sampling */
+ else if (base && (base->object->mode & OB_MODE_TEXTURE_PAINT) &&
+ (v3d->drawtype > OB_WIRE))
+ {
+ /* do nothing */
+ }
+ else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) &&
+ V3D_IS_ZBUF(v3d))
+ {
+ /* do nothing */
+ }
+ else if (scene->obedit &&
+ V3D_IS_ZBUF(v3d))
+ {
+ /* do nothing */
+ }
+ else {
+ v3d->flag &= ~V3D_INVALID_BACKBUF;
+ return;
+ }
+
+ if (!(v3d->flag & V3D_INVALID_BACKBUF))
+ return;
+
+#if 0
+ if (test) {
+ if (qtest()) {
+ addafterqueue(ar->win, BACKBUFDRAW, 1);
+ return;
+ }
+ }
+#endif
+
+ if (v3d->drawtype > OB_WIRE) v3d->zbuf = true;
+
+ /* dithering and AA break color coding, so disable */
+ glDisable(GL_DITHER);
+
+ multisample_enabled = glIsEnabled(GL_MULTISAMPLE);
+ if (multisample_enabled)
+ glDisable(GL_MULTISAMPLE);
+
+ if (win->multisamples != USER_MULTISAMPLE_NONE) {
+ /* for multisample we use an offscreen FBO. multisample drawing can fail
+ * with color coded selection drawing, and reading back depths from such
+ * a buffer can also cause a few seconds freeze on OS X / NVidia. */
+ int w = BLI_rcti_size_x(&ar->winrct);
+ int h = BLI_rcti_size_y(&ar->winrct);
+ char error[256];
+
+ if (rv3d->gpuoffscreen) {
+ if (GPU_offscreen_width(rv3d->gpuoffscreen) != w ||
+ GPU_offscreen_height(rv3d->gpuoffscreen) != h)
+ {
+ GPU_offscreen_free(rv3d->gpuoffscreen);
+ rv3d->gpuoffscreen = NULL;
+ }
+ }
+
+ if (!rv3d->gpuoffscreen) {
+ rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error);
+
+ if (!rv3d->gpuoffscreen)
+ fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error);
+ }
+ }
+
+ if (rv3d->gpuoffscreen)
+ GPU_offscreen_bind(rv3d->gpuoffscreen, true);
+ else
+ glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ if (v3d->zbuf) {
+ glEnable(GL_DEPTH_TEST);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+ else {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING)
+ ED_view3d_clipping_set(rv3d);
+
+ G.f |= G_BACKBUFSEL;
+
+ if (base && (base->lay & v3d->lay))
+ draw_object_backbufsel(scene, v3d, rv3d, base->object);
+
+ if (rv3d->gpuoffscreen)
+ GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
+ else
+ ar->swap = 0; /* mark invalid backbuf for wm draw */
+
+ v3d->flag &= ~V3D_INVALID_BACKBUF;
+
+ G.f &= ~G_BACKBUFSEL;
+ v3d->zbuf = false;
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_DITHER);
+ if (multisample_enabled)
+ glEnable(GL_MULTISAMPLE);
+
+ if (rv3d->rflag & RV3D_CLIPPING)
+ ED_view3d_clipping_disable();
+}
+
+void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
+{
+ RegionView3D *rv3d = ar->regiondata;
+
+ if (rv3d->gpuoffscreen) {
+ GPU_offscreen_bind(rv3d->gpuoffscreen, true);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(x, y, w, h, format, type, data);
+ GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
+ }
+ else {
+ glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
+ }
+}
+
+/* XXX depth reading exception, for code not using gpu offscreen */
+static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
+{
+ glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
+}
+
+void ED_view3d_backbuf_validate(ViewContext *vc)
+{
+ if (vc->v3d->flag & V3D_INVALID_BACKBUF)
+ backdrawview3d(vc->scene, vc->win, vc->ar, vc->v3d);
+}
+
+/**
+ * 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));
+}
+
+/* samples a single pixel (copied from vpaint) */
+unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y)
+{
+ if (x >= vc->ar->winx || y >= vc->ar->winy) {
+ return 0;
+ }
+
+ ED_view3d_backbuf_validate(vc);
+
+ unsigned int col;
+ view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
+ glReadBuffer(GL_BACK);
+
+ if (ENDIAN_ORDER == B_ENDIAN) {
+ BLI_endian_switch_uint32(&col);
+ }
+
+ return GPU_select_to_index(col);
+}
+
+/* reads full rect, converts indices */
+ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
+{
+ /* clip */
+ const rcti clip = {
+ max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1),
+ max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)};
+ const int size_clip[2] = {
+ BLI_rcti_size_x(&clip) + 1,
+ BLI_rcti_size_y(&clip) + 1};
+
+ if (UNLIKELY((clip.xmin > clip.xmax) ||
+ (clip.ymin > clip.ymax)))
+ {
+ return NULL;
+ }
+
+ ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
+
+ ED_view3d_backbuf_validate(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);
+
+ glReadBuffer(GL_BACK);
+
+ if (ENDIAN_ORDER == B_ENDIAN) {
+ IMB_convert_rgba_to_abgr(ibuf_clip);
+ }
+
+ GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
+
+ if ((clip.xmin == xmin) &&
+ (clip.xmax == xmax) &&
+ (clip.ymin == ymin) &&
+ (clip.ymax == ymax))
+ {
+ return ibuf_clip;
+ }
+ else {
+ /* put clipped result into a non-clipped buffer */
+ const int size[2] = {
+ (xmax - xmin + 1),
+ (ymax - ymin + 1)};
+
+ ImBuf *ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
+
+ IMB_rectcpy(
+ ibuf_full, ibuf_clip,
+ clip.xmin - xmin, clip.ymin - ymin,
+ 0, 0,
+ size_clip[0], size_clip[1]);
+ IMB_freeImBuf(ibuf_clip);
+ return ibuf_full;
+ }
+}
+
+/* smart function to sample a rect spiralling outside, nice for backbuf selection */
+unsigned int ED_view3d_backbuf_sample_rect(
+ ViewContext *vc, const int mval[2], int size,
+ unsigned int min, unsigned int max, float *r_dist)
+{
+ int dirvec[4][2];
+
+ const int amount = (size - 1) / 2;
+
+ const int minx = mval[0] - (amount + 1);
+ const int miny = mval[1] - (amount + 1);
+ ImBuf *buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1);
+ if (!buf) return 0;
+
+ unsigned index = 0;
+ int rc = 0;
+
+ dirvec[0][0] = 1; dirvec[0][1] = 0;
+ dirvec[1][0] = 0; dirvec[1][1] = -size;
+ dirvec[2][0] = -1; dirvec[2][1] = 0;
+ dirvec[3][0] = 0; dirvec[3][1] = size;
+
+ const unsigned *bufmin = buf->rect;
+ const unsigned *tbuf = buf->rect;
+ const unsigned *bufmax = buf->rect + size * size;
+ tbuf += amount * size + amount;
+
+ for (int nr = 1; nr <= size; nr++) {
+ for (int a = 0; a < 2; a++) {
+ for (int b = 0; b < nr; b++) {
+ if (*tbuf && *tbuf >= min && *tbuf < max) {
+ /* we got a hit */
+
+ /* get x,y pixel coords from the offset
+ * (manhatten distance in keeping with other screen-based selection) */
+ *r_dist = (float)(
+ abs(((int)(tbuf - buf->rect) % size) - (size / 2)) +
+ abs(((int)(tbuf - buf->rect) / size) - (size / 2)));
+
+ /* indices start at 1 here */
+ index = (*tbuf - min) + 1;
+ goto exit;
+ }
+
+ tbuf += (dirvec[rc][0] + dirvec[rc][1]);
+
+ if (tbuf < bufmin || tbuf >= bufmax) {
+ goto exit;
+ }
+ }
+ rc++;
+ rc &= 3;
+ }
+ }
+
+exit:
+ IMB_freeImBuf(buf);
+ return index;
+}
+
+
+/* ************************************************************* */
+
+static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
+{
+ if (BKE_image_is_stereo(ima)) {
+ iuser->flag |= IMA_SHOW_STEREO;
+
+ if ((scene->r.scemode & R_MULTIVIEW) == 0) {
+ iuser->multiview_eye = STEREO_LEFT_ID;
+ }
+ else if (v3d->stereo3d_camera != STEREO_3D_ID) {
+ /* show only left or right camera */
+ iuser->multiview_eye = v3d->stereo3d_camera;
+ }
+
+ BKE_image_multiview_index(ima, iuser);
+ }
+ else {
+ iuser->flag &= ~IMA_SHOW_STEREO;
+ }
+}
+
+static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
+ const bool do_foreground, const bool do_camera_frame)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0;
+
+ for (BGpic *bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) {
+ bgpic->iuser.scene = scene; /* Needed for render results. */
+
+ if ((bgpic->flag & V3D_BGPIC_FOREGROUND) != fg_flag)
+ continue;
+
+ if ((bgpic->view == 0) || /* zero for any */
+ (bgpic->view & (1 << rv3d->view)) || /* check agaist flags */
+ (rv3d->persp == RV3D_CAMOB && bgpic->view == (1 << RV3D_VIEW_CAMERA)))
+ {
+ float image_aspect[2];
+ float x1, y1, x2, y2, centx, centy;
+
+ void *lock;
+
+ Image *ima = NULL;
+
+ /* disable individual images */
+ if ((bgpic->flag & V3D_BGPIC_DISABLED))
+ continue;
+
+ ImBuf *ibuf = NULL;
+ ImBuf *freeibuf = NULL;
+ ImBuf *releaseibuf = NULL;
+ if (bgpic->source == V3D_BGPIC_IMAGE) {
+ ima = bgpic->ima;
+ if (ima == NULL)
+ continue;
+ BKE_image_user_frame_calc(&bgpic->iuser, CFRA, 0);
+ if (ima->source == IMA_SRC_SEQUENCE && !(bgpic->iuser.flag & IMA_USER_FRAME_IN_RANGE)) {
+ ibuf = NULL; /* frame is out of range, dont show */
+ }
+ else {
+ view3d_stereo_bgpic_setup(scene, v3d, ima, &bgpic->iuser);
+ ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, &lock);
+ releaseibuf = ibuf;
+ }
+
+ image_aspect[0] = ima->aspx;
+ image_aspect[1] = ima->aspy;
+ }
+ else if (bgpic->source == V3D_BGPIC_MOVIE) {
+ /* TODO: skip drawing when out of frame range (as image sequences do above) */
+ MovieClip *clip = NULL;
+
+ if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
+ if (scene->camera)
+ clip = BKE_object_movieclip_get(scene, scene->camera, true);
+ }
+ else {
+ clip = bgpic->clip;
+ }
+
+ if (clip == NULL)
+ continue;
+
+ BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA);
+ ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
+
+ image_aspect[0] = clip->aspx;
+ image_aspect[1] = clip->aspy;
+
+ /* working with ibuf from image and clip has got different workflow now.
+ * ibuf acquired from clip is referenced by cache system and should
+ * be dereferenced after usage. */
+ freeibuf = ibuf;
+ }
+ else {
+ /* perhaps when loading future files... */
+ BLI_assert(0);
+ copy_v2_fl(image_aspect, 1.0f);
+ }
+
+ if (ibuf == NULL)
+ continue;
+
+ if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */
+ if (freeibuf)
+ IMB_freeImBuf(freeibuf);
+ if (releaseibuf)
+ BKE_image_release_ibuf(ima, releaseibuf, lock);
+
+ continue;
+ }
+
+ if (ibuf->rect == NULL)
+ IMB_rect_from_float(ibuf);
+
+ if (rv3d->persp == RV3D_CAMOB) {
+
+ if (do_camera_frame) {
+ rctf vb;
+ ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, false);
+ x1 = vb.xmin;
+ y1 = vb.ymin;
+ x2 = vb.xmax;
+ y2 = vb.ymax;
+ }
+ else {
+ x1 = ar->winrct.xmin;
+ y1 = ar->winrct.ymin;
+ x2 = ar->winrct.xmax;
+ y2 = ar->winrct.ymax;
+ }
+
+ /* apply offset last - camera offset is different to offset in blender units */
+ /* so this has some sane way of working - this matches camera's shift _exactly_ */
+ {
+ const float max_dim = max_ff(x2 - x1, y2 - y1);
+ const float xof_scale = bgpic->xof * max_dim;
+ const float yof_scale = bgpic->yof * max_dim;
+
+ x1 += xof_scale;
+ y1 += yof_scale;
+ x2 += xof_scale;
+ y2 += yof_scale;
+ }
+
+ centx = (x1 + x2) * 0.5f;
+ centy = (y1 + y2) * 0.5f;
+
+ /* aspect correction */
+ if (bgpic->flag & V3D_BGPIC_CAMERA_ASPECT) {
+ /* apply aspect from clip */
+ const float w_src = ibuf->x * image_aspect[0];
+ const float h_src = ibuf->y * image_aspect[1];
+
+ /* destination aspect is already applied from the camera frame */
+ const float w_dst = x1 - x2;
+ const float h_dst = y1 - y2;
+
+ const float asp_src = w_src / h_src;
+ const float asp_dst = w_dst / h_dst;
+
+ if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) {
+ if ((asp_src > asp_dst) == ((bgpic->flag & V3D_BGPIC_CAMERA_CROP) != 0)) {
+ /* fit X */
+ const float div = asp_src / asp_dst;
+ x1 = ((x1 - centx) * div) + centx;
+ x2 = ((x2 - centx) * div) + centx;
+ }
+ else {
+ /* fit Y */
+ const float div = asp_dst / asp_src;
+ y1 = ((y1 - centy) * div) + centy;
+ y2 = ((y2 - centy) * div) + centy;
+ }
+ }
+ }
+ }
+ else {
+ float tvec[3];
+ float sco[2];
+ const float mval_f[2] = {1.0f, 0.0f};
+ const float co_zero[3] = {0};
+
+ /* calc window coord */
+ float zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL);
+ ED_view3d_win_to_delta(ar, mval_f, tvec, zfac);
+ float fac = 1.0f / max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */
+ float asp = (float)ibuf->y / (float)ibuf->x;
+
+ zero_v3(tvec);
+ ED_view3d_project_float_v2_m4(ar, tvec, sco, rv3d->persmat);
+
+ x1 = sco[0] + fac * (bgpic->xof - bgpic->size);
+ y1 = sco[1] + asp * fac * (bgpic->yof - bgpic->size);
+ x2 = sco[0] + fac * (bgpic->xof + bgpic->size);
+ y2 = sco[1] + asp * fac * (bgpic->yof + bgpic->size);
+
+ centx = (x1 + x2) / 2.0f;
+ centy = (y1 + y2) / 2.0f;
+ }
+
+ /* complete clip? */
+ rctf clip_rect;
+ BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
+ if (bgpic->rotation) {
+ BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
+ }
+
+ if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx || clip_rect.ymin > ar->winy) {
+ if (freeibuf)
+ IMB_freeImBuf(freeibuf);
+ if (releaseibuf)
+ BKE_image_release_ibuf(ima, releaseibuf, lock);
+
+ continue;
+ }
+
+ float zoomx = (x2 - x1) / ibuf->x;
+ float zoomy = (y2 - y1) / ibuf->y;
+
+ /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
+ if (zoomx < 1.0f || zoomy < 1.0f) {
+ float tzoom = min_ff(zoomx, zoomy);
+ int mip = 0;
+
+ if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
+ IMB_remakemipmap(ibuf, 0);
+ ibuf->userflags &= ~IB_MIPMAP_INVALID;
+ }
+ else if (ibuf->mipmap[0] == NULL)
+ IMB_makemipmap(ibuf, 0);
+
+ while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
+ tzoom *= 2.0f;
+ zoomx *= 2.0f;
+ zoomy *= 2.0f;
+ mip++;
+ }
+ if (mip > 0)
+ ibuf = ibuf->mipmap[mip - 1];
+ }
+
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ ED_region_pixelspace(ar);
+
+ glTranslatef(centx, centy, 0.0);
+ glRotatef(RAD2DEGF(-bgpic->rotation), 0.0f, 0.0f, 1.0f);
+
+ if (bgpic->flag & V3D_BGPIC_FLIP_X) {
+ zoomx *= -1.0f;
+ x1 = x2;
+ }
+ if (bgpic->flag & V3D_BGPIC_FLIP_Y) {
+ zoomy *= -1.0f;
+ y1 = y2;
+ }
+ glPixelZoom(zoomx, zoomy);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend);
+
+ /* could not use glaDrawPixelsAuto because it could fallback to
+ * glaDrawPixelsSafe in some cases, which will end up in missing
+ * alpha transparency for the background image (sergey)
+ */
+ glaDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect);
+
+ glPixelZoom(1.0, 1.0);
+ glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ glDisable(GL_BLEND);
+
+ glDepthMask(GL_TRUE);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+
+ if (freeibuf)
+ IMB_freeImBuf(freeibuf);
+ if (releaseibuf)
+ BKE_image_release_ibuf(ima, releaseibuf, lock);
+ }
+ }
+}
+
+static void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d,
+ const bool do_foreground, const bool do_camera_frame)
+{
+ RegionView3D *rv3d = ar->regiondata;
+
+ if ((v3d->flag & V3D_DISPBGPICS) == 0)
+ return;
+
+ /* disabled - mango request, since footage /w only render is quite useful
+ * and this option is easy to disable all background images at once */
+#if 0
+ if (v3d->flag2 & V3D_RENDER_OVERRIDE)
+ return;
+#endif
+
+ if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
+ if (rv3d->persp == RV3D_CAMOB) {
+ view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
+ }
+ }
+ else {
+ view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
+ }
+}
+
+/* ****************** View3d afterdraw *************** */
+
+typedef struct View3DAfter {
+ struct View3DAfter *next, *prev;
+ struct Base *base;
+ short dflag;
+} View3DAfter;
+
+/* temp storage of Objects that need to be drawn as last */
+void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag)
+{
+ View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
+ BLI_assert((base->flag & OB_FROMDUPLI) == 0);
+ BLI_addtail(lb, v3da);
+ v3da->base = base;
+ v3da->dflag = dflag;
+}
+
+/* disables write in zbuffer and draws it over */
+static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ View3DAfter *v3da;
+
+ glDepthMask(GL_FALSE);
+ v3d->transp = true;
+
+ while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
+ draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
+ MEM_freeN(v3da);
+ }
+ v3d->transp = false;
+
+ glDepthMask(GL_TRUE);
+
+}
+
+/* clears zbuffer and draws it over */
+static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
+{
+ if (*clear && v3d->zbuf) {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ *clear = false;
+ }
+
+ v3d->xray = true;
+ View3DAfter *v3da;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
+ draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
+ MEM_freeN(v3da);
+ }
+ v3d->xray = false;
+}
+
+
+/* clears zbuffer and draws it over */
+static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const bool clear)
+{
+ if (clear && v3d->zbuf)
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ v3d->xray = true;
+ v3d->transp = true;
+
+ glDepthMask(GL_FALSE);
+
+ View3DAfter *v3da;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
+ draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
+ MEM_freeN(v3da);
+ }
+
+ v3d->transp = false;
+ v3d->xray = false;
+
+ glDepthMask(GL_TRUE);
+}
+
+/* *********************** */
+
+/*
+ * In most cases call draw_dupli_objects,
+ * draw_dupli_objects_color was added because when drawing set dupli's
+ * we need to force the color
+ */
+
+#if 0
+int dupli_ob_sort(void *arg1, void *arg2)
+{
+ void *p1 = ((DupliObject *)arg1)->ob;
+ void *p2 = ((DupliObject *)arg2)->ob;
+ int val = 0;
+ if (p1 < p2) val = -1;
+ else if (p1 > p2) val = 1;
+ return val;
+}
+#endif
+
+
+static DupliObject *dupli_step(DupliObject *dob)
+{
+ while (dob && dob->no_draw)
+ dob = dob->next;
+ return dob;
+}
+
+static void draw_dupli_objects_color(
+ Scene *scene, ARegion *ar, View3D *v3d, Base *base,
+ const short dflag, const int color)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ ListBase *lb;
+ LodLevel *savedlod;
+ Base tbase = {NULL};
+ BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
+ GLuint displist = 0;
+ unsigned char color_rgb[3];
+ const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
+ short transflag;
+ bool use_displist = false; /* -1 is initialize */
+ char dt;
+ short dtx;
+ DupliApplyData *apply_data;
+
+ if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
+ if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return;
+
+ if (dflag & DRAW_CONSTCOLOR) {
+ BLI_assert(color == TH_UNDEFINED);
+ }
+ else {
+ UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb);
+ }
+
+ tbase.flag = OB_FROMDUPLI | base->flag;
+ lb = object_duplilist(G.main->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(base->object, scene, lb);
+
+ DupliObject *dob_prev = NULL, *dob_next = NULL;
+ DupliObject *dob = dupli_step(lb->first);
+ if (dob) dob_next = dupli_step(dob->next);
+
+ for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) {
+ bool testbb = false;
+
+ tbase.object = dob->ob;
+
+ /* Make sure lod is updated from dupli's position */
+ savedlod = dob->ob->currentlod;
+
+#ifdef WITH_GAMEENGINE
+ if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
+ BKE_object_lod_update(dob->ob, rv3d->viewinv[3]);
+ }
+#endif
+
+ /* extra service: draw the duplicator in drawtype of parent, minimum taken
+ * to allow e.g. boundbox box objects in groups for LOD */
+ dt = tbase.object->dt;
+ tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
+
+ /* inherit draw extra, but not if a boundbox under the assumption that this
+ * is intended to speed up drawing, and drawing extra (especially wire) can
+ * slow it down too much */
+ dtx = tbase.object->dtx;
+ if (tbase.object->dt != OB_BOUNDBOX)
+ tbase.object->dtx = base->object->dtx;
+
+ /* negative scale flag has to propagate */
+ transflag = tbase.object->transflag;
+
+ if (is_negative_m4(dob->mat))
+ tbase.object->transflag |= OB_NEG_SCALE;
+ else
+ tbase.object->transflag &= ~OB_NEG_SCALE;
+
+ /* should move outside the loop but possible color is set in draw_object still */
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(color_rgb);
+ }
+
+ /* generate displist, test for new object */
+ if (dob_prev && dob_prev->ob != dob->ob) {
+ if (use_displist == true)
+ glDeleteLists(displist, 1);
+
+ use_displist = false;
+ }
+
+ if ((bb_tmp = BKE_object_boundbox_get(dob->ob))) {
+ bb = *bb_tmp; /* must make a copy */
+ testbb = true;
+ }
+
+ if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) {
+ /* generate displist */
+ if (use_displist == false) {
+
+ /* note, since this was added, its checked (dob->type == OB_DUPLIGROUP)
+ * however this is very slow, it was probably needed for the NLA
+ * offset feature (used in group-duplicate.blend but no longer works in 2.5)
+ * so for now it should be ok to - campbell */
+
+ if ( /* if this is the last no need to make a displist */
+ (dob_next == NULL || dob_next->ob != dob->ob) ||
+ /* lamp drawing messes with matrices, could be handled smarter... but this works */
+ (dob->ob->type == OB_LAMP) ||
+ (dob->type == OB_DUPLIGROUP && dob->animated) ||
+ !bb_tmp ||
+ draw_glsl_material(scene, dob->ob, v3d, dt) ||
+ check_object_draw_texture(scene, v3d, dt) ||
+ (v3d->flag2 & V3D_SOLID_MATCAP) != 0)
+ {
+ // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name + 2);
+ use_displist = false;
+ }
+ else {
+ // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name + 2);
+
+ /* disable boundbox check for list creation */
+ BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 1);
+ /* need this for next part of code */
+ unit_m4(dob->ob->obmat); /* obmat gets restored */
+
+ displist = glGenLists(1);
+ glNewList(displist, GL_COMPILE);
+ draw_object(scene, ar, v3d, &tbase, dflag_dupli);
+ glEndList();
+
+ use_displist = true;
+ BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 0);
+ }
+ }
+
+ if (use_displist) {
+ glPushMatrix();
+ glMultMatrixf(dob->mat);
+ glCallList(displist);
+ glPopMatrix();
+ }
+ else {
+ copy_m4_m4(dob->ob->obmat, dob->mat);
+ GPU_begin_dupli_object(dob);
+ draw_object(scene, ar, v3d, &tbase, dflag_dupli);
+ GPU_end_dupli_object();
+ }
+ }
+
+ tbase.object->dt = dt;
+ tbase.object->dtx = dtx;
+ tbase.object->transflag = transflag;
+ tbase.object->currentlod = savedlod;
+ }
+
+ if (apply_data) {
+ duplilist_restore(lb, apply_data);
+ duplilist_free_apply_data(apply_data);
+ }
+
+ free_object_duplilist(lb);
+
+ if (use_displist)
+ glDeleteLists(displist, 1);
+}
+
+void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
+{
+ /* define the color here so draw_dupli_objects_color can be called
+ * from the set loop */
+
+ int color = (base->flag & SELECT) ? TH_SELECT : TH_WIRE;
+ /* debug */
+ if (base->object->dup_group && base->object->dup_group->id.us < 1)
+ color = TH_REDALERT;
+
+ draw_dupli_objects_color(scene, ar, v3d, base, 0, color);
+}
+
+/* XXX warning, not using gpu offscreen here */
+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) {
+ /* XXX using special function here, it doesn't use the gpu offscreen system */
+ view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, 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) {
+ view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, 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(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ short zbuf = v3d->zbuf;
+ RegionView3D *rv3d = ar->regiondata;
+
+ view3d_winmatrix_set(ar, v3d, NULL);
+ view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
+
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glLoadMatrixf(rv3d->viewmat);
+
+ v3d->zbuf = true;
+ glEnable(GL_DEPTH_TEST);
+
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ ED_gpencil_draw_view3d(NULL, scene, v3d, ar, true);
+ }
+
+ v3d->zbuf = zbuf;
+}
+
+void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaoverride)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ Base *base;
+ short zbuf = v3d->zbuf;
+ short flag = v3d->flag;
+ float glalphaclip = U.glalphaclip;
+ int obcenter_dia = U.obcenter_dia;
+ /* no need for color when drawing depth buffer */
+ const short dflag_depth = DRAW_CONSTCOLOR;
+ /* temp set drawtype to solid */
+
+ /* Setting these temporarily is not nice */
+ v3d->flag &= ~V3D_SELECT_OUTLINE;
+ U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
+ U.obcenter_dia = 0;
+
+ view3d_winmatrix_set(ar, v3d, NULL);
+ view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
+
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glLoadMatrixf(rv3d->viewmat);
+
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_set(rv3d);
+ }
+ /* get surface depth without bias */
+ rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
+
+ v3d->zbuf = true;
+ glEnable(GL_DEPTH_TEST);
+
+ /* draw set first */
+ if (scene->set) {
+ Scene *sce_iter;
+ for (SETLOOPER(scene->set, sce_iter, base)) {
+ if (v3d->lay & base->lay) {
+ draw_object(scene, ar, v3d, base, 0);
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ }
+ }
+ }
+ }
+
+ for (base = scene->base.first; base; base = base->next) {
+ if (v3d->lay & base->lay) {
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ }
+ draw_object(scene, ar, v3d, base, dflag_depth);
+ }
+ }
+
+ /* this isn't that nice, draw xray objects as if they are normal */
+ if (v3d->afterdraw_transp.first ||
+ v3d->afterdraw_xray.first ||
+ v3d->afterdraw_xraytransp.first)
+ {
+ View3DAfter *v3da;
+ int mask_orig;
+
+ v3d->xray = true;
+
+ /* transp materials can change the depth mask, see #21388 */
+ glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
+
+
+ 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(scene, ar, v3d, v3da->base, dflag_depth);
+ }
+ glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
+ }
+
+ /* draw 3 passes, transp/xray/xraytransp */
+ v3d->xray = false;
+ v3d->transp = true;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
+ draw_object(scene, ar, v3d, v3da->base, dflag_depth);
+ MEM_freeN(v3da);
+ }
+
+ v3d->xray = true;
+ v3d->transp = false;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
+ draw_object(scene, ar, v3d, v3da->base, dflag_depth);
+ MEM_freeN(v3da);
+ }
+
+ v3d->xray = true;
+ v3d->transp = true;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
+ draw_object(scene, ar, v3d, v3da->base, dflag_depth);
+ MEM_freeN(v3da);
+ }
+
+
+ v3d->xray = false;
+ v3d->transp = false;
+
+ glDepthMask(mask_orig);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_disable();
+ }
+ rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
+
+ v3d->zbuf = zbuf;
+ if (!v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ U.glalphaclip = glalphaclip;
+ v3d->flag = flag;
+ U.obcenter_dia = obcenter_dia;
+}
+
+typedef struct View3DShadow {
+ struct View3DShadow *next, *prev;
+ GPULamp *lamp;
+} View3DShadow;
+
+static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
+ Object *ob, Object *par,
+ float obmat[4][4], unsigned int lay,
+ ListBase *shadows, SceneRenderLayer *srl)
+{
+ GPULamp *lamp = GPU_lamp_from_blender(scene, ob, par);
+
+ if (lamp) {
+ Lamp *la = (Lamp *)ob->data;
+
+ GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
+ GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
+
+ unsigned int layers = lay & v3d->lay;
+ if (srl)
+ layers &= srl->lay;
+
+ if (layers &&
+ GPU_lamp_has_shadow_buffer(lamp) &&
+ /* keep last, may do string lookup */
+ GPU_lamp_override_visible(lamp, srl, NULL))
+ {
+ View3DShadow *shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
+ shadow->lamp = lamp;
+ BLI_addtail(shadows, shadow);
+ }
+ }
+}
+
+static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d)
+{
+ ListBase shadows;
+ Scene *sce_iter;
+ Base *base;
+ World *world = scene->world;
+ SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL;
+
+ BLI_listbase_clear(&shadows);
+
+ /* update lamp transform and gather shadow lamps */
+ for (SETLOOPER(scene, sce_iter, base)) {
+ Object *ob = base->object;
+
+ if (ob->type == OB_LAMP)
+ gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl);
+
+ if (ob->transflag & OB_DUPLI) {
+ DupliObject *dob;
+ ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob);
+
+ for (dob = lb->first; dob; dob = dob->next)
+ if (dob->ob->type == OB_LAMP)
+ gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl);
+
+ free_object_duplilist(lb);
+ }
+ }
+
+ /* render shadows after updating all lamps, nested object_duplilist
+ * don't work correct since it's replacing object matrices */
+ for (View3DShadow *shadow = shadows.first; shadow; shadow = shadow->next) {
+ /* this needs to be done better .. */
+ float viewmat[4][4], winmat[4][4];
+ ARegion ar = {NULL};
+ RegionView3D rv3d = {{{0}}};
+
+ int drawtype = v3d->drawtype;
+ int lay = v3d->lay;
+ int flag2 = v3d->flag2;
+
+ v3d->drawtype = OB_SOLID;
+ v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
+ v3d->flag2 &= ~(V3D_SOLID_TEX | V3D_SHOW_SOLID_MATCAP);
+ v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW;
+
+ int winsize;
+ GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
+
+ ar.regiondata = &rv3d;
+ ar.regiontype = RGN_TYPE_WINDOW;
+ rv3d.persp = RV3D_CAMOB;
+ copy_m4_m4(rv3d.winmat, winmat);
+ copy_m4_m4(rv3d.viewmat, viewmat);
+ invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+
+ /* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
+ ED_view3d_draw_offscreen(
+ scene, v3d, &ar, winsize, winsize, viewmat, winmat,
+ false, false, true,
+ NULL, NULL, NULL, NULL);
+ GPU_lamp_shadow_buffer_unbind(shadow->lamp);
+
+ v3d->drawtype = drawtype;
+ v3d->lay = lay;
+ v3d->flag2 = flag2;
+ }
+
+ BLI_freelistN(&shadows);
+
+ /* update world values */
+ if (world) {
+ GPU_mist_update_enable(world->mode & WO_MIST);
+ GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr);
+ GPU_horizon_update_color(&world->horr);
+ GPU_ambient_update_color(&world->ambr);
+ GPU_zenith_update_color(&world->zenr);
+ }
+}
+
+/* *********************** customdata **************** */
+
+CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d)
+{
+ CustomDataMask mask = 0;
+ const int drawtype = view3d_effective_drawtype(v3d);
+
+ if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL) ||
+ ((drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
+ {
+ mask |= CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
+
+ if (BKE_scene_use_new_shading_nodes(scene)) {
+ if (drawtype == OB_MATERIAL)
+ mask |= CD_MASK_ORCO;
+ }
+ else {
+ if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) ||
+ (drawtype == OB_MATERIAL))
+ {
+ mask |= CD_MASK_ORCO;
+ }
+ }
+ }
+
+ return mask;
+}
+
+/* goes over all modes and view3d settings */
+CustomDataMask ED_view3d_screen_datamask(const bScreen *screen)
+{
+ const Scene *scene = screen->scene;
+ CustomDataMask mask = 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) {
+ mask |= ED_view3d_datamask(scene, sa->spacedata.first);
+ }
+ }
+
+ return mask;
+}
+
+/**
+ * Shared by #ED_view3d_draw_offscreen and #view3d_main_region_draw_objects
+ *
+ * \note \a C and \a grid_unit will be NULL when \a draw_offscreen is set.
+ * \note Drawing lamps and opengl render uses this, so dont do grease pencil or view widgets here.
+ */
+static void view3d_draw_objects(
+ const bContext *C,
+ Scene *scene, View3D *v3d, ARegion *ar,
+ const char **grid_unit,
+ const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ Base *base;
+ const bool do_camera_frame = !draw_offscreen;
+ const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
+ const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
+ /* only draw grids after in solid modes, else it hovers over mesh wires */
+ const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE) && fx;
+ bool do_composite_xray = false;
+ bool xrayclear = true;
+
+ if (!draw_offscreen) {
+ ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING)
+ view3d_draw_clipping(rv3d);
+
+ /* set zbuffer after we draw clipping region */
+ v3d->zbuf = VP_legacy_use_depth(scene, v3d);
+
+ if (v3d->zbuf) {
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
+ * objects if done last */
+ if (draw_grids) {
+ /* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */
+ rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit);
+
+ if (!draw_floor) {
+ ED_region_pixelspace(ar);
+ *grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
+ VP_legacy_drawgrid(&scene->unit, ar, v3d, grid_unit);
+ /* XXX make function? replaces persp(1) */
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(rv3d->viewmat);
+ }
+ else if (!draw_grids_after) {
+ VP_legacy_drawfloor(scene, v3d, grid_unit, true);
+ }
+ }
+
+ /* important to do before clipping */
+ if (do_bgpic) {
+ view3d_draw_bgpic_test(scene, ar, v3d, false, do_camera_frame);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_set(rv3d);
+ }
+
+ /* draw set first */
+ if (scene->set) {
+ const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET;
+ Scene *sce_iter;
+ for (SETLOOPER(scene->set, sce_iter, base)) {
+ if (v3d->lay & base->lay) {
+ UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
+ draw_object(scene, ar, v3d, base, dflag);
+
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, ar, v3d, base, dflag, TH_UNDEFINED);
+ }
+ }
+ }
+
+ /* Transp and X-ray afterdraw stuff for sets is done later */
+ }
+
+ if (draw_offscreen) {
+ for (base = scene->base.first; base; base = base->next) {
+ if (v3d->lay & base->lay) {
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI)
+ draw_dupli_objects(scene, ar, v3d, base);
+
+ draw_object(scene, ar, v3d, base, 0);
+ }
+ }
+ }
+ else {
+ unsigned int lay_used = 0;
+
+ /* then draw not selected and the duplis, but skip editmode object */
+ for (base = scene->base.first; base; base = base->next) {
+ lay_used |= base->lay;
+
+ if (v3d->lay & base->lay) {
+
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects(scene, ar, v3d, base);
+ }
+ if ((base->flag & SELECT) == 0) {
+ if (base->object != scene->obedit)
+ draw_object(scene, ar, v3d, base, 0);
+ }
+ }
+ }
+
+ /* mask out localview */
+ v3d->lay_used = lay_used & ((1 << 20) - 1);
+
+ /* draw selected and editmode */
+ for (base = scene->base.first; base; base = base->next) {
+ if (v3d->lay & base->lay) {
+ if (base->object == scene->obedit || (base->flag & SELECT)) {
+ draw_object(scene, ar, v3d, base, 0);
+ }
+ }
+ }
+ }
+
+ /* perspective floor goes last to use scene depth and avoid writing to depth buffer */
+ if (draw_grids_after) {
+ VP_legacy_drawfloor(scene, v3d, grid_unit, false);
+ }
+
+ /* must be before xray draw which clears the depth buffer */
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL;
+
+ /* must be before xray draw which clears the depth buffer */
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ ED_gpencil_draw_view3d(wm, scene, v3d, ar, true);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ }
+
+ /* transp and X-ray afterdraw stuff */
+ if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
+
+ /* always do that here to cleanup depth buffers if none needed */
+ if (fx) {
+ do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first);
+ GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
+ }
+
+ if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, &xrayclear);
+ if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, xrayclear);
+
+ if (fx && do_composite_xray) {
+ GPU_fx_compositor_XRay_resolve(fx);
+ }
+
+ if (!draw_offscreen) {
+ ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING)
+ ED_view3d_clipping_disable();
+
+ /* important to do after clipping */
+ if (do_bgpic) {
+ view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame);
+ }
+
+ if (!draw_offscreen) {
+ BIF_draw_manipulator(C);
+ }
+
+ /* cleanup */
+ if (v3d->zbuf) {
+ v3d->zbuf = false;
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ GPU_free_images_old();
+ }
+}
+
+/**
+ * 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;
+};
+
+void *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, void *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;
+}
+
+void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
+{
+ /* shadow buffers, before we setup matrices */
+ if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
+ gpu_update_lamps_shadows_world(scene, v3d);
+}
+
+/*
+ * Function to clear the view
+ */
+static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
+{
+ if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
+ VP_view3d_draw_background_world(scene, v3d, ar->regiondata);
+ }
+ else {
+ VP_view3d_draw_background_none();
+ }
+}
+
+/* ED_view3d_draw_offscreen_init should be called before this to initialize
+ * stuff like shadow buffers
+ */
+void ED_view3d_draw_offscreen(
+ Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
+ float viewmat[4][4], float winmat[4][4],
+ bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
+ GPUFX *fx, GPUFXSettings *fx_settings,
+ GPUOffScreen *ofs)
+{
+ bool do_compositing = false;
+ RegionView3D *rv3d = ar->regiondata;
+
+ glPushMatrix();
+
+ /* set temporary new size */
+ int bwinx = ar->winx;
+ int bwiny = ar->winy;
+ rcti brect = ar->winrct;
+
+ ar->winx = winx;
+ ar->winy = winy;
+ ar->winrct.xmin = 0;
+ ar->winrct.ymin = 0;
+ ar->winrct.xmax = winx;
+ ar->winrct.ymax = winy;
+
+ struct bThemeState theme_state;
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+ /* set flags */
+ G.f |= G_RENDER_OGL;
+
+ if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ /* free images which can have changed on frame-change
+ * warning! can be slow so only free animated images - campbell */
+ GPU_free_images_anim();
+ }
+
+ /* setup view matrices before fx or unbinding the offscreen buffers will cause issues */
+ if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
+ view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
+ else
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag && fx) {
+ GPUSSAOSettings *ssao = NULL;
+
+ if (v3d->drawtype < OB_SOLID) {
+ ssao = v3d->fx_settings.ssao;
+ v3d->fx_settings.ssao = NULL;
+ }
+
+ do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
+
+ if (ssao)
+ v3d->fx_settings.ssao = ssao;
+ }
+
+ /* clear opengl buffers */
+ if (do_sky) {
+ view3d_main_region_clear(scene, v3d, ar);
+ }
+ else {
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+
+ /* main drawing call */
+ view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
+
+ /* post process */
+ if (do_compositing) {
+ if (!winmat)
+ is_persp = rv3d->is_persp;
+ GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ /* draw grease-pencil stuff */
+ ED_region_pixelspace(ar);
+
+
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
+ ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
+ }
+
+ /* freeing the images again here could be done after the operator runs, leaving for now */
+ GPU_free_images_anim();
+ }
+
+ /* restore size */
+ ar->winx = bwinx;
+ ar->winy = bwiny;
+ ar->winrct = brect;
+
+ glPopMatrix();
+
+ UI_Theme_Restore(&theme_state);
+
+ G.f &= ~G_RENDER_OGL;
+}
+
+/**
+ * Utility func for ED_view3d_draw_offscreen
+ *
+ * \param ofs: Optional off-screen buffer, can be NULL.
+ * (avoids re-creating when doing multiple GL renders).
+ */
+ImBuf *ED_view3d_draw_offscreen_imbuf(
+ Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey,
+ unsigned int flag, bool draw_background,
+ int alpha_mode, int samples, bool full_samples, const char *viewname,
+ /* output vars */
+ GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
+{
+ RegionView3D *rv3d = ar->regiondata;
+ const bool draw_sky = (alpha_mode == R_ADDSKY);
+
+ /* view state */
+ GPUFXSettings fx_settings = v3d->fx_settings;
+ bool is_ortho = false;
+ float winmat[4][4];
+
+ if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
+ /* sizes differ, can't reuse */
+ ofs = NULL;
+ }
+
+ const bool own_ofs = (ofs == NULL);
+
+ if (own_ofs) {
+ /* bind */
+ ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
+ if (ofs == NULL) {
+ return NULL;
+ }
+ }
+
+ ED_view3d_draw_offscreen_init(scene, v3d);
+
+ GPU_offscreen_bind(ofs, true);
+
+ /* read in pixels & stamp */
+ ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
+
+ /* render 3d view */
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ CameraParams params;
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+
+ BKE_camera_params_init(&params);
+ /* fallback for non camera objects */
+ params.clipsta = v3d->near;
+ params.clipend = v3d->far;
+ BKE_camera_params_from_object(&params, camera);
+ BKE_camera_multiview_params(&scene->r, &params, camera, viewname);
+ BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(&params);
+
+ BKE_camera_to_gpu_dof(camera, &fx_settings);
+
+ is_ortho = params.is_ortho;
+ copy_m4_m4(winmat, params.winmat);
+ }
+ else {
+ rctf viewplane;
+ float clipsta, clipend;
+
+ is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
+ if (is_ortho) {
+ orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
+ }
+ else {
+ perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
+ }
+ }
+
+ if ((samples && full_samples) == 0) {
+ /* Single-pass render, common case */
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+
+ if (ibuf->rect_float) {
+ GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
+ }
+ else if (ibuf->rect) {
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
+ }
+ }
+ else {
+ /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
+ * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
+ static float jit_ofs[32][2];
+ float winmat_jitter[4][4];
+ /* use imbuf as temp storage, before writing into it from accumulation buffer */
+ unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
+ unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
+
+ BLI_jitter_init(jit_ofs, samples);
+
+ /* first sample buffer, also initializes 'rv3d->persmat' */
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
+
+ unsigned i = sizex * sizey * 4;
+ while (i--) {
+ accum_buffer[i] = rect_temp[i];
+ }
+
+ /* skip the first sample */
+ for (int j = 1; j < samples; j++) {
+ copy_m4_m4(winmat_jitter, winmat);
+ window_translate_m4(
+ winmat_jitter, rv3d->persmat,
+ (jit_ofs[j][0] * 2.0f) / sizex,
+ (jit_ofs[j][1] * 2.0f) / sizey);
+
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
+
+ i = sizex * sizey * 4;
+ while (i--) {
+ accum_buffer[i] += rect_temp[i];
+ }
+ }
+
+ if (ibuf->rect_float) {
+ float *rect_float = ibuf->rect_float;
+ i = sizex * sizey * 4;
+ while (i--) {
+ rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
+ }
+ }
+ else {
+ unsigned char *rect_ub = (unsigned char *)ibuf->rect;
+ i = sizex * sizey * 4;
+ while (i--) {
+ rect_ub[i] = accum_buffer[i] / samples;
+ }
+ }
+
+ MEM_freeN(accum_buffer);
+ }
+
+ /* unbind */
+ GPU_offscreen_unbind(ofs, true);
+
+ if (own_ofs) {
+ GPU_offscreen_free(ofs);
+ }
+
+ if (ibuf->rect_float && ibuf->rect)
+ IMB_rect_from_float(ibuf);
+
+ return ibuf;
+}
+
+/**
+ * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
+ *
+ * \param ofs: Optional off-screen buffer can be NULL.
+ * (avoids re-creating when doing multiple GL renders).
+ *
+ * \note used by the sequencer
+ */
+ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
+ Scene *scene, Object *camera, int width, int height,
+ unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
+ int alpha_mode, int samples, bool full_samples, const char *viewname,
+ GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
+{
+ View3D v3d = {NULL};
+ ARegion ar = {NULL};
+ RegionView3D rv3d = {{{0}}};
+
+ /* connect data */
+ v3d.regionbase.first = v3d.regionbase.last = &ar;
+ ar.regiondata = &rv3d;
+ ar.regiontype = RGN_TYPE_WINDOW;
+
+ v3d.camera = camera;
+ v3d.lay = scene->lay;
+ v3d.drawtype = drawtype;
+ v3d.flag2 = V3D_RENDER_OVERRIDE;
+
+ if (use_gpencil)
+ v3d.flag2 |= V3D_SHOW_GPENCIL;
+
+ if (use_solid_tex)
+ v3d.flag2 |= V3D_SOLID_TEX;
+
+ if (draw_background)
+ v3d.flag3 |= V3D_SHOW_WORLD;
+
+ rv3d.persp = RV3D_CAMOB;
+
+ copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
+ normalize_m4(rv3d.viewinv);
+ invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
+
+ {
+ CameraParams params;
+ Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
+
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_object(&params, view_camera);
+ BKE_camera_multiview_params(&scene->r, &params, view_camera, viewname);
+ BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(&params);
+
+ copy_m4_m4(rv3d.winmat, params.winmat);
+ v3d.near = params.clipsta;
+ v3d.far = params.clipend;
+ v3d.lens = params.lens;
+ }
+
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+
+ return ED_view3d_draw_offscreen_imbuf(
+ scene, &v3d, &ar, width, height, flag,
+ draw_background, alpha_mode, samples, full_samples, viewname,
+ fx, ofs, err_out);
+}
+
+
+/**
+ * \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, const rcti *rect)
+{
+ 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
+
+ /* is this more than half a frame behind? */
+ if (fps + 0.5f < (float)(FPS)) {
+ UI_ThemeColor(TH_REDALERT);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
+ }
+ else {
+ UI_ThemeColor(TH_TEXT_HI);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
+ }
+
+#ifdef WITH_INTERNATIONAL
+ BLF_draw_default(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
+#else
+ BLF_draw_default_ascii(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
+#endif
+}
+
+static bool view3d_main_region_do_render_draw(Scene *scene)
+{
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
+
+ return (type && type->view_update && type->view_draw);
+}
+
+bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *rect)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ bool use_border;
+
+ /* test if there is a 3d view rendering */
+ if (v3d->drawtype != 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, 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;
+}
+
+/**
+ * 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)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ RenderEngineType *type;
+ GLint scissor[4];
+
+ /* create render engine */
+ if (!rv3d->render_engine) {
+ RenderEngine *engine;
+
+ type = RE_engines_find(scene->r.engine);
+
+ if (!(type->view_update && type->view_draw))
+ return false;
+
+ engine = RE_engine_create_ex(type, true);
+
+ engine->tile_x = scene->r.tilex;
+ engine->tile_y = scene->r.tiley;
+
+ type->view_update(engine, C);
+
+ rv3d->render_engine = engine;
+ }
+
+ /* setup view matrices */
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
+
+ /* background draw */
+ ED_region_pixelspace(ar);
+
+ if (clip_border) {
+ /* for border draw, we only need to clear a subset of the 3d view */
+ if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
+ glGetIntegerv(GL_SCISSOR_BOX, scissor);
+ glScissor(border_rect->xmin, border_rect->ymin,
+ BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
+ }
+ else {
+ return false;
+ }
+ }
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (v3d->flag & V3D_DISPBGPICS)
+ view3d_draw_bgpic_test(scene, ar, v3d, false, true);
+ else
+ fdrawcheckerboard(0, 0, ar->winx, ar->winy);
+
+ /* render result draw */
+ type = rv3d->render_engine->type;
+ type->view_draw(rv3d->render_engine, C);
+
+ if (v3d->flag & V3D_DISPBGPICS)
+ view3d_draw_bgpic_test(scene, ar, v3d, true, true);
+
+ if (clip_border) {
+ /* restore scissor as it was before */
+ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+ }
+
+ return true;
+}
+
+static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
+{
+ float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
+
+ if (!rv3d->render_engine || !rv3d->render_engine->text[0])
+ return;
+
+ if (render_border) {
+ /* draw darkened background color. no alpha because border render does
+ * partial redraw and will not redraw the region behind this info bar */
+ float alpha = 1.0f - fill_color[3];
+ Camera *camera = ED_view3d_camera_data_get(v3d, rv3d);
+
+ if (camera) {
+ if (camera->flag & CAM_SHOWPASSEPARTOUT) {
+ alpha *= (1.0f - camera->passepartalpha);
+ }
+ }
+
+ UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
+ mul_v3_fl(fill_color, alpha);
+ fill_color[3] = 1.0f;
+ }
+
+ ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true);
+}
+
+static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
+ float winmat[4][4], const char *viewname)
+{
+ /* update the viewport matrices with the new camera */
+ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+ float viewmat[4][4];
+ const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
+
+ BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+ }
+ else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+ float viewmat[4][4];
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+
+ BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+ }
+}
+
+#ifdef WITH_GAMEENGINE
+static void update_lods(Scene *scene, float camera_pos[3])
+{
+ Scene *sce_iter;
+ Base *base;
+
+ for (SETLOOPER(scene, sce_iter, base)) {
+ Object *ob = base->object;
+ BKE_object_lod_update(ob, camera_pos);
+ }
+}
+#endif
+
+static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
+ ARegion *ar, const char **grid_unit)
+{
+ wmWindow *win = CTX_wm_window(C);
+ RegionView3D *rv3d = ar->regiondata;
+ unsigned int lay_used = v3d->lay_used;
+
+ /* post processing */
+ bool do_compositing = false;
+
+ /* shadow buffers, before we setup matrices */
+ if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
+ gpu_update_lamps_shadows_world(scene, v3d);
+
+ /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
+ if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
+ rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
+ GPU_default_lights();
+ }
+
+ /* setup the view matrix */
+ if (VP_legacy_view3d_stereo3d_active(C, scene, v3d, rv3d))
+ VP_legacy_view3d_stereo3d_setup(scene, v3d, ar);
+ else
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
+
+ rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
+#ifdef WITH_GAMEENGINE
+ if (STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)) {
+ rv3d->rflag |= RV3D_IS_GAME_ENGINE;
+
+ /* Make sure LoDs are up to date */
+ update_lods(scene, rv3d->viewinv[3]);
+ }
+#endif
+
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag && v3d->drawtype >= OB_SOLID) {
+ BKE_screen_gpu_fx_validate(&v3d->fx_settings);
+ GPUFXSettings fx_settings = v3d->fx_settings;
+ if (!rv3d->compositor)
+ rv3d->compositor = GPU_fx_compositor_create();
+
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera)
+ BKE_camera_to_gpu_dof(v3d->camera, &fx_settings);
+ else {
+ fx_settings.dof = NULL;
+ }
+
+ do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
+ }
+
+ /* clear the background */
+ view3d_main_region_clear(scene, v3d, ar);
+
+ /* enables anti-aliasing for 3D view drawing */
+ if (win->multisamples != USER_MULTISAMPLE_NONE) {
+ glEnable(GL_MULTISAMPLE);
+ }
+
+ /* main drawing call */
+ view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL);
+
+ /* post process */
+ if (do_compositing) {
+ GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
+ }
+
+ /* Disable back anti-aliasing */
+ if (win->multisamples != USER_MULTISAMPLE_NONE) {
+ glDisable(GL_MULTISAMPLE);
+ }
+
+ if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
+ /* find header and force tag redraw */
+ ScrArea *sa = CTX_wm_area(C);
+ ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
+ ED_region_tag_redraw(ar_header); /* can be NULL */
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ BDR_drawSketch(C);
+ }
+}
+
+static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
+ ARegion *ar, View3D *v3d,
+ const char *grid_unit, bool render_border)
+{
+ wmWindowManager *wm = CTX_wm_manager(C);
+ RegionView3D *rv3d = ar->regiondata;
+ rcti rect;
+
+ /* local coordinate visible rect inside region, to accomodate overlapping ui */
+ ED_region_visible_rect(ar, &rect);
+
+ if (rv3d->persp == RV3D_CAMOB) {
+ VP_drawviewborder(scene, ar, v3d);
+ }
+ else if (v3d->flag2 & V3D_RENDER_BORDER) {
+ VP_drawrenderborder(ar, v3d);
+ }
+
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
+ ED_gpencil_draw_view3d(wm, scene, v3d, ar, false);
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ VP_legacy_drawcursor(scene, ar, v3d); /* 3D cursor */
+
+ if (U.uiflag & USER_SHOW_ROTVIEWICON)
+ VP_legacy_draw_view_axis(rv3d, &rect);
+ else
+ draw_view_icon(rv3d, &rect);
+
+ if (U.uiflag & USER_DRAWVIEWINFO) {
+ Object *ob = OBACT;
+ draw_selected_name(scene, ob, &rect);
+ }
+ }
+
+ if (rv3d->render_engine) {
+ view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border);
+ return;
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
+ ED_scene_draw_fps(scene, &rect);
+ }
+ else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
+ draw_viewport_name(ar, v3d, &rect);
+ }
+
+ if (grid_unit) { /* draw below the viewport name */
+ char numstr[32] = "";
+
+ UI_ThemeColor(TH_TEXT_HI);
+ if (v3d->grid != 1.0f) {
+ BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
+ }
+
+ BLF_draw_default_ascii(rect.xmin + U.widget_unit,
+ rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
+ numstr[0] ? numstr : grid_unit, sizeof(numstr));
+ }
+ }
+}
+
+void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
+{
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ const char *grid_unit = NULL;
+ rcti border_rect;
+
+ /* if we only redraw render border area, skip opengl draw and also
+ * don't do scissor because it's already set */
+ bool render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect);
+ bool clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
+
+ /* draw viewport using opengl */
+ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
+ view3d_main_region_draw_objects(C, scene, v3d, ar, &grid_unit);
+
+ if (G.debug & G_DEBUG_SIMDATA)
+ draw_sim_debug_data(scene, v3d, ar);
+
+ ED_region_pixelspace(ar);
+ }
+
+ /* draw viewport using external renderer */
+ if (v3d->drawtype == OB_RENDER)
+ view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect);
+
+ view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border);
+
+ v3d->flag |= V3D_INVALID_BACKBUF;
+
+ BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_transp));
+ BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray));
+ BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp));
+}
diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c
index 04a6aa215f4..b42afd3a7a9 100644
--- a/source/blender/editors/space_view3d/view3d_fly.c
+++ b/source/blender/editors/space_view3d/view3d_fly.c
@@ -56,6 +56,8 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_immediate.h"
+
#include "view3d_intern.h" /* own include */
/* NOTE: these defines are saved in keymap files, do not change values but just add new ones */
@@ -257,36 +259,45 @@ static void drawFlyPixel(const struct bContext *UNUSED(C), ARegion *UNUSED(ar),
x2 = xoff + 0.55f * fly->width;
y2 = yoff + 0.55f * fly->height;
- UI_ThemeColor(TH_VIEW_OVERLAY);
- glBegin(GL_LINES);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformThemeColor(TH_VIEW_OVERLAY);
+
+ immBegin(GL_LINES, 16);
+
/* bottom left */
- glVertex2f(x1, y1);
- glVertex2f(x1, y1 + 5);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y1 + 5);
- glVertex2f(x1, y1);
- glVertex2f(x1 + 5, y1);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1 + 5, y1);
/* top right */
- glVertex2f(x2, y2);
- glVertex2f(x2, y2 - 5);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x2, y2 - 5);
- glVertex2f(x2, y2);
- glVertex2f(x2 - 5, y2);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x2 - 5, y2);
/* top left */
- glVertex2f(x1, y2);
- glVertex2f(x1, y2 - 5);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x1, y2 - 5);
- glVertex2f(x1, y2);
- glVertex2f(x1 + 5, y2);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x1 + 5, y2);
/* bottom right */
- glVertex2f(x2, y1);
- glVertex2f(x2, y1 + 5);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x2, y1 + 5);
+
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x2 - 5, y1);
- glVertex2f(x2, y1);
- glVertex2f(x2 - 5, y1);
- glEnd();
+ immEnd();
+ immUnbindProgram();
}
static void fly_update_header(bContext *C, wmOperator *op, FlyInfo *fly)
diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c
index bf1bdf68619..67e258669d6 100644
--- a/source/blender/editors/space_view3d/view3d_header.c
+++ b/source/blender/editors/space_view3d/view3d_header.c
@@ -334,8 +334,10 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
uiItemMenuEnumO(row, C, "OBJECT_OT_mode_set", "mode", name, icon);
}
- /* Draw type */
- uiItemR(layout, &v3dptr, "viewport_shade", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
+ if (IS_VIEWPORT_LEGACY(v3d)) {
+ /* Draw type */
+ uiItemR(layout, &v3dptr, "viewport_shade", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
+ }
row = uiLayoutRow(layout, true);
uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index b11f42bcfef..504a8383a41 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -143,10 +143,22 @@ void draw_motion_paths_cleanup(View3D *v3d);
/* drawobject.c */
void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, Base *base, const short dflag);
+void draw_mesh_object_outline(View3D *v3d, Object *ob, struct DerivedMesh *dm);
+
bool draw_glsl_material(Scene *scene, struct Object *ob, View3D *v3d, const char dt);
void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline);
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob);
-void drawaxes(const float viewmat_local[4][4], float size, char drawtype);
+
+void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_wire_col[4]);
+void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const unsigned char color[4]);
+void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const short dflag, const unsigned char ob_wire_col[4],
+ const bool is_obact);
+void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const short dflag, const unsigned char ob_wire_col[4]);
+void drawspeaker(const unsigned char ob_wire_col[3]);
+void draw_bounding_volume(struct Object *ob, char type);
+void draw_rigidbody_shape(struct Object *ob);
void view3d_cached_text_draw_begin(void);
void view3d_cached_text_draw_add(const float co[3],
@@ -193,11 +205,13 @@ void draw_sim_debug_data(Scene *scene, View3D *v3d, ARegion *ar);
/* view3d_draw.c */
void view3d_main_region_draw(const struct bContext *C, struct ARegion *ar);
+
+/* view3d_draw_legacy.c */
+void view3d_main_region_draw_legacy(const struct bContext *C, struct ARegion *ar);
void ED_view3d_draw_depth(Scene *scene, struct ARegion *ar, View3D *v3d, bool alphaoverride);
void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d);
void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag);
-void circf(float x, float y, float rad);
void circ(float x, float y, float rad);
void view3d_update_depths_rect(struct ARegion *ar, struct ViewDepths *d, struct rcti *rect);
float view3d_depth_near(struct ViewDepths *d);
@@ -309,5 +323,22 @@ extern unsigned char view3d_camera_border_hack_col[3];
extern bool view3d_camera_border_hack_test;
#endif
-#endif /* __VIEW3D_INTERN_H__ */
+/* temporary test for blender 2.8 viewport */
+#define IS_VIEWPORT_LEGACY(v3d) ((v3d->tmp_compat_flag & V3D_NEW_VIEWPORT) == 0)
+
+/* temporary for legacy viewport to work */
+void VP_legacy_drawcursor(Scene *scene, ARegion *ar, View3D *v3d);
+void VP_legacy_draw_view_axis(RegionView3D *rv3d, rcti *rect);
+void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit);
+void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth);
+void VP_legacy_view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4]);
+bool VP_legacy_view3d_stereo3d_active(const struct bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d);
+void VP_legacy_view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar);
+void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base);
+bool VP_legacy_use_depth(Scene *scene, View3D *v3d);
+void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d);
+void VP_drawrenderborder(ARegion *ar, View3D *v3d);
+void VP_view3d_draw_background_none(void);
+void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d);
+#endif /* __VIEW3D_INTERN_H__ */
diff --git a/source/blender/editors/space_view3d/view3d_ruler.c b/source/blender/editors/space_view3d/view3d_ruler.c
index 688f459108b..7540e5ad180 100644
--- a/source/blender/editors/space_view3d/view3d_ruler.c
+++ b/source/blender/editors/space_view3d/view3d_ruler.c
@@ -429,9 +429,9 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
//unsigned int color_act = 0x666600;
unsigned int color_act = 0xffffff;
unsigned int color_base = 0x0;
- unsigned char color_back[4] = {0xff, 0xff, 0xff, 0x80};
unsigned char color_text[3];
unsigned char color_wire[3];
+ float color_back[4] = {1.0f, 1.0f, 1.0f, 0.5f};
/* anti-aliased lines for more consistent appearance */
glEnable(GL_LINE_SMOOTH);
@@ -530,12 +530,11 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);
/* draw text (bg) */
- glColor4ubv(color_back);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox(
pos[0] - bg_margin, pos[1] - bg_margin,
pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
- bg_radius);
+ bg_radius, color_back);
/* draw text */
glColor3ubv(color_text);
BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
@@ -620,11 +619,10 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
pos[1] -= numstr_size[1] / 2.0f;
/* draw text (bg) */
- glColor4ubv(color_back);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox(pos[0] - bg_margin, pos[1] - bg_margin,
pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
- bg_radius);
+ bg_radius, color_back);
/* draw text */
glColor3ubv(color_text);
BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
diff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c
index 17c08ed4205..4131a5c33c7 100644
--- a/source/blender/editors/space_view3d/view3d_walk.c
+++ b/source/blender/editors/space_view3d/view3d_walk.c
@@ -57,6 +57,8 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_immediate.h"
+
#include "view3d_intern.h" /* own include */
#ifdef WITH_INPUT_NDOF
@@ -338,24 +340,33 @@ static void drawWalkPixel(const struct bContext *UNUSED(C), ARegion *ar, void *a
yoff = walk->ar->winy / 2;
}
- UI_ThemeColor(TH_VIEW_OVERLAY);
- glBegin(GL_LINES);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformThemeColor(TH_VIEW_OVERLAY);
+
+ immBegin(GL_LINES, 8);
+
/* North */
- glVertex2i(xoff, yoff + inner_length);
- glVertex2i(xoff, yoff + outter_length);
+ immVertex2i(pos, xoff, yoff + inner_length);
+ immVertex2i(pos, xoff, yoff + outter_length);
/* East */
- glVertex2i(xoff + inner_length, yoff);
- glVertex2i(xoff + outter_length, yoff);
+ immVertex2i(pos, xoff + inner_length, yoff);
+ immVertex2i(pos, xoff + outter_length, yoff);
/* South */
- glVertex2i(xoff, yoff - inner_length);
- glVertex2i(xoff, yoff - outter_length);
+ immVertex2i(pos, xoff, yoff - inner_length);
+ immVertex2i(pos, xoff, yoff - outter_length);
/* West */
- glVertex2i(xoff - inner_length, yoff);
- glVertex2i(xoff - outter_length, yoff);
- glEnd();
+ immVertex2i(pos, xoff - inner_length, yoff);
+ immVertex2i(pos, xoff - outter_length, yoff);
+
+ immEnd();
+ immUnbindProgram();
}
static void walk_update_header(bContext *C, wmOperator *op, WalkInfo *walk)
diff --git a/source/blender/editors/transform/transform_manipulator.c b/source/blender/editors/transform/transform_manipulator.c
index e141724f2df..e1abf34b0f4 100644
--- a/source/blender/editors/transform/transform_manipulator.c
+++ b/source/blender/editors/transform/transform_manipulator.c
@@ -1381,38 +1381,76 @@ static void draw_manipulator_scale(
glFrontFace(GL_CCW);
}
-
-static void draw_cone(GLUquadricObj *qobj, float len, float width)
+#define NSEGMENTS 8
+static void draw_cone(float len, float width)
{
- glTranslatef(0.0, 0.0, -0.5f * len);
- gluCylinder(qobj, width, 0.0, len, 8, 1);
- gluQuadricOrientation(qobj, GLU_INSIDE);
- gluDisk(qobj, 0.0, width, 8, 1);
- gluQuadricOrientation(qobj, GLU_OUTSIDE);
- glTranslatef(0.0, 0.0, 0.5f * len);
+ /* a ring of vertices in the XY plane */
+ float p[NSEGMENTS][2];
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = width * cosf(angle);
+ p[i][1] = width * sinf(angle);
+ }
+
+ float zbase = -0.5f * len;
+ float ztop = 0.5f * len;
+
+ /* cone sides */
+ glBegin(GL_TRIANGLE_FAN);
+ glVertex3f(0, 0, ztop);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ glVertex3f(p[i][0], p[i][1], zbase);
+ glVertex3f(p[0][0], p[0][1], zbase);
+ glEnd();
+
+ /* end cap */
+ glBegin(GL_TRIANGLE_FAN);
+ for (int i = NSEGMENTS - 1; i >= 0; --i)
+ glVertex3f(p[i][0], p[i][1], zbase);
+ glEnd();
}
-static void draw_cylinder(GLUquadricObj *qobj, float len, float width)
+static void draw_cylinder(float len, float width)
{
-
width *= 0.8f; // just for beauty
- glTranslatef(0.0, 0.0, -0.5f * len);
- gluCylinder(qobj, width, width, len, 8, 1);
- gluQuadricOrientation(qobj, GLU_INSIDE);
- gluDisk(qobj, 0.0, width, 8, 1);
- gluQuadricOrientation(qobj, GLU_OUTSIDE);
- glTranslatef(0.0, 0.0, len);
- gluDisk(qobj, 0.0, width, 8, 1);
- glTranslatef(0.0, 0.0, -0.5f * len);
-}
+ /* a ring of vertices in the XY plane */
+ float p[NSEGMENTS][2];
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = width * cosf(angle);
+ p[i][1] = width * sinf(angle);
+ }
+ float zbase = -0.5f * len;
+ float ztop = 0.5f * len;
+
+ /* cylinder sides */
+ glBegin(GL_TRIANGLE_STRIP);
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ glVertex3f(p[i][0], p[i][1], zbase);
+ glVertex3f(p[i][0], p[i][1], ztop);
+ }
+ glVertex3f(p[0][0], p[0][1], zbase);
+ glVertex3f(p[0][0], p[0][1], ztop);
+ glEnd();
+
+ /* end caps */
+ glBegin(GL_TRIANGLE_FAN);
+ for (int i = NSEGMENTS - 1; i >= 0; --i)
+ glVertex3f(p[i][0], p[i][1], zbase);
+ glEnd();
+ glBegin(GL_TRIANGLE_FAN);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ glVertex3f(p[i][0], p[i][1], ztop);
+ glEnd();
+}
+#undef NSEGMENTS
static void draw_manipulator_translate(
View3D *v3d, RegionView3D *rv3d, int drawflags, int combo, int colcode,
const bool UNUSED(is_moving), const bool is_picksel)
{
- GLUquadricObj *qobj;
float cylen = 0.01f * (float)U.tw_handlesize;
float cywid = 0.25f * cylen, dz, size;
float unitmat[4][4];
@@ -1451,63 +1489,57 @@ static void draw_manipulator_translate(
axis_order, is_picksel);
}
-
/* offset in combo mode, for rotate a bit more */
if (combo & (V3D_MANIP_ROTATE)) dz = 1.0f + 2.0f * cylen;
else if (combo & (V3D_MANIP_SCALE)) dz = 1.0f + 0.5f * cylen;
else dz = 1.0f;
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_FILL);
-
for (i = 0; i < 3; i++) {
switch (axis_order[i]) {
case 0: /* Z Cone */
if (drawflags & MAN_TRANS_Z) {
+ glPushMatrix();
glTranslatef(0.0, 0.0, dz);
if (is_picksel) GPU_select_load_id(MAN_TRANS_Z);
else manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2]));
- draw_cone(qobj, cylen, cywid);
- glTranslatef(0.0, 0.0, -dz);
+ draw_cone(cylen, cywid);
+ glPopMatrix();
}
break;
case 1: /* X Cone */
if (drawflags & MAN_TRANS_X) {
+ glPushMatrix();
glTranslatef(dz, 0.0, 0.0);
if (is_picksel) GPU_select_load_id(MAN_TRANS_X);
else manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0]));
glRotatef(90.0, 0.0, 1.0, 0.0);
- draw_cone(qobj, cylen, cywid);
- glRotatef(-90.0, 0.0, 1.0, 0.0);
- glTranslatef(-dz, 0.0, 0.0);
+ draw_cone(cylen, cywid);
+ glPopMatrix();
}
break;
case 2: /* Y Cone */
if (drawflags & MAN_TRANS_Y) {
+ glPushMatrix();
glTranslatef(0.0, dz, 0.0);
if (is_picksel) GPU_select_load_id(MAN_TRANS_Y);
else manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1]));
glRotatef(-90.0, 1.0, 0.0, 0.0);
- draw_cone(qobj, cylen, cywid);
- glRotatef(90.0, 1.0, 0.0, 0.0);
- glTranslatef(0.0, -dz, 0.0);
+ draw_cone(cylen, cywid);
+ glPopMatrix();
}
break;
}
}
- gluDeleteQuadric(qobj);
glLoadMatrixf(rv3d->viewmat);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
-
}
static void draw_manipulator_rotate_cyl(
View3D *v3d, RegionView3D *rv3d, int drawflags, const int combo, const int colcode,
const bool is_moving, const bool is_picksel)
{
- GLUquadricObj *qobj;
float size;
float cylen = 0.01f * (float)U.tw_handlesize;
float cywid = 0.25f * cylen;
@@ -1525,8 +1557,6 @@ static void draw_manipulator_rotate_cyl(
glDisable(GL_DEPTH_TEST);
- qobj = gluNewQuadric();
-
/* Screen aligned view rot circle */
if (drawflags & MAN_ROT_V) {
float unitmat[4][4];
@@ -1575,54 +1605,49 @@ static void draw_manipulator_rotate_cyl(
drawflags & MAN_ROT_X, drawflags & MAN_ROT_Y, drawflags & MAN_ROT_Z,
axis_order, is_picksel);
}
-
- /* only has to be set when not in picking */
- gluQuadricDrawStyle(qobj, GLU_FILL);
}
for (i = 0; i < 3; i++) {
switch (axis_order[i]) {
case 0: /* X cylinder */
if (drawflags & MAN_ROT_X) {
+ glPushMatrix();
glTranslatef(1.0, 0.0, 0.0);
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
glRotatef(90.0, 0.0, 1.0, 0.0);
manipulator_setcolor(v3d, 'X', colcode, 255);
- draw_cylinder(qobj, cylen, cywid);
- glRotatef(-90.0, 0.0, 1.0, 0.0);
- glTranslatef(-1.0, 0.0, 0.0);
+ draw_cylinder(cylen, cywid);
+ glPopMatrix();
}
break;
case 1: /* Y cylinder */
if (drawflags & MAN_ROT_Y) {
+ glPushMatrix();
glTranslatef(0.0, 1.0, 0.0);
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
glRotatef(-90.0, 1.0, 0.0, 0.0);
manipulator_setcolor(v3d, 'Y', colcode, 255);
- draw_cylinder(qobj, cylen, cywid);
- glRotatef(90.0, 1.0, 0.0, 0.0);
- glTranslatef(0.0, -1.0, 0.0);
+ draw_cylinder(cylen, cywid);
+ glPopMatrix();
}
break;
case 2: /* Z cylinder */
if (drawflags & MAN_ROT_Z) {
+ glPushMatrix();
glTranslatef(0.0, 0.0, 1.0);
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
manipulator_setcolor(v3d, 'Z', colcode, 255);
- draw_cylinder(qobj, cylen, cywid);
- glTranslatef(0.0, 0.0, -1.0);
+ draw_cylinder(cylen, cywid);
+ glPopMatrix();
}
break;
}
}
/* restore */
-
- gluDeleteQuadric(qobj);
glLoadMatrixf(rv3d->viewmat);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
-
}
diff --git a/source/blender/editors/util/ed_util.c b/source/blender/editors/util/ed_util.c
index 1f1a778cac7..482523e56be 100644
--- a/source/blender/editors/util/ed_util.c
+++ b/source/blender/editors/util/ed_util.c
@@ -70,6 +70,8 @@
#include "ED_space_api.h"
#include "ED_util.h"
+#include "GPU_immediate.h"
+
#include "UI_interface.h"
#include "UI_resources.h"
@@ -312,15 +314,23 @@ void ED_region_draw_mouse_line_cb(const bContext *C, ARegion *ar, void *arg_info
{
wmWindow *win = CTX_wm_window(C);
const float *mval_src = (float *)arg_info;
- const int mval_dst[2] = {win->eventstate->x - ar->winrct.xmin,
- win->eventstate->y - ar->winrct.ymin};
+ const float mval_dst[2] = {win->eventstate->x - ar->winrct.xmin,
+ win->eventstate->y - ar->winrct.ymin};
- UI_ThemeColor(TH_VIEW_OVERLAY);
setlinestyle(3);
- glBegin(GL_LINES);
- glVertex2iv(mval_dst);
- glVertex2fv(mval_src);
- glEnd();
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_VIEW_OVERLAY);
+
+ immBegin(GL_LINES, 2);
+ immVertex2fv(pos, mval_dst);
+ immVertex2fv(pos, mval_src);
+ immEnd();
+ immUnbindProgram();
+
setlinestyle(0);
}
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 8885209ce01..c5531b8542e 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -32,6 +32,8 @@ set(INC
../makesdna
../makesrna
+ ../editors/include
+
# For node muting stuff...
../nodes
../nodes/intern
@@ -47,6 +49,7 @@ set(INC_SYS
set(SRC
intern/gpu_basic_shader.c
+ intern/gpu_batch.c
intern/gpu_buffers.c
intern/gpu_codegen.c
intern/gpu_compositing.c
@@ -54,11 +57,32 @@ set(SRC
intern/gpu_draw.c
intern/gpu_extensions.c
intern/gpu_framebuffer.c
+ intern/gpu_immediate.c
intern/gpu_init_exit.c
intern/gpu_material.c
+ intern/gpu_matrix.c
intern/gpu_select.c
intern/gpu_shader.c
intern/gpu_texture.c
+ intern/gpu_viewport.c
+
+ gawain/attrib_binding.c
+ gawain/attrib_binding.h
+ gawain/batch.c
+ gawain/batch.h
+ gawain/buffer_id.h
+ gawain/buffer_id.cpp
+ gawain/common.h
+ gawain/element.c
+ gawain/element.h
+ gawain/immediate.c
+ gawain/immediate.h
+ gawain/imm_util.c
+ gawain/imm_util.h
+ gawain/vertex_buffer.c
+ gawain/vertex_buffer.h
+ gawain/vertex_format.c
+ gawain/vertex_format.h
shaders/gpu_shader_fx_lib.glsl
shaders/gpu_shader_fx_ssao_frag.glsl
@@ -83,6 +107,7 @@ set(SRC
shaders/gpu_shader_smoke_vert.glsl
GPU_basic_shader.h
+ GPU_batch.h
GPU_buffers.h
GPU_compositing.h
GPU_debug.h
@@ -90,15 +115,66 @@ set(SRC
GPU_extensions.h
GPU_framebuffer.h
GPU_glew.h
+ GPU_immediate.h
GPU_init_exit.h
GPU_material.h
+ GPU_matrix.h
GPU_select.h
GPU_shader.h
GPU_texture.h
+ GPU_viewport.h
+
intern/gpu_codegen.h
intern/gpu_private.h
)
+data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
+
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_basic_shader.h b/source/blender/gpu/GPU_basic_shader.h
index d9bf3d1ced3..bfdf4ab6bbd 100644
--- a/source/blender/gpu/GPU_basic_shader.h
+++ b/source/blender/gpu/GPU_basic_shader.h
@@ -64,12 +64,6 @@ typedef enum GPUBasicShaderStipple {
GPU_SHADER_STIPPLE_HEXAGON = 3,
GPU_SHADER_STIPPLE_DIAG_STRIPES = 4,
GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP = 5,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW = 6,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP = 7,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN = 8,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP = 9,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER = 10,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP = 11
} GPUBasicShaderStipple;
void GPU_basic_shaders_init(void);
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
new file mode 100644
index 00000000000..bc3017e2784
--- /dev/null
+++ b/source/blender/gpu/GPU_batch.h
@@ -0,0 +1,37 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/* Batched geometry rendering is powered by the Gawain library.
+ * This file contains any additions or modifications specific to Blender.
+ */
+
+#pragma once
+
+#include "gawain/batch.h"
+#include "GPU_shader.h"
+
+/* Extend Batch_set_program to use Blender’s library of built-in shader programs. */
+void Batch_set_builtin_program(Batch*, GPUBuiltinShader);
diff --git a/source/blender/gpu/GPU_debug.h b/source/blender/gpu/GPU_debug.h
index 61b2bc591ce..921deaaa6d6 100644
--- a/source/blender/gpu/GPU_debug.h
+++ b/source/blender/gpu/GPU_debug.h
@@ -41,24 +41,9 @@ extern "C" {
/* prints something if debug mode is active only */
void GPU_print_error_debug(const char *str);
-/* replacement for gluErrorString */
-const char *gpuErrorString(GLenum err);
-
/* prints current OpenGL state */
void GPU_state_print(void);
-void GPU_assert_no_gl_errors(const char *file, int line, const char *str);
-
-# define GPU_ASSERT_NO_GL_ERRORS(str) GPU_assert_no_gl_errors(__FILE__, __LINE__, (str))
-
-# define GPU_CHECK_ERRORS_AROUND(glProcCall) \
- ( \
- GPU_ASSERT_NO_GL_ERRORS("Pre: " #glProcCall), \
- (glProcCall), \
- GPU_ASSERT_NO_GL_ERRORS("Post: " #glProcCall) \
- )
-
-
/* inserts a debug marker message for the debug context messaging system */
void GPU_string_marker(const char *str);
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index 90b65af87c8..91d436557f0 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -59,6 +59,13 @@ struct DupliObject;
void GPU_state_init(void);
+/* Programmable point size
+ * - shaders set their own point size when enabled
+ * - use glPointSize when disabled */
+
+void GPU_enable_program_point_size(void);
+void GPU_disable_program_point_size(void);
+
/* Material drawing
* - first the state is initialized by a particular object and
* it's materials
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 2719b8fa6a8..989b874fd38 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -50,7 +50,7 @@ struct GPUTexture;
void GPU_texture_bind_as_framebuffer(struct GPUTexture *tex);
GPUFrameBuffer *GPU_framebuffer_create(void);
-int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, char err_out[256]);
+bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
void GPU_framebuffer_texture_detach(struct GPUTexture *tex);
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot);
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, struct GPUTexture *tex);
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
new file mode 100644
index 00000000000..f601d062d48
--- /dev/null
+++ b/source/blender/gpu/GPU_immediate.h
@@ -0,0 +1,48 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/* Immediate mode rendering is powered by the Gawain library.
+ * This file contains any additions or modifications specific to Blender.
+ */
+
+#pragma once
+
+#include "gawain/immediate.h"
+#include "gawain/imm_util.h"
+#include "GPU_shader.h"
+
+/* Extend immBindProgram to use Blender’s library of built-in shader programs.
+ * Use immUnbindProgram() when done. */
+void immBindBuiltinProgram(GPUBuiltinShader shader_id);
+
+/*
+ * Extend immUniformColor to take Blender's themes
+ */
+void immUniformThemeColor(int color_id);
+void immUniformThemeColorShade(int color_id, int offset);
+void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset);
+void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset);
+void immUniformThemeColorBlend(int color_id1, int color_id2, float fac);
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
new file mode 100644
index 00000000000..4390b62379e
--- /dev/null
+++ b/source/blender/gpu/GPU_matrix.h
@@ -0,0 +1,147 @@
+#ifndef _GPU_MATRIX_H_
+#define _GPU_MATRIX_H_
+
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2012 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Alexandr Kuznetsov, Jason Wilkins, Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file source/blender/gpu/GPU_matrix.h
+ * \ingroup gpu
+ */
+
+#include "GPU_glew.h"
+#include <stdbool.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* For now we support the legacy matrix stack in gpuGetMatrix functions.
+ * Will remove this after switching to core profile, which can happen after
+ * we convert all code to use the API in this file. */
+#define SUPPORT_LEGACY_MATRIX 1
+
+
+void gpuMatrixInit(void); /* called by system -- make private? */
+
+
+/* MatrixMode is conceptually different from GL_MATRIX_MODE */
+
+typedef enum {
+ MATRIX_MODE_INACTIVE,
+ MATRIX_MODE_2D,
+ MATRIX_MODE_3D
+} MatrixMode;
+
+MatrixMode gpuMatrixMode(void);
+
+void gpuMatrixBegin2D(void);
+void gpuMatrixBegin3D(void);
+void gpuMatrixEnd(void);
+/* TODO: gpuMatrixResume2D & gpuMatrixResume3D to switch modes but not reset stack */
+
+
+/* ModelView Matrix (2D or 3D) */
+
+void gpuPushMatrix(void); /* TODO: PushCopy vs PushIdentity? */
+void gpuPopMatrix(void);
+
+void gpuLoadIdentity(void);
+
+void gpuScaleUniform(float factor);
+
+
+/* 3D ModelView Matrix */
+
+void gpuLoadMatrix3D(const float m[4][4]);
+void gpuMultMatrix3D(const float m[4][4]);
+//const float *gpuGetMatrix3D(float m[4][4]);
+
+void gpuTranslate3f(float x, float y, float z);
+void gpuTranslate3fv(const float vec[3]);
+void gpuScale3f(float x, float y, float z);
+void gpuScale3fv(const float vec[3]);
+void gpuRotate3fv(float deg, const float axis[3]); /* axis of rotation should be a unit vector */
+void gpuRotateAxis(float deg, char axis); /* TODO: enum for axis? */
+
+void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ);
+/* TODO: variant that takes eye[3], center[3], up[3] */
+
+
+/* 2D ModelView Matrix */
+
+void gpuLoadMatrix2D(const float m[3][3]);
+void gpuMultMatrix2D(const float m[3][3]);
+
+void gpuTranslate2f(float x, float y);
+void gpuTranslate2fv(const float vec[2]);
+void gpuScale2f(float x, float y);
+void gpuScale2fv(const float vec[2]);
+void gpuRotate2D(float deg);
+
+
+/* 3D Projection Matrix */
+
+void gpuOrtho(float left, float right, float bottom, float top, float near, float far);
+void gpuFrustum(float left, float right, float bottom, float top, float near, float far);
+void gpuPerspective(float fovy, float aspect, float near, float far);
+
+/* pass vector through current transform (world --> screen) */
+void gpuProject(const float obj[3], const float model[4][4], const float proj[4][4], const GLint view[4], float win[3]);
+
+/* pass vector through inverse transform (world <-- screen) */
+bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const GLint view[4], float obj[3]);
+
+
+/* 2D Projection Matrix */
+
+void gpuOrtho2D(float left, float right, float bottom, float top);
+
+
+/* functions to get matrix values */
+const float *gpuGetModelViewMatrix3D(float m[4][4]);
+const float *gpuGetProjectionMatrix3D(float m[4][4]);
+const float *gpuGetModelViewProjectionMatrix3D(float m[4][4]);
+
+const float *gpuGetNormalMatrix(float m[3][3]);
+const float *gpuGetNormalMatrixInverse(float m[3][3]);
+
+
+#if SUPPORT_LEGACY_MATRIX
+/* copy top matrix from each legacy stack into new fresh stack */
+void gpuMatrixBegin3D_legacy(void);
+#endif
+
+
+/* set uniform values for currently bound shader */
+void gpuBindMatrices(GLuint program);
+bool gpuMatricesDirty(void); /* since last bind */
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* GPU_MATRIX_H */
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 5b94db6e120..394e751ed9b 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -85,13 +85,61 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name);
/* Builtin/Non-generated shaders */
typedef enum GPUBuiltinShader {
- GPU_SHADER_VSM_STORE = 0,
- GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
- GPU_SHADER_SMOKE = 2,
- GPU_SHADER_SMOKE_FIRE = 3,
- GPU_SHADER_SMOKE_COBA = 4,
+ GPU_SHADER_VSM_STORE,
+ GPU_SHADER_SEP_GAUSSIAN_BLUR,
+ GPU_SHADER_SMOKE,
+ GPU_SHADER_SMOKE_FIRE,
+ GPU_SHADER_SMOKE_COBA,
+
+ /* specialized drawing */
+ GPU_SHADER_TEXT,
+ GPU_SHADER_EDGES_FRONT_BACK_PERSP,
+ GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
+ GPU_SHADER_EDGES_OVERLAY_SIMPLE,
+ GPU_SHADER_EDGES_OVERLAY,
+ /* for simple 2D drawing */
+ GPU_SHADER_2D_UNIFORM_COLOR,
+ GPU_SHADER_2D_FLAT_COLOR,
+ GPU_SHADER_2D_SMOOTH_COLOR,
+ GPU_SHADER_2D_IMAGE_COLOR,
+ /* for simple 3D drawing */
+ GPU_SHADER_3D_UNIFORM_COLOR,
+ GPU_SHADER_3D_FLAT_COLOR,
+ GPU_SHADER_3D_SMOOTH_COLOR,
+ GPU_SHADER_3D_DEPTH_ONLY,
+ /* basic image drawing */
+ GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
+ GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
+ GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
+ GPU_SHADER_3D_IMAGE_DEPTH,
+ /* stereo 3d */
+ GPU_SHADER_2D_IMAGE_INTERLACE,
+ /* points */
+ GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH,
+ GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
+ GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
+ GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
+ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
+ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
+ GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
+ GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
+
+ GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;
+/* Keep these in sync with:
+ * gpu_shader_image_interlace_frag.glsl
+ * gpu_shader_image_rect_interlace_frag.glsl
+ **/
+typedef enum GPUInterlaceShader {
+ GPU_SHADER_INTERLACE_ROW = 0,
+ GPU_SHADER_INTERLACE_COLUMN = 1,
+ GPU_SHADER_INTERLACE_CHECKER = 2,
+} GPUInterlaceShader;
+
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);
diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h
new file mode 100644
index 00000000000..fce509377ab
--- /dev/null
+++ b/source/blender/gpu/GPU_viewport.h
@@ -0,0 +1,52 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_viewport.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_VIEWPORT_H__
+#define __GPU_VIEWPORT_H__
+
+#include <stdbool.h>
+
+typedef struct GPUViewport GPUViewport;
+
+GPUViewport *GPU_viewport_create(void);
+
+void GPU_viewport_free(GPUViewport *viewport);
+
+/* debug */
+bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256]);
+void GPU_viewport_debug_depth_free(GPUViewport *viewport);
+void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y);
+void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar);
+bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport);
+int GPU_viewport_debug_depth_width(const GPUViewport *viewport);
+int GPU_viewport_debug_depth_height(const GPUViewport *viewport);
+
+#endif // __GPU_VIEWPORT_H__
diff --git a/source/blender/gpu/gawain/attrib_binding.c b/source/blender/gpu/gawain/attrib_binding.c
new file mode 100644
index 00000000000..bb42aaf66eb
--- /dev/null
+++ b/source/blender/gpu/gawain/attrib_binding.c
@@ -0,0 +1,69 @@
+
+// Gawain vertex attribute binding
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#include "attrib_binding.h"
+
+#if MAX_VERTEX_ATTRIBS != 16
+ #error "attrib binding code assumes MAX_VERTEX_ATTRIBS = 16"
+#endif
+
+void clear_AttribBinding(AttribBinding* binding)
+ {
+ binding->loc_bits = 0;
+ binding->enabled_bits = 0;
+ }
+
+unsigned read_attrib_location(const AttribBinding* binding, unsigned a_idx)
+ {
+#if TRUST_NO_ONE
+ assert(a_idx < MAX_VERTEX_ATTRIBS);
+ assert(binding->enabled_bits & (1 << a_idx));
+#endif
+
+ return (binding->loc_bits >> (4 * a_idx)) & 0xF;
+ }
+
+static void write_attrib_location(AttribBinding* binding, unsigned a_idx, unsigned location)
+ {
+#if TRUST_NO_ONE
+ assert(a_idx < MAX_VERTEX_ATTRIBS);
+ assert(location < MAX_VERTEX_ATTRIBS);
+#endif
+
+ const unsigned shift = 4 * a_idx;
+ const uint64_t mask = ((uint64_t)0xF) << shift;
+ // overwrite this attrib's previous location
+ binding->loc_bits = (binding->loc_bits & ~mask) | (location << shift);
+ // mark this attrib as enabled
+ binding->enabled_bits |= 1 << a_idx;
+ }
+
+void get_attrib_locations(const VertexFormat* format, AttribBinding* binding, GLuint program)
+ {
+#if TRUST_NO_ONE
+ assert(glIsProgram(program));
+#endif
+
+ clear_AttribBinding(binding);
+
+ for (unsigned a_idx = 0; a_idx < format->attrib_ct; ++a_idx)
+ {
+ const Attrib* a = format->attribs + a_idx;
+ GLint loc = glGetAttribLocation(program, a->name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+ // TODO: make this a recoverable runtime error? indicates mismatch between vertex format and program
+#endif
+
+ write_attrib_location(binding, a_idx, loc);
+ }
+ }
diff --git a/source/blender/gpu/gawain/attrib_binding.h b/source/blender/gpu/gawain/attrib_binding.h
new file mode 100644
index 00000000000..9e2431ca379
--- /dev/null
+++ b/source/blender/gpu/gawain/attrib_binding.h
@@ -0,0 +1,24 @@
+
+// Gawain vertex attribute binding
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+#include "vertex_format.h"
+
+typedef struct {
+ uint64_t loc_bits; // store 4 bits for each of the 16 attribs
+ uint16_t enabled_bits; // 1 bit for each attrib
+} AttribBinding;
+
+void clear_AttribBinding(AttribBinding*);
+
+void get_attrib_locations(const VertexFormat*, AttribBinding*, GLuint program);
+unsigned read_attrib_location(const AttribBinding*, unsigned a_idx);
diff --git a/source/blender/gpu/gawain/batch.c b/source/blender/gpu/gawain/batch.c
new file mode 100644
index 00000000000..a60865d41d2
--- /dev/null
+++ b/source/blender/gpu/gawain/batch.c
@@ -0,0 +1,249 @@
+
+// Gawain geometry batch
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#include "batch.h"
+#include "buffer_id.h"
+#include <stdlib.h>
+
+// necessary functions from matrix API
+extern void gpuBindMatrices(GLuint program);
+extern bool gpuMatricesDirty(void); // how best to use this here?
+
+Batch* Batch_create(PrimitiveType prim_type, VertexBuffer* verts, ElementList* elem)
+ {
+#if TRUST_NO_ONE
+ assert(verts != NULL);
+ assert(prim_type == PRIM_POINTS || prim_type == PRIM_LINES || prim_type == PRIM_TRIANGLES);
+ // we will allow other primitive types in a future update
+#endif
+
+ Batch* batch = calloc(1, sizeof(Batch));
+
+ batch->verts = verts;
+ batch->elem = elem;
+ batch->prim_type = prim_type;
+ batch->phase = READY_TO_DRAW;
+
+ return batch;
+ }
+
+void Batch_discard(Batch* batch)
+ {
+ if (batch->vao_id)
+ vao_id_free(batch->vao_id);
+
+ free(batch);
+ }
+
+void Batch_discard_all(Batch* batch)
+ {
+ VertexBuffer_discard(batch->verts);
+ if (batch->elem)
+ ElementList_discard(batch->elem);
+ Batch_discard(batch);
+ }
+
+void Batch_set_program(Batch* batch, GLuint program)
+ {
+#if TRUST_NO_ONE
+ assert(glIsProgram(program));
+#endif
+
+ batch->program = program;
+ batch->program_dirty = true;
+
+ Batch_use_program(batch); // hack! to make Batch_Uniform* simpler
+ }
+
+static void Batch_update_program_bindings(Batch* batch)
+ {
+ const VertexFormat* format = &batch->verts->format;
+
+ const unsigned attrib_ct = format->attrib_ct;
+ const unsigned stride = format->stride;
+
+ // disable all as a precaution
+ // why are we not using prev_attrib_enabled_bits?? see immediate.c
+ for (unsigned a_idx = 0; a_idx < MAX_VERTEX_ATTRIBS; ++a_idx)
+ glDisableVertexAttribArray(a_idx);
+
+ VertexBuffer_use(batch->verts);
+
+ for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx)
+ {
+ const Attrib* a = format->attribs + a_idx;
+
+ const GLvoid* pointer = (const GLubyte*)0 + a->offset;
+
+ const GLint loc = glGetAttribLocation(batch->program, a->name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glEnableVertexAttribArray(loc);
+
+ switch (a->fetch_mode)
+ {
+ case KEEP_FLOAT:
+ case CONVERT_INT_TO_FLOAT:
+ glVertexAttribPointer(loc, a->comp_ct, a->comp_type, GL_FALSE, stride, pointer);
+ break;
+ case NORMALIZE_INT_TO_FLOAT:
+ glVertexAttribPointer(loc, a->comp_ct, a->comp_type, GL_TRUE, stride, pointer);
+ break;
+ case KEEP_INT:
+ glVertexAttribIPointer(loc, a->comp_ct, a->comp_type, stride, pointer);
+ }
+ }
+
+ batch->program_dirty = false;
+ }
+
+void Batch_use_program(Batch* batch)
+ {
+ // NOTE: use_program & done_using_program are fragile, depend on staying in sync with
+ // the GL context's active program. use_program doesn't mark other programs as "not used".
+ // TODO: make not fragile (somehow)
+
+ if (!batch->program_in_use)
+ {
+ glUseProgram(batch->program);
+ batch->program_in_use = true;
+ }
+ }
+
+void Batch_done_using_program(Batch* batch)
+ {
+ if (batch->program_in_use)
+ {
+ glUseProgram(0);
+ batch->program_in_use = false;
+ }
+ }
+
+void Batch_Uniform1b(Batch* batch, const char* name, bool value)
+ {
+ int loc = glGetUniformLocation(batch->program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform1i(loc, value ? GL_TRUE : GL_FALSE);
+ }
+
+void Batch_Uniform2f(Batch* batch, const char* name, float x, float y)
+ {
+ int loc = glGetUniformLocation(batch->program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform2f(loc, x, y);
+ }
+
+void Batch_Uniform4f(Batch* batch, const char* name, float x, float y, float z, float w)
+ {
+ int loc = glGetUniformLocation(batch->program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform4f(loc, x, y, z, w);
+ }
+
+void Batch_Uniform1f(Batch* batch, const char* name, float x)
+ {
+ int loc = glGetUniformLocation(batch->program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform1f(loc, x);
+ }
+
+void Batch_Uniform3fv(Batch* batch, const char* name, const float data[3])
+ {
+ int loc = glGetUniformLocation(batch->program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform3fv(loc, 1, data);
+ }
+
+void Batch_Uniform4fv(Batch* batch, const char* name, const float data[4])
+ {
+ int loc = glGetUniformLocation(batch->program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform4fv(loc, 1, data);
+ }
+
+static void Batch_prime(Batch* batch)
+ {
+ batch->vao_id = vao_id_alloc();
+ glBindVertexArray(batch->vao_id);
+
+ VertexBuffer_use(batch->verts);
+
+ if (batch->elem)
+ ElementList_use(batch->elem);
+
+ // vertex attribs and element list remain bound to this VAO
+ }
+
+void Batch_draw(Batch* batch)
+ {
+#if TRUST_NO_ONE
+ assert(batch->phase == READY_TO_DRAW);
+ assert(glIsProgram(batch->program));
+#endif
+
+ if (batch->vao_id)
+ glBindVertexArray(batch->vao_id);
+ else
+ Batch_prime(batch);
+
+ if (batch->program_dirty)
+ Batch_update_program_bindings(batch);
+
+ Batch_use_program(batch);
+
+ gpuBindMatrices(batch->program);
+
+ if (batch->elem)
+ {
+ const ElementList* el = batch->elem;
+
+#if TRACK_INDEX_RANGE
+ if (el->base_index)
+ glDrawRangeElementsBaseVertex(batch->prim_type, el->min_index, el->max_index, el->index_ct, el->index_type, 0, el->base_index);
+ else
+ glDrawRangeElements(batch->prim_type, el->min_index, el->max_index, el->index_ct, el->index_type, 0);
+#else
+ glDrawElements(batch->prim_type, el->index_ct, GL_UNSIGNED_INT, 0);
+#endif
+ }
+ else
+ glDrawArrays(batch->prim_type, 0, batch->verts->vertex_ct);
+
+ Batch_done_using_program(batch);
+ glBindVertexArray(0);
+ }
diff --git a/source/blender/gpu/gawain/batch.h b/source/blender/gpu/gawain/batch.h
new file mode 100644
index 00000000000..c2768377a96
--- /dev/null
+++ b/source/blender/gpu/gawain/batch.h
@@ -0,0 +1,97 @@
+
+// Gawain geometry batch
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+#include "vertex_buffer.h"
+#include "element.h"
+
+typedef enum {
+ READY_TO_FORMAT,
+ READY_TO_BUILD,
+ BUILDING,
+ READY_TO_DRAW
+} BatchPhase;
+
+typedef struct {
+ // geometry
+ VertexBuffer* verts;
+ ElementList* elem; // NULL if element list not needed
+ PrimitiveType prim_type;
+
+ // book-keeping
+ GLuint vao_id; // remembers all geometry state (vertex attrib bindings & element buffer)
+ BatchPhase phase;
+ bool program_dirty;
+ bool program_in_use;
+
+ // state
+ GLuint program;
+} Batch;
+
+Batch* Batch_create(PrimitiveType, VertexBuffer*, ElementList*);
+
+void Batch_discard(Batch*); // verts & elem are not discarded
+void Batch_discard_all(Batch*); // including verts & elem
+
+void Batch_set_program(Batch*, GLuint program);
+// Entire batch draws with one shader program, but can be redrawn later with another program.
+// Vertex shader's inputs must be compatible with the batch's vertex format.
+
+void Batch_use_program(Batch*); // call before Batch_Uniform (temp hack?)
+void Batch_done_using_program(Batch*);
+
+void Batch_Uniform1b(Batch*, const char* name, bool value);
+void Batch_Uniform1f(Batch*, const char* name, float value);
+void Batch_Uniform2f(Batch*, const char* name, float x, float y);
+void Batch_Uniform4f(Batch*, const char* name, float x, float y, float z, float w);
+void Batch_Uniform3fv(Batch*, const char* name, const float data[3]);
+void Batch_Uniform4fv(Batch*, const char* name, const float data[4]);
+
+void Batch_draw(Batch*);
+
+
+
+
+
+
+#if 0 // future plans
+
+// Can multiple batches share a VertexBuffer? Use ref count?
+
+
+// We often need a batch with its own data, to be created and discarded together.
+// WithOwn variants reduce number of system allocations.
+
+typedef struct {
+ Batch batch;
+ VertexBuffer verts; // link batch.verts to this
+} BatchWithOwnVertexBuffer;
+
+typedef struct {
+ Batch batch;
+ ElementList elem; // link batch.elem to this
+} BatchWithOwnElementList;
+
+typedef struct {
+ Batch batch;
+ ElementList elem; // link batch.elem to this
+ VertexBuffer verts; // link batch.verts to this
+} BatchWithOwnVertexBufferAndElementList;
+
+Batch* create_BatchWithOwnVertexBuffer(PrimitiveType, VertexFormat*, unsigned v_ct, ElementList*);
+Batch* create_BatchWithOwnElementList(PrimitiveType, VertexBuffer*, unsigned prim_ct);
+Batch* create_BatchWithOwnVertexBufferAndElementList(PrimitiveType, VertexFormat*, unsigned v_ct, unsigned prim_ct);
+// verts: shared, own
+// elem: none, shared, own
+Batch* create_BatchInGeneral(PrimitiveType, VertexBufferStuff, ElementListStuff);
+
+#endif // future plans
diff --git a/source/blender/gpu/gawain/buffer_id.cpp b/source/blender/gpu/gawain/buffer_id.cpp
new file mode 100644
index 00000000000..a7b8d7a394a
--- /dev/null
+++ b/source/blender/gpu/gawain/buffer_id.cpp
@@ -0,0 +1,116 @@
+
+// Gawain buffer IDs
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.#include "buffer_id.h"
+
+#include "buffer_id.h"
+#include <mutex>
+#include <vector>
+
+#define ORPHAN_DEBUG 0
+
+#if ORPHAN_DEBUG
+ #include <cstdio>
+#endif
+
+static std::vector<GLuint> orphaned_buffer_ids;
+static std::vector<GLuint> orphaned_vao_ids;
+
+static std::mutex orphan_mutex;
+
+extern "C" {
+extern int BLI_thread_is_main(void); // Blender-specific function
+}
+
+static bool thread_is_main()
+ {
+ // "main" here means the GL context's thread
+ return BLI_thread_is_main();
+ }
+
+GLuint buffer_id_alloc()
+ {
+#if TRUST_NO_ONE
+ assert(thread_is_main());
+#endif
+
+ // delete orphaned IDs
+ orphan_mutex.lock();
+ if (!orphaned_buffer_ids.empty())
+ {
+ const auto orphaned_buffer_ct = (unsigned)orphaned_buffer_ids.size();
+#if ORPHAN_DEBUG
+ printf("deleting %u orphaned VBO%s\n", orphaned_buffer_ct, orphaned_buffer_ct == 1 ? "" : "s");
+#endif
+ glDeleteBuffers(orphaned_buffer_ct, orphaned_buffer_ids.data());
+ orphaned_buffer_ids.clear();
+ }
+ orphan_mutex.unlock();
+
+ GLuint new_buffer_id;
+ glGenBuffers(1, &new_buffer_id);
+ return new_buffer_id;
+ }
+
+void buffer_id_free(GLuint buffer_id)
+ {
+ if (thread_is_main())
+ glDeleteBuffers(1, &buffer_id);
+ else
+ {
+ // add this ID to the orphaned list
+ orphan_mutex.lock();
+#if ORPHAN_DEBUG
+ printf("orphaning VBO %u\n", buffer_id);
+#endif
+ orphaned_buffer_ids.emplace_back(buffer_id);
+ orphan_mutex.unlock();
+ }
+ }
+
+GLuint vao_id_alloc()
+ {
+#if TRUST_NO_ONE
+ assert(thread_is_main());
+#endif
+
+ GLuint new_vao_id;
+
+ // delete orphaned IDs
+ orphan_mutex.lock();
+ if (!orphaned_vao_ids.empty())
+ {
+ const auto orphaned_vao_ct = (unsigned)orphaned_vao_ids.size();
+#if ORPHAN_DEBUG
+ printf("deleting %u orphaned VAO%s\n", orphaned_vao_ct, orphaned_vao_ct == 1 ? "" : "s");
+#endif
+ glDeleteVertexArrays(orphaned_vao_ct, orphaned_vao_ids.data());
+ orphaned_vao_ids.clear();
+ }
+ orphan_mutex.unlock();
+
+ glGenVertexArrays(1, &new_vao_id);
+ return new_vao_id;
+ }
+
+void vao_id_free(GLuint vao_id)
+ {
+ if (thread_is_main())
+ glDeleteVertexArrays(1, &vao_id);
+ else
+ {
+ // add this ID to the orphaned list
+ orphan_mutex.lock();
+#if ORPHAN_DEBUG
+ printf("orphaning VAO %u\n", vao_id);
+#endif
+ orphaned_vao_ids.emplace_back(vao_id);
+ orphan_mutex.unlock();
+ }
+ }
diff --git a/source/blender/gpu/gawain/buffer_id.h b/source/blender/gpu/gawain/buffer_id.h
new file mode 100644
index 00000000000..3f67458d060
--- /dev/null
+++ b/source/blender/gpu/gawain/buffer_id.h
@@ -0,0 +1,34 @@
+
+// Gawain buffer IDs
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+// Manage GL buffer IDs in a thread-safe way
+// Use these instead of glGenBuffers & its friends
+// - alloc must be called from main thread
+// - free can be called from any thread
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "common.h"
+
+GLuint buffer_id_alloc(void);
+void buffer_id_free(GLuint buffer_id);
+
+GLuint vao_id_alloc(void);
+void vao_id_free(GLuint vao_id);
+
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/gpu/gawain/common.h b/source/blender/gpu/gawain/common.h
new file mode 100644
index 00000000000..90340b94e4d
--- /dev/null
+++ b/source/blender/gpu/gawain/common.h
@@ -0,0 +1,58 @@
+
+// Gawain common #defines and #includes
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+// #define TRUST_NO_ONE !defined(NDEBUG)
+#define TRUST_NO_ONE 1
+// strict error checking, always enabled during early development
+
+#include <GL/glew.h>
+#include <stdbool.h>
+#include <stdint.h>
+
+#if TRUST_NO_ONE
+ #include <assert.h>
+#endif
+
+#define PER_THREAD
+// #define PER_THREAD __thread
+// MSVC uses __declspec(thread) for C code
+
+#define APPLE_LEGACY (defined(__APPLE__) && defined(WITH_GL_PROFILE_COMPAT))
+
+#if APPLE_LEGACY
+ #undef glGenVertexArrays
+ #define glGenVertexArrays glGenVertexArraysAPPLE
+
+ #undef glDeleteVertexArrays
+ #define glDeleteVertexArrays glDeleteVertexArraysAPPLE
+
+ #undef glBindVertexArray
+ #define glBindVertexArray glBindVertexArrayAPPLE
+#endif
+
+typedef enum {
+ PRIM_POINTS = GL_POINTS,
+ PRIM_LINES = GL_LINES,
+ PRIM_TRIANGLES = GL_TRIANGLES,
+
+#ifdef WITH_GL_PROFILE_COMPAT
+ PRIM_QUADS = GL_QUADS, // legacy GL has this, modern GL & Vulkan do not
+#endif
+
+ PRIM_LINE_STRIP = GL_LINE_STRIP,
+ PRIM_LINE_LOOP = GL_LINE_LOOP, // GL has this, Vulkan does not
+ PRIM_TRIANGLE_STRIP = GL_TRIANGLE_STRIP,
+ PRIM_TRIANGLE_FAN = GL_TRIANGLE_FAN,
+
+ PRIM_NONE = 0xF
+} PrimitiveType;
diff --git a/source/blender/gpu/gawain/element.c b/source/blender/gpu/gawain/element.c
new file mode 100644
index 00000000000..3c3ca1c7626
--- /dev/null
+++ b/source/blender/gpu/gawain/element.c
@@ -0,0 +1,283 @@
+
+// Gawain element list (AKA index buffer)
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#include "element.h"
+#include "buffer_id.h"
+#include <stdlib.h>
+
+#define KEEP_SINGLE_COPY 1
+
+unsigned ElementList_size(const ElementList* elem)
+ {
+#if TRACK_INDEX_RANGE
+ switch (elem->index_type)
+ {
+ case INDEX_U8: return elem->index_ct * sizeof(GLubyte);
+ case INDEX_U16: return elem->index_ct * sizeof(GLushort);
+ case INDEX_U32: return elem->index_ct * sizeof(GLuint);
+ default:
+ #if TRUST_NO_ONE
+ assert(false);
+ #endif
+ return 0;
+ }
+
+#else
+ return elem->index_ct * sizeof(GLuint);
+#endif
+ }
+
+static void ElementList_prime(ElementList* elem)
+ {
+ elem->vbo_id = buffer_id_alloc();
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elem->vbo_id);
+ // fill with delicious data & send to GPU the first time only
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, ElementList_size(elem), elem->data, GL_STATIC_DRAW);
+
+#if KEEP_SINGLE_COPY
+ // now that GL has a copy, discard original
+ free(elem->data);
+ elem->data = NULL;
+#endif
+ }
+
+void ElementList_use(ElementList* elem)
+ {
+ if (elem->vbo_id)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elem->vbo_id);
+ else
+ ElementList_prime(elem);
+ }
+
+void ElementListBuilder_init(ElementListBuilder* builder, PrimitiveType prim_type, unsigned prim_ct, unsigned vertex_ct)
+ {
+ unsigned verts_per_prim = 0;
+ switch (prim_type)
+ {
+ case PRIM_POINTS:
+ verts_per_prim = 1;
+ break;
+ case PRIM_LINES:
+ verts_per_prim = 2;
+ break;
+ case PRIM_TRIANGLES:
+ verts_per_prim = 3;
+ break;
+ default:
+#if TRUST_NO_ONE
+ assert(false);
+#endif
+ return;
+ }
+
+ builder->max_allowed_index = vertex_ct - 1;
+ builder->max_index_ct = prim_ct * verts_per_prim;
+ builder->index_ct = 0; // start empty
+ builder->prim_type = prim_type;
+ builder->data = calloc(builder->max_index_ct, sizeof(unsigned));
+ }
+
+void add_generic_vertex(ElementListBuilder* builder, unsigned v)
+ {
+#if TRUST_NO_ONE
+ assert(builder->data != NULL);
+ assert(builder->index_ct < builder->max_index_ct);
+ assert(v <= builder->max_allowed_index);
+#endif
+
+ builder->data[builder->index_ct++] = v;
+ }
+
+void add_point_vertex(ElementListBuilder* builder, unsigned v)
+ {
+#if TRUST_NO_ONE
+ assert(builder->prim_type == PRIM_POINTS);
+#endif
+
+ add_generic_vertex(builder, v);
+ }
+
+void add_line_vertices(ElementListBuilder* builder, unsigned v1, unsigned v2)
+ {
+#if TRUST_NO_ONE
+ assert(builder->prim_type == PRIM_LINES);
+ assert(v1 != v2);
+#endif
+
+ add_generic_vertex(builder, v1);
+ add_generic_vertex(builder, v2);
+ }
+
+void add_triangle_vertices(ElementListBuilder* builder, unsigned v1, unsigned v2, unsigned v3)
+ {
+#if TRUST_NO_ONE
+ assert(builder->prim_type == PRIM_TRIANGLES);
+ assert(v1 != v2 && v2 != v3 && v3 != v1);
+#endif
+
+ add_generic_vertex(builder, v1);
+ add_generic_vertex(builder, v2);
+ add_generic_vertex(builder, v3);
+ }
+
+#if TRACK_INDEX_RANGE
+// Everything remains 32 bit while building to keep things simple.
+// Find min/max after, then convert to smallest index type possible.
+
+static unsigned index_range(const unsigned values[], unsigned value_ct, unsigned* min_out, unsigned* max_out)
+ {
+ unsigned min_value = values[0];
+ unsigned max_value = values[0];
+ for (unsigned i = 1; i < value_ct; ++i)
+ {
+ const unsigned value = values[i];
+ if (value < min_value)
+ min_value = value;
+ else if (value > max_value)
+ max_value = value;
+ }
+ *min_out = min_value;
+ *max_out = max_value;
+ return max_value - min_value;
+ }
+
+static void squeeze_indices_byte(const unsigned values[], ElementList* elem)
+ {
+ const unsigned index_ct = elem->index_ct;
+ GLubyte* data = malloc(index_ct * sizeof(GLubyte));
+
+ if (elem->max_index > 0xFF)
+ {
+ const unsigned base = elem->min_index;
+
+ elem->base_index = base;
+ elem->min_index = 0;
+ elem->max_index -= base;
+
+ for (unsigned i = 0; i < index_ct; ++i)
+ data[i] = (GLubyte)(values[i] - base);
+ }
+ else
+ {
+ elem->base_index = 0;
+
+ for (unsigned i = 0; i < index_ct; ++i)
+ data[i] = (GLubyte)(values[i]);
+ }
+
+ elem->data = data;
+ }
+
+static void squeeze_indices_short(const unsigned values[], ElementList* elem)
+ {
+ const unsigned index_ct = elem->index_ct;
+ GLushort* data = malloc(index_ct * sizeof(GLushort));
+
+ if (elem->max_index > 0xFFFF)
+ {
+ const unsigned base = elem->min_index;
+
+ elem->base_index = base;
+ elem->min_index = 0;
+ elem->max_index -= base;
+
+ for (unsigned i = 0; i < index_ct; ++i)
+ data[i] = (GLushort)(values[i] - base);
+ }
+ else
+ {
+ elem->base_index = 0;
+
+ for (unsigned i = 0; i < index_ct; ++i)
+ data[i] = (GLushort)(values[i]);
+ }
+
+ elem->data = data;
+ }
+
+#endif // TRACK_INDEX_RANGE
+
+ElementList* ElementList_build(ElementListBuilder* builder)
+ {
+ ElementList* elem = calloc(1, sizeof(ElementList));
+ ElementList_build_in_place(builder, elem);
+ return elem;
+ }
+
+void ElementList_build_in_place(ElementListBuilder* builder, ElementList* elem)
+ {
+#if TRUST_NO_ONE
+ assert(builder->data != NULL);
+#endif
+
+ elem->index_ct = builder->index_ct;
+
+#if TRACK_INDEX_RANGE
+ const unsigned range = index_range(builder->data, builder->index_ct, &elem->min_index, &elem->max_index);
+
+ if (range <= 0xFF)
+ {
+ elem->index_type = INDEX_U8;
+ squeeze_indices_byte(builder->data, elem);
+ }
+ else if (range <= 0xFFFF)
+ {
+ elem->index_type = INDEX_U16;
+ squeeze_indices_short(builder->data, elem);
+ }
+ else
+ {
+ elem->index_type = INDEX_U32;
+ elem->base_index = 0;
+
+ if (builder->index_ct < builder->max_index_ct)
+ {
+ builder->data = realloc(builder->data, builder->index_ct * sizeof(unsigned));
+ // TODO: realloc only if index_ct is much smaller than max_index_ct
+ }
+
+ elem->data = builder->data;
+ }
+#else
+ if (builder->index_ct < builder->max_index_ct)
+ {
+ builder->data = realloc(builder->data, builder->index_ct * sizeof(unsigned));
+ // TODO: realloc only if index_ct is much smaller than max_index_ct
+ }
+
+ elem->data = builder->data;
+#endif
+
+ // elem->data will never be *larger* than builder->data... how about converting
+ // in place to avoid extra allocation?
+
+ elem->vbo_id = 0;
+ // TODO: create GL buffer object directly, based on an input flag
+
+ // discard builder (one-time use)
+ if (builder->data != elem->data)
+ free(builder->data);
+ builder->data = NULL;
+ // other fields are safe to leave
+ }
+
+void ElementList_discard(ElementList* elem)
+ {
+ if (elem->vbo_id)
+ buffer_id_free(elem->vbo_id);
+#if KEEP_SINGLE_COPY
+ else
+#endif
+ if (elem->data)
+ free(elem->data);
+
+ free(elem);
+ }
diff --git a/source/blender/gpu/gawain/element.h b/source/blender/gpu/gawain/element.h
new file mode 100644
index 00000000000..4e0d5fb0649
--- /dev/null
+++ b/source/blender/gpu/gawain/element.h
@@ -0,0 +1,64 @@
+
+// Gawain element list (AKA index buffer)
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+#include "common.h"
+
+#define TRACK_INDEX_RANGE 1
+
+typedef enum {
+ INDEX_U8 = GL_UNSIGNED_BYTE, // GL has this, Vulkan does not
+ INDEX_U16 = GL_UNSIGNED_SHORT,
+ INDEX_U32 = GL_UNSIGNED_INT
+} IndexType;
+
+typedef struct {
+ unsigned index_ct;
+#if TRACK_INDEX_RANGE
+ IndexType index_type;
+ unsigned min_index;
+ unsigned max_index;
+ unsigned base_index;
+#endif
+ void* data; // NULL indicates data in VRAM (unmapped) or not yet allocated
+ GLuint vbo_id; // 0 indicates not yet sent to VRAM
+} ElementList;
+
+void ElementList_use(ElementList*);
+unsigned ElementList_size(const ElementList*);
+
+typedef struct {
+ unsigned max_allowed_index;
+ unsigned max_index_ct;
+ unsigned index_ct;
+ PrimitiveType prim_type;
+ unsigned* data;
+} ElementListBuilder;
+
+// supported primitives:
+// PRIM_POINTS
+// PRIM_LINES
+// PRIM_TRIANGLES
+
+void ElementListBuilder_init(ElementListBuilder*, PrimitiveType, unsigned prim_ct, unsigned vertex_ct);
+//void ElementListBuilder_init_custom(ElementListBuilder*, PrimitiveType, unsigned index_ct, unsigned vertex_ct);
+
+void add_generic_vertex(ElementListBuilder*, unsigned v);
+
+void add_point_vertex(ElementListBuilder*, unsigned v);
+void add_line_vertices(ElementListBuilder*, unsigned v1, unsigned v2);
+void add_triangle_vertices(ElementListBuilder*, unsigned v1, unsigned v2, unsigned v3);
+
+ElementList* ElementList_build(ElementListBuilder*);
+void ElementList_build_in_place(ElementListBuilder*, ElementList*);
+
+void ElementList_discard(ElementList*);
diff --git a/source/blender/gpu/gawain/imm_util.c b/source/blender/gpu/gawain/imm_util.c
new file mode 100644
index 00000000000..74caeb6fd3a
--- /dev/null
+++ b/source/blender/gpu/gawain/imm_util.c
@@ -0,0 +1,46 @@
+
+// Gawain immediate mode drawing utilities
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#include "imm_util.h"
+#include "immediate.h"
+
+
+void immRectf(unsigned pos, float x1, float y1, float x2, float y2)
+{
+ immBegin(PRIM_TRIANGLE_FAN, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x1, y2);
+ immEnd();
+}
+
+void immRecti(unsigned pos, int x1, int y1, int x2, int y2)
+{
+ immBegin(PRIM_TRIANGLE_FAN, 4);
+ immVertex2i(pos, x1, y1);
+ immVertex2i(pos, x2, y1);
+ immVertex2i(pos, x2, y2);
+ immVertex2i(pos, x1, y2);
+ immEnd();
+}
+
+#if 0 // more complete version in case we want that
+void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
+{
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(color);
+ immRecti(pos, x1, y1, x2, y2);
+ immUnbindProgram();
+}
+#endif
diff --git a/source/blender/gpu/gawain/imm_util.h b/source/blender/gpu/gawain/imm_util.h
new file mode 100644
index 00000000000..730bd7c1a3c
--- /dev/null
+++ b/source/blender/gpu/gawain/imm_util.h
@@ -0,0 +1,18 @@
+
+// Gawain immediate mode drawing utilities
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+
+// Draw 2D rectangles (replaces glRect functions)
+// caller is reponsible for vertex format & shader
+void immRectf(unsigned pos, float x1, float y1, float x2, float y2);
+void immRecti(unsigned pos, int x1, int y1, int x2, int y2);
diff --git a/source/blender/gpu/gawain/immediate.c b/source/blender/gpu/gawain/immediate.c
new file mode 100644
index 00000000000..03e16ca248e
--- /dev/null
+++ b/source/blender/gpu/gawain/immediate.c
@@ -0,0 +1,813 @@
+
+// Gawain immediate mode work-alike
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#include "immediate.h"
+#include "attrib_binding.h"
+#include "buffer_id.h"
+#include <string.h>
+
+// necessary functions from matrix API
+extern void gpuBindMatrices(GLuint program);
+extern bool gpuMatricesDirty(void);
+
+typedef struct {
+ // TODO: organize this struct by frequency of change (run-time)
+
+#if IMM_BATCH_COMBO
+ Batch* batch;
+#endif
+
+ // current draw call
+ GLubyte* buffer_data;
+ unsigned buffer_offset;
+ unsigned buffer_bytes_mapped;
+ unsigned vertex_ct;
+ bool strict_vertex_ct;
+ PrimitiveType prim_type;
+
+ VertexFormat vertex_format;
+
+ // current vertex
+ unsigned vertex_idx;
+ GLubyte* vertex_data;
+ uint16_t unassigned_attrib_bits; // which attributes of current vertex have not been given values?
+
+ GLuint vbo_id;
+ GLuint vao_id;
+
+ GLuint bound_program;
+ AttribBinding attrib_binding;
+ uint16_t prev_enabled_attrib_bits; // <-- only affects this VAO, so we're ok
+} Immediate;
+
+// size of internal buffer -- make this adjustable?
+#define IMM_BUFFER_SIZE (4 * 1024 * 1024)
+
+static PER_THREAD bool initialized = false;
+static PER_THREAD Immediate imm;
+
+void immInit()
+ {
+#if TRUST_NO_ONE
+ assert(!initialized);
+#endif
+
+ memset(&imm, 0, sizeof(Immediate));
+
+ imm.vbo_id = buffer_id_alloc();
+ glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
+ glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
+
+#if APPLE_LEGACY
+ glBufferParameteriAPPLE(GL_ARRAY_BUFFER, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE);
+ glBufferParameteriAPPLE(GL_ARRAY_BUFFER, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE);
+#endif
+
+ imm.prim_type = PRIM_NONE;
+ imm.strict_vertex_ct = true;
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ initialized = true;
+
+ immActivate();
+ }
+
+void immActivate()
+ {
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == PRIM_NONE); // make sure we're not between a Begin/End pair
+ assert(imm.vao_id == 0);
+#endif
+
+ imm.vao_id = vao_id_alloc();
+ }
+
+void immDeactivate()
+ {
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == PRIM_NONE); // make sure we're not between a Begin/End pair
+ assert(imm.vao_id != 0);
+#endif
+
+ vao_id_free(imm.vao_id);
+ imm.vao_id = 0;
+ imm.prev_enabled_attrib_bits = 0;
+ }
+
+void immDestroy()
+ {
+ immDeactivate();
+ buffer_id_free(imm.vbo_id);
+ initialized = false;
+ }
+
+VertexFormat* immVertexFormat()
+ {
+ VertexFormat_clear(&imm.vertex_format);
+ return &imm.vertex_format;
+ }
+
+void immBindProgram(GLuint program)
+ {
+#if TRUST_NO_ONE
+ assert(imm.bound_program == 0);
+ assert(glIsProgram(program));
+#endif
+
+ if (!imm.vertex_format.packed)
+ VertexFormat_pack(&imm.vertex_format);
+
+ glUseProgram(program);
+ get_attrib_locations(&imm.vertex_format, &imm.attrib_binding, program);
+ imm.bound_program = program;
+
+ gpuBindMatrices(program);
+ }
+
+void immUnbindProgram()
+ {
+#if TRUST_NO_ONE
+ assert(imm.bound_program != 0);
+#endif
+
+ glUseProgram(0);
+ imm.bound_program = 0;
+ }
+
+static bool vertex_count_makes_sense_for_primitive(unsigned vertex_ct, PrimitiveType prim_type)
+ {
+ // does vertex_ct make sense for this primitive type?
+ if (vertex_ct == 0)
+ return false;
+
+ switch (prim_type)
+ {
+ case PRIM_POINTS:
+ return true;
+ case PRIM_LINES:
+ return vertex_ct % 2 == 0;
+ case PRIM_LINE_STRIP:
+ case PRIM_LINE_LOOP:
+ return vertex_ct >= 2;
+ case PRIM_TRIANGLES:
+ return vertex_ct % 3 == 0;
+ case PRIM_TRIANGLE_STRIP:
+ case PRIM_TRIANGLE_FAN:
+ return vertex_ct >= 3;
+ #ifdef WITH_GL_PROFILE_COMPAT
+ case PRIM_QUADS:
+ return vertex_ct % 4 == 0;
+ #endif
+ default:
+ return false;
+ }
+ }
+
+void immBegin(PrimitiveType prim_type, unsigned vertex_ct)
+ {
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == PRIM_NONE); // make sure we haven't already begun
+ assert(vertex_count_makes_sense_for_primitive(vertex_ct, prim_type));
+#endif
+
+ imm.prim_type = prim_type;
+ imm.vertex_ct = vertex_ct;
+ imm.vertex_idx = 0;
+ imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
+
+ // how many bytes do we need for this draw call?
+ const unsigned bytes_needed = vertex_buffer_size(&imm.vertex_format, vertex_ct);
+
+#if TRUST_NO_ONE
+ assert(bytes_needed <= IMM_BUFFER_SIZE);
+#endif
+
+ glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
+
+ // does the current buffer have enough room?
+ const unsigned available_bytes = IMM_BUFFER_SIZE - imm.buffer_offset;
+ // ensure vertex data is aligned
+ const unsigned pre_padding = padding(imm.buffer_offset, imm.vertex_format.stride); // might waste a little space, but it's safe
+ if ((bytes_needed + pre_padding) <= available_bytes)
+ imm.buffer_offset += pre_padding;
+ else
+ {
+ // orphan this buffer & start with a fresh one
+#if APPLE_LEGACY
+ glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
+#else
+ if (GLEW_VERSION_4_3 || GLEW_ARB_invalidate_subdata)
+ glInvalidateBufferData(imm.vbo_id);
+ else
+ glMapBufferRange(GL_ARRAY_BUFFER, 0, IMM_BUFFER_SIZE, GL_MAP_INVALIDATE_BUFFER_BIT);
+#endif
+
+ imm.buffer_offset = 0;
+ }
+
+// printf("mapping %u to %u\n", imm.buffer_offset, imm.buffer_offset + bytes_needed - 1);
+
+#if APPLE_LEGACY
+ imm.buffer_data = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) + imm.buffer_offset;
+#else
+ imm.buffer_data = glMapBufferRange(GL_ARRAY_BUFFER, imm.buffer_offset, bytes_needed,
+ GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | (imm.strict_vertex_ct ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT));
+#endif
+
+#if TRUST_NO_ONE
+ assert(imm.buffer_data != NULL);
+#endif
+
+ imm.buffer_bytes_mapped = bytes_needed;
+ imm.vertex_data = imm.buffer_data;
+ }
+
+void immBeginAtMost(PrimitiveType prim_type, unsigned vertex_ct)
+ {
+#if TRUST_NO_ONE
+ assert(vertex_ct > 0);
+#endif
+
+ imm.strict_vertex_ct = false;
+ immBegin(prim_type, vertex_ct);
+ }
+
+#if IMM_BATCH_COMBO
+
+Batch* immBeginBatch(PrimitiveType prim_type, unsigned vertex_ct)
+ {
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == PRIM_NONE); // make sure we haven't already begun
+ assert(vertex_count_makes_sense_for_primitive(vertex_ct, prim_type));
+#endif
+
+ imm.prim_type = prim_type;
+ imm.vertex_ct = vertex_ct;
+ imm.vertex_idx = 0;
+ imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
+
+ VertexBuffer* verts = VertexBuffer_create_with_format(&imm.vertex_format);
+ VertexBuffer_allocate_data(verts, vertex_ct);
+
+ imm.buffer_bytes_mapped = VertexBuffer_size(verts);
+ imm.vertex_data = verts->data;
+
+ imm.batch = Batch_create(prim_type, verts, NULL);
+ imm.batch->phase = BUILDING;
+
+ Batch_set_program(imm.batch, imm.bound_program);
+
+ return imm.batch;
+ }
+
+Batch* immBeginBatchAtMost(PrimitiveType prim_type, unsigned vertex_ct)
+ {
+ imm.strict_vertex_ct = false;
+ return immBeginBatch(prim_type, vertex_ct);
+ }
+
+#endif // IMM_BATCH_COMBO
+
+static void immDrawSetup(void)
+ {
+ // set up VAO -- can be done during Begin or End really
+ glBindVertexArray(imm.vao_id);
+
+ // enable/disable vertex attribs as needed
+ if (imm.attrib_binding.enabled_bits != imm.prev_enabled_attrib_bits)
+ {
+ for (unsigned loc = 0; loc < MAX_VERTEX_ATTRIBS; ++loc)
+ {
+ bool is_enabled = imm.attrib_binding.enabled_bits & (1 << loc);
+ bool was_enabled = imm.prev_enabled_attrib_bits & (1 << loc);
+
+ if (is_enabled && !was_enabled)
+ {
+// printf("enabling attrib %u\n", loc);
+ glEnableVertexAttribArray(loc);
+ }
+ else if (was_enabled && !is_enabled)
+ {
+// printf("disabling attrib %u\n", loc);
+ glDisableVertexAttribArray(loc);
+ }
+ }
+
+ imm.prev_enabled_attrib_bits = imm.attrib_binding.enabled_bits;
+ }
+
+ const unsigned stride = imm.vertex_format.stride;
+
+ for (unsigned a_idx = 0; a_idx < imm.vertex_format.attrib_ct; ++a_idx)
+ {
+ const Attrib* a = imm.vertex_format.attribs + a_idx;
+
+ const unsigned offset = imm.buffer_offset + a->offset;
+ const GLvoid* pointer = (const GLubyte*)0 + offset;
+
+ const unsigned loc = read_attrib_location(&imm.attrib_binding, a_idx);
+
+// printf("specifying attrib %u '%s' with offset %u, stride %u\n", loc, a->name, offset, stride);
+
+ switch (a->fetch_mode)
+ {
+ case KEEP_FLOAT:
+ case CONVERT_INT_TO_FLOAT:
+ glVertexAttribPointer(loc, a->comp_ct, a->comp_type, GL_FALSE, stride, pointer);
+ break;
+ case NORMALIZE_INT_TO_FLOAT:
+ glVertexAttribPointer(loc, a->comp_ct, a->comp_type, GL_TRUE, stride, pointer);
+ break;
+ case KEEP_INT:
+ glVertexAttribIPointer(loc, a->comp_ct, a->comp_type, stride, pointer);
+ }
+ }
+
+ if (gpuMatricesDirty())
+ gpuBindMatrices(imm.bound_program);
+ }
+
+void immEnd()
+ {
+#if TRUST_NO_ONE
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ unsigned buffer_bytes_used;
+ if (imm.strict_vertex_ct)
+ {
+#if TRUST_NO_ONE
+ assert(imm.vertex_idx == imm.vertex_ct); // with all vertices defined
+#endif
+ buffer_bytes_used = imm.buffer_bytes_mapped;
+ }
+ else
+ {
+#if TRUST_NO_ONE
+ assert(imm.vertex_idx <= imm.vertex_ct);
+#endif
+ // printf("used %u of %u verts,", imm.vertex_idx, imm.vertex_ct);
+ if (imm.vertex_idx == imm.vertex_ct)
+ {
+ buffer_bytes_used = imm.buffer_bytes_mapped;
+ }
+ else
+ {
+#if TRUST_NO_ONE
+ assert(imm.vertex_idx == 0 || vertex_count_makes_sense_for_primitive(imm.vertex_idx, imm.prim_type));
+#endif
+ imm.vertex_ct = imm.vertex_idx;
+ buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_ct);
+ // unused buffer bytes are available to the next immBegin
+ // printf(" %u of %u bytes\n", buffer_bytes_used, imm.buffer_bytes_mapped);
+ }
+#if !APPLE_LEGACY
+ // tell OpenGL what range was modified so it doesn't copy the whole mapped range
+ // printf("flushing %u to %u\n", imm.buffer_offset, imm.buffer_offset + buffer_bytes_used - 1);
+ glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used);
+#endif
+ }
+
+#if IMM_BATCH_COMBO
+ if (imm.batch)
+ {
+ if (buffer_bytes_used != imm.buffer_bytes_mapped)
+ {
+ VertexBuffer_resize_data(imm.batch->verts, imm.vertex_ct);
+ // TODO: resize only if vertex count is much smaller
+ }
+
+ imm.batch->phase = READY_TO_DRAW;
+ imm.batch = NULL; // don't free, batch belongs to caller
+ }
+ else
+#endif
+ {
+#if APPLE_LEGACY
+ // tell OpenGL what range was modified so it doesn't copy the whole buffer
+ // printf("flushing %u to %u\n", imm.buffer_offset, imm.buffer_offset + buffer_bytes_used - 1);
+ glFlushMappedBufferRangeAPPLE(GL_ARRAY_BUFFER, imm.buffer_offset, buffer_bytes_used);
+#endif
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+
+ if (imm.vertex_ct > 0)
+ {
+ immDrawSetup();
+ glDrawArrays(imm.prim_type, 0, imm.vertex_ct);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+
+ // prep for next immBegin
+ imm.buffer_offset += buffer_bytes_used;
+ }
+
+ // prep for next immBegin
+ imm.prim_type = PRIM_NONE;
+ imm.strict_vertex_ct = true;
+ }
+
+static void setAttribValueBit(unsigned attrib_id)
+ {
+ uint16_t mask = 1 << attrib_id;
+
+#if TRUST_NO_ONE
+ assert(imm.unassigned_attrib_bits & mask); // not already set
+#endif
+
+ imm.unassigned_attrib_bits &= ~mask;
+ }
+
+
+// --- generic attribute functions ---
+
+void immAttrib1f(unsigned attrib_id, float x)
+ {
+ Attrib* attrib = imm.vertex_format.attribs + attrib_id;
+
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(attrib->comp_type == COMP_F32);
+ assert(attrib->comp_ct == 1);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+
+ float* data = (float*)(imm.vertex_data + attrib->offset);
+// printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data);
+
+ data[0] = x;
+ }
+
+void immAttrib2f(unsigned attrib_id, float x, float y)
+ {
+ Attrib* attrib = imm.vertex_format.attribs + attrib_id;
+
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(attrib->comp_type == COMP_F32);
+ assert(attrib->comp_ct == 2);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+
+ float* data = (float*)(imm.vertex_data + attrib->offset);
+// printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data);
+
+ data[0] = x;
+ data[1] = y;
+ }
+
+void immAttrib3f(unsigned attrib_id, float x, float y, float z)
+ {
+ Attrib* attrib = imm.vertex_format.attribs + attrib_id;
+
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(attrib->comp_type == COMP_F32);
+ assert(attrib->comp_ct == 3);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+
+ float* data = (float*)(imm.vertex_data + attrib->offset);
+// printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data);
+
+ data[0] = x;
+ data[1] = y;
+ data[2] = z;
+ }
+
+void immAttrib4f(unsigned attrib_id, float x, float y, float z, float w)
+ {
+ Attrib* attrib = imm.vertex_format.attribs + attrib_id;
+
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(attrib->comp_type == COMP_F32);
+ assert(attrib->comp_ct == 4);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+
+ float* data = (float*)(imm.vertex_data + attrib->offset);
+// printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data);
+
+ data[0] = x;
+ data[1] = y;
+ data[2] = z;
+ data[3] = w;
+ }
+
+void immAttrib2i(unsigned attrib_id, int x, int y)
+ {
+ Attrib* attrib = imm.vertex_format.attribs + attrib_id;
+
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(attrib->comp_type == COMP_I32);
+ assert(attrib->comp_ct == 2);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+
+ int* data = (int*)(imm.vertex_data + attrib->offset);
+
+ data[0] = x;
+ data[1] = y;
+ }
+
+void immAttrib2s(unsigned attrib_id, short x, short y)
+ {
+ Attrib* attrib = imm.vertex_format.attribs + attrib_id;
+
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(attrib->comp_type == COMP_I16);
+ assert(attrib->comp_ct == 2);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+
+ short* data = (short*)(imm.vertex_data + attrib->offset);
+
+ data[0] = x;
+ data[1] = y;
+ }
+
+void immAttrib3fv(unsigned attrib_id, const float data[3])
+ {
+ immAttrib3f(attrib_id, data[0], data[1], data[2]);
+ }
+
+void immAttrib4fv(unsigned attrib_id, const float data[4])
+ {
+ immAttrib4f(attrib_id, data[0], data[1], data[2], data[3]);
+ }
+
+void immAttrib3ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b)
+ {
+ Attrib* attrib = imm.vertex_format.attribs + attrib_id;
+
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(attrib->comp_type == COMP_U8);
+ assert(attrib->comp_ct == 3);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+
+ GLubyte* data = imm.vertex_data + attrib->offset;
+// printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data);
+
+ data[0] = r;
+ data[1] = g;
+ data[2] = b;
+ }
+
+void immAttrib4ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
+ {
+ Attrib* attrib = imm.vertex_format.attribs + attrib_id;
+
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(attrib->comp_type == COMP_U8);
+ assert(attrib->comp_ct == 4);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+
+ GLubyte* data = imm.vertex_data + attrib->offset;
+// printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data);
+
+ data[0] = r;
+ data[1] = g;
+ data[2] = b;
+ data[3] = a;
+ }
+
+void immAttrib3ubv(unsigned attrib_id, const unsigned char data[3])
+ {
+ immAttrib3ub(attrib_id, data[0], data[1], data[2]);
+ }
+
+void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4])
+ {
+ immAttrib4ub(attrib_id, data[0], data[1], data[2], data[3]);
+ }
+
+void immSkipAttrib(unsigned attrib_id)
+ {
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attrib_ct);
+ assert(imm.vertex_idx < imm.vertex_ct);
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+#endif
+
+ setAttribValueBit(attrib_id);
+ }
+
+static void immEndVertex(void) // and move on to the next vertex
+ {
+#if TRUST_NO_ONE
+ assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair
+ assert(imm.vertex_idx < imm.vertex_ct);
+#endif
+
+ // have all attribs been assigned values?
+ // if not, copy value from previous vertex
+ if (imm.unassigned_attrib_bits)
+ {
+#if TRUST_NO_ONE
+ assert(imm.vertex_idx > 0); // first vertex must have all attribs specified
+#endif
+
+ for (unsigned a_idx = 0; a_idx < imm.vertex_format.attrib_ct; ++a_idx)
+ {
+ if ((imm.unassigned_attrib_bits >> a_idx) & 1)
+ {
+ const Attrib* a = imm.vertex_format.attribs + a_idx;
+
+// printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx);
+
+ GLubyte* data = imm.vertex_data + a->offset;
+ memcpy(data, data - imm.vertex_format.stride, a->sz);
+ // TODO: consolidate copy of adjacent attributes
+ }
+ }
+ }
+
+ imm.vertex_idx++;
+ imm.vertex_data += imm.vertex_format.stride;
+ imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
+ }
+
+void immVertex2f(unsigned attrib_id, float x, float y)
+ {
+ immAttrib2f(attrib_id, x, y);
+ immEndVertex();
+ }
+
+void immVertex3f(unsigned attrib_id, float x, float y, float z)
+ {
+ immAttrib3f(attrib_id, x, y, z);
+ immEndVertex();
+ }
+
+void immVertex2i(unsigned attrib_id, int x, int y)
+ {
+ immAttrib2i(attrib_id, x, y);
+ immEndVertex();
+ }
+
+void immVertex2s(unsigned attrib_id, short x, short y)
+ {
+ immAttrib2s(attrib_id, x, y);
+ immEndVertex();
+ }
+
+void immVertex2fv(unsigned attrib_id, const float data[2])
+ {
+ immAttrib2f(attrib_id, data[0], data[1]);
+ immEndVertex();
+ }
+
+void immVertex3fv(unsigned attrib_id, const float data[3])
+ {
+ immAttrib3f(attrib_id, data[0], data[1], data[2]);
+ immEndVertex();
+ }
+
+void immVertex2iv(unsigned attrib_id, const int data[2])
+ {
+ immAttrib2i(attrib_id, data[0], data[1]);
+ immEndVertex();
+ }
+
+
+// --- generic uniform functions ---
+
+void immUniform1f(const char* name, float x)
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform1f(loc, x);
+ }
+
+void immUniform4f(const char* name, float x, float y, float z, float w)
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform4f(loc, x, y, z, w);
+ }
+
+void immUniform4fv(const char* name, const float data[4])
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform4fv(loc, 1, data);
+ }
+
+void immUniform1i(const char* name, int x)
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform1i(loc, x);
+ }
+
+
+// --- convenience functions for setting "uniform vec4 color" ---
+
+void immUniformColor4f(float r, float g, float b, float a)
+ {
+ immUniform4f("color", r, g, b, a);
+ }
+
+void immUniformColor4fv(const float rgba[4])
+ {
+ immUniform4fv("color", rgba);
+ }
+
+void immUniformColor3f(float r, float g, float b)
+ {
+ immUniform4f("color", r, g, b, 1.0f);
+ }
+
+void immUniformColor3fv(const float rgb[3])
+ {
+ immUniform4f("color", rgb[0], rgb[1], rgb[2], 1.0f);
+ }
+
+void immUniformColor3fvAlpha(const float rgb[3], float a)
+ {
+ immUniform4f("color", rgb[0], rgb[1], rgb[2], a);
+ }
+
+// TODO: v-- treat as sRGB? --v
+
+void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b)
+ {
+ const float scale = 1.0f / 255.0f;
+ immUniform4f("color", scale * r, scale * g, scale * b, 1.0f);
+ }
+
+void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
+ {
+ const float scale = 1.0f / 255.0f;
+ immUniform4f("color", scale * r, scale * g, scale * b, scale * a);
+ }
+
+void immUniformColor3ubv(const unsigned char rgb[3])
+ {
+ immUniformColor3ub(rgb[0], rgb[1], rgb[2]);
+ }
+
+void immUniformColor4ubv(const unsigned char rgba[4])
+ {
+ immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]);
+ }
diff --git a/source/blender/gpu/gawain/immediate.h b/source/blender/gpu/gawain/immediate.h
new file mode 100644
index 00000000000..50965d3d36c
--- /dev/null
+++ b/source/blender/gpu/gawain/immediate.h
@@ -0,0 +1,105 @@
+
+// Gawain immediate mode work-alike
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+#include "vertex_format.h"
+
+#define IMM_BATCH_COMBO 1
+
+
+VertexFormat* immVertexFormat(void); // returns a cleared vertex format, ready for add_attrib
+
+void immBindProgram(GLuint program); // every immBegin must have a program bound first
+void immUnbindProgram(void); // call after your last immEnd, or before binding another program
+
+void immBegin(PrimitiveType, unsigned vertex_ct); // must supply exactly vertex_ct vertices
+void immBeginAtMost(PrimitiveType, unsigned max_vertex_ct); // can supply fewer vertices
+void immEnd(void); // finishes and draws
+
+#if IMM_BATCH_COMBO
+#include "batch.h"
+// immBegin a batch, then use standard immFunctions as usual.
+// immEnd will finalize the batch instead of drawing.
+// Then you can draw it as many times as you like! Partially replaces the need for display lists.
+Batch* immBeginBatch(PrimitiveType, unsigned vertex_ct);
+Batch* immBeginBatchAtMost(PrimitiveType, unsigned vertex_ct);
+#endif
+
+
+// provide attribute values that can change per vertex
+// first vertex after immBegin must have all its attributes specified
+// skipped attributes will continue using the previous value for that attrib_id
+void immAttrib1f(unsigned attrib_id, float x);
+void immAttrib2f(unsigned attrib_id, float x, float y);
+void immAttrib3f(unsigned attrib_id, float x, float y, float z);
+void immAttrib4f(unsigned attrib_id, float x, float y, float z, float w);
+
+void immAttrib2i(unsigned attrib_id, int x, int y);
+
+void immAttrib2s(unsigned attrib_id, short x, short y);
+
+void immAttrib3fv(unsigned attrib_id, const float data[3]);
+void immAttrib4fv(unsigned attrib_id, const float data[4]);
+
+void immAttrib3ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b);
+void immAttrib4ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
+
+void immAttrib3ubv(unsigned attrib_id, const unsigned char data[4]);
+void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4]);
+
+// explicitly skip an attribute
+// this advanced option kills automatic value copying for this attrib_id
+void immSkipAttrib(unsigned attrib_id);
+
+
+// provide one last attribute value & end the current vertex
+// this is most often used for 2D or 3D position (similar to glVertex)
+void immVertex2f(unsigned attrib_id, float x, float y);
+void immVertex3f(unsigned attrib_id, float x, float y, float z);
+
+void immVertex2i(unsigned attrib_id, int x, int y);
+
+void immVertex2s(unsigned attrib_id, short x, short y);
+
+void immVertex2fv(unsigned attrib_id, const float data[2]);
+void immVertex3fv(unsigned attrib_id, const float data[3]);
+
+void immVertex2iv(unsigned attrib_id, const int data[2]);
+
+
+// provide uniform values that don't change for the entire draw call
+void immUniform1i(const char* name, int x);
+void immUniform1f(const char* name, float x);
+void immUniform4f(const char* name, float x, float y, float z, float w);
+void immUniform4fv(const char* name, const float data[4]);
+
+
+// convenience functions for setting "uniform vec4 color"
+// the rgb functions have implicit alpha = 1.0
+void immUniformColor4f(float r, float g, float b, float a);
+void immUniformColor4fv(const float rgba[4]);
+void immUniformColor3f(float r, float g, float b);
+void immUniformColor3fv(const float rgb[3]);
+void immUniformColor3fvAlpha(const float rgb[3], float a);
+
+void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b);
+void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
+void immUniformColor3ubv(const unsigned char rgb[3]);
+void immUniformColor4ubv(const unsigned char rgba[4]);
+
+
+// these are called by the system -- not part of drawing API
+
+void immInit(void);
+void immActivate(void);
+void immDeactivate(void);
+void immDestroy(void);
diff --git a/source/blender/gpu/gawain/vertex_buffer.c b/source/blender/gpu/gawain/vertex_buffer.c
new file mode 100644
index 00000000000..5f2da60067d
--- /dev/null
+++ b/source/blender/gpu/gawain/vertex_buffer.c
@@ -0,0 +1,170 @@
+
+// Gawain geometry batch
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#include "vertex_buffer.h"
+#include "buffer_id.h"
+#include <stdlib.h>
+#include <string.h>
+
+#define KEEP_SINGLE_COPY 1
+
+VertexBuffer* VertexBuffer_create()
+ {
+ VertexBuffer* verts = malloc(sizeof(VertexBuffer));
+ VertexBuffer_init(verts);
+ return verts;
+ }
+
+VertexBuffer* VertexBuffer_create_with_format(const VertexFormat* format)
+ {
+ VertexBuffer* verts = VertexBuffer_create();
+ VertexFormat_copy(&verts->format, format);
+ if (!format->packed)
+ VertexFormat_pack(&verts->format);
+ return verts;
+
+ // this function might seem redundant, but there is potential for memory savings here...
+ // TODO: implement those memory savings
+ }
+
+void VertexBuffer_init(VertexBuffer* verts)
+ {
+ memset(verts, 0, sizeof(VertexBuffer));
+ }
+
+void VertexBuffer_init_with_format(VertexBuffer* verts, const VertexFormat* format)
+ {
+ VertexBuffer_init(verts);
+ VertexFormat_copy(&verts->format, format);
+ if (!format->packed)
+ VertexFormat_pack(&verts->format);
+ }
+
+void VertexBuffer_discard(VertexBuffer* verts)
+ {
+ if (verts->vbo_id)
+ buffer_id_free(verts->vbo_id);
+#if KEEP_SINGLE_COPY
+ else
+#endif
+ if (verts->data)
+ free(verts->data);
+
+ free(verts);
+ }
+
+unsigned VertexBuffer_size(const VertexBuffer* verts)
+ {
+ return vertex_buffer_size(&verts->format, verts->vertex_ct);
+ }
+
+void VertexBuffer_allocate_data(VertexBuffer* verts, unsigned v_ct)
+ {
+ VertexFormat* format = &verts->format;
+ if (!format->packed)
+ VertexFormat_pack(format);
+
+ verts->vertex_ct = v_ct;
+
+ // Data initially lives in main memory. Will be transferred to VRAM when we "prime" it.
+ verts->data = malloc(VertexBuffer_size(verts));
+ }
+
+void VertexBuffer_resize_data(VertexBuffer* verts, unsigned v_ct)
+ {
+#if TRUST_NO_ONE
+ assert(verts->vertex_ct != v_ct); // allow this?
+ assert(verts->data != NULL); // has already been allocated
+ assert(verts->vbo_id == 0); // has not been sent to VRAM
+#endif
+
+ verts->vertex_ct = v_ct;
+ verts->data = realloc(verts->data, VertexBuffer_size(verts));
+ // TODO: skip realloc if v_ct < existing vertex count
+ // extra space will be reclaimed, and never sent to VRAM (see VertexBuffer_prime)
+ }
+
+void setAttrib(VertexBuffer* verts, unsigned a_idx, unsigned v_idx, const void* data)
+ {
+ const VertexFormat* format = &verts->format;
+ const Attrib* a = format->attribs + a_idx;
+
+#if TRUST_NO_ONE
+ assert(a_idx < format->attrib_ct);
+ assert(v_idx < verts->vertex_ct);
+ assert(verts->data != NULL); // data must be in main mem
+#endif
+
+ memcpy((GLubyte*)verts->data + a->offset + v_idx * format->stride, data, a->sz);
+ }
+
+void fillAttrib(VertexBuffer* verts, unsigned a_idx, const void* data)
+ {
+ const VertexFormat* format = &verts->format;
+ const Attrib* a = format->attribs + a_idx;
+
+#if TRUST_NO_ONE
+ assert(a_idx < format->attrib_ct);
+#endif
+
+ const unsigned stride = a->sz; // tightly packed input data
+
+ fillAttribStride(verts, a_idx, stride, data);
+ }
+
+void fillAttribStride(VertexBuffer* verts, unsigned a_idx, unsigned stride, const void* data)
+ {
+ const VertexFormat* format = &verts->format;
+ const Attrib* a = format->attribs + a_idx;
+
+#if TRUST_NO_ONE
+ assert(a_idx < format->attrib_ct);
+ assert(verts->data != NULL); // data must be in main mem
+#endif
+
+ const unsigned vertex_ct = verts->vertex_ct;
+
+ if (format->attrib_ct == 1 && stride == format->stride)
+ {
+ // we can copy it all at once
+ memcpy(verts->data, data, vertex_ct * a->sz);
+ }
+ else
+ {
+ // we must copy it per vertex
+ for (unsigned v = 0; v < vertex_ct; ++v)
+ memcpy((GLubyte*)verts->data + a->offset + v * format->stride, (const GLubyte*)data + v * stride, a->sz);
+ }
+ }
+
+static void VertexBuffer_prime(VertexBuffer* verts)
+ {
+ const VertexFormat* format = &verts->format;
+
+ verts->vbo_id = buffer_id_alloc();
+ glBindBuffer(GL_ARRAY_BUFFER, verts->vbo_id);
+ // fill with delicious data & send to GPU the first time only
+ glBufferData(GL_ARRAY_BUFFER, vertex_buffer_size(format, verts->vertex_ct), verts->data, GL_STATIC_DRAW);
+
+#if KEEP_SINGLE_COPY
+ // now that GL has a copy, discard original
+ free(verts->data);
+ verts->data = NULL;
+#endif
+ }
+
+void VertexBuffer_use(VertexBuffer* verts)
+ {
+ if (verts->vbo_id)
+ glBindBuffer(GL_ARRAY_BUFFER, verts->vbo_id);
+ else
+ VertexBuffer_prime(verts);
+ }
diff --git a/source/blender/gpu/gawain/vertex_buffer.h b/source/blender/gpu/gawain/vertex_buffer.h
new file mode 100644
index 00000000000..6a72cfe6ff3
--- /dev/null
+++ b/source/blender/gpu/gawain/vertex_buffer.h
@@ -0,0 +1,64 @@
+
+// Gawain geometry batch
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+#include "vertex_format.h"
+
+// How to create a VertexBuffer:
+// 1) verts = create_VertexBuffer() or init_VertexBuffer(verts)
+// 2) add_attrib(verts->format, ...)
+// 3) allocate_vertex_data(verts, vertex_ct) <-- finalizes/packs vertex format
+// 4) fillAttrib(verts, pos, application_pos_buffer)
+// 5) prime_VertexBuffer(verts);
+
+// Is VertexBuffer always used as part of a Batch?
+
+typedef struct {
+ VertexFormat format;
+ unsigned vertex_ct;
+ GLubyte* data; // NULL indicates data in VRAM (unmapped) or not yet allocated
+ GLuint vbo_id; // 0 indicates not yet sent to VRAM
+} VertexBuffer;
+
+VertexBuffer* VertexBuffer_create(void);
+VertexBuffer* VertexBuffer_create_with_format(const VertexFormat*);
+
+void VertexBuffer_discard(VertexBuffer*);
+
+void VertexBuffer_init(VertexBuffer*);
+void VertexBuffer_init_with_format(VertexBuffer*, const VertexFormat*);
+
+unsigned VertexBuffer_size(const VertexBuffer*);
+void VertexBuffer_allocate_data(VertexBuffer*, unsigned v_ct);
+void VertexBuffer_resize_data(VertexBuffer*, unsigned v_ct);
+
+// The most important setAttrib variant is the untyped one. Get it right first.
+// It takes a void* so the app developer is responsible for matching their app data types
+// to the vertex attribute's type and component count. They're in control of both, so this
+// should not be a problem.
+
+void setAttrib(VertexBuffer*, unsigned a_idx, unsigned v_idx, const void* data);
+void fillAttrib(VertexBuffer*, unsigned a_idx, const void* data); // tightly packed, non interleaved input data
+void fillAttribStride(VertexBuffer*, unsigned a_idx, unsigned stride, const void* data);
+
+// TODO: decide whether to keep the functions below
+// doesn't immediate mode satisfy these needs?
+
+// void setAttrib1f(unsigned a_idx, unsigned v_idx, float x);
+// void setAttrib2f(unsigned a_idx, unsigned v_idx, float x, float y);
+// void setAttrib3f(unsigned a_idx, unsigned v_idx, float x, float y, float z);
+// void setAttrib4f(unsigned a_idx, unsigned v_idx, float x, float y, float z, float w);
+//
+// void setAttrib3ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b);
+// void setAttrib4ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
+
+void VertexBuffer_use(VertexBuffer*);
diff --git a/source/blender/gpu/gawain/vertex_format.c b/source/blender/gpu/gawain/vertex_format.c
new file mode 100644
index 00000000000..671b979a810
--- /dev/null
+++ b/source/blender/gpu/gawain/vertex_format.c
@@ -0,0 +1,246 @@
+
+// Gawain vertex format
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#include "vertex_format.h"
+#include <stdlib.h>
+#include <string.h>
+
+#define PACK_DEBUG 0
+
+#if PACK_DEBUG
+ #include <stdio.h>
+#endif
+
+void VertexFormat_clear(VertexFormat* format)
+ {
+#if TRUST_NO_ONE
+ memset(format, 0, sizeof(VertexFormat));
+#else
+ format->attrib_ct = 0;
+ format->packed = false;
+ format->name_offset = 0;
+#endif
+ }
+
+void VertexFormat_copy(VertexFormat* dest, const VertexFormat* src)
+ {
+ // copy regular struct fields
+ memcpy(dest, src, sizeof(VertexFormat));
+ }
+
+static unsigned comp_sz(VertexCompType type)
+ {
+#if TRUST_NO_ONE
+ assert(type >= GL_BYTE && type <= GL_FLOAT);
+#endif
+
+ const GLubyte sizes[] = {1,1,2,2,4,4,4};
+ return sizes[type - GL_BYTE];
+ }
+
+static unsigned attrib_sz(const Attrib *a)
+ {
+#if USE_10_10_10
+ if (a->comp_type == COMP_I10)
+ return 4; // always packed as 10_10_10_2
+#endif
+
+ return a->comp_ct * comp_sz(a->comp_type);
+ }
+
+static unsigned attrib_align(const Attrib *a)
+ {
+#if USE_10_10_10
+ if (a->comp_type == COMP_I10)
+ return 4; // always packed as 10_10_10_2
+#endif
+
+ unsigned c = comp_sz(a->comp_type);
+ if (a->comp_ct == 3 && c <= 2)
+ return 4 * c; // AMD HW can't fetch these well, so pad it out (other vendors too?)
+ else
+ return c; // most fetches are ok if components are naturally aligned
+ }
+
+unsigned vertex_buffer_size(const VertexFormat* format, unsigned vertex_ct)
+ {
+#if TRUST_NO_ONE
+ assert(format->packed && format->stride > 0);
+#endif
+
+ return format->stride * vertex_ct;
+ }
+
+static const char* copy_attrib_name(VertexFormat* format, const char* name)
+ {
+ // strncpy does 110% of what we need; let's do exactly 100%
+ char* name_copy = format->names + format->name_offset;
+ unsigned available = VERTEX_ATTRIB_NAMES_BUFFER_LEN - format->name_offset;
+ bool terminated = false;
+
+ for (unsigned i = 0; i < available; ++i)
+ {
+ const char c = name[i];
+ name_copy[i] = c;
+ if (c == '\0')
+ {
+ terminated = true;
+ format->name_offset += (i + 1);
+ break;
+ }
+ }
+
+#if TRUST_NO_ONE
+ assert(terminated);
+ assert(format->name_offset <= VERTEX_ATTRIB_NAMES_BUFFER_LEN);
+#endif
+
+ return name_copy;
+ }
+
+unsigned add_attrib(VertexFormat* format, const char* name, VertexCompType comp_type, unsigned comp_ct, VertexFetchMode fetch_mode)
+ {
+#if TRUST_NO_ONE
+ assert(format->attrib_ct < MAX_VERTEX_ATTRIBS); // there's room for more
+ assert(!format->packed); // packed means frozen/locked
+ assert(comp_ct >= 1 && comp_ct <= 4);
+ switch (comp_type)
+ {
+ case COMP_F32:
+ // float type can only kept as float
+ assert(fetch_mode == KEEP_FLOAT);
+ break;
+ #if USE_10_10_10
+ case COMP_I10:
+ assert(comp_ct == 3); // 10_10_10 format intended for normals (xyz) or colors (rgb)
+ assert(fetch_mode == NORMALIZE_INT_TO_FLOAT);
+ break;
+ #endif
+ default:
+ // integer types can be kept as int or converted/normalized to float
+ assert(fetch_mode != KEEP_FLOAT);
+ }
+#endif
+
+ const unsigned attrib_id = format->attrib_ct++;
+ Attrib* attrib = format->attribs + attrib_id;
+
+ attrib->name = copy_attrib_name(format, name);
+ attrib->comp_type = comp_type;
+#if USE_10_10_10
+ attrib->comp_ct = (comp_type == COMP_I10) ? 4 : comp_ct; // system needs 10_10_10_2 to be 4 or BGRA
+#else
+ attrib->comp_ct = comp_ct;
+#endif
+ attrib->sz = attrib_sz(attrib);
+ attrib->offset = 0; // offsets & stride are calculated later (during pack)
+ attrib->fetch_mode = fetch_mode;
+
+ return attrib_id;
+ }
+
+unsigned padding(unsigned offset, unsigned alignment)
+ {
+ const unsigned mod = offset % alignment;
+ return (mod == 0) ? 0 : (alignment - mod);
+ }
+
+#if PACK_DEBUG
+static void show_pack(unsigned a_idx, unsigned sz, unsigned pad)
+ {
+ const char c = 'A' + a_idx;
+ for (unsigned i = 0; i < pad; ++i)
+ putchar('-');
+ for (unsigned i = 0; i < sz; ++i)
+ putchar(c);
+ }
+#endif
+
+void VertexFormat_pack(VertexFormat* format)
+ {
+ // for now, attributes are packed in the order they were added,
+ // making sure each attrib is naturally aligned (add padding where necessary)
+
+ // later we can implement more efficient packing w/ reordering
+ // (keep attrib ID order, adjust their offsets to reorder in buffer)
+
+ // TODO:
+ // realloc just enough to hold the final combo string. And just enough to
+ // hold used attribs, not all 16.
+
+ Attrib* a0 = format->attribs + 0;
+ a0->offset = 0;
+ unsigned offset = a0->sz;
+
+#if PACK_DEBUG
+ show_pack(0, a0->sz, 0);
+#endif
+
+ for (unsigned a_idx = 1; a_idx < format->attrib_ct; ++a_idx)
+ {
+ Attrib* a = format->attribs + a_idx;
+ unsigned mid_padding = padding(offset, attrib_align(a));
+ offset += mid_padding;
+ a->offset = offset;
+ offset += a->sz;
+
+#if PACK_DEBUG
+ show_pack(a_idx, a->sz, mid_padding);
+#endif
+ }
+
+ unsigned end_padding = padding(offset, attrib_align(a0));
+
+#if PACK_DEBUG
+ show_pack(0, 0, end_padding);
+ putchar('\n');
+#endif
+
+ format->stride = offset + end_padding;
+ format->packed = true;
+ }
+
+
+#if USE_10_10_10
+
+// OpenGL ES packs in a different order as desktop GL but component conversion is the same.
+// Of the code here, only struct PackedNormal needs to change.
+
+#define SIGNED_INT_10_MAX 511
+#define SIGNED_INT_10_MIN -512
+
+static int clampi(int x, int min_allowed, int max_allowed)
+ {
+#if TRUST_NO_ONE
+ assert(min_allowed <= max_allowed);
+#endif
+
+ if (x < min_allowed)
+ return min_allowed;
+ else if (x > max_allowed)
+ return max_allowed;
+ else
+ return x;
+ }
+
+static int quantize(float x)
+ {
+ int qx = x * 511.0f;
+ return clampi(qx, SIGNED_INT_10_MIN, SIGNED_INT_10_MAX);
+ }
+
+PackedNormal convert_i10_v3(const float data[3])
+ {
+ PackedNormal n = { .x = quantize(data[0]), .y = quantize(data[1]), .z = quantize(data[2]) };
+ return n;
+ }
+
+#endif // USE_10_10_10
diff --git a/source/blender/gpu/gawain/vertex_format.h b/source/blender/gpu/gawain/vertex_format.h
new file mode 100644
index 00000000000..66477b0cfc7
--- /dev/null
+++ b/source/blender/gpu/gawain/vertex_format.h
@@ -0,0 +1,87 @@
+
+// Gawain vertex format
+//
+// This code is part of the Gawain library, with modifications
+// specific to integration with Blender.
+//
+// Copyright 2016 Mike Erwin
+//
+// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
+// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
+
+#pragma once
+
+#include "common.h"
+
+#define MAX_VERTEX_ATTRIBS 16
+#define AVG_VERTEX_ATTRIB_NAME_LEN 5
+#define VERTEX_ATTRIB_NAMES_BUFFER_LEN ((AVG_VERTEX_ATTRIB_NAME_LEN + 1) * MAX_VERTEX_ATTRIBS)
+
+#define USE_10_10_10 defined(_WIN32)
+// (GLEW_VERSION_3_3 || GLEW_ARB_vertex_type_2_10_10_10_rev)
+// ^-- this is only guaranteed on Windows right now, will be true on all platforms soon
+
+typedef enum {
+ COMP_I8 = GL_BYTE,
+ COMP_U8 = GL_UNSIGNED_BYTE,
+ COMP_I16 = GL_SHORT,
+ COMP_U16 = GL_UNSIGNED_SHORT,
+ COMP_I32 = GL_INT,
+ COMP_U32 = GL_UNSIGNED_INT,
+
+ COMP_F32 = GL_FLOAT, // TODO: drop the GL_ equivalence here, use a private lookup table
+
+#if USE_10_10_10
+ COMP_I10 = GL_INT_2_10_10_10_REV
+#endif
+} VertexCompType;
+
+typedef enum {
+ KEEP_FLOAT,
+ KEEP_INT,
+ NORMALIZE_INT_TO_FLOAT, // 127 (ubyte) -> 0.5 (and so on for other int types)
+ CONVERT_INT_TO_FLOAT // 127 (any int type) -> 127.0
+} VertexFetchMode;
+
+typedef struct {
+ VertexCompType comp_type;
+ unsigned comp_ct; // 1 to 4
+ unsigned sz; // size in bytes, 1 to 16
+ unsigned offset; // from beginning of vertex, in bytes
+ VertexFetchMode fetch_mode;
+ const char* name;
+} Attrib;
+
+typedef struct {
+ unsigned attrib_ct; // 0 to 16 (MAX_VERTEX_ATTRIBS)
+ unsigned stride; // stride in bytes, 1 to 256
+ bool packed;
+ Attrib attribs[MAX_VERTEX_ATTRIBS]; // TODO: variable-size attribs array
+ char names[VERTEX_ATTRIB_NAMES_BUFFER_LEN];
+ unsigned name_offset;
+} VertexFormat;
+
+void VertexFormat_clear(VertexFormat*);
+void VertexFormat_copy(VertexFormat* dest, const VertexFormat* src);
+
+unsigned add_attrib(VertexFormat*, const char* name, VertexCompType, unsigned comp_ct, VertexFetchMode);
+
+// format conversion
+
+#if USE_10_10_10
+
+typedef struct {
+ int x : 10;
+ int y : 10;
+ int z : 10;
+ int w : 2; // ignored for our purposes
+} PackedNormal;
+
+PackedNormal convert_i10_v3(const float data[3]);
+
+#endif // USE_10_10_10
+
+// for internal use
+void VertexFormat_pack(VertexFormat*);
+unsigned padding(unsigned offset, unsigned alignment);
+unsigned vertex_buffer_size(const VertexFormat*, unsigned vertex_ct);
diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
index a2b89239344..757982d1b30 100644
--- a/source/blender/gpu/intern/gpu_basic_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -140,114 +140,6 @@ const GLubyte stipple_checker_8px[128] = {
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
-const GLubyte stipple_interlace_row[128] = {
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};
-
-const GLubyte stipple_interlace_row_swap[128] = {
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};
-
-const GLubyte stipple_interlace_column[128] = {
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
-
-const GLubyte stipple_interlace_column_swap[128] = {
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa};
-
-const GLubyte stipple_interlace_checker[128] = {
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa};
-
-const GLubyte stipple_interlace_checker_swap[128] = {
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55};
-
const GLubyte stipple_hexagon[128] = {
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
@@ -269,7 +161,7 @@ const GLubyte stipple_hexagon[128] = {
/* GLSL State */
-static bool USE_GLSL = false;
+static bool USE_GLSL = true;
/**
* \note this isn't part of the basic shader API,
@@ -422,23 +314,6 @@ void GPU_basic_shader_bind(int options)
{
if (USE_GLSL) {
if (options) {
- const int bound_options = GPU_MATERIAL_STATE.bound_options;
-
- /* texture options need to be set for basic shader too */
- if (options & GPU_SHADER_TEXTURE_2D) {
- glEnable(GL_TEXTURE_2D);
- }
- else if (bound_options & GPU_SHADER_TEXTURE_2D) {
- glDisable(GL_TEXTURE_2D);
- }
-
- if (options & GPU_SHADER_TEXTURE_RECT) {
- glEnable(GL_TEXTURE_RECTANGLE);
- }
- else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
- glDisable(GL_TEXTURE_RECTANGLE);
- }
-
GPUShader *shader = gpu_basic_shader(options);
if (shader) {
@@ -668,24 +543,6 @@ void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
case GPU_SHADER_STIPPLE_DIAG_STRIPES:
glPolygonStipple(stipple_diag_stripes_pos);
return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
- glPolygonStipple(stipple_interlace_row);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
- glPolygonStipple(stipple_interlace_row_swap);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
- glPolygonStipple(stipple_interlace_column);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
- glPolygonStipple(stipple_interlace_column_swap);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
- glPolygonStipple(stipple_interlace_checker);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
- glPolygonStipple(stipple_interlace_checker_swap);
- return;
default:
glPolygonStipple(stipple_hexagon);
return;
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
new file mode 100644
index 00000000000..23f9f68f1aa
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -0,0 +1,35 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "GPU_batch.h"
+#include "gpu_shader_private.h"
+
+void Batch_set_builtin_program(Batch* batch, GPUBuiltinShader shader_id)
+{
+ GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
+ Batch_set_program(batch, shader->program);
+}
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 964c2b5051e..13596f2a0de 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -382,9 +382,6 @@ bool GPU_fx_compositor_initialize_passes(
fx->effects = 0;
- if (!GLEW_EXT_framebuffer_object)
- return false;
-
if (!fx_settings) {
cleanup_fx_gl_data(fx, true);
return false;
@@ -585,11 +582,8 @@ bool GPU_fx_compositor_initialize_passes(
/* bind the buffers */
/* first depth buffer, because system assumes read/write buffers */
- if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, err_out))
- printf("%.256s\n", err_out);
-
- if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, err_out))
- printf("%.256s\n", err_out);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0);
if (!GPU_framebuffer_check_valid(fx->gbuffer, err_out))
printf("%.256s\n", err_out);
@@ -634,7 +628,7 @@ static void gpu_fx_bind_render_target(int *passes_left, GPUFX *fx, struct GPUOff
}
else {
/* bind the ping buffer to the color buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, target, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, target, 0);
}
}
@@ -663,8 +657,7 @@ void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray)
GPU_framebuffer_texture_detach(fx->depth_buffer);
/* first depth buffer, because system assumes read/write buffers */
- if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, err_out))
- printf("%.256s\n", err_out);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0);
}
@@ -674,7 +667,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
GPU_framebuffer_texture_detach(fx->depth_buffer_xray);
/* attach regular framebuffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0);
/* full screen quad where we will always write to depth buffer */
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT);
@@ -922,9 +915,9 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src);
/* target is the downsampled coc buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, NULL);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, NULL);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2);
/* binding takes care of setting the viewport to the downsampled size */
GPU_framebuffer_slots_bind(fx->gbuffer, 0);
@@ -968,7 +961,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_filter_mode(fx->dof_half_downsampled_far, false, false);
/* target is the downsampled coc buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0);
GPU_texture_bind_as_framebuffer(fx->dof_far_blur);
glDisable(GL_DEPTH_TEST);
@@ -992,7 +985,7 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0);
/* have to clear the buffer unfortunately */
glClear(GL_COLOR_BUFFER_BIT);
/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
@@ -1111,7 +1104,7 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
/* target is the downsampled coc buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0);
/* binding takes care of setting the viewport to the downsampled size */
GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer);
@@ -1151,7 +1144,7 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_buffer);
/* use final buffer as a temp here */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0);
/* Drawing quad */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -1168,7 +1161,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_final_buffer);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* *unbind/detach */
@@ -1195,7 +1188,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_blurred, fx->dof_near_coc_blurred_buffer);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
@@ -1221,7 +1214,7 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer);
GPU_shader_uniform_vector(dof_shader_pass4, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
diff --git a/source/blender/gpu/intern/gpu_debug.c b/source/blender/gpu/intern/gpu_debug.c
index d632e767ca9..e306394c4c3 100644
--- a/source/blender/gpu/intern/gpu_debug.c
+++ b/source/blender/gpu/intern/gpu_debug.c
@@ -43,118 +43,12 @@
#include <stdlib.h>
#include <string.h>
-#define CASE_CODE_RETURN_STR(code) case code: return #code;
+/* control whether we use older AMD_debug_output extension, or just the newer extensions
+ * TODO(merwin): determine whether all supported GPU + OS combos have newer extensions */
+#define LEGACY_DEBUG 0
-static const char *gpu_gl_error_symbol(GLenum err)
-{
- switch (err) {
- CASE_CODE_RETURN_STR(GL_NO_ERROR)
- CASE_CODE_RETURN_STR(GL_INVALID_ENUM)
- CASE_CODE_RETURN_STR(GL_INVALID_VALUE)
- CASE_CODE_RETURN_STR(GL_INVALID_OPERATION)
- CASE_CODE_RETURN_STR(GL_STACK_OVERFLOW)
- CASE_CODE_RETURN_STR(GL_STACK_UNDERFLOW)
- CASE_CODE_RETURN_STR(GL_OUT_OF_MEMORY)
-
-#if GL_ARB_imaging
- CASE_CODE_RETURN_STR(GL_TABLE_TOO_LARGE)
-#endif
-
-#if defined(WITH_GLU)
- CASE_CODE_RETURN_STR(GLU_INVALID_ENUM)
- CASE_CODE_RETURN_STR(GLU_INVALID_VALUE)
- CASE_CODE_RETURN_STR(GLU_OUT_OF_MEMORY)
-#endif
-
- default:
- return "<unknown error>";
- }
-}
-
-#undef CASE_CODE_RETURN_STR
-
-
-static bool gpu_report_gl_errors(const char *file, int line, const char *str)
-{
- GLenum gl_error = glGetError();
-
- if (gl_error == GL_NO_ERROR) {
- return true;
- }
- else {
- /* glGetError should have cleared the error flag, so if we get the
- * same flag twice that means glGetError itself probably triggered
- * the error. This happens on Windows if the GL context is invalid.
- */
- {
- GLenum new_error = glGetError();
- if (gl_error == new_error) {
- fprintf(stderr, "GL: Possible context invalidation issue\n");
- return false;
- }
- }
-
- fprintf(stderr,
- "%s:%d: ``%s'' -> GL Error (0x%04X - %s): %s\n",
- file, line, str, gl_error,
- gpu_gl_error_symbol(gl_error),
- gpuErrorString(gl_error));
-
- return false;
- }
-}
-
-
-const char *gpuErrorString(GLenum err)
-{
- switch (err) {
- case GL_NO_ERROR:
- return "No Error";
-
- case GL_INVALID_ENUM:
- return "Invalid Enumeration";
-
- case GL_INVALID_VALUE:
- return "Invalid Value";
-
- case GL_INVALID_OPERATION:
- return "Invalid Operation";
-
- case GL_STACK_OVERFLOW:
- return "Stack Overflow";
-
- case GL_STACK_UNDERFLOW:
- return "Stack Underflow";
-
- case GL_OUT_OF_MEMORY:
- return "Out of Memory";
-
-#if GL_ARB_imaging
- case GL_TABLE_TOO_LARGE:
- return "Table Too Large";
-#endif
-
-#if defined(WITH_GLU)
- case GLU_INVALID_ENUM:
- return "Invalid Enum (GLU)";
-
- case GLU_INVALID_VALUE:
- return "Invalid Value (GLU)";
-
- case GLU_OUT_OF_MEMORY:
- return "Out of Memory (GLU)";
-#endif
-
- default:
- return "<unknown error>";
- }
-}
-
-
-/* Debug callbacks need the same calling convention as OpenGL functions.
- */
-#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
- /* Win32 but not WinCE */
+/* Debug callbacks need the same calling convention as OpenGL functions. */
+#if defined(_WIN32)
# define APIENTRY __stdcall
#else
# define APIENTRY
@@ -188,32 +82,11 @@ static const char* message_type_name(GLenum message)
}
}
-static const char* category_name_amd(GLenum category)
-{
- switch (category) {
- case GL_DEBUG_CATEGORY_API_ERROR_AMD: return "API error";
- case GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD: return "window system";
- case GL_DEBUG_CATEGORY_DEPRECATION_AMD: return "deprecated behavior";
- case GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD: return "undefined behavior";
- case GL_DEBUG_CATEGORY_PERFORMANCE_AMD: return "performance";
- case GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD: return "shader compiler";
- case GL_DEBUG_CATEGORY_APPLICATION_AMD: return "application";
- case GL_DEBUG_CATEGORY_OTHER_AMD: return "other";
- default: return "???";
- }
-}
-
-
static void APIENTRY gpu_debug_proc(
GLenum source, GLenum type, GLuint UNUSED(id),
GLenum severity, GLsizei UNUSED(length),
const GLchar *message, const GLvoid *UNUSED(userParm))
{
- if (type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR) {
- /* Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated */
- return;
- }
-
bool backtrace = false;
switch (severity) {
@@ -232,18 +105,28 @@ static void APIENTRY gpu_debug_proc(
}
}
+#if LEGACY_DEBUG
+
+static const char* category_name_amd(GLenum category)
+{
+ switch (category) {
+ case GL_DEBUG_CATEGORY_API_ERROR_AMD: return "API error";
+ case GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD: return "window system";
+ case GL_DEBUG_CATEGORY_DEPRECATION_AMD: return "deprecated behavior";
+ case GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD: return "undefined behavior";
+ case GL_DEBUG_CATEGORY_PERFORMANCE_AMD: return "performance";
+ case GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD: return "shader compiler";
+ case GL_DEBUG_CATEGORY_APPLICATION_AMD: return "application";
+ case GL_DEBUG_CATEGORY_OTHER_AMD: return "other";
+ default: return "???";
+ }
+}
-#ifndef GLEW_ES_ONLY
static void APIENTRY gpu_debug_proc_amd(
GLuint UNUSED(id), GLenum category,
GLenum severity, GLsizei UNUSED(length),
const GLchar *message, GLvoid *UNUSED(userParm))
{
- if (category == GL_DEBUG_CATEGORY_DEPRECATION_AMD) {
- /* Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated */
- return;
- }
-
bool backtrace = false;
switch (severity) {
@@ -260,8 +143,7 @@ static void APIENTRY gpu_debug_proc_amd(
fflush(stderr);
}
}
-#endif
-
+#endif /* LEGACY_DEBUG */
#undef APIENTRY
@@ -269,137 +151,67 @@ void gpu_debug_init(void)
{
const char success[] = "Successfully hooked OpenGL debug callback.";
-#if !defined(WITH_GLEW_ES) && !defined(GLEW_ES_ONLY)
- if (GLEW_VERSION_4_3) {
- fprintf(stderr, "Using OpenGL 4.3 debug facilities\n");
+ if (GLEW_VERSION_4_3 || GLEW_KHR_debug) {
+ fprintf(stderr, "Using %s\n", GLEW_VERSION_4_3 ? "OpenGL 4.3 debug facilities" : "KHR_debug extension");
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback((GLDEBUGPROC)gpu_debug_proc, mxGetCurrentContext());
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
- return;
}
-#endif
-
- if (GLEW_KHR_debug) {
-#ifndef GLEW_ES_ONLY
- fprintf(stderr, "Using KHR_debug extension\n");
- glEnable(GL_DEBUG_OUTPUT);
- glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- glDebugMessageCallback((GLDEBUGPROC)gpu_debug_proc, mxGetCurrentContext());
- glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
- GPU_string_marker(success);
-#endif
- return;
- }
-
-#ifndef GLEW_ES_ONLY
- if (GLEW_ARB_debug_output) {
+ else if (GLEW_ARB_debug_output) {
fprintf(stderr, "Using ARB_debug_output extension\n");
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallbackARB((GLDEBUGPROCARB)gpu_debug_proc, mxGetCurrentContext());
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
-
- return;
}
-
- if (GLEW_AMD_debug_output) {
+#if LEGACY_DEBUG
+ else if (GLEW_AMD_debug_output) {
fprintf(stderr, "Using AMD_debug_output extension\n");
glDebugMessageCallbackAMD(gpu_debug_proc_amd, mxGetCurrentContext());
glDebugMessageEnableAMD(GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
-
- return;
}
#endif
-
- fprintf(stderr, "Failed to hook OpenGL debug callback.\n");
-
- return;
+ else {
+ fprintf(stderr, "Failed to hook OpenGL debug callback.\n");
+ }
}
void gpu_debug_exit(void)
{
-#ifndef WITH_GLEW_ES
-#ifndef GLEW_ES_ONLY
- if (GLEW_VERSION_4_3) {
+ if (GLEW_VERSION_4_3 || GLEW_KHR_debug) {
glDebugMessageCallback(NULL, NULL);
-
- return;
}
-#endif
-#endif
-
- if (GLEW_KHR_debug) {
-#ifndef GLEW_ES_ONLY
- glDebugMessageCallback(NULL, NULL);
-#endif
- return;
- }
-
-#ifndef GLEW_ES_ONLY
- if (GLEW_ARB_debug_output) {
+ else if (GLEW_ARB_debug_output) {
glDebugMessageCallbackARB(NULL, NULL);
-
- return;
}
-
- if (GLEW_AMD_debug_output) {
+#if LEGACY_DEBUG
+ else if (GLEW_AMD_debug_output) {
glDebugMessageCallbackAMD(NULL, NULL);
-
- return;
}
#endif
-
- return;
}
void GPU_string_marker(const char *buf)
{
-#ifndef WITH_GLEW_ES
-#ifndef GLEW_ES_ONLY
- if (GLEW_VERSION_4_3) {
- glDebugMessageInsert(
- GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0,
- GL_DEBUG_SEVERITY_NOTIFICATION, -1, buf);
-
- return;
- }
-#endif
-#endif
-
- if (GLEW_KHR_debug) {
-#ifndef GLEW_ES_ONLY
+ if (GLEW_VERSION_4_3 || GLEW_KHR_debug) {
glDebugMessageInsert(
GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0,
GL_DEBUG_SEVERITY_NOTIFICATION, -1, buf);
-#endif
- return;
}
-
-#ifndef GLEW_ES_ONLY
- if (GLEW_ARB_debug_output) {
+ else if (GLEW_ARB_debug_output) {
glDebugMessageInsertARB(
GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_OTHER_ARB, 0,
GL_DEBUG_SEVERITY_LOW_ARB, -1, buf);
-
- return;
}
-
- if (GLEW_AMD_debug_output) {
+#if LEGACY_DEBUG
+ else if (GLEW_AMD_debug_output) {
glDebugMessageInsertAMD(
GL_DEBUG_CATEGORY_APPLICATION_AMD, GL_DEBUG_SEVERITY_LOW_AMD, 0,
0, buf);
-
- return;
- }
-
- if (GLEW_GREMEDY_string_marker) {
- glStringMarkerGREMEDY(0, buf);
-
- return;
}
#endif
}
@@ -410,18 +222,6 @@ void GPU_print_error_debug(const char *str)
fprintf(stderr, "GPU: %s\n", str);
}
-
-void GPU_assert_no_gl_errors(const char *file, int line, const char *str)
-{
- if (G.debug) {
- GLboolean gl_ok = gpu_report_gl_errors(file, line, str);
-
- BLI_assert(gl_ok);
- (void) gl_ok;
- }
-}
-
-
static void gpu_state_print_fl_ex(const char *name, GLenum type)
{
const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff};
@@ -448,7 +248,8 @@ static void gpu_state_print_fl_ex(const char *name, GLenum type)
void GPU_state_print(void)
{
- GPU_ASSERT_NO_GL_ERRORS("GPU_state_print"); /* clear any errors */
+ /* clear any errors */
+ while (glGetError() != GL_NO_ERROR) {}
gpu_state_print_fl(GL_ACCUM_ALPHA_BITS);
gpu_state_print_fl(GL_ACCUM_BLUE_BITS);
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 7936811ab4d..c8d5d92b66b 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -278,7 +278,7 @@ void GPU_set_gpu_mipmapping(int gpu_mipmap)
int old_value = GTS.gpu_mipmap;
/* only actually enable if it's supported */
- GTS.gpu_mipmap = gpu_mipmap && GLEW_EXT_framebuffer_object;
+ GTS.gpu_mipmap = gpu_mipmap;
if (old_value != GTS.gpu_mipmap) {
GPU_free_images();
@@ -298,11 +298,7 @@ static void gpu_generate_mipmap(GLenum target)
glEnable(target);
}
- /* TODO: simplify when we transition to GL >= 3 */
- if (GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object)
- glGenerateMipmap(target);
- else if (GLEW_EXT_framebuffer_object)
- glGenerateMipmapEXT(target);
+ glGenerateMipmap(target);
if (is_ati && !target_enabled)
glDisable(target);
@@ -857,6 +853,7 @@ void GPU_create_gl_tex(
int tpx = rectw;
int tpy = recth;
+#if 0 /* NPOT support should be a compile-time check */
/* scale if not a power of two. this is not strictly necessary for newer
* GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures
* Then don't bother scaling for hardware that supports NPOT textures! */
@@ -880,6 +877,7 @@ void GPU_create_gl_tex(
rect = ibuf->rect;
}
}
+#endif
/* create image */
glGenTextures(1, (GLuint *)bind);
@@ -1205,8 +1203,12 @@ void GPU_paint_set_mipmap(bool mipmap)
/* check if image has been downscaled and do scaled partial update */
static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
{
+#if 0 /* NPOT suport should be a compile-time check */
if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y))
+#else
+ if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y))
+#endif
{
int x_limit = smaller_power_of_2_limit(ibuf->x);
int y_limit = smaller_power_of_2_limit(ibuf->y);
@@ -2285,7 +2287,13 @@ void GPU_state_init(void)
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
GPU_default_lights();
-
+
+ GPU_disable_program_point_size();
+
+ /* TODO: remove this when we switch to core profile */
+ glEnable(GL_POINT_SPRITE);
+
+
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
@@ -2307,7 +2315,7 @@ void GPU_state_init(void)
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
+
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);
@@ -2317,7 +2325,7 @@ void GPU_state_init(void)
glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1);
glPixelTransferi(GL_ALPHA_BIAS, 0);
-
+
glPixelTransferi(GL_DEPTH_BIAS, 0);
glPixelTransferi(GL_DEPTH_SCALE, 1);
glDepthRange(0.0, 1.0);
@@ -2335,6 +2343,26 @@ void GPU_state_init(void)
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
+void GPU_enable_program_point_size()
+{
+#ifdef __APPLE__
+ /* TODO: remove this when we switch to core profile */
+ glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+#else
+ glEnable(GL_PROGRAM_POINT_SIZE);
+#endif
+}
+
+void GPU_disable_program_point_size()
+{
+#ifdef __APPLE__
+ /* TODO: remove this when we switch to core profile */
+ glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
+#else
+ glDisable(GL_PROGRAM_POINT_SIZE);
+#endif
+}
+
#ifdef WITH_OPENSUBDIV
/* Update face-varying variables offset which might be
* different from mesh to mesh sharing the same material.
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index e0ce87d0e68..e8fd4b8b8b1 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -56,10 +56,8 @@
/* Extensions support */
/* -- extension: version of GL that absorbs it
+ * EXT_gpu_shader4: 3.0
* ARB_framebuffer object: 3.0
- * EXT_framebuffer_object: 3.0
- * EXT_framebuffer_blit: 3.0
- * EXT_framebuffer_multisample: 3.0
* EXT_framebuffer_multisample_blit_scaled: ???
* ARB_draw_instanced: 3.1
* ARB_texture_multisample: 3.2
@@ -130,8 +128,21 @@ void GPU_get_dfdy_factors(float fac[2])
void gpu_extensions_init(void)
{
- /* BLI_assert(GLEW_VERSION_2_1); */
- /* ^-- maybe a bit extreme? */
+ /* during 2.8 development each platform has its own OpenGL minimum requirements
+ * final 2.8 release will be unified on OpenGL 3.3 core profile, no required extensions
+ * see developer.blender.org/T49012 for details
+ */
+#ifdef _WIN32
+ BLI_assert(GLEW_VERSION_3_3);
+#elif defined(__APPLE__)
+ BLI_assert(GLEW_VERSION_2_1 && GLEW_EXT_gpu_shader4
+ && GLEW_ARB_framebuffer_object
+ && GLEW_ARB_draw_elements_base_vertex
+ && GLEW_APPLE_flush_buffer_range);
+#else
+ BLI_assert(GLEW_VERSION_3_3 || (GLEW_VERSION_3_0 && GLEW_ARB_draw_elements_base_vertex));
+ /* vendor driver || Mesa compatibility profile */
+#endif
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
@@ -249,6 +260,8 @@ void gpu_extensions_exit(void)
bool GPU_legacy_support(void)
{
/* return whether or not current GL context is compatible with legacy OpenGL */
+ /* (will be removed after switching to core profile) */
+
static bool checked = false;
static bool support = true;
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index f62ef677434..ec1471744fa 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -54,44 +54,37 @@ struct GPUFrameBuffer {
static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
{
+ const char *format = "GPUFrameBuffer: framebuffer status %s";
const char *err = "unknown";
+#define format_status(X) \
+ case GL_FRAMEBUFFER_##X: err = "GL_FRAMEBUFFER_"#X; \
+ break;
+
switch (status) {
- case GL_FRAMEBUFFER_COMPLETE_EXT:
- break;
- case GL_INVALID_OPERATION:
- err = "Invalid operation";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
- err = "Incomplete attachment";
- break;
- case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
- err = "Unsupported framebuffer format";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
- err = "Missing attachment";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
- err = "Attached images must have same dimensions";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
- err = "Attached images must have same format";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
- err = "Missing draw buffer";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
- err = "Missing read buffer";
- break;
+ /* success */
+ format_status(COMPLETE)
+ /* errors shared by OpenGL desktop & ES */
+ format_status(INCOMPLETE_ATTACHMENT)
+ format_status(INCOMPLETE_MISSING_ATTACHMENT)
+ format_status(UNSUPPORTED)
+#if 0 /* for OpenGL ES only */
+ format_status(INCOMPLETE_DIMENSIONS)
+#else /* for desktop GL only */
+ format_status(INCOMPLETE_DRAW_BUFFER)
+ format_status(INCOMPLETE_READ_BUFFER)
+ format_status(INCOMPLETE_MULTISAMPLE)
+ format_status(UNDEFINED)
+#endif
}
+#undef format_status
+
if (err_out) {
- BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'",
- (int)status, err);
+ BLI_snprintf(err_out, 256, format, err);
}
else {
- fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n",
- (int)status, err);
+ fprintf(stderr, format, err);
}
}
@@ -101,41 +94,33 @@ GPUFrameBuffer *GPU_framebuffer_create(void)
{
GPUFrameBuffer *fb;
- if (!(GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object ||
- (GLEW_EXT_framebuffer_object && GLEW_EXT_framebuffer_blit)))
- {
- return NULL;
- }
-
fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
- glGenFramebuffersEXT(1, &fb->object);
+ glGenFramebuffers(1, &fb->object);
if (!fb->object) {
- fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n",
- (int)glGetError());
+ fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed.\n");
GPU_framebuffer_free(fb);
return NULL;
}
/* make sure no read buffer is enabled, so completeness check will not fail. We set those at binding time */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
glReadBuffer(GL_NONE);
glDrawBuffer(GL_NONE);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
return fb;
}
-int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256])
+bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot)
{
GLenum attachment;
- GLenum error;
if (slot >= GPU_FB_MAX_SLOTS) {
fprintf(stderr,
"Attaching to index %d framebuffer slot unsupported. "
"Use at most %d\n", slot, GPU_FB_MAX_SLOTS);
- return 0;
+ return false;
}
if ((G.debug & G_DEBUG)) {
@@ -147,27 +132,16 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot
}
if (GPU_texture_depth(tex))
- attachment = GL_DEPTH_ATTACHMENT_EXT;
+ attachment = GL_DEPTH_ATTACHMENT;
else
- attachment = GL_COLOR_ATTACHMENT0_EXT + slot;
+ attachment = GL_COLOR_ATTACHMENT0 + slot;
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
GG.currentfb = fb->object;
- /* Clean glError buffer. */
- while (glGetError() != GL_NO_ERROR) {}
-
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attachment,
GPU_texture_target(tex), GPU_texture_opengl_bindcode(tex), 0);
- error = glGetError();
-
- if (error == GL_INVALID_OPERATION) {
- GPU_framebuffer_restore();
- GPU_print_framebuffer_error(error, err_out);
- return 0;
- }
-
if (GPU_texture_depth(tex))
fb->depthtex = tex;
else
@@ -175,7 +149,7 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot
GPU_texture_framebuffer_set(tex, fb, slot);
- return 1;
+ return true;
}
void GPU_framebuffer_texture_detach(GPUTexture *tex)
@@ -188,21 +162,21 @@ void GPU_framebuffer_texture_detach(GPUTexture *tex)
return;
if (GG.currentfb != fb->object) {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
GG.currentfb = fb->object;
}
if (GPU_texture_depth(tex)) {
fb->depthtex = NULL;
- attachment = GL_DEPTH_ATTACHMENT_EXT;
+ attachment = GL_DEPTH_ATTACHMENT;
}
else {
BLI_assert(fb->colortex[fb_attachment] == tex);
fb->colortex[fb_attachment] = NULL;
- attachment = GL_COLOR_ATTACHMENT0_EXT + fb_attachment;
+ attachment = GL_COLOR_ATTACHMENT0 + fb_attachment;
}
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, GPU_texture_target(tex), 0, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GPU_texture_target(tex), 0, 0);
GPU_texture_framebuffer_set(tex, NULL, -1);
}
@@ -222,7 +196,7 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
if (GPU_texture_depth(tex)) {
glDrawBuffer(GL_NONE);
@@ -230,8 +204,8 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
}
else {
/* last bound prevails here, better allow explicit control here too */
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
- glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0 + fb_attachment);
+ glReadBuffer(GL_COLOR_ATTACHMENT0 + fb_attachment);
}
if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
@@ -260,7 +234,7 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
for (i = 0; i < 4; i++) {
if (fb->colortex[i]) {
- attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i;
+ attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
numslots++;
}
}
@@ -270,11 +244,11 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
/* last bound prevails here, better allow explicit control here too */
glDrawBuffers(numslots, attachments);
- glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
+ glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
@@ -301,10 +275,10 @@ void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUS
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
{
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
/* last bound prevails here, better allow explicit control here too */
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
- glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0 + slot);
+ glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
@@ -319,22 +293,17 @@ bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
{
- GLenum status;
-
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
GG.currentfb = fb->object;
-
- /* Clean glError buffer. */
- while (glGetError() != GL_NO_ERROR) {}
-
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
-
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
GPU_framebuffer_restore();
GPU_print_framebuffer_error(status, err_out);
return false;
}
-
+
return true;
}
@@ -351,10 +320,10 @@ void GPU_framebuffer_free(GPUFrameBuffer *fb)
}
if (fb->object) {
- glDeleteFramebuffersEXT(1, &fb->object);
+ glDeleteFramebuffers(1, &fb->object);
if (GG.currentfb == fb->object) {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
GG.currentfb = 0;
}
}
@@ -365,7 +334,7 @@ void GPU_framebuffer_free(GPUFrameBuffer *fb)
void GPU_framebuffer_restore(void)
{
if (GG.currentfb != 0) {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
GG.currentfb = 0;
}
}
@@ -390,8 +359,8 @@ void GPU_framebuffer_blur(
/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
* pushing unnecessary matrices onto the OpenGL stack. */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object);
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ glBindFramebuffer(GL_FRAMEBUFFER, blurfb->object);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
/* avoid warnings from texture binding */
GG.currentfb = blurfb->object;
@@ -423,8 +392,8 @@ void GPU_framebuffer_blur(
/* Blurring vertically */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
GG.currentfb = fb->object;
@@ -464,12 +433,7 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_
}
if (samples) {
- if (!GLEW_EXT_framebuffer_multisample ||
- !GLEW_ARB_texture_multisample ||
- /* Only needed for GPU_offscreen_read_pixels.
- * We could add an arg if we intend to use multi-sample
- * offscreen buffers w/o reading their pixels */
- !GLEW_EXT_framebuffer_blit ||
+ if (!GLEW_ARB_texture_multisample ||
/* This is required when blitting from a multi-sampled buffers,
* even though we're not scaling. */
!GLEW_EXT_framebuffer_multisample_blit_scaled)
@@ -484,7 +448,7 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_
return NULL;
}
- if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, err_out)) {
+ if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0)) {
GPU_offscreen_free(ofs);
return NULL;
}
@@ -495,7 +459,7 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_
return NULL;
}
- if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, err_out)) {
+ if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0)) {
GPU_offscreen_free(ofs);
return NULL;
}
@@ -569,37 +533,37 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
#ifdef USE_FBO_CTX_SWITCH
/* read from multi-sample buffer */
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, ofs->color->fb->object);
- glFramebufferTexture2DEXT(
- GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + ofs->color->fb_attachment,
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs->color->fb->object);
+ glFramebufferTexture2D(
+ GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + ofs->color->fb_attachment,
GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0);
- status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
goto finally;
}
#endif
/* write into new single-sample buffer */
- glGenFramebuffersEXT(1, &fbo_blit);
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_blit);
- glFramebufferTexture2DEXT(
- GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ glGenFramebuffers(1, &fbo_blit);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_blit);
+ glFramebufferTexture2D(
+ GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_blit, 0);
- status = glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
goto finally;
}
/* perform the copy */
- glBlitFramebufferEXT(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
/* read the results */
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fbo_blit);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_blit);
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
#ifdef USE_FBO_CTX_SWITCH
/* restore the original frame-bufer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ofs->color->fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, ofs->color->fb->object);
#undef USE_FBO_CTX_SWITCH
#endif
@@ -610,10 +574,8 @@ finally:
glDeleteTextures(1, &tex_blit);
}
if (fbo_blit) {
- glDeleteFramebuffersEXT(1, &fbo_blit);
+ glDeleteFramebuffers(1, &fbo_blit);
}
-
- GPU_ASSERT_NO_GL_ERRORS("Read Multi-Sample Pixels");
}
else {
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
new file mode 100644
index 00000000000..685c31dc3e0
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -0,0 +1,73 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+#include "UI_resources.h"
+
+#include "gpu_shader_private.h"
+
+void immBindBuiltinProgram(GPUBuiltinShader shader_id)
+{
+ GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
+ immBindProgram(shader->program);
+}
+
+void immUniformThemeColor(int color_id)
+{
+ float color[4];
+ UI_GetThemeColor4fv(color_id, color);
+ immUniformColor4fv(color);
+}
+
+void immUniformThemeColorShade(int color_id, int offset)
+{
+ float color[4];
+ UI_GetThemeColorShade4fv(color_id, offset, color);
+ immUniformColor4fv(color);
+}
+
+void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset)
+{
+ float color[4];
+ UI_GetThemeColorShadeAlpha4fv(color_id, color_offset, alpha_offset, color);
+ immUniformColor4fv(color);
+}
+
+void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset)
+{
+ float color[4];
+ UI_GetThemeColorBlendShade4fv(color_id1, color_id2, fac, offset, color);
+ immUniformColor4fv(color);
+}
+
+void immUniformThemeColorBlend(int color_id1, int color_id2, float fac)
+{
+ uint8_t color[3];
+ UI_GetThemeColorBlend3ubv(color_id1, color_id2, fac, color);
+ immUniformColor3ubv(color);
+}
diff --git a/source/blender/gpu/intern/gpu_init_exit.c b/source/blender/gpu/intern/gpu_init_exit.c
index c72c83b6b07..817756a3088 100644
--- a/source/blender/gpu/intern/gpu_init_exit.c
+++ b/source/blender/gpu/intern/gpu_init_exit.c
@@ -31,7 +31,7 @@
#include "BLI_sys_types.h"
#include "GPU_init_exit.h" /* interface */
-
+#include "GPU_immediate.h"
#include "BKE_global.h"
#include "intern/gpu_codegen.h"
@@ -59,14 +59,18 @@ void GPU_init(void)
if (G.debug & G_DEBUG_GPU)
gpu_debug_init();
+ immInit();
}
void GPU_exit(void)
{
+ immDestroy();
+
if (G.debug & G_DEBUG_GPU)
gpu_debug_exit();
+
gpu_codegen_exit();
gpu_extensions_exit(); /* must come last */
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index b857aea29ad..56b7af787e7 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -2409,7 +2409,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, NULL)) {
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
@@ -2421,7 +2421,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
@@ -2444,7 +2444,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, NULL)) {
+ if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
@@ -2466,7 +2466,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
new file mode 100644
index 00000000000..19ff856b688
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -0,0 +1,701 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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 ipmlied 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) 2012 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Alexandr Kuznetsov, Jason Wilkins, Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file source/blender/gpu/intern/gpu_matrix.c
+ * \ingroup gpu
+ */
+
+#include "GPU_matrix.h"
+
+#include "BLI_math_matrix.h"
+#include "BLI_math_rotation.h"
+#include "BLI_math_vector.h"
+
+
+#define DEBUG_MATRIX_BIND 0
+
+#define MATRIX_STACK_DEPTH 32
+
+typedef float Mat4[4][4];
+typedef float Mat3[3][3];
+
+typedef struct {
+ Mat4 ModelViewStack3D[MATRIX_STACK_DEPTH];
+ Mat4 ProjectionMatrix3D;
+
+ Mat3 ModelViewStack2D[MATRIX_STACK_DEPTH];
+ Mat3 ProjectionMatrix2D;
+
+ MatrixMode mode;
+ unsigned top; /* of current stack (would have to replicate if gpuResume2D/3D are implemented) */
+
+ bool dirty;
+
+ /* TODO: cache of derived matrices (Normal, MVP, inverse MVP, etc)
+ * generate as needed for shaders, invalidate when original matrices change
+ *
+ * TODO: separate Model from View transform? Batches/objects have model,
+ * camera/eye has view & projection
+ */
+} MatrixState;
+
+static MatrixState state; /* TODO(merwin): make part of GPUContext, alongside immediate mode & state tracker */
+
+#define ModelView3D state.ModelViewStack3D[state.top]
+#define ModelView2D state.ModelViewStack2D[state.top]
+#define Projection3D state.ProjectionMatrix3D
+#define Projection2D state.ProjectionMatrix2D
+
+void gpuMatrixInit()
+{
+ memset(&state, 0, sizeof(MatrixState));
+}
+
+void gpuMatrixBegin2D()
+{
+ state.mode = MATRIX_MODE_2D;
+ state.top = 0;
+ unit_m3(ModelView2D);
+ gpuOrtho2D(-1.0f, +1.0f, -1.0f, +1.0f); // or identity?
+}
+
+void gpuMatrixBegin3D()
+{
+ state.mode = MATRIX_MODE_3D;
+ state.top = 0;
+ unit_m4(ModelView3D);
+ gpuOrtho(-1.0f, +1.0f, -1.0f, +1.0f, -1.0f, +1.0f); // or identity?
+}
+
+#if SUPPORT_LEGACY_MATRIX
+void gpuMatrixBegin3D_legacy()
+{
+ /* copy top matrix from each legacy stack into new fresh stack */
+ state.mode = MATRIX_MODE_3D;
+ state.top = 0;
+ state.dirty = true;
+ glGetFloatv(GL_MODELVIEW_MATRIX, (float*)ModelView3D);
+ glGetFloatv(GL_PROJECTION_MATRIX, (float*)Projection3D);
+}
+#endif
+
+void gpuMatrixEnd()
+{
+ state.mode = MATRIX_MODE_INACTIVE;
+}
+
+
+#ifdef WITH_GPU_SAFETY
+
+/* Check if matrix is numerically good */
+static void checkmat(cosnt float *m)
+{
+ const int n = state.mode == MATRIX_MODE_3D ? 16 : 9;
+ for (int i = 0; i < n; i++) {
+#if _MSC_VER
+ BLI_assert(_finite(m[i]));
+#else
+ BLI_assert(!isinf(m[i]));
+#endif
+ }
+}
+
+#define CHECKMAT(m) checkmat((const float*)m)
+
+#else
+
+#define CHECKMAT(m)
+
+#endif
+
+
+void gpuPushMatrix()
+{
+ BLI_assert(state.mode != MATRIX_MODE_INACTIVE);
+ BLI_assert(state.top < MATRIX_STACK_DEPTH);
+ state.top++;
+ if (state.mode == MATRIX_MODE_3D)
+ copy_m4_m4(ModelView3D, state.ModelViewStack3D[state.top - 1]);
+ else
+ copy_m3_m3(ModelView2D, state.ModelViewStack2D[state.top - 1]);
+}
+
+void gpuPopMatrix()
+{
+ BLI_assert(state.mode != MATRIX_MODE_INACTIVE);
+ BLI_assert(state.top > 0);
+ state.top--;
+ state.dirty = true;
+}
+
+void gpuLoadMatrix3D(const float m[4][4])
+{
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+ copy_m4_m4(ModelView3D, m);
+ CHECKMAT(ModelView3D);
+ state.dirty = true;
+}
+
+void gpuLoadMatrix2D(const float m[3][3])
+{
+ BLI_assert(state.mode == MATRIX_MODE_2D);
+ copy_m3_m3(ModelView2D, m);
+ CHECKMAT(ModelView2D);
+ state.dirty = true;
+}
+
+void gpuLoadIdentity()
+{
+ switch (state.mode) {
+ case MATRIX_MODE_3D:
+ unit_m4(ModelView3D);
+ break;
+ case MATRIX_MODE_2D:
+ unit_m3(ModelView2D);
+ break;
+ default:
+ BLI_assert(false);
+ }
+ state.dirty = true;
+}
+
+void gpuTranslate2f(float x, float y)
+{
+ Mat3 m;
+ unit_m3(m);
+ m[2][0] = x;
+ m[2][1] = y;
+ gpuMultMatrix2D(m);
+}
+
+void gpuTranslate2fv(const float vec[2])
+{
+ gpuTranslate2f(vec[0], vec[1]);
+}
+
+void gpuTranslate3f(float x, float y, float z)
+{
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+#if 1
+ translate_m4(ModelView3D, x, y, z);
+ CHECKMAT(ModelView3D);
+#else /* above works well in early testing, below is generic version */
+ Mat4 m;
+ unit_m4(m);
+ m[3][0] = x;
+ m[3][1] = y;
+ m[3][2] = z;
+ gpuMultMatrix3D(m);
+#endif
+ state.dirty = true;
+}
+
+void gpuTranslate3fv(const float vec[3])
+{
+ gpuTranslate3f(vec[0], vec[1], vec[2]);
+}
+
+void gpuScaleUniform(float factor)
+{
+ switch (state.mode) {
+ case MATRIX_MODE_3D:
+ {
+ Mat4 m;
+ scale_m4_fl(m, factor);
+ gpuMultMatrix3D(m);
+ break;
+ }
+ case MATRIX_MODE_2D:
+ {
+ #if 0
+ Mat3 m;
+ scale_m3_fl(m, factor);
+ /* this does 3D scaling in a 3x3 matrix. Can 2D scaling use this safely, or must set m[2][2] = 1.0? */
+ #else
+ Mat3 m = {{0.0f}};
+ m[0][0] = factor;
+ m[1][1] = factor;
+ m[2][2] = 1.0f;
+ #endif
+ gpuMultMatrix2D(m);
+ break;
+ }
+ default:
+ BLI_assert(false);
+ }
+}
+
+void gpuScale2f(float x, float y)
+{
+ Mat3 m = {{0.0f}};
+ m[0][0] = x;
+ m[1][1] = y;
+ m[2][2] = 1.0f;
+ gpuMultMatrix2D(m);
+}
+
+void gpuScale2fv(const float vec[2])
+{
+ gpuScale2f(vec[0], vec[1]);
+}
+
+void gpuScale3f(float x, float y, float z)
+{
+ Mat4 m = {{0.0f}};
+ m[0][0] = x;
+ m[1][1] = y;
+ m[2][2] = z;
+ m[3][3] = 1.0f;
+ gpuMultMatrix3D(m);
+}
+
+void gpuScale3fv(const float vec[3])
+{
+ gpuScale3f(vec[0], vec[1], vec[2]);
+}
+
+void gpuMultMatrix3D(const float m[4][4])
+{
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+ mul_m4_m4_pre(ModelView3D, m);
+ CHECKMAT(ModelView3D);
+ state.dirty = true;
+}
+
+void gpuMultMatrix2D(const float m[3][3])
+{
+ BLI_assert(state.mode == MATRIX_MODE_2D);
+ mul_m3_m3_pre(ModelView2D, m);
+ CHECKMAT(ModelView2D);
+ state.dirty = true;
+}
+
+void gpuRotate3fv(float deg, const float axis[3])
+{
+ Mat4 m;
+ axis_angle_to_mat4(m, axis, DEG2RADF(deg));
+ gpuMultMatrix3D(m);
+}
+
+void gpuRotateAxis(float deg, char axis)
+{
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+#if 1 /* rotate_m4 works in place, right? */
+ rotate_m4(ModelView3D, axis, DEG2RADF(deg));
+ CHECKMAT(ModelView3D);
+ state.dirty = true;
+#else /* rotate_m4 creates a new matrix */
+ Mat4 m;
+ rotate_m4(m, axis, DEG2RADF(deg));
+ gpuMultMatrix3D(m);
+#endif
+}
+
+static void mat4_ortho_set(float m[4][4], float left, float right, float bottom, float top, float near, float far)
+{
+ m[0][0] = 2.0f / (right - left);
+ m[1][0] = 0.0f;
+ m[2][0] = 0.0f;
+ m[3][0] = -(right + left) / (right - left);
+
+ m[0][1] = 0.0f;
+ m[1][1] = 2.0f / (top - bottom);
+ m[2][1] = 0.0f;
+ m[3][1] = -(top + bottom) / (top - bottom);
+
+ m[0][2] = 0.0f;
+ m[1][2] = 0.0f;
+ m[2][2] = -2.0f / (far - near);
+ m[3][2] = -(far + near) / (far - near);
+
+ m[0][3] = 0.0f;
+ m[1][3] = 0.0f;
+ m[2][3] = 0.0f;
+ m[3][3] = 1.0f;
+
+ state.dirty = true;
+}
+
+static void mat4_frustum_set(float m[][4], float left, float right, float bottom, float top, float near, float far)
+{
+ m[0][0] = 2.0f * near / (right - left);
+ m[1][0] = 0.0f;
+ m[2][0] = (right + left) / (right - left);
+ m[3][0] = 0.0f;
+
+ m[0][1] = 0.0f;
+ m[1][1] = 2.0f * near / (top - bottom);
+ m[2][1] = (top + bottom) / (top - bottom);
+ m[3][1] = 0.0f;
+
+ m[0][2] = 0.0f;
+ m[1][2] = 0.0f;
+ m[2][2] = -(far + near) / (far - near);
+ m[3][2] = -2.0f * far * near / (far - near);
+
+ m[0][3] = 0.0f;
+ m[1][3] = 0.0f;
+ m[2][3] = -1.0f;
+ m[3][3] = 0.0f;
+
+ state.dirty = true;
+}
+
+static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3])
+{
+/* This function is loosely based on Mesa implementation.
+ *
+ * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
+ * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice including the dates of first publication and
+ * either this permission notice or a reference to
+ * http://oss.sgi.com/projects/FreeB/
+ * shall be included in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+ * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
+ * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ *
+ * Except as contained in this notice, the name of Silicon Graphics, Inc.
+ * shall not be used in advertising or otherwise to promote the sale, use or
+ * other dealings in this Software without prior written authorization from
+ * Silicon Graphics, Inc.
+ */
+
+ float side[3];
+
+ normalize_v3(lookdir);
+
+ cross_v3_v3v3(side, lookdir, camup);
+
+ normalize_v3(side);
+
+ cross_v3_v3v3(camup, side, lookdir);
+
+ m[0][0] = side[0];
+ m[1][0] = side[1];
+ m[2][0] = side[2];
+ m[3][0] = 0.0f;
+
+ m[0][1] = camup[0];
+ m[1][1] = camup[1];
+ m[2][1] = camup[2];
+ m[3][1] = 0.0f;
+
+ m[0][2] = -lookdir[0];
+ m[1][2] = -lookdir[1];
+ m[2][2] = -lookdir[2];
+ m[3][2] = 0.0f;
+
+ m[0][3] = 0.0f;
+ m[1][3] = 0.0f;
+ m[2][3] = 0.0f;
+ m[3][3] = 1.0f;
+
+ state.dirty = true;
+}
+
+void gpuOrtho(float left, float right, float bottom, float top, float near, float far)
+{
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+ mat4_ortho_set(Projection3D, left, right, bottom, top, near, far);
+ CHECKMAT(Projection3D);
+ state.dirty = true;
+}
+
+void gpuOrtho2D(float left, float right, float bottom, float top)
+{
+ /* TODO: this function, but correct */
+ BLI_assert(state.mode == MATRIX_MODE_2D);
+ Mat4 m;
+ mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
+ copy_m3_m4(Projection2D, m);
+ CHECKMAT(Projection2D);
+ state.dirty = true;
+}
+
+void gpuFrustum(float left, float right, float bottom, float top, float near, float far)
+{
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+ mat4_frustum_set(Projection3D, left, right, bottom, top, near, far);
+ CHECKMAT(Projection3D);
+ state.dirty = true;
+}
+
+void gpuPerspective(float fovy, float aspect, float near, float far)
+{
+ float half_height = tanf(fovy * (float)(M_PI / 360.0)) * near;
+ float half_width = half_height * aspect;
+ gpuFrustum(-half_width, +half_width, -half_height, +half_height, near, far);
+}
+
+void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
+{
+ Mat4 cm;
+ float lookdir[3];
+ float camup[3] = {upX, upY, upZ};
+
+ lookdir[0] = centerX - eyeX;
+ lookdir[1] = centerY - eyeY;
+ lookdir[2] = centerZ - eyeZ;
+
+ mat4_look_from_origin(cm, lookdir, camup);
+
+ gpuMultMatrix3D(cm);
+ gpuTranslate3f(-eyeX, -eyeY, -eyeZ);
+}
+
+void gpuProject(const float obj[3], const float model[4][4], const float proj[4][4], const GLint view[4], float win[3])
+{
+ float v[4];
+
+ mul_v4_m4v3(v, model, obj);
+ mul_m4_v4(proj, v);
+
+ win[0] = view[0] + (view[2] * (v[0] + 1)) * 0.5f;
+ win[1] = view[1] + (view[3] * (v[1] + 1)) * 0.5f;
+ win[2] = (v[2] + 1) * 0.5f;
+}
+
+bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const GLint view[4], float obj[3])
+{
+ float pm[4][4];
+ float in[4];
+ float out[4];
+
+ mul_m4_m4m4(pm, proj, model);
+
+ if (!invert_m4(pm)) {
+ return false;
+ }
+
+ in[0] = win[0];
+ in[1] = win[1];
+ in[2] = win[2];
+ in[3] = 1;
+
+ /* Map x and y from window coordinates */
+ in[0] = (in[0] - view[0]) / view[2];
+ in[1] = (in[1] - view[1]) / view[3];
+
+ /* Map to range -1 to +1 */
+ in[0] = 2 * in[0] - 1;
+ in[1] = 2 * in[1] - 1;
+ in[2] = 2 * in[2] - 1;
+
+ mul_v4_m4v3(out, pm, in);
+
+ if (out[3] == 0.0f) {
+ return false;
+ }
+ else {
+ out[0] /= out[3];
+ out[1] /= out[3];
+ out[2] /= out[3];
+
+ obj[0] = out[0];
+ obj[1] = out[1];
+ obj[2] = out[2];
+
+ return true;
+ }
+}
+
+const float *gpuGetModelViewMatrix3D(float m[4][4])
+{
+#if SUPPORT_LEGACY_MATRIX
+ if (state.mode == MATRIX_MODE_INACTIVE) {
+ if (m == NULL) {
+ static Mat4 temp;
+ m = temp;
+ }
+
+ glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
+ return (const float*)m;
+ }
+#endif
+
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+
+ if (m) {
+ copy_m4_m4(m, ModelView3D);
+ return (const float*)m;
+ }
+ else {
+ return (const float*)ModelView3D;
+ }
+}
+
+const float *gpuGetProjectionMatrix3D(float m[4][4])
+{
+#if SUPPORT_LEGACY_MATRIX
+ if (state.mode == MATRIX_MODE_INACTIVE) {
+ if (m == NULL) {
+ static Mat4 temp;
+ m = temp;
+ }
+
+ glGetFloatv(GL_PROJECTION_MATRIX, (float*)m);
+ return (const float*)m;
+ }
+#endif
+
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+
+ if (m) {
+ copy_m4_m4(m, ModelView3D);
+ return (const float*)m;
+ }
+ else {
+ return (const float*)ModelView3D;
+ }
+}
+
+const float *gpuGetModelViewProjectionMatrix3D(float m[4][4])
+{
+#if SUPPORT_LEGACY_MATRIX
+ if (state.mode == MATRIX_MODE_INACTIVE) {
+ if (m == NULL) {
+ static Mat4 temp;
+ m = temp;
+ }
+
+ Mat4 proj;
+ glGetFloatv(GL_MODELVIEW_MATRIX, (float*)proj);
+ glGetFloatv(GL_PROJECTION_MATRIX, (float*)m);
+ mul_m4_m4_post(m, proj);
+ return (const float*)m;
+ }
+#endif
+
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+
+ if (m == NULL) {
+ static Mat4 temp;
+ m = temp;
+ }
+
+ mul_m4_m4m4(m, Projection3D, ModelView3D);
+ return (const float*)m;
+}
+
+const float *gpuGetNormalMatrix(float m[3][3])
+{
+ if (m == NULL) {
+ static Mat3 temp3;
+ m = temp3;
+ }
+
+ copy_m3_m4(m, gpuGetModelViewMatrix3D(NULL));
+
+ invert_m3(m);
+ transpose_m3(m);
+
+ return (const float*)m;
+}
+
+const float *gpuGetNormalMatrixInverse(float m[3][3])
+{
+ if (m == NULL) {
+ static Mat3 temp3;
+ m = temp3;
+ }
+
+ gpuGetNormalMatrix(m);
+ invert_m3(m);
+
+ return (const float*)m;
+}
+
+void gpuBindMatrices(GLuint program)
+{
+ /* TODO: split this into 2 functions
+ * 1) get uniform locations & determine 2D or 3D
+ */
+ GLint loc_MV = glGetUniformLocation(program, "ModelViewMatrix");
+ GLint loc_P = glGetUniformLocation(program, "ProjectionMatrix");
+ GLint loc_MVP = glGetUniformLocation(program, "ModelViewProjectionMatrix");
+ GLint loc_N = glGetUniformLocation(program, "NormalMatrix");
+
+ /* 2) set uniform values to matrix stack values
+ * program needs to be bound
+ */
+ glUseProgram(program);
+
+
+ /* call this portion before a draw call if desired matrices are dirty */
+ if (loc_MV != -1) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 3D MV matrix");
+ #endif
+
+ glUniformMatrix4fv(loc_MV, 1, GL_FALSE, gpuGetModelViewMatrix3D(NULL));
+ }
+
+ if (loc_P != -1) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 3D P matrix");
+ #endif
+
+ glUniformMatrix4fv(loc_P, 1, GL_FALSE, gpuGetProjectionMatrix3D(NULL));
+ }
+
+ if (loc_MVP != -1) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 3D MVP matrix");
+ #endif
+
+ glUniformMatrix4fv(loc_MVP, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL));
+ }
+
+ if (loc_N != -1) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 3D normal matrix");
+ #endif
+
+ glUniformMatrix3fv(loc_N, 1, GL_FALSE, gpuGetNormalMatrix(NULL));
+ }
+
+ state.dirty = false;
+}
+
+bool gpuMatricesDirty()
+{
+ return state.dirty;
+}
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 14f2764b009..b81c19d5c70 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -36,15 +36,64 @@
#include "GPU_compositing.h"
#include "GPU_debug.h"
#include "GPU_extensions.h"
-#include "GPU_glew.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
+#include "gpu_shader_private.h"
+
/* TODO(sergey): Find better default values for this constants. */
#define MAX_DEFINE_LENGTH 1024
#define MAX_EXT_DEFINE_LENGTH 1024
/* Non-generated shaders */
+extern char datatoc_gpu_shader_depth_only_frag_glsl[];
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
+extern char datatoc_gpu_shader_2D_vert_glsl[];
+extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_2D_image_vert_glsl[];
+
+extern char datatoc_gpu_shader_3D_image_vert_glsl[];
+extern char datatoc_gpu_shader_image_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
+extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
+extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
+extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
+extern char datatoc_gpu_shader_3D_vert_glsl[];
+extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+
+extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl[];
+extern char datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl[];
+extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl[];
+
+extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
+extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
+extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
+extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
+extern char datatoc_gpu_shader_text_vert_glsl[];
+extern char datatoc_gpu_shader_text_frag_glsl[];
+
extern char datatoc_gpu_shader_fire_frag_glsl[];
extern char datatoc_gpu_shader_smoke_vert_glsl[];
extern char datatoc_gpu_shader_smoke_frag_glsl[];
@@ -62,41 +111,25 @@ extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
extern char datatoc_gpu_shader_fx_lib_glsl[];
-static struct GPUShadersGlobal {
- struct {
- GPUShader *vsm_store;
- GPUShader *sep_gaussian_blur;
- GPUShader *smoke;
- GPUShader *smoke_fire;
- GPUShader *smoke_coba;
- /* cache for shader fx. Those can exist in combinations so store them here */
- GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
- } shaders;
-} GG = {{NULL}};
-
-/* GPUShader */
-
-struct GPUShader {
- GLuint program; /* handle for full program (links shader stages below) */
-
- GLuint vertex; /* handle for vertex shader */
- GLuint geometry; /* handle for geometry shader */
- GLuint fragment; /* handle for fragment shader */
+/* cache of built-in shaders (each is created on first use) */
+static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
- int totattrib; /* total number of attributes */
- int uniforms; /* required uniforms */
+/* cache for shader fx. Those can exist in combinations so store them here */
+static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
- void *uniform_interface; /* cached uniform interface for shader. Data depends on shader */
-};
+typedef struct {
+ const char *vert;
+ const char *frag;
+ const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
+} GPUShaderStages;
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
{
- int i;
int line = 1;
fprintf(stderr, "GPUShader: %s error:\n", task);
- for (i = 0; i < totcode; i++) {
+ for (int i = 0; i < totcode; i++) {
const char *c, *pos, *end = code[i] + strlen(code[i]);
if (G.debug & G_DEBUG) {
@@ -119,9 +152,9 @@ static void shader_print_errors(const char *task, const char *log, const char **
static const char *gpu_shader_version(void)
{
- if (GLEW_VERSION_3_2) {
- if (GLEW_ARB_compatibility) {
- return "#version 150 compatibility\n";
+ if (GLEW_VERSION_3_3) {
+ if (GPU_legacy_support()) {
+ return "#version 330 compatibility\n";
/* highest version that is widely supported
* gives us native geometry shaders!
* use compatibility profile so we can continue using builtin shader input/output names
@@ -132,16 +165,6 @@ static const char *gpu_shader_version(void)
/* latest version that is compatible with existing shaders */
}
}
- else if (GLEW_VERSION_3_1) {
- if (GLEW_ARB_compatibility) {
- return "#version 140\n";
- /* also need the ARB_compatibility extension, handled below */
- }
- else {
- return "#version 130\n";
- /* latest version that is compatible with existing shaders */
- }
- }
else if (GLEW_VERSION_3_0) {
return "#version 130\n";
/* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
@@ -179,9 +202,8 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH],
strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
}
- if (!GLEW_VERSION_3_0 && GLEW_EXT_gpu_shader4) {
- strcat(defines, "#extension GL_EXT_gpu_shader4: enable\n");
- /* TODO: maybe require this? shaders become so much nicer */
+ if (!GLEW_VERSION_3_0) {
+ strcat(defines, "#extension GL_EXT_gpu_shader4: require\n");
}
}
}
@@ -453,20 +475,20 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
void GPU_shader_bind(GPUShader *shader)
{
- GPU_ASSERT_NO_GL_ERRORS("Pre Shader Bind");
+ BLI_assert(shader && shader->program);
+
glUseProgram(shader->program);
- GPU_ASSERT_NO_GL_ERRORS("Post Shader Bind");
}
void GPU_shader_unbind(void)
{
- GPU_ASSERT_NO_GL_ERRORS("Pre Shader Unbind");
glUseProgram(0);
- GPU_ASSERT_NO_GL_ERRORS("Post Shader Unbind");
}
void GPU_shader_free(GPUShader *shader)
{
+ BLI_assert(shader);
+
if (shader->vertex)
glDeleteShader(shader->vertex);
if (shader->geometry)
@@ -484,6 +506,8 @@ void GPU_shader_free(GPUShader *shader)
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
+ BLI_assert(shader && shader->program);
+
return glGetUniformLocation(shader->program, name);
}
@@ -502,16 +526,12 @@ void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int leng
if (location == -1 || value == NULL)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
-
if (length == 1) glUniform1fv(location, arraysize, value);
else if (length == 2) glUniform2fv(location, arraysize, value);
else if (length == 3) glUniform3fv(location, arraysize, value);
else if (length == 4) glUniform4fv(location, arraysize, value);
else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
-
- GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
@@ -519,14 +539,10 @@ void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int
if (location == -1)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
-
if (length == 1) glUniform1iv(location, arraysize, value);
else if (length == 2) glUniform2iv(location, arraysize, value);
else if (length == 3) glUniform3iv(location, arraysize, value);
else if (length == 4) glUniform4iv(location, arraysize, value);
-
- GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
@@ -534,7 +550,7 @@ void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
if (location == -1)
return;
- GPU_CHECK_ERRORS_AROUND(glUniform1i(location, value));
+ glUniform1i(location, value);
}
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number)
@@ -549,7 +565,6 @@ void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int ou
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
- GLenum arbnumber;
int number = GPU_texture_bound_number(tex);
int bindcode = GPU_texture_opengl_bindcode(tex);
int target = GPU_texture_target(tex);
@@ -565,78 +580,128 @@ void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUText
if (location == -1)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Texture");
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0 + number);
- arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
-
- if (number != 0) glActiveTexture(arbnumber);
if (bindcode != 0)
glBindTexture(target, bindcode);
else
GPU_invalid_tex_bind(target);
+
glUniform1i(location, number);
- glEnable(target);
- if (number != 0) glActiveTexture(GL_TEXTURE0);
- GPU_ASSERT_NO_GL_ERRORS("Post Uniform Texture");
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0);
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
- int index;
-
- GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocation(shader->program, name));
+ BLI_assert(shader && shader->program);
- return index;
+ return glGetAttribLocation(shader->program, name);
}
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
- GPUShader *retval = NULL;
-
- switch (shader) {
- case GPU_SHADER_VSM_STORE:
- if (!GG.shaders.vsm_store)
- GG.shaders.vsm_store = GPU_shader_create(
- datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.vsm_store;
- break;
- case GPU_SHADER_SEP_GAUSSIAN_BLUR:
- if (!GG.shaders.sep_gaussian_blur)
- GG.shaders.sep_gaussian_blur = GPU_shader_create(
- datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
- datatoc_gpu_shader_sep_gaussian_blur_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.sep_gaussian_blur;
- break;
- case GPU_SHADER_SMOKE:
- if (!GG.shaders.smoke)
- GG.shaders.smoke = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.smoke;
- break;
- case GPU_SHADER_SMOKE_FIRE:
- if (!GG.shaders.smoke_fire)
- GG.shaders.smoke_fire = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_fire_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.smoke_fire;
- break;
- case GPU_SHADER_SMOKE_COBA:
- if (!GG.shaders.smoke_coba)
- GG.shaders.smoke_coba = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, "#define USE_COBA;\n", 0, 0, 0);
- retval = GG.shaders.smoke_coba;
- break;
- }
+ BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
+
+ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
+ [GPU_SHADER_VSM_STORE] = { datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl },
+ [GPU_SHADER_SEP_GAUSSIAN_BLUR] = { datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
+ datatoc_gpu_shader_sep_gaussian_blur_frag_glsl },
+ [GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
+ [GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
+ [GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
+
+ [GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
+ [GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
+ /* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
+ /* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
+ [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
+ datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
+ [GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
+ datatoc_gpu_shader_edges_overlay_frag_glsl,
+ datatoc_gpu_shader_edges_overlay_geom_glsl },
+
+ [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_depth_linear_frag_glsl },
+
+ [GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_interlace_frag_glsl },
+
+ [GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_2D_smooth_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_color_frag_glsl },
+ [GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_3D_smooth_color_frag_glsl },
+ [GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
+
+ [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
+ { datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH] =
+ { datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
+ { datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH] =
+ { datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl },
+ [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
+ { datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH] =
+ { datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
+ [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
+ { datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
+ };
+
+ if (builtin_shaders[shader] == NULL) {
+ /* just a few special cases */
+ const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" : NULL;
+
+ const GPUShaderStages *stages = builtin_shader_stages + shader;
+
+ if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
+ /* TODO: remove after switch to core profile (maybe) */
+ static const GPUShaderStages legacy_fancy_edges =
+ { datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
+ datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl };
+ stages = &legacy_fancy_edges;
+ }
- if (retval == NULL)
- printf("Unable to create a GPUShader for builtin shader: %u\n", shader);
+ /* common case */
+ builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom,
+ NULL, defines, 0, 0, 0);
+ }
- return retval;
+ return builtin_shaders[shader];
}
#define MAX_DEFINES 100
@@ -656,7 +721,7 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
strcat(defines, "#define PERSP_MATRIX\n");
}
- if (!GG.shaders.fx_shaders[offset]) {
+ if (!fx_shaders[offset]) {
GPUShader *shader = NULL;
switch (effect) {
@@ -710,49 +775,27 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
break;
}
- GG.shaders.fx_shaders[offset] = shader;
+ fx_shaders[offset] = shader;
GPU_fx_shader_init_interface(shader, effect);
}
- return GG.shaders.fx_shaders[offset];
+ return fx_shaders[offset];
}
void GPU_shader_free_builtin_shaders(void)
{
- int i;
-
- if (GG.shaders.vsm_store) {
- GPU_shader_free(GG.shaders.vsm_store);
- GG.shaders.vsm_store = NULL;
- }
-
- if (GG.shaders.sep_gaussian_blur) {
- GPU_shader_free(GG.shaders.sep_gaussian_blur);
- GG.shaders.sep_gaussian_blur = NULL;
- }
-
- if (GG.shaders.smoke) {
- GPU_shader_free(GG.shaders.smoke);
- GG.shaders.smoke = NULL;
- }
-
- if (GG.shaders.smoke_fire) {
- GPU_shader_free(GG.shaders.smoke_fire);
- GG.shaders.smoke_fire = NULL;
- }
-
- if (GG.shaders.smoke_coba) {
- GPU_shader_free(GG.shaders.smoke_coba);
- GG.shaders.smoke_coba = NULL;
+ for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
+ if (builtin_shaders[i]) {
+ GPU_shader_free(builtin_shaders[i]);
+ builtin_shaders[i] = NULL;
+ }
}
- for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
- if (GG.shaders.fx_shaders[i]) {
- GPU_shader_free(GG.shaders.fx_shaders[i]);
- GG.shaders.fx_shaders[i] = NULL;
+ for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
+ if (fx_shaders[i]) {
+ GPU_shader_free(fx_shaders[i]);
+ fx_shaders[i] = NULL;
}
}
}
-
-
diff --git a/source/blender/gpu/intern/gpu_shader_private.h b/source/blender/gpu/intern/gpu_shader_private.h
new file mode 100644
index 00000000000..d5193e09aa4
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_private.h
@@ -0,0 +1,40 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file gpu_shader_private.h
+ * \ingroup gpu
+ */
+
+#pragma once
+
+#include "GPU_glew.h"
+
+struct GPUShader {
+ GLuint program; /* handle for full program (links shader stages below) */
+
+ GLuint vertex; /* handle for vertex shader */
+ GLuint geometry; /* handle for geometry shader */
+ GLuint fragment; /* handle for fragment shader */
+
+ int totattrib; /* total number of attributes */
+ int uniforms; /* required uniforms */
+
+ void *uniform_interface; /* cached uniform interface for shader. Data depends on shader */
+};
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index 54f0003c086..6956a815ac5 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -117,21 +117,21 @@ static GPUTexture *GPU_texture_create_nD(
if (!tex->bindcode) {
if (err_out) {
- BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
- (int)glGetError());
+ BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
}
else {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
+ fprintf(stderr, "GPUTexture: texture create failed");
}
GPU_texture_free(tex);
return NULL;
}
+#if 0 /* this should be a compile-time check */
if (!GPU_full_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
}
+#endif
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
@@ -260,8 +260,7 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
+ fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
@@ -269,8 +268,6 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
- GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture");
-
type = GL_FLOAT;
if (channels == 4) {
format = GL_RGBA;
@@ -308,8 +305,6 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
#endif
- GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D");
-
/* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it
* for gooseberry */
if (rescale && fpixels) {
@@ -346,14 +341,10 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
MEM_freeN(tex3d);
}
- else {
- if (fpixels) {
- glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
- GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D");
- }
+ else if (fpixels) {
+ glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
}
-
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -400,7 +391,7 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
ima->gputexture[gputt] = tex;
if (!glIsTexture(tex->bindcode)) {
- GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h, border;
@@ -454,7 +445,7 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
prv->gputexture[0] = tex;
if (!glIsTexture(tex->bindcode)) {
- GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h;
@@ -625,21 +616,20 @@ void GPU_texture_bind(GPUTexture *tex, int number)
if (number < 0)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind");
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0 + number);
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
- if (number != 0) glActiveTexture(arbnumber);
- if (tex->bindcode != 0) {
+ if (tex->bindcode != 0)
glBindTexture(tex->target_base, tex->bindcode);
- }
else
GPU_invalid_tex_bind(tex->target_base);
- glEnable(tex->target_base);
- if (number != 0) glActiveTexture(GL_TEXTURE0);
- tex->number = number;
+ glEnable(tex->target_base); /* TODO: remove this line once we're using GLSL everywhere */
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind");
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0);
+
+ tex->number = number;
}
void GPU_texture_unbind(GPUTexture *tex)
@@ -651,18 +641,17 @@ void GPU_texture_unbind(GPUTexture *tex)
if (tex->number == -1)
return;
-
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
- if (tex->number != 0) glActiveTexture(arbnumber);
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+
glBindTexture(tex->target_base, 0);
- glDisable(tex->target_base);
- if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
+ glDisable(tex->target_base); /* TODO: remove this line */
- tex->number = -1;
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
+ tex->number = -1;
}
int GPU_texture_bound_number(GPUTexture *tex)
@@ -680,29 +669,19 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
if (tex->number == -1)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
-
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
- if (tex->number != 0) glActiveTexture(arbnumber);
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
if (tex->depth) {
- if (compare)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE);
}
- if (use_filter) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- }
- else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
- if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
+ GLenum filter = use_filter ? GL_LINEAR : GL_NEAREST;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_free(GPUTexture *tex)
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
new file mode 100644
index 00000000000..2f91adde133
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -0,0 +1,138 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2006 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_viewport.c
+ * \ingroup gpu
+ *
+ * System that manages viewport drawing.
+ */
+
+#include "GPU_glew.h"
+#include "GPU_immediate.h"
+#include "GPU_viewport.h"
+#include "GPU_texture.h"
+
+#include "MEM_guardedalloc.h"
+
+struct GPUViewport {
+ float pad[4];
+
+ /* debug */
+ GPUTexture *debug_depth;
+ int debug_width, debug_height;
+};
+
+GPUViewport *GPU_viewport_create(void)
+{
+ GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
+ return viewport;
+}
+
+void GPU_viewport_free(GPUViewport *viewport)
+{
+ GPU_viewport_debug_depth_free(viewport);
+ MEM_freeN(viewport);
+}
+
+/****************** debug ********************/
+
+bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256])
+{
+ viewport->debug_depth = GPU_texture_create_2D(width, height, NULL, GPU_HDR_HALF_FLOAT, err_out);
+ return (viewport->debug_depth != NULL);
+}
+
+void GPU_viewport_debug_depth_free(GPUViewport *viewport)
+{
+ if (viewport->debug_depth != NULL) {
+ MEM_freeN(viewport->debug_depth);
+ viewport->debug_depth = NULL;
+ }
+}
+
+void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y)
+{
+ const int w = GPU_texture_width(viewport->debug_depth);
+ const int h = GPU_texture_height(viewport->debug_depth);
+
+ GPU_texture_bind(viewport->debug_depth, 0);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, x, y, w, h, 0);
+ GPU_texture_unbind(viewport->debug_depth);
+}
+
+void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar)
+{
+ const float w = (float)GPU_texture_width(viewport->debug_depth);
+ const float h = (float)GPU_texture_height(viewport->debug_depth);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH);
+
+ GPU_texture_bind(viewport->debug_depth, 0);
+
+ immUniform1f("znear", znear);
+ immUniform1f("zfar", zfar);
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
+
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texcoord, 0.0f, 0.0f);
+ immVertex2f(pos, 0.0f, 0.0f);
+
+ immAttrib2f(texcoord, 1.0f, 0.0f);
+ immVertex2f(pos, w, 0.0f);
+
+ immAttrib2f(texcoord, 1.0f, 1.0f);
+ immVertex2f(pos, w, h);
+
+ immAttrib2f(texcoord, 0.0f, 1.0f);
+ immVertex2f(pos, 0.0f, h);
+
+ immEnd();
+
+ GPU_texture_unbind(viewport->debug_depth);
+
+ immUnbindProgram();
+}
+
+int GPU_viewport_debug_depth_width(const GPUViewport *viewport)
+{
+ return GPU_texture_width(viewport->debug_depth);
+}
+
+int GPU_viewport_debug_depth_height(const GPUViewport *viewport)
+{
+ return GPU_texture_height(viewport->debug_depth);
+}
+
+bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport)
+{
+ return viewport->debug_depth != NULL;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
new file mode 100644
index 00000000000..96c833f3b93
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
@@ -0,0 +1,20 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute vec4 color;
+
+ flat varying vec4 finalColor;
+#else
+ in vec2 pos;
+ in vec4 color;
+
+ flat out vec4 finalColor;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
new file mode 100644
index 00000000000..a6c00b080b2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -0,0 +1,18 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 texCoord;
+ attribute vec2 pos;
+ varying vec2 texCoord_interp;
+#else
+ in vec2 texCoord;
+ in vec2 pos;
+ out vec2 texCoord_interp;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl
new file mode 100644
index 00000000000..a37ae16f837
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl
@@ -0,0 +1,29 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+uniform float outlineWidth;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ varying vec4 radii;
+#else
+ in vec2 pos;
+ out vec4 radii;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - outlineWidth;
+ radii[3] = radius - outlineWidth - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl
new file mode 100644
index 00000000000..201e5e90ecc
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl
@@ -0,0 +1,26 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ varying vec2 radii;
+#else
+ in vec2 pos;
+ out vec2 radii;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl
new file mode 100644
index 00000000000..d3a142cc7bd
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl
@@ -0,0 +1,34 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+uniform float outlineWidth;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute vec4 color;
+ varying vec4 radii;
+ varying vec4 fillColor;
+#else
+ in vec2 pos;
+ in vec4 color;
+ out vec4 radii;
+ out vec4 fillColor;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+ fillColor = color;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - outlineWidth;
+ radii[3] = radius - outlineWidth - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
new file mode 100644
index 00000000000..42ff51e3d03
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
@@ -0,0 +1,21 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute float size;
+ attribute vec4 color;
+ varying vec4 finalColor;
+#else
+ in vec2 pos;
+ in float size;
+ in vec4 color;
+ out vec4 finalColor;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
new file mode 100644
index 00000000000..654439d1feb
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
@@ -0,0 +1,13 @@
+
+#if __VERSION__ == 120
+ noperspective varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ noperspective in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ fragColor = finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
new file mode 100644
index 00000000000..9daf2d75016
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
@@ -0,0 +1,20 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute vec4 color;
+
+ noperspective varying vec4 finalColor;
+#else
+ in vec2 pos;
+ in vec4 color;
+
+ noperspective out vec4 finalColor;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
new file mode 100644
index 00000000000..4049171f73d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+#else
+ in vec2 pos;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
new file mode 100644
index 00000000000..8c241cff5d4
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
@@ -0,0 +1,20 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ attribute vec4 color;
+
+ flat varying vec4 finalColor;
+#else
+ in vec3 pos;
+ in vec4 color;
+
+ flat out vec4 finalColor;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
new file mode 100644
index 00000000000..e9f847f28b3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
@@ -0,0 +1,18 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 texCoord;
+ attribute vec3 pos;
+ varying vec2 texCoord_interp;
+#else
+ in vec2 texCoord;
+ in vec3 pos;
+ out vec2 texCoord_interp;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
new file mode 100644
index 00000000000..84e77e59e90
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
@@ -0,0 +1,18 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ attribute vec4 color;
+ varying vec4 finalColor;
+#else
+ in vec3 pos;
+ in vec4 color;
+ out vec4 finalColor;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl
new file mode 100644
index 00000000000..d05920002ed
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl
@@ -0,0 +1,29 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+uniform float outlineWidth;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ varying vec4 radii;
+#else
+ in vec3 pos;
+ out vec4 radii;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - outlineWidth;
+ radii[3] = radius - outlineWidth - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl
new file mode 100644
index 00000000000..287f95b48ab
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl
@@ -0,0 +1,26 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ varying vec2 radii;
+#else
+ in vec3 pos;
+ out vec2 radii;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
new file mode 100644
index 00000000000..7999435f0e4
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
@@ -0,0 +1,21 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ attribute float size;
+ attribute vec4 color;
+ varying vec4 finalColor;
+#else
+ in vec3 pos;
+ in float size;
+ in vec4 color;
+ out vec4 finalColor;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl
new file mode 100644
index 00000000000..1fcda765b99
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl
@@ -0,0 +1,16 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ attribute float size;
+#else
+ in vec3 pos;
+ in float size;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
new file mode 100644
index 00000000000..955a49aa7d2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
@@ -0,0 +1,13 @@
+
+#if __VERSION__ == 120
+ varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ fragColor = finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
new file mode 100644
index 00000000000..22c2cfa8b93
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
@@ -0,0 +1,20 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ attribute vec4 color;
+
+ varying vec4 finalColor;
+#else
+ in vec3 pos;
+ in vec4 color;
+
+ out vec4 finalColor;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
new file mode 100644
index 00000000000..32da3a99c63
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+#else
+ in vec3 pos;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
index 01a335af048..a0141f1ab2c 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
@@ -20,12 +20,6 @@
#define STIPPLE_HEXAGON 3
#define STIPPLE_DIAG_STRIPES 4
#define STIPPLE_DIAG_STRIPES_SWAP 5
-#define STIPPLE_S3D_INTERLACE_ROW 6
-#define STIPPLE_S3D_INTERLACE_ROW_SWAP 7
-#define STIPPLE_S3D_INTERLACE_COLUMN 8
-#define STIPPLE_S3D_INTERLACE_COLUMN_SWAP 9
-#define STIPPLE_S3D_INTERLACE_CHECKERBOARD 10
-#define STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP 11
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if defined(USE_FLAT_NORMAL)
@@ -58,7 +52,7 @@ uniform sampler2D_default texture_map;
#ifdef USE_STIPPLE
uniform int stipple_id;
#if defined(DRAW_LINE)
-varying in float t;
+varying float t;
uniform int stipple_pattern;
#endif
#endif
@@ -74,14 +68,9 @@ void main()
/* We have to use mod function and integer casting.
* This can be optimized further with the bitwise operations
* when GLSL 1.3 is supported. */
- if (stipple_id == STIPPLE_HALFTONE ||
- stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD ||
- stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
- {
+ if (stipple_id == STIPPLE_HALFTONE) {
int result = int(mod(gl_FragCoord.x + gl_FragCoord.y, 2));
bool dis = result == 0;
- if (stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
- dis = !dis;
if (dis)
discard;
}
@@ -116,22 +105,6 @@ void main()
if (!((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx))
discard;
}
- else if (stipple_id == STIPPLE_S3D_INTERLACE_ROW || stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP) {
- int result = int(mod(gl_FragCoord.y, 2));
- bool dis = result == 0;
- if (stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP)
- dis = !dis;
- if (dis)
- discard;
- }
- else if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN || stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP) {
- int result = int(mod(gl_FragCoord.x, 2));
- bool dis = result != 0;
- if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP)
- dis = !dis;
- if (dis)
- discard;
- }
else if (stipple_id == STIPPLE_HEXAGON) {
int mody = int(mod(gl_FragCoord.y, 2));
int modx = int(mod(gl_FragCoord.x, 4));
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
index a88681a5fd3..13f05b340bf 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
@@ -14,9 +14,9 @@ layout(line_strip, max_vertices = 10) out;
layout(triangle_strip, max_vertices = 6) out;
#endif
-varying out float t;
-varying in vec4 varying_vertex_color_line[];
-varying out vec4 varying_vertex_color;
+out float t;
+in vec4 varying_vertex_color_line[];
+out vec4 varying_vertex_color;
uniform ivec4 viewport;
uniform float line_width;
diff --git a/source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl b/source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl
new file mode 100644
index 00000000000..60e71e19004
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl
@@ -0,0 +1,6 @@
+
+void main()
+{
+ // no color output, only depth (line below is implicit)
+ // gl_FragDepth = gl_FragCoord.z;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
new file mode 100755
index 00000000000..ed281141e16
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
@@ -0,0 +1,64 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+uniform vec3 eye; // direction we are looking
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+
+ // normals of faces this edge joins (object coords)
+ attribute vec3 N1;
+ attribute vec3 N2;
+
+ flat varying vec4 finalColor;
+#else
+ in vec3 pos;
+
+ // normals of faces this edge joins (object coords)
+ in vec3 N1;
+ in vec3 N2;
+
+ flat out vec4 finalColor;
+#endif
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+// to discard an entire line, set both endpoints to nowhere
+// and it won't produce any fragments
+const vec4 nowhere = vec4(vec3(0.0), 1.0);
+
+void main()
+{
+ bool face_1_front = dot(N1, eye) > 0.0;
+ bool face_2_front = dot(N2, eye) > 0.0;
+
+ vec4 position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ if (face_1_front && face_2_front) {
+ // front-facing edge
+ gl_Position = drawFront ? position : nowhere;
+ finalColor = frontColor;
+ }
+ else if (face_1_front || face_2_front) {
+ // exactly one face is front-facing, silhouette edge
+ gl_Position = drawSilhouette ? position : nowhere;
+ finalColor = silhouetteColor;
+ }
+ else {
+ // back-facing edge
+ gl_Position = drawBack ? position : nowhere;
+ finalColor = backColor;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
new file mode 100644
index 00000000000..10b5fad7972
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
@@ -0,0 +1,60 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. This geometry shader
+// decides which edge type to use if endpoints disagree.
+
+uniform mat4 ProjectionMatrix;
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+layout(lines) in;
+layout(line_strip, max_vertices = 2) out;
+
+in vec4 MV_pos[];
+in float edgeClass[];
+
+flat out vec4 finalColor;
+
+void emitLine(vec4 color)
+{
+ gl_Position = ProjectionMatrix * MV_pos[0];
+ EmitVertex();
+ gl_Position = ProjectionMatrix * MV_pos[1];
+ finalColor = color;
+ EmitVertex();
+ EndPrimitive();
+}
+
+void main()
+{
+ float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
+
+ if (finalEdgeClass > 0.0f) {
+ // front-facing edge
+ if (drawFront)
+ emitLine(frontColor);
+ }
+ else if (finalEdgeClass < 0.0f) {
+ // back-facing edge
+ if (drawBack)
+ emitLine(backColor);
+ }
+ else {
+ // exactly one face is front-facing, silhouette edge
+ if (drawSilhouette)
+ emitLine(silhouetteColor);
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl
new file mode 100644
index 00000000000..baf69c3e272
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl
@@ -0,0 +1,78 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// This shader is an imperfect stepping stone until all platforms are
+// ready for geometry shaders.
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. Need to use a geometry
+// shader or pass in an extra position attribute (the other endpoint)
+// to do this properly.
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+uniform mat4 ModelViewMatrix;
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+
+ // normals of faces this edge joins (object coords)
+ attribute vec3 N1;
+ attribute vec3 N2;
+
+ flat varying vec4 finalColor;
+#else
+ in vec3 pos;
+
+ // normals of faces this edge joins (object coords)
+ in vec3 N1;
+ in vec3 N2;
+
+ flat out vec4 finalColor;
+#endif
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+// to discard an entire line, set its color to invisible
+// (must have GL_BLEND enabled, or discard in fragment shader)
+const vec4 invisible = vec4(0.0);
+
+bool front(vec3 N)
+{
+ vec4 xformed = ModelViewMatrix * vec4(pos, 1.0);
+ return dot(NormalMatrix * N, normalize(-xformed.xyz)) > 0.0;
+}
+
+void main()
+{
+ bool face_1_front = front(N1);
+ bool face_2_front = front(N2);
+
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ if (face_1_front && face_2_front) {
+ // front-facing edge
+ finalColor = drawFront ? frontColor : invisible;
+ }
+ else if (face_1_front || face_2_front) {
+ // exactly one face is front-facing, silhouette edge
+ finalColor = drawSilhouette ? silhouetteColor : invisible;
+ }
+ else {
+ // back-facing edge
+ finalColor = drawBack ? backColor : invisible;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
new file mode 100755
index 00000000000..e1fb78dd1a9
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
@@ -0,0 +1,44 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. We use a geometry
+// shader to resolve this properly.
+
+uniform mat4 ModelViewMatrix;
+uniform mat3 NormalMatrix;
+
+in vec3 pos;
+in vec3 N1, N2; // normals of faces this edge joins (object coords)
+
+out vec4 MV_pos;
+out float edgeClass;
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+bool front(vec3 N, vec3 eye)
+{
+ return dot(NormalMatrix * N, eye) > 0.0;
+}
+
+void main()
+{
+ MV_pos = ModelViewMatrix * vec4(pos, 1.0);
+
+ vec3 eye = normalize(-MV_pos.xyz);
+
+ bool face_1_front = front(N1, eye);
+ bool face_2_front = front(N2, eye);
+
+ if (face_1_front && face_2_front)
+ edgeClass = 1.0; // front-facing edge
+ else if (face_1_front || face_2_front)
+ edgeClass = 0.0; // exactly one face is front-facing, silhouette edge
+ else
+ edgeClass = -1.0; // back-facing edge
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
new file mode 100644
index 00000000000..0538c037dcf
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
@@ -0,0 +1,20 @@
+
+#define SMOOTH 1
+
+const float transitionWidth = 1.0;
+
+uniform vec4 fillColor = vec4(0);
+uniform vec4 outlineColor = vec4(0,0,0,1);
+
+noperspective in vec3 distanceToOutline;
+
+out vec4 FragColor;
+
+void main() {
+ float edgeness = min(min(distanceToOutline.x, distanceToOutline.y), distanceToOutline.z);
+#if SMOOTH
+ FragColor = mix(outlineColor, fillColor, smoothstep(0, transitionWidth, edgeness));
+#else
+ FragColor = (edgeness <= 0) ? outlineColor : fillColor;
+#endif
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
new file mode 100644
index 00000000000..ad0dccb6c81
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
@@ -0,0 +1,67 @@
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+uniform float outlineWidth = 1.0;
+uniform vec2 viewportSize;
+
+in vec4 pos_xformed[];
+in float widthModulator[];
+
+noperspective out vec3 distanceToOutline;
+
+// project to screen space
+vec2 proj(int axis) {
+ vec4 pos = pos_xformed[axis];
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], int v) {
+ // current vertex position
+ vec2 vpos = pos[v];
+ // endpoints of opposite edge
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
+
+ float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
+ return abs_det / distance(e2, e1);
+}
+
+vec3 distance[3];
+
+void clearEdge(int v) {
+ float distant = 10 * outlineWidth;
+ for (int i = 0; i < 3; ++i)
+ distance[i][v] += distant;
+}
+
+void modulateEdge(int v) {
+ float offset = min(widthModulator[v],1) * outlineWidth;
+ for (int i = 0; i < 3; ++i)
+ distance[i][v] -= offset;
+}
+
+void main() {
+ vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
+
+ for (int v = 0; v < 3; ++v)
+ distance[v] = vec3(0);
+
+ for (int v = 0; v < 3; ++v) {
+ if (widthModulator[v] > 0) {
+ distance[v][v] = dist(pos, v);
+ modulateEdge(v);
+ }
+ }
+
+ for (int v = 0; v < 3; ++v)
+ if (widthModulator[v] <= 0)
+ clearEdge(v);
+
+ for (int v = 0; v < 3; ++v) {
+ gl_Position = pos_xformed[v];
+ distanceToOutline = distance[v];
+ EmitVertex();
+ }
+
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
new file mode 100644
index 00000000000..ec692e210c2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
@@ -0,0 +1,52 @@
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+uniform float outlineWidth = 1.0;
+uniform vec2 viewportSize;
+
+noperspective out vec3 distanceToOutline;
+
+// project to screen space
+vec2 proj(int axis) {
+ vec4 pos = gl_in[axis].gl_Position;
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], int v) {
+ // current vertex position
+ vec2 vpos = pos[v];
+ // endpoints of opposite edge
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
+
+ float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
+ return abs_det / distance(e2, e1);
+}
+
+vec3 distance[3];
+
+void modulateEdge(int v) {
+ float offset = 0.5 * outlineWidth;
+ for (int i = 0; i < 3; ++i)
+ distance[i][v] -= offset;
+}
+
+void main() {
+ vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
+
+ for (int v = 0; v < 3; ++v)
+ distance[v] = vec3(0);
+
+ for (int v = 0; v < 3; ++v) {
+ distance[v][v] = dist(pos, v);
+ modulateEdge(v);
+ }
+
+ for (int v = 0; v < 3; ++v) {
+ gl_Position = gl_in[v].gl_Position;
+ distanceToOutline = distance[v];
+ EmitVertex();
+ }
+
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl
new file mode 100644
index 00000000000..71a43d1b7ae
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl
@@ -0,0 +1,13 @@
+
+//mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in float edgeWidthModulator;
+
+out vec4 pos_xformed;
+out float widthModulator;
+
+void main() {
+ pos_xformed = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
+ widthModulator = edgeWidthModulator;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
new file mode 100644
index 00000000000..10b4c2ac39d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -0,0 +1,16 @@
+
+#if __VERSION__ == 120
+ flat varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ flat in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ if (finalColor.a > 0.0)
+ fragColor = finalColor;
+ else
+ discard;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
new file mode 100644
index 00000000000..91097d24cb2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
@@ -0,0 +1,13 @@
+
+#if __VERSION__ == 120
+ flat varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ flat in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ fragColor = finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
new file mode 100644
index 00000000000..b7697b0a3cc
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
@@ -0,0 +1,17 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform vec4 color;
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture2D(image, texCoord_interp) * color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
new file mode 100644
index 00000000000..7f76fbf03be
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
@@ -0,0 +1,22 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform float znear;
+uniform float zfar;
+uniform sampler2D image;
+
+void main()
+{
+ float depth = texture2D(image, texCoord_interp).r;
+
+ /* normalize */
+ fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
+ fragColor.a = 1.0f;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
new file mode 100644
index 00000000000..8b303104bb3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
@@ -0,0 +1,52 @@
+
+/* Keep these in sync with GPU_shader.h */
+#define INTERLACE_ROW 0
+#define INTERLACE_COLUMN 1
+#define INTERLACE_CHECKERBOARD 2
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2DRect texture
+#endif
+
+uniform int interlace_id;
+uniform sampler2DRect image_a;
+uniform sampler2DRect image_b;
+
+bool interlace()
+{
+#if __VERSION__ == 120
+ if (interlace_id == INTERLACE_CHECKERBOARD) {
+ return int(mod(gl_FragCoord.x + gl_FragCoord.y, 2)) != 0;
+ }
+ else if (interlace_id == INTERLACE_ROW) {
+ return int(mod(gl_FragCoord.y, 2)) != 0;
+ }
+ else if (interlace_id == INTERLACE_COLUMN) {
+ return int(mod(gl_FragCoord.x, 2)) != 0;
+ }
+#else
+ if (interlace_id == INTERLACE_CHECKERBOARD) {
+ return (int(gl_FragCoord.x + gl_FragCoord.y) & 1) != 0;
+ }
+ else if (interlace_id == INTERLACE_ROW) {
+ return (int(gl_FragCoord.y) & 1) != 0;
+ }
+ else if (interlace_id == INTERLACE_COLUMN) {
+ return (int(gl_FragCoord.x) & 1) != 0;
+ }
+#endif
+}
+
+void main()
+{
+ if (interlace()) {
+ fragColor = texture2DRect(image_a, texCoord_interp);
+ } else {
+ fragColor = texture2DRect(image_b, texCoord_interp);
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
new file mode 100644
index 00000000000..e78779559a1
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
@@ -0,0 +1,18 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform sampler2D image;
+uniform vec4 color;
+
+void main()
+{
+ fragColor.a = texture2D(image, texCoord_interp).a * color.a;
+ fragColor.rgb = color.rgb;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
new file mode 100644
index 00000000000..74e17198985
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
@@ -0,0 +1,18 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform float alpha;
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture2D(image, texCoord_interp);
+ fragColor.a *= alpha;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
new file mode 100644
index 00000000000..aae3b40efd4
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
@@ -0,0 +1,18 @@
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2DRect texture
+#endif
+
+uniform float alpha;
+uniform sampler2DRect image;
+
+void main()
+{
+ fragColor = texture2DRect(image, texCoord_interp);
+ fragColor.a *= alpha;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
new file mode 100644
index 00000000000..8e0c75db6bf
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
@@ -0,0 +1,21 @@
+
+uniform vec4 color;
+
+#if __VERSION__ == 120
+ #define fragColor gl_FragColor
+#else
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ vec2 centered = gl_PointCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared)
+ discard;
+
+ fragColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl
new file mode 100644
index 00000000000..f83785de95e
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl
@@ -0,0 +1,36 @@
+
+uniform vec4 color;
+uniform vec4 outlineColor;
+
+#if __VERSION__ == 120
+ varying vec4 radii;
+ #define fragColor gl_FragColor
+#else
+ in vec4 radii;
+ out vec4 fragColor;
+#endif
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure outline color
+// --- 2 ---
+// smooth transition
+// --- 3 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ float midStroke = 0.5 * (radii[1] + radii[2]);
+
+ if (dist > midStroke) {
+ fragColor.rgb = outlineColor.rgb;
+ fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
+ }
+ else
+ fragColor = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl
new file mode 100644
index 00000000000..8c8d81f6997
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_smooth_frag.glsl
@@ -0,0 +1,25 @@
+
+uniform vec4 color;
+
+#if __VERSION__ == 120
+ varying vec2 radii;
+ #define fragColor gl_FragColor
+#else
+ in vec2 radii;
+ out vec4 fragColor;
+#endif
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ fragColor.rgb = color.rgb;
+ fragColor.a = mix(color.a, 0.0, smoothstep(radii[1], radii[0], dist));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
new file mode 100644
index 00000000000..91092a9f727
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
@@ -0,0 +1,21 @@
+
+#if __VERSION__ == 120
+ varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ vec2 centered = gl_PointCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared)
+ discard;
+
+ fragColor = finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl
new file mode 100644
index 00000000000..d6cbe2d9a22
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl
@@ -0,0 +1,37 @@
+
+uniform vec4 outlineColor;
+
+#if __VERSION__ == 120
+ varying vec4 radii;
+ varying vec4 fillColor;
+ #define fragColor gl_FragColor
+#else
+ in vec4 radii;
+ in vec4 fillColor;
+ out vec4 fragColor;
+#endif
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure outline color
+// --- 2 ---
+// smooth transition
+// --- 3 ---
+// pure fill color
+// ...
+// dist = 0 at center of point
+
+ float midStroke = 0.5 * (radii[1] + radii[2]);
+
+ if (dist > midStroke) {
+ fragColor.rgb = outlineColor.rgb;
+ fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
+ }
+ else
+ fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
new file mode 100644
index 00000000000..9283d682767
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -0,0 +1,22 @@
+
+#if __VERSION__ == 120
+ flat varying vec4 color_flat;
+ noperspective varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ flat in vec4 color_flat;
+ noperspective in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
+uniform sampler2D glyph;
+
+void main()
+{
+ // input color replaces texture color
+ fragColor.rgb = color_flat.rgb;
+
+ // modulate input alpha & texture alpha
+ fragColor.a = color_flat.a * texture2D(glyph, texCoord_interp).a;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
new file mode 100644
index 00000000000..44568f28c8e
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -0,0 +1,24 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute vec2 texCoord;
+ attribute vec4 color;
+ flat varying vec4 color_flat;
+ noperspective varying vec2 texCoord_interp;
+#else
+ in vec2 pos;
+ in vec2 texCoord;
+ in vec4 color;
+ flat out vec4 color_flat;
+ noperspective out vec2 texCoord_interp;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+ color_flat = color;
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
new file mode 100644
index 00000000000..af200bf8661
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
@@ -0,0 +1,13 @@
+
+uniform vec4 color;
+
+#if __VERSION__ == 120
+ #define fragColor gl_FragColor
+#else
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ fragColor = color;
+}
diff --git a/source/blender/makesdna/DNA_gpencil_types.h b/source/blender/makesdna/DNA_gpencil_types.h
index 0364d855f69..bb526c41049 100644
--- a/source/blender/makesdna/DNA_gpencil_types.h
+++ b/source/blender/makesdna/DNA_gpencil_types.h
@@ -298,6 +298,7 @@ typedef struct bGPdata {
short sbuffer_sflag; /* flags for stroke that cache represents */
void *sbuffer; /* stroke buffer (can hold GP_STROKE_BUFFER_MAX) */
float scolor[4]; /* buffer color using palettes */
+ float sfill[4]; /* buffer fill color */
char pad[6]; /* padding for compiler alignment error */
short sflag; /* settings for palette color */
diff --git a/source/blender/makesdna/DNA_outliner_types.h b/source/blender/makesdna/DNA_outliner_types.h
index 984e3334414..8310856510c 100644
--- a/source/blender/makesdna/DNA_outliner_types.h
+++ b/source/blender/makesdna/DNA_outliner_types.h
@@ -50,11 +50,14 @@ typedef struct TreeStore {
} TreeStore;
/* TreeStoreElem->flag */
-#define TSE_CLOSED 1
-#define TSE_SELECTED 2
-#define TSE_TEXTBUT 4
-#define TSE_CHILDSEARCH 8
-#define TSE_SEARCHMATCH 16
+enum {
+ TSE_CLOSED = (1 << 0),
+ TSE_SELECTED = (1 << 1),
+ TSE_TEXTBUT = (1 << 2),
+ TSE_CHILDSEARCH = (1 << 3),
+ TSE_SEARCHMATCH = (1 << 4),
+ TSE_HIGHLIGHTED = (1 << 5),
+};
/* TreeStoreElem->types */
#define TSE_NLA 1 /* NO ID */
diff --git a/source/blender/makesdna/DNA_screen_types.h b/source/blender/makesdna/DNA_screen_types.h
index e208ef39719..ce1f8d1a7d4 100644
--- a/source/blender/makesdna/DNA_screen_types.h
+++ b/source/blender/makesdna/DNA_screen_types.h
@@ -76,6 +76,8 @@ typedef struct bScreen {
struct wmTimer *animtimer; /* if set, screen has timer handler added in window */
void *context; /* context callback */
+
+ PreviewImage *preview;
} bScreen;
typedef struct ScrVert {
@@ -265,9 +267,10 @@ typedef struct ARegion {
ListBase ui_previews; /* uiPreview */
ListBase handlers; /* wmEventHandler */
ListBase panels_category; /* Panel categories runtime */
-
+
+ struct wmManipulatorMap *manipulator_map; /* manipulator-map of this region */
struct wmTimer *regiontimer; /* blend in/out */
-
+
char *headerstr; /* use this string to draw info */
void *regiondata; /* XXX 2.50, need spacedata equivalent? */
} ARegion;
diff --git a/source/blender/makesdna/DNA_userdef_types.h b/source/blender/makesdna/DNA_userdef_types.h
index 0ad4482708f..1dc6c7ab578 100644
--- a/source/blender/makesdna/DNA_userdef_types.h
+++ b/source/blender/makesdna/DNA_userdef_types.h
@@ -490,6 +490,7 @@ typedef struct UserDef {
short tb_leftmouse, tb_rightmouse;
struct SolidLight light[3];
short tw_hotspot, tw_flag, tw_handlesize, tw_size;
+ short manipulator_scale, pad3[3];
short textimeout, texcollectrate;
short wmdrawmethod; /* removed wmpad */
short dragthreshold;
@@ -782,8 +783,6 @@ typedef enum eText_Draw_Options {
USER_TEXT_DISABLE_AA = (1 << 0),
} eText_Draw_Options;
-/* tw_flag (transform widget) */
-
/* gp_settings (Grease Pencil Settings) */
typedef enum eGP_UserdefSettings {
GP_PAINT_DOSMOOTH = (1 << 0),
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 4c243507e82..f84a6c3efc8 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -45,6 +45,7 @@ struct SmoothView3DStore;
struct wmTimer;
struct Material;
struct GPUFX;
+struct GPUViewport;
/* This is needed to not let VC choke on near and far... old
* proprietary MS extensions... */
@@ -65,6 +66,12 @@ struct GPUFX;
/* The near/far thing is a Win EXCEPTION. Thus, leave near/far in the
* code, and patch for windows. */
+
+typedef struct View3DDebug {
+ float znear, zfar;
+ char background;
+ char pad[7];
+} View3DDebug;
/* Background Picture in 3D-View */
typedef struct BGpic {
@@ -111,7 +118,7 @@ typedef struct RegionView3D {
struct wmTimer *smooth_timer;
- /* transform widget matrix */
+ /* transform manipulator matrix */
float twmat[4][4];
float viewquat[4]; /* view rotation, must be kept normalized */
@@ -147,6 +154,7 @@ typedef struct RegionView3D {
float rot_axis[3];
struct GPUFX *compositor;
+ struct GPUViewport *viewport;
} RegionView3D;
/* 3D ViewPort Struct */
@@ -202,7 +210,7 @@ typedef struct View3D {
short gridsubdiv; /* Number of subdivisions in the grid between each highlighted grid line */
char gridflag;
- /* transform widget info */
+ /* transform manipulator info */
char twtype, twmode, twflag;
short flag3;
@@ -217,8 +225,11 @@ typedef struct View3D {
char multiview_eye; /* multiview current eye - for internal use */
- /* built-in shader effects (eGPUFXFlags) */
- char pad3[4];
+ /* XXX tmp flags for 2.8 viewport transition to avoid compatibility issues that would be caused by
+ * using usual flag bitfields (which are saved to files). Can be removed when not needed anymore. */
+ char tmp_compat_flag;
+
+ char pad3[3];
/* note, 'fx_settings.dof' is currently _not_ allocated,
* instead set (temporarily) from camera */
@@ -244,6 +255,7 @@ typedef struct View3D {
short prev_drawtype;
short pad1;
float pad2;
+ View3DDebug debug;
} View3D;
@@ -320,6 +332,20 @@ typedef struct View3D {
/* View3d->flag3 (short) */
#define V3D_SHOW_WORLD (1 << 0)
+/* View3d->tmp_compat_flag */
+enum {
+ V3D_NEW_VIEWPORT = (1 << 0),
+ V3D_DEBUG_SHOW_SCENE_DEPTH = (1 << 1),
+ V3D_DEBUG_SHOW_COMBINED_DEPTH = (1 << 2),
+};
+
+/* View3d->debug.background */
+enum {
+ V3D_DEBUG_BACKGROUND_NONE = (1 << 0),
+ V3D_DEBUG_BACKGROUND_GRADIENT = (1 << 1),
+ V3D_DEBUG_BACKGROUND_WORLD = (1 << 2),
+};
+
/* View3D->around */
enum {
/* center of the bounding box */
diff --git a/source/blender/makesrna/intern/rna_image_api.c b/source/blender/makesrna/intern/rna_image_api.c
index 344c1781b46..bb927603e46 100644
--- a/source/blender/makesrna/intern/rna_image_api.c
+++ b/source/blender/makesrna/intern/rna_image_api.c
@@ -251,6 +251,8 @@ static int rna_Image_gl_load(Image *image, ReportList *reports, int frame, int f
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLint)filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLint)mag);
+ /* TODO(merwin): validate input (dimensions, filter, mag) before calling OpenGL
+ * instead of trusting input & testing for error after */
error = glGetError();
if (error) {
diff --git a/source/blender/makesrna/intern/rna_main_api.c b/source/blender/makesrna/intern/rna_main_api.c
index c110dbff6c4..244820f5a49 100644
--- a/source/blender/makesrna/intern/rna_main_api.c
+++ b/source/blender/makesrna/intern/rna_main_api.c
@@ -1587,6 +1587,7 @@ void RNA_def_main_particles(BlenderRNA *brna, PropertyRNA *cprop)
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_boolean_funcs(prop, "rna_Main_particles_is_updated_get", NULL);
}
+
void RNA_def_main_palettes(BlenderRNA *brna, PropertyRNA *cprop)
{
StructRNA *srna;
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 5e364a3adf1..af4fb9d0d8a 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -2389,6 +2389,13 @@ static void rna_def_space_view3d(BlenderRNA *brna)
{0, NULL, 0, NULL, NULL}
};
+ static EnumPropertyItem debug_background_items[] = {
+ {V3D_DEBUG_BACKGROUND_NONE, "NONE", 0, "None", ""},
+ {V3D_DEBUG_BACKGROUND_GRADIENT, "GRADIENT", 0, "Gradient", ""},
+ {V3D_DEBUG_BACKGROUND_WORLD, "WORLD", 0, "World", ""},
+ {0, NULL, 0, NULL, NULL}
+ };
+
srna = RNA_def_struct(brna, "SpaceView3D", "Space");
RNA_def_struct_sdna(srna, "View3D");
RNA_def_struct_ui_text(srna, "3D View Space", "3D View space data");
@@ -2781,6 +2788,42 @@ static void rna_def_space_view3d(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Volume Alpha", "Opacity (alpha) of the cameras' frustum volume");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+ /* *** Blender 2.8 Viewport temporary *** */
+ prop = RNA_def_property(srna, "use_modern_viewport", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "tmp_compat_flag", V3D_NEW_VIEWPORT);
+ RNA_def_property_ui_text(prop, "Modern Viewport", "Use modern viewport");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "show_scene_depth", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "tmp_compat_flag", V3D_DEBUG_SHOW_SCENE_DEPTH);
+ RNA_def_property_ui_text(prop, "Show Scene Depth", "Debug option to show the depth in the viewport");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "show_combined_depth", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "tmp_compat_flag", V3D_DEBUG_SHOW_COMBINED_DEPTH);
+ RNA_def_property_ui_text(prop, "Show Combined Depth", "Debug option to show the depth in the viewport");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "debug_near", PROP_FLOAT, PROP_DISTANCE);
+ RNA_def_property_float_sdna(prop, NULL, "debug.znear");
+ RNA_def_property_ui_text(prop, "Near", "Near distance for depth debugging");
+ RNA_def_property_range(prop, 1e-6f, FLT_MAX);
+ RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 10, 3);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "debug_far", PROP_FLOAT, PROP_DISTANCE);
+ RNA_def_property_float_sdna(prop, NULL, "debug.zfar");
+ RNA_def_property_range(prop, 1e-6f, FLT_MAX);
+ RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 10, 3);
+ RNA_def_property_ui_text(prop, "Far", "Far distance for depth debugging");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "debug_background", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "debug.background");
+ RNA_def_property_enum_items(prop, debug_background_items);
+ RNA_def_property_ui_text(prop, "Background", "");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
/* *** Animated *** */
RNA_define_animate_sdna(true);
/* region */
diff --git a/source/blender/python/generic/bgl.c b/source/blender/python/generic/bgl.c
index 3ea10228ad4..1fc575480dc 100644
--- a/source/blender/python/generic/bgl.c
+++ b/source/blender/python/generic/bgl.c
@@ -1687,9 +1687,6 @@ static void py_module_dict_add_method(PyObject *submodule, PyObject *dict, PyMet
}
}
-/* TODO, expose to users */
-static bool use_deprecated = true;
-
PyObject *BPyInit_bgl(void)
{
PyObject *submodule, *dict;
@@ -1764,268 +1761,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(TexParameteriv);
PY_MOD_ADD_METHOD(Viewport);
}
- /* adding in GL_VERSION_1_0 removed from core profile */
- if (use_deprecated == true) {
- PY_MOD_ADD_METHOD(Accum);
- PY_MOD_ADD_METHOD(AlphaFunc);
- PY_MOD_ADD_METHOD(Begin);
- PY_MOD_ADD_METHOD(Bitmap);
- PY_MOD_ADD_METHOD(CallList);
- PY_MOD_ADD_METHOD(CallLists);
- PY_MOD_ADD_METHOD(ClearAccum);
- PY_MOD_ADD_METHOD(ClearIndex);
- PY_MOD_ADD_METHOD(ClipPlane);
- PY_MOD_ADD_METHOD(Color3b);
- PY_MOD_ADD_METHOD(Color3bv);
- PY_MOD_ADD_METHOD(Color3d);
- PY_MOD_ADD_METHOD(Color3dv);
- PY_MOD_ADD_METHOD(Color3f);
- PY_MOD_ADD_METHOD(Color3fv);
- PY_MOD_ADD_METHOD(Color3i);
- PY_MOD_ADD_METHOD(Color3iv);
- PY_MOD_ADD_METHOD(Color3s);
- PY_MOD_ADD_METHOD(Color3sv);
- PY_MOD_ADD_METHOD(Color3ub);
- PY_MOD_ADD_METHOD(Color3ubv);
- PY_MOD_ADD_METHOD(Color3ui);
- PY_MOD_ADD_METHOD(Color3uiv);
- PY_MOD_ADD_METHOD(Color3us);
- PY_MOD_ADD_METHOD(Color3usv);
- PY_MOD_ADD_METHOD(Color4b);
- PY_MOD_ADD_METHOD(Color4bv);
- PY_MOD_ADD_METHOD(Color4d);
- PY_MOD_ADD_METHOD(Color4dv);
- PY_MOD_ADD_METHOD(Color4f);
- PY_MOD_ADD_METHOD(Color4fv);
- PY_MOD_ADD_METHOD(Color4i);
- PY_MOD_ADD_METHOD(Color4iv);
- PY_MOD_ADD_METHOD(Color4s);
- PY_MOD_ADD_METHOD(Color4sv);
- PY_MOD_ADD_METHOD(Color4ub);
- PY_MOD_ADD_METHOD(Color4ubv);
- PY_MOD_ADD_METHOD(Color4ui);
- PY_MOD_ADD_METHOD(Color4uiv);
- PY_MOD_ADD_METHOD(Color4us);
- PY_MOD_ADD_METHOD(Color4usv);
- PY_MOD_ADD_METHOD(ColorMaterial);
- PY_MOD_ADD_METHOD(CopyPixels);
- PY_MOD_ADD_METHOD(DeleteLists);
- PY_MOD_ADD_METHOD(DrawPixels);
- PY_MOD_ADD_METHOD(EdgeFlag);
- PY_MOD_ADD_METHOD(EdgeFlagv);
- PY_MOD_ADD_METHOD(End);
- PY_MOD_ADD_METHOD(EndList);
- PY_MOD_ADD_METHOD(EvalCoord1d);
- PY_MOD_ADD_METHOD(EvalCoord1dv);
- PY_MOD_ADD_METHOD(EvalCoord1f);
- PY_MOD_ADD_METHOD(EvalCoord1fv);
- PY_MOD_ADD_METHOD(EvalCoord2d);
- PY_MOD_ADD_METHOD(EvalCoord2dv);
- PY_MOD_ADD_METHOD(EvalCoord2f);
- PY_MOD_ADD_METHOD(EvalCoord2fv);
- PY_MOD_ADD_METHOD(EvalMesh1);
- PY_MOD_ADD_METHOD(EvalMesh2);
- PY_MOD_ADD_METHOD(EvalPoint1);
- PY_MOD_ADD_METHOD(EvalPoint2);
- PY_MOD_ADD_METHOD(FeedbackBuffer);
- PY_MOD_ADD_METHOD(Fogf);
- PY_MOD_ADD_METHOD(Fogfv);
- PY_MOD_ADD_METHOD(Fogi);
- PY_MOD_ADD_METHOD(Fogiv);
- PY_MOD_ADD_METHOD(Frustum);
- PY_MOD_ADD_METHOD(GenLists);
- PY_MOD_ADD_METHOD(GetClipPlane);
- PY_MOD_ADD_METHOD(GetLightfv);
- PY_MOD_ADD_METHOD(GetLightiv);
- PY_MOD_ADD_METHOD(GetMapdv);
- PY_MOD_ADD_METHOD(GetMapfv);
- PY_MOD_ADD_METHOD(GetMapiv);
- PY_MOD_ADD_METHOD(GetMaterialfv);
- PY_MOD_ADD_METHOD(GetMaterialiv);
- PY_MOD_ADD_METHOD(GetPixelMapfv);
- PY_MOD_ADD_METHOD(GetPixelMapuiv);
- PY_MOD_ADD_METHOD(GetPixelMapusv);
- PY_MOD_ADD_METHOD(GetPolygonStipple);
- PY_MOD_ADD_METHOD(GetTexEnvfv);
- PY_MOD_ADD_METHOD(GetTexEnviv);
- PY_MOD_ADD_METHOD(GetTexGendv);
- PY_MOD_ADD_METHOD(GetTexGenfv);
- PY_MOD_ADD_METHOD(GetTexGeniv);
- PY_MOD_ADD_METHOD(IndexMask);
- PY_MOD_ADD_METHOD(Indexd);
- PY_MOD_ADD_METHOD(Indexdv);
- PY_MOD_ADD_METHOD(Indexf);
- PY_MOD_ADD_METHOD(Indexfv);
- PY_MOD_ADD_METHOD(Indexi);
- PY_MOD_ADD_METHOD(Indexiv);
- PY_MOD_ADD_METHOD(Indexs);
- PY_MOD_ADD_METHOD(Indexsv);
- PY_MOD_ADD_METHOD(InitNames);
- PY_MOD_ADD_METHOD(IsList);
- PY_MOD_ADD_METHOD(LightModelf);
- PY_MOD_ADD_METHOD(LightModelfv);
- PY_MOD_ADD_METHOD(LightModeli);
- PY_MOD_ADD_METHOD(LightModeliv);
- PY_MOD_ADD_METHOD(Lightf);
- PY_MOD_ADD_METHOD(Lightfv);
- PY_MOD_ADD_METHOD(Lighti);
- PY_MOD_ADD_METHOD(Lightiv);
- PY_MOD_ADD_METHOD(LineStipple);
- PY_MOD_ADD_METHOD(ListBase);
- PY_MOD_ADD_METHOD(LoadIdentity);
- PY_MOD_ADD_METHOD(LoadMatrixd);
- PY_MOD_ADD_METHOD(LoadMatrixf);
- PY_MOD_ADD_METHOD(LoadName);
- PY_MOD_ADD_METHOD(Map1d);
- PY_MOD_ADD_METHOD(Map1f);
- PY_MOD_ADD_METHOD(Map2d);
- PY_MOD_ADD_METHOD(Map2f);
- PY_MOD_ADD_METHOD(MapGrid1d);
- PY_MOD_ADD_METHOD(MapGrid1f);
- PY_MOD_ADD_METHOD(MapGrid2d);
- PY_MOD_ADD_METHOD(MapGrid2f);
- PY_MOD_ADD_METHOD(Materialf);
- PY_MOD_ADD_METHOD(Materialfv);
- PY_MOD_ADD_METHOD(Materiali);
- PY_MOD_ADD_METHOD(Materialiv);
- PY_MOD_ADD_METHOD(MatrixMode);
- PY_MOD_ADD_METHOD(MultMatrixd);
- PY_MOD_ADD_METHOD(MultMatrixf);
- PY_MOD_ADD_METHOD(NewList);
- PY_MOD_ADD_METHOD(Normal3b);
- PY_MOD_ADD_METHOD(Normal3bv);
- PY_MOD_ADD_METHOD(Normal3d);
- PY_MOD_ADD_METHOD(Normal3dv);
- PY_MOD_ADD_METHOD(Normal3f);
- PY_MOD_ADD_METHOD(Normal3fv);
- PY_MOD_ADD_METHOD(Normal3i);
- PY_MOD_ADD_METHOD(Normal3iv);
- PY_MOD_ADD_METHOD(Normal3s);
- PY_MOD_ADD_METHOD(Normal3sv);
- PY_MOD_ADD_METHOD(Ortho);
- PY_MOD_ADD_METHOD(PassThrough);
- PY_MOD_ADD_METHOD(PixelMapfv);
- PY_MOD_ADD_METHOD(PixelMapuiv);
- PY_MOD_ADD_METHOD(PixelMapusv);
- PY_MOD_ADD_METHOD(PixelTransferf);
- PY_MOD_ADD_METHOD(PixelTransferi);
- PY_MOD_ADD_METHOD(PixelZoom);
- PY_MOD_ADD_METHOD(PolygonStipple);
- PY_MOD_ADD_METHOD(PopAttrib);
- PY_MOD_ADD_METHOD(PopMatrix);
- PY_MOD_ADD_METHOD(PopName);
- PY_MOD_ADD_METHOD(PushAttrib);
- PY_MOD_ADD_METHOD(PushMatrix);
- PY_MOD_ADD_METHOD(PushName);
- PY_MOD_ADD_METHOD(RasterPos2d);
- PY_MOD_ADD_METHOD(RasterPos2dv);
- PY_MOD_ADD_METHOD(RasterPos2f);
- PY_MOD_ADD_METHOD(RasterPos2fv);
- PY_MOD_ADD_METHOD(RasterPos2i);
- PY_MOD_ADD_METHOD(RasterPos2iv);
- PY_MOD_ADD_METHOD(RasterPos2s);
- PY_MOD_ADD_METHOD(RasterPos2sv);
- PY_MOD_ADD_METHOD(RasterPos3d);
- PY_MOD_ADD_METHOD(RasterPos3dv);
- PY_MOD_ADD_METHOD(RasterPos3f);
- PY_MOD_ADD_METHOD(RasterPos3fv);
- PY_MOD_ADD_METHOD(RasterPos3i);
- PY_MOD_ADD_METHOD(RasterPos3iv);
- PY_MOD_ADD_METHOD(RasterPos3s);
- PY_MOD_ADD_METHOD(RasterPos3sv);
- PY_MOD_ADD_METHOD(RasterPos4d);
- PY_MOD_ADD_METHOD(RasterPos4dv);
- PY_MOD_ADD_METHOD(RasterPos4f);
- PY_MOD_ADD_METHOD(RasterPos4fv);
- PY_MOD_ADD_METHOD(RasterPos4i);
- PY_MOD_ADD_METHOD(RasterPos4iv);
- PY_MOD_ADD_METHOD(RasterPos4s);
- PY_MOD_ADD_METHOD(RasterPos4sv);
- PY_MOD_ADD_METHOD(Rectd);
- PY_MOD_ADD_METHOD(Rectdv);
- PY_MOD_ADD_METHOD(Rectf);
- PY_MOD_ADD_METHOD(Rectfv);
- PY_MOD_ADD_METHOD(Recti);
- PY_MOD_ADD_METHOD(Rectiv);
- PY_MOD_ADD_METHOD(Rects);
- PY_MOD_ADD_METHOD(Rectsv);
- PY_MOD_ADD_METHOD(RenderMode);
- PY_MOD_ADD_METHOD(Rotated);
- PY_MOD_ADD_METHOD(Rotatef);
- PY_MOD_ADD_METHOD(Scaled);
- PY_MOD_ADD_METHOD(Scalef);
- PY_MOD_ADD_METHOD(SelectBuffer);
- PY_MOD_ADD_METHOD(ShadeModel);
- PY_MOD_ADD_METHOD(TexCoord1d);
- PY_MOD_ADD_METHOD(TexCoord1dv);
- PY_MOD_ADD_METHOD(TexCoord1f);
- PY_MOD_ADD_METHOD(TexCoord1fv);
- PY_MOD_ADD_METHOD(TexCoord1i);
- PY_MOD_ADD_METHOD(TexCoord1iv);
- PY_MOD_ADD_METHOD(TexCoord1s);
- PY_MOD_ADD_METHOD(TexCoord1sv);
- PY_MOD_ADD_METHOD(TexCoord2d);
- PY_MOD_ADD_METHOD(TexCoord2dv);
- PY_MOD_ADD_METHOD(TexCoord2f);
- PY_MOD_ADD_METHOD(TexCoord2fv);
- PY_MOD_ADD_METHOD(TexCoord2i);
- PY_MOD_ADD_METHOD(TexCoord2iv);
- PY_MOD_ADD_METHOD(TexCoord2s);
- PY_MOD_ADD_METHOD(TexCoord2sv);
- PY_MOD_ADD_METHOD(TexCoord3d);
- PY_MOD_ADD_METHOD(TexCoord3dv);
- PY_MOD_ADD_METHOD(TexCoord3f);
- PY_MOD_ADD_METHOD(TexCoord3fv);
- PY_MOD_ADD_METHOD(TexCoord3i);
- PY_MOD_ADD_METHOD(TexCoord3iv);
- PY_MOD_ADD_METHOD(TexCoord3s);
- PY_MOD_ADD_METHOD(TexCoord3sv);
- PY_MOD_ADD_METHOD(TexCoord4d);
- PY_MOD_ADD_METHOD(TexCoord4dv);
- PY_MOD_ADD_METHOD(TexCoord4f);
- PY_MOD_ADD_METHOD(TexCoord4fv);
- PY_MOD_ADD_METHOD(TexCoord4i);
- PY_MOD_ADD_METHOD(TexCoord4iv);
- PY_MOD_ADD_METHOD(TexCoord4s);
- PY_MOD_ADD_METHOD(TexCoord4sv);
- PY_MOD_ADD_METHOD(TexEnvf);
- PY_MOD_ADD_METHOD(TexEnvfv);
- PY_MOD_ADD_METHOD(TexEnvi);
- PY_MOD_ADD_METHOD(TexEnviv);
- PY_MOD_ADD_METHOD(TexGend);
- PY_MOD_ADD_METHOD(TexGendv);
- PY_MOD_ADD_METHOD(TexGenf);
- PY_MOD_ADD_METHOD(TexGenfv);
- PY_MOD_ADD_METHOD(TexGeni);
- PY_MOD_ADD_METHOD(TexGeniv);
- PY_MOD_ADD_METHOD(Translated);
- PY_MOD_ADD_METHOD(Translatef);
- PY_MOD_ADD_METHOD(Vertex2d);
- PY_MOD_ADD_METHOD(Vertex2dv);
- PY_MOD_ADD_METHOD(Vertex2f);
- PY_MOD_ADD_METHOD(Vertex2fv);
- PY_MOD_ADD_METHOD(Vertex2i);
- PY_MOD_ADD_METHOD(Vertex2iv);
- PY_MOD_ADD_METHOD(Vertex2s);
- PY_MOD_ADD_METHOD(Vertex2sv);
- PY_MOD_ADD_METHOD(Vertex3d);
- PY_MOD_ADD_METHOD(Vertex3dv);
- PY_MOD_ADD_METHOD(Vertex3f);
- PY_MOD_ADD_METHOD(Vertex3fv);
- PY_MOD_ADD_METHOD(Vertex3i);
- PY_MOD_ADD_METHOD(Vertex3iv);
- PY_MOD_ADD_METHOD(Vertex3s);
- PY_MOD_ADD_METHOD(Vertex3sv);
- PY_MOD_ADD_METHOD(Vertex4d);
- PY_MOD_ADD_METHOD(Vertex4dv);
- PY_MOD_ADD_METHOD(Vertex4f);
- PY_MOD_ADD_METHOD(Vertex4fv);
- PY_MOD_ADD_METHOD(Vertex4i);
- PY_MOD_ADD_METHOD(Vertex4iv);
- PY_MOD_ADD_METHOD(Vertex4s);
- PY_MOD_ADD_METHOD(Vertex4sv);
- }
-
/* GL_VERSION_1_1 */
{
@@ -2043,27 +1778,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(TexSubImage1D);
PY_MOD_ADD_METHOD(TexSubImage2D);
}
- /* adding in GL_VERSION_1_1 removed from core profile */
- if (use_deprecated == true) {
- PY_MOD_ADD_METHOD(AreTexturesResident);
- PY_MOD_ADD_METHOD(ArrayElement);
- PY_MOD_ADD_METHOD(ColorPointer);
- PY_MOD_ADD_METHOD(DisableClientState);
- PY_MOD_ADD_METHOD(EdgeFlagPointer);
- PY_MOD_ADD_METHOD(EnableClientState);
- PY_MOD_ADD_METHOD(GetPointerv);
- PY_MOD_ADD_METHOD(IndexPointer);
- PY_MOD_ADD_METHOD(Indexub);
- PY_MOD_ADD_METHOD(Indexubv);
- PY_MOD_ADD_METHOD(InterleavedArrays);
- PY_MOD_ADD_METHOD(NormalPointer);
- PY_MOD_ADD_METHOD(PopClientAttrib);
- PY_MOD_ADD_METHOD(PrioritizeTextures);
- PY_MOD_ADD_METHOD(PushClientAttrib);
- PY_MOD_ADD_METHOD(TexCoordPointer);
- PY_MOD_ADD_METHOD(VertexPointer);
- }
-
/* GL_VERSION_1_2 */
{
@@ -2073,7 +1787,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(TexSubImage3D);
}
-
/* GL_VERSION_1_3 */
{
PY_MOD_ADD_METHOD(ActiveTexture);
@@ -2086,47 +1799,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(GetCompressedTexImage);
PY_MOD_ADD_METHOD(SampleCoverage);
}
- /* adding in GL_VERSION_1_3 removed from core profile */
- if (use_deprecated == true) {
- PY_MOD_ADD_METHOD(ClientActiveTexture);
- PY_MOD_ADD_METHOD(LoadTransposeMatrixd);
- PY_MOD_ADD_METHOD(LoadTransposeMatrixf);
- PY_MOD_ADD_METHOD(MultTransposeMatrixd);
- PY_MOD_ADD_METHOD(MultTransposeMatrixf);
- PY_MOD_ADD_METHOD(MultiTexCoord1d);
- PY_MOD_ADD_METHOD(MultiTexCoord1dv);
- PY_MOD_ADD_METHOD(MultiTexCoord1f);
- PY_MOD_ADD_METHOD(MultiTexCoord1fv);
- PY_MOD_ADD_METHOD(MultiTexCoord1i);
- PY_MOD_ADD_METHOD(MultiTexCoord1iv);
- PY_MOD_ADD_METHOD(MultiTexCoord1s);
- PY_MOD_ADD_METHOD(MultiTexCoord1sv);
- PY_MOD_ADD_METHOD(MultiTexCoord2d);
- PY_MOD_ADD_METHOD(MultiTexCoord2dv);
- PY_MOD_ADD_METHOD(MultiTexCoord2f);
- PY_MOD_ADD_METHOD(MultiTexCoord2fv);
- PY_MOD_ADD_METHOD(MultiTexCoord2i);
- PY_MOD_ADD_METHOD(MultiTexCoord2iv);
- PY_MOD_ADD_METHOD(MultiTexCoord2s);
- PY_MOD_ADD_METHOD(MultiTexCoord2sv);
- PY_MOD_ADD_METHOD(MultiTexCoord3d);
- PY_MOD_ADD_METHOD(MultiTexCoord3dv);
- PY_MOD_ADD_METHOD(MultiTexCoord3f);
- PY_MOD_ADD_METHOD(MultiTexCoord3fv);
- PY_MOD_ADD_METHOD(MultiTexCoord3i);
- PY_MOD_ADD_METHOD(MultiTexCoord3iv);
- PY_MOD_ADD_METHOD(MultiTexCoord3s);
- PY_MOD_ADD_METHOD(MultiTexCoord3sv);
- PY_MOD_ADD_METHOD(MultiTexCoord4d);
- PY_MOD_ADD_METHOD(MultiTexCoord4dv);
- PY_MOD_ADD_METHOD(MultiTexCoord4f);
- PY_MOD_ADD_METHOD(MultiTexCoord4fv);
- PY_MOD_ADD_METHOD(MultiTexCoord4i);
- PY_MOD_ADD_METHOD(MultiTexCoord4iv);
- PY_MOD_ADD_METHOD(MultiTexCoord4s);
- PY_MOD_ADD_METHOD(MultiTexCoord4sv);
- }
-
/* GL_VERSION_1_4 */
{
@@ -2134,7 +1806,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(BlendEquation);
}
-
/* GL_VERSION_1_5 */
{
PY_MOD_ADD_METHOD(BeginQuery);
@@ -2158,7 +1829,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(UnmapBuffer);
}
-
/* GL_VERSION_2_0 */
{
PY_MOD_ADD_METHOD(AttachShader);
@@ -2256,7 +1926,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(VertexAttribPointer);
}
-
/* GL_VERSION_2_1 */
{
PY_MOD_ADD_METHOD(UniformMatrix2x3fv);
@@ -2267,7 +1936,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(UniformMatrix4x3fv);
}
-
/* GL_VERSION_3_0 */
{
PY_MOD_ADD_METHOD(BindVertexArray);
@@ -2276,7 +1944,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(IsVertexArray);
}
-
/* GL_VERSION_3_1 */
{
PY_MOD_ADD_METHOD(BindBufferBase);
@@ -2291,7 +1958,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(UniformBlockBinding);
}
-
/* GL_VERSION_3_2 */
{
PY_MOD_ADD_METHOD(FramebufferTexture);
@@ -2303,7 +1969,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(TexImage3DMultisample);
}
-
/* GL_VERSION_3_3 */
{
PY_MOD_ADD_METHOD(ColorP3ui);
@@ -2544,338 +2209,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_XOR);
PY_DICT_ADD_INT(GL_ZERO);
}
- /* adding in GL_VERSION_1_1 removed from core profile */
- if (use_deprecated == true) {
- PY_DICT_ADD_INT(GL_2D);
- PY_DICT_ADD_INT(GL_2_BYTES);
- PY_DICT_ADD_INT(GL_3D);
- PY_DICT_ADD_INT(GL_3D_COLOR);
- PY_DICT_ADD_INT(GL_3D_COLOR_TEXTURE);
- PY_DICT_ADD_INT(GL_3_BYTES);
- PY_DICT_ADD_INT(GL_4D_COLOR_TEXTURE);
- PY_DICT_ADD_INT(GL_4_BYTES);
- PY_DICT_ADD_INT(GL_ACCUM);
- PY_DICT_ADD_INT(GL_ACCUM_ALPHA_BITS);
- PY_DICT_ADD_INT(GL_ACCUM_BLUE_BITS);
- PY_DICT_ADD_INT(GL_ACCUM_BUFFER_BIT);
- PY_DICT_ADD_INT(GL_ACCUM_CLEAR_VALUE);
- PY_DICT_ADD_INT(GL_ACCUM_GREEN_BITS);
- PY_DICT_ADD_INT(GL_ACCUM_RED_BITS);
- PY_DICT_ADD_INT(GL_ADD);
- PY_DICT_ADD_INT(GL_ALL_ATTRIB_BITS);
- PY_DICT_ADD_INT(GL_ALPHA12);
- PY_DICT_ADD_INT(GL_ALPHA16);
- PY_DICT_ADD_INT(GL_ALPHA4);
- PY_DICT_ADD_INT(GL_ALPHA8);
- PY_DICT_ADD_INT(GL_ALPHA_BIAS);
- PY_DICT_ADD_INT(GL_ALPHA_BITS);
- PY_DICT_ADD_INT(GL_ALPHA_SCALE);
- PY_DICT_ADD_INT(GL_ALPHA_TEST);
- PY_DICT_ADD_INT(GL_ALPHA_TEST_FUNC);
- PY_DICT_ADD_INT(GL_ALPHA_TEST_REF);
- PY_DICT_ADD_INT(GL_AMBIENT);
- PY_DICT_ADD_INT(GL_AMBIENT_AND_DIFFUSE);
- PY_DICT_ADD_INT(GL_ATTRIB_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_AUTO_NORMAL);
- PY_DICT_ADD_INT(GL_AUX0);
- PY_DICT_ADD_INT(GL_AUX1);
- PY_DICT_ADD_INT(GL_AUX2);
- PY_DICT_ADD_INT(GL_AUX3);
- PY_DICT_ADD_INT(GL_AUX_BUFFERS);
- PY_DICT_ADD_INT(GL_BITMAP);
- PY_DICT_ADD_INT(GL_BITMAP_TOKEN);
- PY_DICT_ADD_INT(GL_BLUE_BIAS);
- PY_DICT_ADD_INT(GL_BLUE_BITS);
- PY_DICT_ADD_INT(GL_BLUE_SCALE);
- PY_DICT_ADD_INT(GL_C3F_V3F);
- PY_DICT_ADD_INT(GL_C4F_N3F_V3F);
- PY_DICT_ADD_INT(GL_C4UB_V2F);
- PY_DICT_ADD_INT(GL_C4UB_V3F);
- PY_DICT_ADD_INT(GL_CLAMP);
- PY_DICT_ADD_INT(GL_CLIENT_ALL_ATTRIB_BITS);
- PY_DICT_ADD_INT(GL_CLIENT_ATTRIB_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_CLIENT_PIXEL_STORE_BIT);
- PY_DICT_ADD_INT(GL_CLIENT_VERTEX_ARRAY_BIT);
- PY_DICT_ADD_INT(GL_CLIP_PLANE0);
- PY_DICT_ADD_INT(GL_CLIP_PLANE1);
- PY_DICT_ADD_INT(GL_CLIP_PLANE2);
- PY_DICT_ADD_INT(GL_CLIP_PLANE3);
- PY_DICT_ADD_INT(GL_CLIP_PLANE4);
- PY_DICT_ADD_INT(GL_CLIP_PLANE5);
- PY_DICT_ADD_INT(GL_COEFF);
- PY_DICT_ADD_INT(GL_COLOR_ARRAY);
- PY_DICT_ADD_INT(GL_COLOR_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_COLOR_ARRAY_SIZE);
- PY_DICT_ADD_INT(GL_COLOR_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_COLOR_ARRAY_TYPE);
- PY_DICT_ADD_INT(GL_COLOR_INDEX);
- PY_DICT_ADD_INT(GL_COLOR_INDEXES);
- PY_DICT_ADD_INT(GL_COLOR_MATERIAL);
- PY_DICT_ADD_INT(GL_COLOR_MATERIAL_FACE);
- PY_DICT_ADD_INT(GL_COLOR_MATERIAL_PARAMETER);
- PY_DICT_ADD_INT(GL_COMPILE);
- PY_DICT_ADD_INT(GL_COMPILE_AND_EXECUTE);
- PY_DICT_ADD_INT(GL_CONSTANT_ATTENUATION);
- PY_DICT_ADD_INT(GL_COPY_PIXEL_TOKEN);
- PY_DICT_ADD_INT(GL_CURRENT_BIT);
- PY_DICT_ADD_INT(GL_CURRENT_COLOR);
- PY_DICT_ADD_INT(GL_CURRENT_INDEX);
- PY_DICT_ADD_INT(GL_CURRENT_NORMAL);
- PY_DICT_ADD_INT(GL_CURRENT_RASTER_COLOR);
- PY_DICT_ADD_INT(GL_CURRENT_RASTER_DISTANCE);
- PY_DICT_ADD_INT(GL_CURRENT_RASTER_INDEX);
- PY_DICT_ADD_INT(GL_CURRENT_RASTER_POSITION);
- PY_DICT_ADD_INT(GL_CURRENT_RASTER_POSITION_VALID);
- PY_DICT_ADD_INT(GL_CURRENT_RASTER_TEXTURE_COORDS);
- PY_DICT_ADD_INT(GL_CURRENT_TEXTURE_COORDS);
- PY_DICT_ADD_INT(GL_DECAL);
- PY_DICT_ADD_INT(GL_DEPTH_BIAS);
- PY_DICT_ADD_INT(GL_DEPTH_BITS);
- PY_DICT_ADD_INT(GL_DEPTH_SCALE);
- PY_DICT_ADD_INT(GL_DIFFUSE);
- PY_DICT_ADD_INT(GL_DOMAIN);
- PY_DICT_ADD_INT(GL_DRAW_PIXEL_TOKEN);
- PY_DICT_ADD_INT(GL_EDGE_FLAG);
- PY_DICT_ADD_INT(GL_EDGE_FLAG_ARRAY);
- PY_DICT_ADD_INT(GL_EDGE_FLAG_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_EDGE_FLAG_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_EMISSION);
- PY_DICT_ADD_INT(GL_ENABLE_BIT);
- PY_DICT_ADD_INT(GL_EVAL_BIT);
- PY_DICT_ADD_INT(GL_EXP);
- PY_DICT_ADD_INT(GL_EXP2);
- PY_DICT_ADD_INT(GL_EYE_LINEAR);
- PY_DICT_ADD_INT(GL_EYE_PLANE);
- PY_DICT_ADD_INT(GL_FEEDBACK);
- PY_DICT_ADD_INT(GL_FEEDBACK_BUFFER_POINTER);
- PY_DICT_ADD_INT(GL_FEEDBACK_BUFFER_SIZE);
- PY_DICT_ADD_INT(GL_FEEDBACK_BUFFER_TYPE);
- PY_DICT_ADD_INT(GL_FLAT);
- PY_DICT_ADD_INT(GL_FOG);
- PY_DICT_ADD_INT(GL_FOG_BIT);
- PY_DICT_ADD_INT(GL_FOG_COLOR);
- PY_DICT_ADD_INT(GL_FOG_DENSITY);
- PY_DICT_ADD_INT(GL_FOG_END);
- PY_DICT_ADD_INT(GL_FOG_HINT);
- PY_DICT_ADD_INT(GL_FOG_INDEX);
- PY_DICT_ADD_INT(GL_FOG_MODE);
- PY_DICT_ADD_INT(GL_FOG_START);
- PY_DICT_ADD_INT(GL_GREEN_BIAS);
- PY_DICT_ADD_INT(GL_GREEN_BITS);
- PY_DICT_ADD_INT(GL_GREEN_SCALE);
- PY_DICT_ADD_INT(GL_HINT_BIT);
- PY_DICT_ADD_INT(GL_INDEX_ARRAY);
- PY_DICT_ADD_INT(GL_INDEX_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_INDEX_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_INDEX_ARRAY_TYPE);
- PY_DICT_ADD_INT(GL_INDEX_BITS);
- PY_DICT_ADD_INT(GL_INDEX_CLEAR_VALUE);
- PY_DICT_ADD_INT(GL_INDEX_LOGIC_OP);
- PY_DICT_ADD_INT(GL_INDEX_MODE);
- PY_DICT_ADD_INT(GL_INDEX_OFFSET);
- PY_DICT_ADD_INT(GL_INDEX_SHIFT);
- PY_DICT_ADD_INT(GL_INDEX_WRITEMASK);
- PY_DICT_ADD_INT(GL_INTENSITY);
- PY_DICT_ADD_INT(GL_INTENSITY12);
- PY_DICT_ADD_INT(GL_INTENSITY16);
- PY_DICT_ADD_INT(GL_INTENSITY4);
- PY_DICT_ADD_INT(GL_INTENSITY8);
- PY_DICT_ADD_INT(GL_LIGHT0);
- PY_DICT_ADD_INT(GL_LIGHT1);
- PY_DICT_ADD_INT(GL_LIGHT2);
- PY_DICT_ADD_INT(GL_LIGHT3);
- PY_DICT_ADD_INT(GL_LIGHT4);
- PY_DICT_ADD_INT(GL_LIGHT5);
- PY_DICT_ADD_INT(GL_LIGHT6);
- PY_DICT_ADD_INT(GL_LIGHT7);
- PY_DICT_ADD_INT(GL_LIGHTING);
- PY_DICT_ADD_INT(GL_LIGHTING_BIT);
- PY_DICT_ADD_INT(GL_LIGHT_MODEL_AMBIENT);
- PY_DICT_ADD_INT(GL_LIGHT_MODEL_LOCAL_VIEWER);
- PY_DICT_ADD_INT(GL_LIGHT_MODEL_TWO_SIDE);
- PY_DICT_ADD_INT(GL_LINEAR_ATTENUATION);
- PY_DICT_ADD_INT(GL_LINE_BIT);
- PY_DICT_ADD_INT(GL_LINE_RESET_TOKEN);
- PY_DICT_ADD_INT(GL_LINE_STIPPLE);
- PY_DICT_ADD_INT(GL_LINE_STIPPLE_PATTERN);
- PY_DICT_ADD_INT(GL_LINE_STIPPLE_REPEAT);
- PY_DICT_ADD_INT(GL_LINE_TOKEN);
- PY_DICT_ADD_INT(GL_LIST_BASE);
- PY_DICT_ADD_INT(GL_LIST_BIT);
- PY_DICT_ADD_INT(GL_LIST_INDEX);
- PY_DICT_ADD_INT(GL_LIST_MODE);
- PY_DICT_ADD_INT(GL_LOAD);
- PY_DICT_ADD_INT(GL_LOGIC_OP);
- PY_DICT_ADD_INT(GL_LUMINANCE);
- PY_DICT_ADD_INT(GL_LUMINANCE12);
- PY_DICT_ADD_INT(GL_LUMINANCE12_ALPHA12);
- PY_DICT_ADD_INT(GL_LUMINANCE12_ALPHA4);
- PY_DICT_ADD_INT(GL_LUMINANCE16);
- PY_DICT_ADD_INT(GL_LUMINANCE16_ALPHA16);
- PY_DICT_ADD_INT(GL_LUMINANCE4);
- PY_DICT_ADD_INT(GL_LUMINANCE4_ALPHA4);
- PY_DICT_ADD_INT(GL_LUMINANCE6_ALPHA2);
- PY_DICT_ADD_INT(GL_LUMINANCE8);
- PY_DICT_ADD_INT(GL_LUMINANCE8_ALPHA8);
- PY_DICT_ADD_INT(GL_LUMINANCE_ALPHA);
- PY_DICT_ADD_INT(GL_MAP1_COLOR_4);
- PY_DICT_ADD_INT(GL_MAP1_GRID_DOMAIN);
- PY_DICT_ADD_INT(GL_MAP1_GRID_SEGMENTS);
- PY_DICT_ADD_INT(GL_MAP1_INDEX);
- PY_DICT_ADD_INT(GL_MAP1_NORMAL);
- PY_DICT_ADD_INT(GL_MAP1_TEXTURE_COORD_1);
- PY_DICT_ADD_INT(GL_MAP1_TEXTURE_COORD_2);
- PY_DICT_ADD_INT(GL_MAP1_TEXTURE_COORD_3);
- PY_DICT_ADD_INT(GL_MAP1_TEXTURE_COORD_4);
- PY_DICT_ADD_INT(GL_MAP1_VERTEX_3);
- PY_DICT_ADD_INT(GL_MAP1_VERTEX_4);
- PY_DICT_ADD_INT(GL_MAP2_COLOR_4);
- PY_DICT_ADD_INT(GL_MAP2_GRID_DOMAIN);
- PY_DICT_ADD_INT(GL_MAP2_GRID_SEGMENTS);
- PY_DICT_ADD_INT(GL_MAP2_INDEX);
- PY_DICT_ADD_INT(GL_MAP2_NORMAL);
- PY_DICT_ADD_INT(GL_MAP2_TEXTURE_COORD_1);
- PY_DICT_ADD_INT(GL_MAP2_TEXTURE_COORD_2);
- PY_DICT_ADD_INT(GL_MAP2_TEXTURE_COORD_3);
- PY_DICT_ADD_INT(GL_MAP2_TEXTURE_COORD_4);
- PY_DICT_ADD_INT(GL_MAP2_VERTEX_3);
- PY_DICT_ADD_INT(GL_MAP2_VERTEX_4);
- PY_DICT_ADD_INT(GL_MAP_COLOR);
- PY_DICT_ADD_INT(GL_MAP_STENCIL);
- PY_DICT_ADD_INT(GL_MATRIX_MODE);
- PY_DICT_ADD_INT(GL_MAX_ATTRIB_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_MAX_CLIP_PLANES);
- PY_DICT_ADD_INT(GL_MAX_EVAL_ORDER);
- PY_DICT_ADD_INT(GL_MAX_LIGHTS);
- PY_DICT_ADD_INT(GL_MAX_LIST_NESTING);
- PY_DICT_ADD_INT(GL_MAX_MODELVIEW_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_MAX_NAME_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_MAX_PIXEL_MAP_TABLE);
- PY_DICT_ADD_INT(GL_MAX_PROJECTION_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_MAX_TEXTURE_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_MODELVIEW);
- PY_DICT_ADD_INT(GL_MODELVIEW_MATRIX);
- PY_DICT_ADD_INT(GL_MODELVIEW_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_MODULATE);
- PY_DICT_ADD_INT(GL_MULT);
- PY_DICT_ADD_INT(GL_N3F_V3F);
- PY_DICT_ADD_INT(GL_NAME_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_NORMALIZE);
- PY_DICT_ADD_INT(GL_NORMAL_ARRAY);
- PY_DICT_ADD_INT(GL_NORMAL_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_NORMAL_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_NORMAL_ARRAY_TYPE);
- PY_DICT_ADD_INT(GL_OBJECT_LINEAR);
- PY_DICT_ADD_INT(GL_OBJECT_PLANE);
- PY_DICT_ADD_INT(GL_ORDER);
- PY_DICT_ADD_INT(GL_PASS_THROUGH_TOKEN);
- PY_DICT_ADD_INT(GL_PERSPECTIVE_CORRECTION_HINT);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_A_TO_A);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_A_TO_A_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_B_TO_B);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_B_TO_B_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_G_TO_G);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_G_TO_G_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_A);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_A_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_B);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_B_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_G);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_G_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_I);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_I_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_R);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_I_TO_R_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_R_TO_R);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_R_TO_R_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_S_TO_S);
- PY_DICT_ADD_INT(GL_PIXEL_MAP_S_TO_S_SIZE);
- PY_DICT_ADD_INT(GL_PIXEL_MODE_BIT);
- PY_DICT_ADD_INT(GL_POINT_BIT);
- PY_DICT_ADD_INT(GL_POINT_SMOOTH);
- PY_DICT_ADD_INT(GL_POINT_SMOOTH_HINT);
- PY_DICT_ADD_INT(GL_POINT_TOKEN);
- PY_DICT_ADD_INT(GL_POLYGON);
- PY_DICT_ADD_INT(GL_POLYGON_BIT);
- PY_DICT_ADD_INT(GL_POLYGON_STIPPLE);
- PY_DICT_ADD_INT(GL_POLYGON_STIPPLE_BIT);
- PY_DICT_ADD_INT(GL_POLYGON_TOKEN);
- PY_DICT_ADD_INT(GL_POSITION);
- PY_DICT_ADD_INT(GL_PROJECTION);
- PY_DICT_ADD_INT(GL_PROJECTION_MATRIX);
- PY_DICT_ADD_INT(GL_PROJECTION_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_Q);
- PY_DICT_ADD_INT(GL_QUADRATIC_ATTENUATION);
- PY_DICT_ADD_INT(GL_QUADS);
- PY_DICT_ADD_INT(GL_QUAD_STRIP);
- PY_DICT_ADD_INT(GL_R);
- PY_DICT_ADD_INT(GL_RED_BIAS);
- PY_DICT_ADD_INT(GL_RED_BITS);
- PY_DICT_ADD_INT(GL_RED_SCALE);
- PY_DICT_ADD_INT(GL_RENDER);
- PY_DICT_ADD_INT(GL_RENDER_MODE);
- PY_DICT_ADD_INT(GL_RETURN);
- PY_DICT_ADD_INT(GL_RGBA_MODE);
- PY_DICT_ADD_INT(GL_S);
- PY_DICT_ADD_INT(GL_SCISSOR_BIT);
- PY_DICT_ADD_INT(GL_SELECT);
- PY_DICT_ADD_INT(GL_SELECTION_BUFFER_POINTER);
- PY_DICT_ADD_INT(GL_SELECTION_BUFFER_SIZE);
- PY_DICT_ADD_INT(GL_SHADE_MODEL);
- PY_DICT_ADD_INT(GL_SHININESS);
- PY_DICT_ADD_INT(GL_SMOOTH);
- PY_DICT_ADD_INT(GL_SPECULAR);
- PY_DICT_ADD_INT(GL_SPHERE_MAP);
- PY_DICT_ADD_INT(GL_SPOT_CUTOFF);
- PY_DICT_ADD_INT(GL_SPOT_DIRECTION);
- PY_DICT_ADD_INT(GL_SPOT_EXPONENT);
- PY_DICT_ADD_INT(GL_STACK_OVERFLOW);
- PY_DICT_ADD_INT(GL_STACK_UNDERFLOW);
- PY_DICT_ADD_INT(GL_STENCIL_BITS);
- PY_DICT_ADD_INT(GL_T);
- PY_DICT_ADD_INT(GL_T2F_C3F_V3F);
- PY_DICT_ADD_INT(GL_T2F_C4F_N3F_V3F);
- PY_DICT_ADD_INT(GL_T2F_C4UB_V3F);
- PY_DICT_ADD_INT(GL_T2F_N3F_V3F);
- PY_DICT_ADD_INT(GL_T2F_V3F);
- PY_DICT_ADD_INT(GL_T4F_C4F_N3F_V4F);
- PY_DICT_ADD_INT(GL_T4F_V4F);
- PY_DICT_ADD_INT(GL_TEXTURE_BIT);
- PY_DICT_ADD_INT(GL_TEXTURE_BORDER);
- PY_DICT_ADD_INT(GL_TEXTURE_COMPONENTS);
- PY_DICT_ADD_INT(GL_TEXTURE_COORD_ARRAY);
- PY_DICT_ADD_INT(GL_TEXTURE_COORD_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_TEXTURE_COORD_ARRAY_SIZE);
- PY_DICT_ADD_INT(GL_TEXTURE_COORD_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_TEXTURE_COORD_ARRAY_TYPE);
- PY_DICT_ADD_INT(GL_TEXTURE_ENV);
- PY_DICT_ADD_INT(GL_TEXTURE_ENV_COLOR);
- PY_DICT_ADD_INT(GL_TEXTURE_ENV_MODE);
- PY_DICT_ADD_INT(GL_TEXTURE_GEN_MODE);
- PY_DICT_ADD_INT(GL_TEXTURE_GEN_Q);
- PY_DICT_ADD_INT(GL_TEXTURE_GEN_R);
- PY_DICT_ADD_INT(GL_TEXTURE_GEN_S);
- PY_DICT_ADD_INT(GL_TEXTURE_GEN_T);
- PY_DICT_ADD_INT(GL_TEXTURE_INTENSITY_SIZE);
- PY_DICT_ADD_INT(GL_TEXTURE_LUMINANCE_SIZE);
- PY_DICT_ADD_INT(GL_TEXTURE_MATRIX);
- PY_DICT_ADD_INT(GL_TEXTURE_PRIORITY);
- PY_DICT_ADD_INT(GL_TEXTURE_RESIDENT);
- PY_DICT_ADD_INT(GL_TEXTURE_STACK_DEPTH);
- PY_DICT_ADD_INT(GL_TRANSFORM_BIT);
- PY_DICT_ADD_INT(GL_V2F);
- PY_DICT_ADD_INT(GL_V3F);
- PY_DICT_ADD_INT(GL_VERTEX_ARRAY);
- PY_DICT_ADD_INT(GL_VERTEX_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_VERTEX_ARRAY_SIZE);
- PY_DICT_ADD_INT(GL_VERTEX_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_VERTEX_ARRAY_TYPE);
- PY_DICT_ADD_INT(GL_VIEWPORT_BIT);
- PY_DICT_ADD_INT(GL_ZOOM_X);
- PY_DICT_ADD_INT(GL_ZOOM_Y);
- }
-
/* GL_VERSION_1_2 */
{
@@ -2916,15 +2249,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_UNSIGNED_SHORT_5_6_5);
PY_DICT_ADD_INT(GL_UNSIGNED_SHORT_5_6_5_REV);
}
- /* adding in GL_VERSION_1_2 removed from core profile */
- if (use_deprecated == true) {
- PY_DICT_ADD_INT(GL_ALIASED_POINT_SIZE_RANGE);
- PY_DICT_ADD_INT(GL_LIGHT_MODEL_COLOR_CONTROL);
- PY_DICT_ADD_INT(GL_RESCALE_NORMAL);
- PY_DICT_ADD_INT(GL_SEPARATE_SPECULAR_COLOR);
- PY_DICT_ADD_INT(GL_SINGLE_COLOR);
- }
-
/* GL_VERSION_1_3 */
{
@@ -2988,47 +2312,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y);
PY_DICT_ADD_INT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z);
}
- /* adding in GL_VERSION_1_3 removed from core profile */
- if (use_deprecated == true) {
- PY_DICT_ADD_INT(GL_ADD_SIGNED);
- PY_DICT_ADD_INT(GL_CLIENT_ACTIVE_TEXTURE);
- PY_DICT_ADD_INT(GL_COMBINE);
- PY_DICT_ADD_INT(GL_COMBINE_ALPHA);
- PY_DICT_ADD_INT(GL_COMBINE_RGB);
- PY_DICT_ADD_INT(GL_COMPRESSED_ALPHA);
- PY_DICT_ADD_INT(GL_COMPRESSED_INTENSITY);
- PY_DICT_ADD_INT(GL_COMPRESSED_LUMINANCE);
- PY_DICT_ADD_INT(GL_COMPRESSED_LUMINANCE_ALPHA);
- PY_DICT_ADD_INT(GL_CONSTANT);
- PY_DICT_ADD_INT(GL_DOT3_RGB);
- PY_DICT_ADD_INT(GL_DOT3_RGBA);
- PY_DICT_ADD_INT(GL_INTERPOLATE);
- PY_DICT_ADD_INT(GL_MAX_TEXTURE_UNITS);
- PY_DICT_ADD_INT(GL_MULTISAMPLE_BIT);
- PY_DICT_ADD_INT(GL_NORMAL_MAP);
- PY_DICT_ADD_INT(GL_OPERAND0_ALPHA);
- PY_DICT_ADD_INT(GL_OPERAND0_RGB);
- PY_DICT_ADD_INT(GL_OPERAND1_ALPHA);
- PY_DICT_ADD_INT(GL_OPERAND1_RGB);
- PY_DICT_ADD_INT(GL_OPERAND2_ALPHA);
- PY_DICT_ADD_INT(GL_OPERAND2_RGB);
- PY_DICT_ADD_INT(GL_PREVIOUS);
- PY_DICT_ADD_INT(GL_PRIMARY_COLOR);
- PY_DICT_ADD_INT(GL_REFLECTION_MAP);
- PY_DICT_ADD_INT(GL_RGB_SCALE);
- PY_DICT_ADD_INT(GL_SOURCE0_ALPHA);
- PY_DICT_ADD_INT(GL_SOURCE0_RGB);
- PY_DICT_ADD_INT(GL_SOURCE1_ALPHA);
- PY_DICT_ADD_INT(GL_SOURCE1_RGB);
- PY_DICT_ADD_INT(GL_SOURCE2_ALPHA);
- PY_DICT_ADD_INT(GL_SOURCE2_RGB);
- PY_DICT_ADD_INT(GL_SUBTRACT);
- PY_DICT_ADD_INT(GL_TRANSPOSE_COLOR_MATRIX);
- PY_DICT_ADD_INT(GL_TRANSPOSE_MODELVIEW_MATRIX);
- PY_DICT_ADD_INT(GL_TRANSPOSE_PROJECTION_MATRIX);
- PY_DICT_ADD_INT(GL_TRANSPOSE_TEXTURE_MATRIX);
- }
-
/* GL_VERSION_1_4 */
{
@@ -3058,33 +2341,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_TEXTURE_DEPTH_SIZE);
PY_DICT_ADD_INT(GL_TEXTURE_LOD_BIAS);
}
- /* adding in GL_VERSION_1_4 removed from core profile */
- if (use_deprecated == true) {
- PY_DICT_ADD_INT(GL_COLOR_SUM);
- PY_DICT_ADD_INT(GL_COMPARE_R_TO_TEXTURE);
- PY_DICT_ADD_INT(GL_CURRENT_FOG_COORDINATE);
- PY_DICT_ADD_INT(GL_CURRENT_SECONDARY_COLOR);
- PY_DICT_ADD_INT(GL_DEPTH_TEXTURE_MODE);
- PY_DICT_ADD_INT(GL_FOG_COORDINATE);
- PY_DICT_ADD_INT(GL_FOG_COORDINATE_ARRAY);
- PY_DICT_ADD_INT(GL_FOG_COORDINATE_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_FOG_COORDINATE_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_FOG_COORDINATE_ARRAY_TYPE);
- PY_DICT_ADD_INT(GL_FOG_COORDINATE_SOURCE);
- PY_DICT_ADD_INT(GL_FRAGMENT_DEPTH);
- PY_DICT_ADD_INT(GL_GENERATE_MIPMAP);
- PY_DICT_ADD_INT(GL_GENERATE_MIPMAP_HINT);
- PY_DICT_ADD_INT(GL_POINT_DISTANCE_ATTENUATION);
- PY_DICT_ADD_INT(GL_POINT_SIZE_MAX);
- PY_DICT_ADD_INT(GL_POINT_SIZE_MIN);
- PY_DICT_ADD_INT(GL_SECONDARY_COLOR_ARRAY);
- PY_DICT_ADD_INT(GL_SECONDARY_COLOR_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_SECONDARY_COLOR_ARRAY_SIZE);
- PY_DICT_ADD_INT(GL_SECONDARY_COLOR_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_SECONDARY_COLOR_ARRAY_TYPE);
- PY_DICT_ADD_INT(GL_TEXTURE_FILTER_CONTROL);
- }
-
/* GL_VERSION_1_5 */
{
@@ -3117,32 +2373,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING);
PY_DICT_ADD_INT(GL_WRITE_ONLY);
}
- /* adding in GL_VERSION_1_5 removed from core profile */
- if (use_deprecated == true) {
- PY_DICT_ADD_INT(GL_COLOR_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_CURRENT_FOG_COORD);
- PY_DICT_ADD_INT(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_FOG_COORD);
- PY_DICT_ADD_INT(GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_FOG_COORD_ARRAY);
- PY_DICT_ADD_INT(GL_FOG_COORD_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_FOG_COORD_ARRAY_POINTER);
- PY_DICT_ADD_INT(GL_FOG_COORD_ARRAY_STRIDE);
- PY_DICT_ADD_INT(GL_FOG_COORD_ARRAY_TYPE);
- PY_DICT_ADD_INT(GL_FOG_COORD_SRC);
- PY_DICT_ADD_INT(GL_INDEX_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_NORMAL_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_SRC0_ALPHA);
- PY_DICT_ADD_INT(GL_SRC0_RGB);
- PY_DICT_ADD_INT(GL_SRC1_RGB);
- PY_DICT_ADD_INT(GL_SRC2_ALPHA);
- PY_DICT_ADD_INT(GL_SRC2_RGB);
- PY_DICT_ADD_INT(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_VERTEX_ARRAY_BUFFER_BINDING);
- PY_DICT_ADD_INT(GL_WEIGHT_ARRAY_BUFFER_BINDING);
- }
-
/* GL_VERSION_2_0 */
{
@@ -3227,14 +2457,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_VERTEX_PROGRAM_POINT_SIZE);
PY_DICT_ADD_INT(GL_VERTEX_SHADER);
}
- /* adding in GL_VERSION_2_0 removed from core profile */
- if (use_deprecated == true) {
- PY_DICT_ADD_INT(GL_COORD_REPLACE);
- PY_DICT_ADD_INT(GL_MAX_TEXTURE_COORDS);
- PY_DICT_ADD_INT(GL_POINT_SPRITE);
- PY_DICT_ADD_INT(GL_VERTEX_PROGRAM_TWO_SIDE);
- }
-
/* GL_VERSION_2_1 */
{
@@ -3255,16 +2477,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_SRGB8_ALPHA8);
PY_DICT_ADD_INT(GL_SRGB_ALPHA);
}
- /* adding in GL_VERSION_2_1 removed from core profile */
- if (use_deprecated == true) {
- PY_DICT_ADD_INT(GL_COMPRESSED_SLUMINANCE);
- PY_DICT_ADD_INT(GL_COMPRESSED_SLUMINANCE_ALPHA);
- PY_DICT_ADD_INT(GL_CURRENT_RASTER_SECONDARY_COLOR);
- PY_DICT_ADD_INT(GL_SLUMINANCE);
- PY_DICT_ADD_INT(GL_SLUMINANCE8);
- PY_DICT_ADD_INT(GL_SLUMINANCE8_ALPHA8);
- PY_DICT_ADD_INT(GL_SLUMINANCE_ALPHA);
- }
/* GL_VERSION_3_0 */
{
@@ -3505,14 +2717,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_VERTEX_ARRAY_BINDING);
PY_DICT_ADD_INT(GL_VERTEX_ATTRIB_ARRAY_INTEGER);
}
- /* adding in GL_VERSION_3_0 removed from core profile */
- if (use_deprecated == true) {
- PY_DICT_ADD_INT(GL_ALPHA_INTEGER);
- PY_DICT_ADD_INT(GL_CLAMP_FRAGMENT_COLOR);
- PY_DICT_ADD_INT(GL_CLAMP_VERTEX_COLOR);
- PY_DICT_ADD_INT(GL_TEXTURE_INTENSITY_TYPE);
- PY_DICT_ADD_INT(GL_TEXTURE_LUMINANCE_TYPE);
- }
/* GL_VERSION_3_1 */
{
@@ -3579,7 +2783,6 @@ PyObject *BPyInit_bgl(void)
PY_DICT_ADD_INT(GL_UNSIGNED_INT_SAMPLER_BUFFER);
}
-
/* GL_VERSION_3_2 */
{
PY_DICT_ADD_INT(GL_ALREADY_SIGNALED);
@@ -3685,4 +2888,4 @@ static PyObject *Method_ShaderSource(PyObject *UNUSED(self), PyObject *args)
}
-/** \} */ \ No newline at end of file
+/** \} */
diff --git a/source/blender/python/generic/blf_py_api.c b/source/blender/python/generic/blf_py_api.c
index 69f1e297b43..02bd1fdbe39 100644
--- a/source/blender/python/generic/blf_py_api.c
+++ b/source/blender/python/generic/blf_py_api.c
@@ -114,6 +114,7 @@ static PyObject *py_blf_aspect(PyObject *UNUSED(self), PyObject *args)
}
+#if BLF_BLUR_ENABLE
PyDoc_STRVAR(py_blf_blur_doc,
".. function:: blur(fontid, radius)\n"
"\n"
@@ -135,6 +136,7 @@ static PyObject *py_blf_blur(PyObject *UNUSED(self), PyObject *args)
Py_RETURN_NONE;
}
+#endif
PyDoc_STRVAR(py_blf_draw_doc,
@@ -418,7 +420,9 @@ static PyObject *py_blf_unload(PyObject *UNUSED(self), PyObject *args)
/*----------------------------MODULE INIT-------------------------*/
static PyMethodDef BLF_methods[] = {
{"aspect", (PyCFunction) py_blf_aspect, METH_VARARGS, py_blf_aspect_doc},
+#if BLF_BLUR_ENABLE
{"blur", (PyCFunction) py_blf_blur, METH_VARARGS, py_blf_blur_doc},
+#endif
{"clipping", (PyCFunction) py_blf_clipping, METH_VARARGS, py_blf_clipping_doc},
{"word_wrap", (PyCFunction) py_blf_word_wrap, METH_VARARGS, py_blf_word_wrap_doc},
{"disable", (PyCFunction) py_blf_disable, METH_VARARGS, py_blf_disable_doc},
diff --git a/source/blender/render/intern/source/voxeldata.c b/source/blender/render/intern/source/voxeldata.c
index 1022aeeec66..6dbcf474e77 100644
--- a/source/blender/render/intern/source/voxeldata.c
+++ b/source/blender/render/intern/source/voxeldata.c
@@ -361,7 +361,6 @@ static void init_frame_smoke(VoxelData *vd, int cfra)
#else // WITH_SMOKE
(void)vd;
- (void)cfra;
vd->dataset = NULL;
#endif
diff --git a/source/blender/windowmanager/CMakeLists.txt b/source/blender/windowmanager/CMakeLists.txt
index b6245a8c0d1..b5c19534b15 100644
--- a/source/blender/windowmanager/CMakeLists.txt
+++ b/source/blender/windowmanager/CMakeLists.txt
@@ -25,6 +25,8 @@
set(INC
.
+ manipulators
+ manipulators/intern
../blenfont
../blenkernel
../blenlib
@@ -68,6 +70,10 @@ set(SRC
intern/wm_subwindow.c
intern/wm_window.c
intern/wm_stereo.c
+ manipulators/intern/wm_manipulator.c
+ manipulators/intern/wm_manipulatorgroup.c
+ manipulators/intern/wm_manipulatormap.c
+ manipulators/intern/manipulator_library/manipulator_library_utils.c
WM_api.h
WM_keymap.h
@@ -80,6 +86,11 @@ set(SRC
wm_files.h
wm_subwindow.h
wm_window.h
+ manipulators/WM_manipulator_api.h
+ manipulators/WM_manipulator_types.h
+ manipulators/wm_manipulator_wmapi.h
+ manipulators/intern/wm_manipulator_intern.h
+ manipulators/intern/manipulator_library/manipulator_library_intern.h
)
if(WITH_AUDASPACE)
diff --git a/source/blender/windowmanager/WM_api.h b/source/blender/windowmanager/WM_api.h
index 2b82f1becb3..2809795268d 100644
--- a/source/blender/windowmanager/WM_api.h
+++ b/source/blender/windowmanager/WM_api.h
@@ -42,6 +42,9 @@
#include "WM_keymap.h"
#include "BLI_compiler_attrs.h"
+/* Include external manipulator API's */
+#include "manipulators/WM_manipulator_api.h"
+
#ifdef __cplusplus
extern "C" {
#endif
@@ -64,12 +67,16 @@ struct wmDrag;
struct ImBuf;
struct ImageFormatData;
struct ARegion;
+struct ScrArea;
#ifdef WITH_INPUT_NDOF
struct wmNDOFMotionData;
#endif
typedef struct wmJob wmJob;
+typedef struct wmManipulator wmManipulator;
+typedef struct wmManipulatorMap wmManipulatorMap;
+typedef struct wmManipulatorMapType wmManipulatorMapType;
/* general API */
void WM_init_state_size_set (int stax, int stay, int sizx, int sizy);
@@ -171,6 +178,9 @@ void WM_event_free_ui_handler_all(
wmUIHandlerFunc ui_handle, wmUIHandlerRemoveFunc ui_remove);
struct wmEventHandler *WM_event_add_modal_handler(struct bContext *C, struct wmOperator *op);
+void WM_event_modal_handler_area_replace(wmWindow *win, const struct ScrArea *old_area, struct ScrArea *new_area);
+void WM_event_modal_handler_region_replace(wmWindow *win, const struct ARegion *old_region, struct ARegion *new_region);
+
void WM_event_remove_handlers(struct bContext *C, ListBase *handlers);
/* handler flag */
diff --git a/source/blender/windowmanager/WM_types.h b/source/blender/windowmanager/WM_types.h
index cd46e24264d..3bed4dac2cf 100644
--- a/source/blender/windowmanager/WM_types.h
+++ b/source/blender/windowmanager/WM_types.h
@@ -119,6 +119,7 @@ struct ImBuf;
/* exported types for WM */
#include "wm_cursors.h"
#include "wm_event_types.h"
+#include "manipulators/WM_manipulator_types.h"
/* ************** wmOperatorType ************************ */
@@ -568,6 +569,9 @@ typedef struct wmOperatorType {
/* pointer to modal keymap, do not free! */
struct wmKeyMap *modalkeymap;
+ /* manipulator-group that is accessible while operator runs */
+ wmManipulatorGroupType *mgrouptype;
+
/* python needs the operator type as well */
int (*pyop_poll)(struct bContext *, struct wmOperatorType *ot) ATTR_WARN_UNUSED_RESULT;
diff --git a/source/blender/windowmanager/intern/wm_dragdrop.c b/source/blender/windowmanager/intern/wm_dragdrop.c
index 3a53906a8e8..85a313b3f81 100644
--- a/source/blender/windowmanager/intern/wm_dragdrop.c
+++ b/source/blender/windowmanager/intern/wm_dragdrop.c
@@ -268,10 +268,10 @@ void wm_drags_check_ops(bContext *C, wmEvent *event)
static void wm_drop_operator_draw(const char *name, int x, int y)
{
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
- const unsigned char fg[4] = {255, 255, 255, 255};
- const unsigned char bg[4] = {0, 0, 0, 50};
+ const float col_fg[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ const float col_bg[4] = {0.0f, 0.0f, 0.0f, 0.2f};
- UI_fontstyle_draw_simple_backdrop(fstyle, x, y, name, fg, bg);
+ UI_fontstyle_draw_simple_backdrop(fstyle, x, y, name, col_fg, col_bg);
}
static const char *wm_drag_name(wmDrag *drag)
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index 77ffa46b990..809a5cac6e8 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -59,6 +59,7 @@
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "RE_engine.h"
@@ -128,7 +129,7 @@ static bool wm_area_test_invalid_backbuf(ScrArea *sa)
if (sa->spacetype == SPACE_VIEW3D)
return (((View3D *)sa->spacedata.first)->flag & V3D_INVALID_BACKBUF) != 0;
else
- return 1;
+ return true;
}
static void wm_region_test_render_do_draw(bScreen *screen, ScrArea *sa, ARegion *ar)
@@ -372,118 +373,116 @@ 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);
- }
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_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(GL_QUADS, 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)
@@ -492,8 +491,8 @@ 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);
}
@@ -506,7 +505,7 @@ static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *tripl
wmSubWindowScissorSet(win, 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);
}
}
@@ -514,20 +513,21 @@ static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *tripl
static void wm_method_draw_triple(bContext *C, wmWindow *win)
{
wmWindowManager *wm = CTX_wm_manager(C);
- wmDrawTriple *triple;
wmDrawData *dd, *dd_next, *drawdata = win->drawdata.first;
bScreen *screen = win->screen;
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 */
@@ -554,7 +554,7 @@ static void wm_method_draw_triple(bContext *C, wmWindow *win)
MEM_freeN(dd);
}
- triple = drawdata->triple;
+ wmDrawTriple *triple = drawdata->triple;
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
@@ -562,7 +562,6 @@ static void wm_method_draw_triple(bContext *C, wmWindow *win)
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
-
if (ar->overlap == false) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
@@ -662,12 +661,14 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, StereoVi
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 {
@@ -849,20 +850,20 @@ static bool wm_draw_update_test_window(wmWindow *win)
}
if (do_draw)
- return 1;
+ return true;
if (win->screen->do_refresh)
- return 1;
+ return true;
if (win->screen->do_draw)
- return 1;
+ return true;
if (win->screen->do_draw_gesture)
- return 1;
+ return true;
if (win->screen->do_draw_paintcursor)
- return 1;
+ return true;
if (win->screen->do_draw_drag)
- return 1;
+ return true;
- return 0;
+ return false;
}
static int wm_automatic_draw_method(wmWindow *win)
@@ -916,7 +917,6 @@ void wm_draw_update(bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
- int drawmethod;
#ifdef WITH_OPENSUBDIV
BKE_subsurf_free_unused_buffers();
@@ -952,7 +952,7 @@ void wm_draw_update(bContext *C)
if (win->screen->do_refresh)
ED_screen_refresh(wm, win);
- drawmethod = wm_automatic_draw_method(win);
+ int drawmethod = wm_automatic_draw_method(win);
if (win->drawfail)
wm_method_draw_overlap_all(C, win, 0);
diff --git a/source/blender/windowmanager/intern/wm_event_system.c b/source/blender/windowmanager/intern/wm_event_system.c
index d2b0acd836b..1a831846af7 100644
--- a/source/blender/windowmanager/intern/wm_event_system.c
+++ b/source/blender/windowmanager/intern/wm_event_system.c
@@ -68,8 +68,6 @@
#include "RNA_access.h"
-#include "GPU_debug.h"
-
#include "UI_interface.h"
#include "PIL_time.h"
@@ -1677,7 +1675,12 @@ static int wm_handler_operator_call(bContext *C, ListBase *handlers, wmEventHand
wm_handler_op_context(C, handler, event);
wm_region_mouse_co(C, event);
wm_event_modalkeymap(C, op, event, &dbl_click_disabled);
-
+
+ /* attach manipulator-map to handler if not there yet */
+ if (ot->mgrouptype && !handler->manipulator_map) {
+ wm_manipulatorgroup_attach_to_modal_handler(C, handler, ot->mgrouptype, op);
+ }
+
if (ot->flag & OPTYPE_UNDO)
wm->op_undo_depth++;
@@ -1726,6 +1729,9 @@ static int wm_handler_operator_call(bContext *C, ListBase *handlers, wmEventHand
CTX_wm_region_set(C, NULL);
}
+ /* update manipulators during modal handlers */
+ wm_manipulatormaps_handled_modal_update(C, event, handler, ot);
+
/* remove modal handler, operator itself should have been canceled and freed */
if (retval & (OPERATOR_CANCELLED | OPERATOR_FINISHED)) {
WM_cursor_grab_disable(CTX_wm_window(C), NULL);
@@ -2098,6 +2104,71 @@ static int wm_handlers_do_intern(bContext *C, wmEvent *event, ListBase *handlers
}
}
}
+ else if (handler->manipulator_map) {
+ ScrArea *area = CTX_wm_area(C);
+ ARegion *region = CTX_wm_region(C);
+ wmManipulatorMap *mmap = handler->manipulator_map;
+ wmManipulator *manipulator = wm_manipulatormap_get_highlighted_manipulator(mmap);
+ unsigned char part;
+
+ wm_manipulatormap_handler_context(C, handler);
+ wm_region_mouse_co(C, event);
+
+ /* handle manipulator highlighting */
+ if (event->type == MOUSEMOVE && !wm_manipulatormap_get_active_manipulator(mmap)) {
+ manipulator = wm_manipulatormap_find_highlighted_manipulator(mmap, C, event, &part);
+ wm_manipulatormap_set_highlighted_manipulator(mmap, C, manipulator, part);
+ }
+ /* handle user configurable manipulator-map keymap */
+ else if (manipulator) {
+ /* get user customized keymap from default one */
+ const wmManipulatorGroup *highlightgroup = wm_manipulator_get_parent_group(manipulator);
+ const wmKeyMap *keymap = WM_keymap_active(wm, highlightgroup->type->keymap);
+ wmKeyMapItem *kmi;
+
+ PRINT("%s: checking '%s' ...", __func__, keymap->idname);
+
+ if (!keymap->poll || keymap->poll(C)) {
+ PRINT("pass\n");
+ for (kmi = keymap->items.first; kmi; kmi = kmi->next) {
+ if (wm_eventmatch(event, kmi)) {
+ wmOperator *op = handler->op;
+
+ PRINT("%s: item matched '%s'\n", __func__, kmi->idname);
+
+ /* weak, but allows interactive callback to not use rawkey */
+ event->keymap_idname = kmi->idname;
+
+ /* handler->op is called later, we want keymap op to be triggered here */
+ handler->op = NULL;
+ action |= wm_handler_operator_call(C, handlers, handler, event, kmi->ptr);
+ handler->op = op;
+
+ if (action & WM_HANDLER_BREAK) {
+ if (action & WM_HANDLER_HANDLED) {
+ if (G.debug & (G_DEBUG_EVENTS | G_DEBUG_HANDLERS))
+ printf("%s: handled - and pass on! '%s'\n", __func__, kmi->idname);
+ }
+ else {
+ PRINT("%s: un-handled '%s'\n", __func__, kmi->idname);
+ }
+ }
+ }
+ }
+ }
+ else {
+ PRINT("fail\n");
+ }
+ }
+
+ /* restore the area */
+ CTX_wm_area_set(C, area);
+ CTX_wm_region_set(C, region);
+
+ if (handler->op) {
+ action |= wm_handler_operator_call(C, handlers, handler, event, NULL);
+ }
+ }
else {
/* modal, swallows all */
action |= wm_handler_operator_call(C, handlers, handler, event, NULL);
@@ -2540,8 +2611,6 @@ void wm_event_do_handlers(bContext *C)
/* update key configuration after handling events */
WM_keyconfig_update(wm);
-
- GPU_ASSERT_NO_GL_ERRORS("wm_event_do_handlers");
}
/* ********** filesector handling ************ */
@@ -2578,7 +2647,7 @@ void WM_event_add_fileselect(bContext *C, wmOperator *op)
wmWindow *win = CTX_wm_window(C);
/* only allow 1 file selector open per window */
- for (handler = win->modalhandlers.first; handler; handler = handlernext) {
+ for (handler = win->handlers.first; handler; handler = handlernext) {
handlernext = handler->next;
if (handler->type == WM_HANDLER_FILESELECT) {
@@ -2592,7 +2661,7 @@ void WM_event_add_fileselect(bContext *C, wmOperator *op)
if (sfile->op == handler->op) {
CTX_wm_area_set(C, sa);
- wm_handler_fileselect_do(C, &win->modalhandlers, handler, EVT_FILESELECT_CANCEL);
+ wm_handler_fileselect_do(C, &win->handlers, handler, EVT_FILESELECT_CANCEL);
break;
}
}
@@ -2600,7 +2669,7 @@ void WM_event_add_fileselect(bContext *C, wmOperator *op)
/* if not found we stop the handler without changing the screen */
if (!sa)
- wm_handler_fileselect_do(C, &win->modalhandlers, handler, EVT_FILESELECT_EXTERNAL_CANCEL);
+ wm_handler_fileselect_do(C, &win->handlers, handler, EVT_FILESELECT_EXTERNAL_CANCEL);
}
}
@@ -2611,7 +2680,7 @@ void WM_event_add_fileselect(bContext *C, wmOperator *op)
handler->op_area = CTX_wm_area(C);
handler->op_region = CTX_wm_region(C);
- BLI_addhead(&win->modalhandlers, handler);
+ BLI_addhead(&win->handlers, handler);
/* check props once before invoking if check is available
* ensures initial properties are valid */
@@ -2654,6 +2723,33 @@ wmEventHandler *WM_event_add_modal_handler(bContext *C, wmOperator *op)
return handler;
}
+/**
+ * Modal handlers store a pointer to an area which might be freed while the handler runs.
+ * Use this function to NULL all handler pointers to \a old_area.
+ */
+void WM_event_modal_handler_area_replace(wmWindow *win, const ScrArea *old_area, ScrArea *new_area)
+{
+ for (wmEventHandler *handler = win->modalhandlers.first; handler; handler = handler->next) {
+ if (handler->op_area == old_area) {
+ handler->op_area = new_area;
+ }
+ }
+}
+
+/**
+ * Modal handlers store a pointer to a region which might be freed while the handler runs.
+ * Use this function to NULL all handler pointers to \a old_region.
+ */
+void WM_event_modal_handler_region_replace(wmWindow *win, const ARegion *old_region, ARegion *new_region)
+{
+ for (wmEventHandler *handler = win->modalhandlers.first; handler; handler = handler->next) {
+ if (handler->op_region == old_region) {
+ handler->op_region = new_region;
+ handler->op_region_type = new_region ? new_region->regiontype : RGN_TYPE_WINDOW;
+ }
+ }
+}
+
wmEventHandler *WM_event_add_keymap_handler(ListBase *handlers, wmKeyMap *keymap)
{
wmEventHandler *handler;
diff --git a/source/blender/windowmanager/intern/wm_init_exit.c b/source/blender/windowmanager/intern/wm_init_exit.c
index c11c398c616..fbbde2a6d28 100644
--- a/source/blender/windowmanager/intern/wm_init_exit.c
+++ b/source/blender/windowmanager/intern/wm_init_exit.c
@@ -169,6 +169,7 @@ void WM_init(bContext *C, int argc, const char **argv)
BKE_library_callback_free_window_manager_set(wm_close_and_free); /* library.c */
BKE_library_callback_free_notifier_reference_set(WM_main_remove_notifier_reference); /* library.c */
+ BKE_region_callback_free_manipulatormap_set(wm_manipulatormap_delete); /* screen.c */
BKE_library_callback_remap_editor_id_reference_set(WM_main_remap_editor_id_reference); /* library.c */
BKE_blender_callback_test_break_set(wm_window_testbreak); /* blender.c */
BKE_spacedata_callback_id_remap_set(ED_spacedata_id_remap); /* screen.c */
@@ -529,6 +530,9 @@ void WM_exit_ext(bContext *C, const bool do_python)
ED_gpencil_strokes_copybuf_free();
BKE_node_clipboard_clear();
+ /* free manipulator-maps after freeing blender, so no deleted data get accessed during cleaning up of areas */
+ wm_manipulatormaptypes_free();
+
BLF_exit();
#ifdef WITH_INTERNATIONAL
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c
index b9fd4d2e762..7c68a0ce438 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -98,6 +98,7 @@
#include "ED_view3d.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "RNA_access.h"
#include "RNA_define.h"
@@ -491,6 +492,9 @@ void WM_operatortype_remove_ptr(wmOperatorType *ot)
BLI_ghash_remove(global_ops_hash, ot->idname, NULL, NULL);
WM_keyconfig_update_operatortype();
+ if (ot->mgrouptype) {
+ WM_manipulatorgrouptype_unregister(NULL, G.main, ot->mgrouptype);
+ }
MEM_freeN(ot);
}
@@ -2985,8 +2989,8 @@ static void radial_control_set_tex(RadialControl *rc)
if ((ibuf = BKE_brush_gen_radial_control_imbuf(rc->image_id_ptr.data, rc->use_secondary_tex))) {
glGenTextures(1, &rc->gltex);
glBindTexture(GL_TEXTURE_2D, rc->gltex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, ibuf->x, ibuf->y, 0,
- GL_ALPHA, GL_FLOAT, ibuf->rect_float);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, ibuf->x, ibuf->y, 0,
+ GL_RED, GL_FLOAT, ibuf->rect_float);
MEM_freeN(ibuf->rect_float);
MEM_freeN(ibuf);
}
@@ -3019,13 +3023,26 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
RNA_property_float_get_array(fill_ptr, fill_prop, col);
}
- glColor4f(col[0], col[1], col[2], alpha);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
if (rc->gltex) {
+
+ unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
glBindTexture(GL_TEXTURE_2D, rc->gltex);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ GLint swizzleMask[] = {GL_ZERO, GL_ZERO, GL_ZERO, GL_RED};
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR);
+
+ immUniform4f("color", col[0], col[1], col[2], alpha);
+ immUniform1i("image", GL_TEXTURE0);
/* set up rotation if available */
if (rc->rot_prop) {
@@ -3035,18 +3052,21 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
}
/* draw textured quad */
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
- glVertex2f(-radius, -radius);
- glTexCoord2f(1, 0);
- glVertex2f(radius, -radius);
- glTexCoord2f(1, 1);
- glVertex2f(radius, radius);
- glTexCoord2f(0, 1);
- glVertex2f(-radius, radius);
- glEnd();
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texCoord, 0, 0);
+ immVertex2f(pos, -radius, -radius);
+
+ immAttrib2f(texCoord, 1, 0);
+ immVertex2f(pos, radius, -radius);
+
+ immAttrib2f(texCoord, 1, 1);
+ immVertex2f(pos, radius, radius);
+
+ immAttrib2f(texCoord, 0, 1);
+ immVertex2f(pos, -radius, radius);
+
+ immEnd();
/* undo rotation */
if (rc->rot_prop)
@@ -3054,8 +3074,12 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
}
else {
/* flat color if no texture available */
- glutil_draw_filled_arc(0, M_PI * 2, radius, 40);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3fvAlpha(col, alpha);
+ imm_draw_filled_circle(pos, 0.0f, 0.0f, radius, 40);
}
+
+ immUnbindProgram();
}
static void radial_control_paint_cursor(bContext *C, int x, int y, void *customdata)
@@ -3131,24 +3155,38 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
/* set line color */
if (rc->col_prop)
RNA_property_float_get_array(&rc->col_ptr, rc->col_prop, col);
- glColor4f(col[0], col[1], col[2], 0.5);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3fvAlpha(col, 0.5);
if (rc->subtype == PROP_ANGLE) {
glPushMatrix();
+
/* draw original angle line */
glRotatef(RAD2DEGF(rc->initial_value), 0, 0, 1);
- fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
+ immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+ immEnd();
+
/* draw new angle line */
glRotatef(RAD2DEGF(rc->current_value - rc->initial_value), 0, 0, 1);
- fdrawline((float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
+ immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
+ immEnd();
+
glPopMatrix();
}
/* draw circles on top */
- glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r1, 40);
- glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), r2, 40);
+ imm_draw_lined_circle(pos, 0.0f, 0.0f, r1, 40);
+ imm_draw_lined_circle(pos, 0.0f, 0.0f, r2, 40);
if (rmin > 0.0f)
- glutil_draw_lined_arc(0.0, (float)(M_PI * 2.0), rmin, 40);
+ imm_draw_lined_circle(pos, 0.0, 0.0f, rmin, 40);
BLF_size(fontid, 1.5 * fstyle_points * U.pixelsize, U.dpi);
BLF_enable(fontid, BLF_SHADOW);
@@ -3164,6 +3202,8 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
+
+ immUnbindProgram();
}
typedef enum {
@@ -4170,6 +4210,10 @@ void wm_operatortype_init(void)
WM_operatortype_append(WM_OT_previews_ensure);
WM_operatortype_append(WM_OT_previews_clear);
WM_operatortype_append(WM_OT_doc_view_manual_ui_context);
+
+ /* manipulators */
+ WM_operatortype_append(MANIPULATORGROUP_OT_manipulator_select);
+ WM_operatortype_append(MANIPULATORGROUP_OT_manipulator_tweak);
}
/* circleselect-like modal operators */
@@ -4475,6 +4519,7 @@ void wm_window_keymap(wmKeyConfig *keyconf)
RNA_float_set(kmi->ptr, "value", 1.0f / 1.5f);
#endif /* WITH_INPUT_NDOF */
+ wm_manipulators_keymap(keyconf);
gesture_circle_modal_keymap(keyconf);
gesture_border_modal_keymap(keyconf);
gesture_zoom_border_modal_keymap(keyconf);
diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c
index 46cee907991..d312f4c007c 100644
--- a/source/blender/windowmanager/intern/wm_stereo.c
+++ b/source/blender/windowmanager/intern/wm_stereo.c
@@ -54,6 +54,7 @@
#include "GPU_glew.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -77,54 +78,82 @@ static void wm_method_draw_stereo3d_pageflip(wmWindow *win)
else //STEREO_RIGHT_ID
glDrawBuffer(GL_BACK_RIGHT);
- wm_triple_draw_textures(win, drawdata->triple, 1.0f, false);
+ wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
glDrawBuffer(GL_BACK);
}
-static enum eStereo3dInterlaceType interlace_prev_type = -1;
-static char interlace_prev_swap = -1;
+static GPUInterlaceShader interlace_gpu_id_from_type(eStereo3dInterlaceType interlace_type)
+{
+ switch (interlace_type) {
+ case S3D_INTERLACE_ROW:
+ return GPU_SHADER_INTERLACE_ROW;
+ case S3D_INTERLACE_COLUMN:
+ return GPU_SHADER_INTERLACE_COLUMN;
+ case S3D_INTERLACE_CHECKERBOARD:
+ default:
+ return GPU_SHADER_INTERLACE_CHECKER;
+ }
+}
static void wm_method_draw_stereo3d_interlace(wmWindow *win)
{
- wmDrawData *drawdata;
- int view;
- bool flag;
bool swap = (win->stereo3d_format->flag & S3D_INTERLACE_SWAP) != 0;
enum eStereo3dInterlaceType interlace_type = win->stereo3d_format->interlace_type;
- for (view = 0; view < 2; view ++) {
- flag = swap ? !view : view;
- drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE);
- switch (interlace_type) {
- case S3D_INTERLACE_ROW:
- if (flag)
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP);
- else
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW);
- break;
- case S3D_INTERLACE_COLUMN:
- if (flag)
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP);
- else
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN);
- break;
- case S3D_INTERLACE_CHECKERBOARD:
- default:
- if (flag)
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP);
- else
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER);
- break;
- }
+ wmDrawData *drawdata[2];
+ for (int eye = 0; eye < 2; eye++) {
+ int view = swap ? !eye : eye;
+ drawdata[eye] = BLI_findlink(&win->drawdata, (view * 2) + 1);
+ }
+
+ const int sizex = WM_window_pixels_x(win);
+ const int sizey = WM_window_pixels_y(win);
+
+ /* wmOrtho for the screen has this same offset */
+ float ratiox = sizex;
+ float ratioy = sizey;
+ float halfx = GLA_PIXEL_OFS;
+ float halfy = GLA_PIXEL_OFS;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_INTERLACE);
+
+ /* leave GL_TEXTURE0 as the latest bind texture */
+ for (int eye = 1; eye >= 0; eye--) {
+ glActiveTexture(GL_TEXTURE0 + eye);
+ glBindTexture(drawdata[eye]->triple->target, drawdata[eye]->triple->bind);
+ }
- wm_triple_draw_textures(win, drawdata->triple, 1.0f, true);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immUniform1i("image_a", 0);
+ immUniform1i("image_b", 1);
+
+ immUniform1i("interlace_id", interlace_gpu_id_from_type(interlace_type));
+
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texcoord, halfx, halfy);
+ immVertex2f(pos, 0.0f, 0.0f);
+
+ immAttrib2f(texcoord, ratiox + halfx, halfy);
+ immVertex2f(pos, sizex, 0.0f);
+
+ immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
+ immVertex2f(pos, sizex, sizey);
+
+ immAttrib2f(texcoord, halfx, ratioy + halfy);
+ immVertex2f(pos, 0.0f, sizey);
+
+ immEnd();
+ immUnbindProgram();
+
+ for (int eye = 0; eye < 2; eye++) {
+ glBindTexture(drawdata[eye]->triple->target, 0);
}
- interlace_prev_type = interlace_type;
- interlace_prev_swap = swap;
}
static void wm_method_draw_stereo3d_anaglyph(wmWindow *win)
@@ -157,7 +186,7 @@ static void wm_method_draw_stereo3d_anaglyph(wmWindow *win)
break;
}
- wm_triple_draw_textures(win, drawdata->triple, 1.0f, false);
+ wm_triple_draw_textures(win, drawdata->triple, 1.0f);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
@@ -172,6 +201,10 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
int soffx;
bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0;
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
for (view = 0; view < 2; view ++) {
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
triple = drawdata->triple;
@@ -203,26 +236,33 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
halfy /= triple->y;
}
- glEnable(triple->target);
+ /* TODO: if target is always same for both eyes, bind program & set uniform before loop */
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
+
glBindTexture(triple->target, triple->bind);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glBegin(GL_QUADS);
- glTexCoord2f(halfx, halfy);
- glVertex2f(soffx, 0);
+ immUniform1f("alpha", 1.0f);
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
+
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texcoord, halfx, halfy);
+ immVertex2f(pos, soffx, 0.0f);
- glTexCoord2f(ratiox + halfx, halfy);
- glVertex2f(soffx + (sizex * 0.5f), 0);
+ immAttrib2f(texcoord, ratiox + halfx, halfy);
+ immVertex2f(pos, soffx + (sizex * 0.5f), 0.0f);
- glTexCoord2f(ratiox + halfx, ratioy + halfy);
- glVertex2f(soffx + (sizex * 0.5f), sizey);
+ immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
+ immVertex2f(pos, soffx + (sizex * 0.5f), sizey);
- glTexCoord2f(halfx, ratioy + halfy);
- glVertex2f(soffx, sizey);
- glEnd();
+ immAttrib2f(texcoord, halfx, ratioy + halfy);
+ immVertex2f(pos, soffx, sizey);
+ immEnd();
+
+ /* TODO: if target is always same for both eyes, unbind program & texture target after loop */
glBindTexture(triple->target, 0);
- glDisable(triple->target);
+ immUnbindProgram();
}
}
@@ -234,6 +274,10 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
int view;
int soffy;
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
for (view = 0; view < 2; view ++) {
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
triple = drawdata->triple;
@@ -262,26 +306,33 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
halfy /= triple->y;
}
- glEnable(triple->target);
+ /* TODO: if target is always same for both eyes, bind program & set uniforms before loop */
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
+
glBindTexture(triple->target, triple->bind);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glBegin(GL_QUADS);
- glTexCoord2f(halfx, halfy);
- glVertex2f(0, soffy);
+ immUniform1f("alpha", 1.0f);
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
+
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texcoord, halfx, halfy);
+ immVertex2f(pos, 0.0f, soffy);
+
+ immAttrib2f(texcoord, ratiox + halfx, halfy);
+ immVertex2f(pos, sizex, soffy);
- glTexCoord2f(ratiox + halfx, halfy);
- glVertex2f(sizex, soffy);
+ immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
+ immVertex2f(pos, sizex, soffy + (sizey * 0.5f));
- glTexCoord2f(ratiox + halfx, ratioy + halfy);
- glVertex2f(sizex, soffy + (sizey * 0.5f));
+ immAttrib2f(texcoord, halfx, ratioy + halfy);
+ immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f));
- glTexCoord2f(halfx, ratioy + halfy);
- glVertex2f(0, soffy + (sizey * 0.5f));
- glEnd();
+ immEnd();
+ /* TODO: if target is always same for both eyes, unbind program & texture target after loop */
+ immUnbindProgram();
glBindTexture(triple->target, 0);
- glDisable(triple->target);
}
}
@@ -310,9 +361,9 @@ void wm_method_draw_stereo3d(const bContext *UNUSED(C), wmWindow *win)
static bool wm_stereo3d_quadbuffer_supported(void)
{
- int gl_stereo = 0;
- glGetBooleanv(GL_STEREO, (GLboolean *)&gl_stereo);
- return gl_stereo != 0;
+ GLboolean stereo = GL_FALSE;
+ glGetBooleanv(GL_STEREO, &stereo);
+ return stereo == GL_TRUE;
}
static bool wm_stereo3d_is_fullscreen_required(eStereoDisplayMode stereo_display)
diff --git a/source/blender/windowmanager/intern/wm_window.c b/source/blender/windowmanager/intern/wm_window.c
index 2d43c47679d..e271225e437 100644
--- a/source/blender/windowmanager/intern/wm_window.c
+++ b/source/blender/windowmanager/intern/wm_window.c
@@ -51,6 +51,7 @@
#include "BKE_blender.h"
#include "BKE_context.h"
+#include "BKE_icons.h"
#include "BKE_library.h"
#include "BKE_global.h"
#include "BKE_main.h"
@@ -76,7 +77,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_init_exit.h"
-#include "GPU_glew.h"
+#include "GPU_immediate.h"
/* for assert */
#ifndef NDEBUG
@@ -827,13 +828,16 @@ void wm_window_make_drawable(wmWindowManager *wm, wmWindow *win)
{
if (win != wm->windrawable && win->ghostwin) {
// win->lmbut = 0; /* keeps hanging when mousepressed while other window opened */
-
+
wm->windrawable = win;
if (G.debug & G_DEBUG_EVENTS) {
printf("%s: set drawable %d\n", __func__, win->winid);
}
+
+ immDeactivate();
GHOST_ActivateWindowDrawingContext(win->ghostwin);
-
+ immActivate();
+
/* this can change per window */
U.pixelsize = wm_window_pixelsize(win);
BKE_blender_userdef_refresh();
@@ -1102,6 +1106,7 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr C_void_ptr
wm_window_make_drawable(wm, win);
wm_draw_window_clear(win);
+ BKE_icon_changed(win->screen->id.icon_id);
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
WM_event_add_notifier(C, NC_WINDOW | NA_EDITED, NULL);
@@ -1203,6 +1208,7 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr C_void_ptr
if (U.pixelsize != prev_pixelsize) {
BKE_blender_userdef_refresh();
+ BKE_icon_changed(win->screen->id.icon_id);
// close all popups since they are positioned with the pixel
// size baked in and it's difficult to correct them
diff --git a/source/blender/windowmanager/manipulators/WM_manipulator_api.h b/source/blender/windowmanager/manipulators/WM_manipulator_api.h
new file mode 100644
index 00000000000..099ad7fd851
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/WM_manipulator_api.h
@@ -0,0 +1,110 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/WM_manipulator_api.h
+ * \ingroup wm
+ *
+ * \name Manipulator API
+ * \brief API for external use of wmManipulator types.
+ *
+ * Only included in WM_api.h
+ */
+
+
+#ifndef __WM_MANIPULATOR_API_H__
+#define __WM_MANIPULATOR_API_H__
+
+struct ARegion;
+struct Main;
+struct wmKeyConfig;
+struct wmManipulatorGroupType;
+struct wmManipulatorMap;
+struct wmManipulatorMapType;
+struct wmManipulatorMapType_Params;
+
+/* -------------------------------------------------------------------- */
+/* wmManipulator */
+
+struct wmManipulator *WM_manipulator_new(
+ void (*draw)(const struct bContext *, struct wmManipulator *),
+ void (*render_3d_intersection)(const struct bContext *, struct wmManipulator *, int),
+ int (*intersect)(struct bContext *, const struct wmEvent *, struct wmManipulator *),
+ int (*handler)(struct bContext *, const struct wmEvent *, struct wmManipulator *, const int));
+void WM_manipulator_delete(
+ ListBase *manipulatorlist, struct wmManipulatorMap *mmap, struct wmManipulator *manipulator,
+ struct bContext *C);
+
+void WM_manipulator_set_property(struct wmManipulator *, int slot, struct PointerRNA *ptr, const char *propname);
+struct PointerRNA *WM_manipulator_set_operator(struct wmManipulator *, const char *opname);
+void WM_manipulator_set_func_select(
+ struct wmManipulator *manipulator,
+ void (*select)(struct bContext *, struct wmManipulator *, const int action)); /* wmManipulatorSelectFunc */
+void WM_manipulator_set_origin(struct wmManipulator *manipulator, const float origin[3]);
+void WM_manipulator_set_offset(struct wmManipulator *manipulator, const float offset[3]);
+void WM_manipulator_set_flag(struct wmManipulator *manipulator, const int flag, const bool enable);
+void WM_manipulator_set_scale(struct wmManipulator *manipulator, float scale);
+void WM_manipulator_set_line_width(struct wmManipulator *manipulator, const float line_width);
+void WM_manipulator_set_colors(struct wmManipulator *manipulator, const float col[4], const float col_hi[4]);
+
+
+/* -------------------------------------------------------------------- */
+/* wmManipulatorGroup */
+
+struct wmManipulatorGroupType *WM_manipulatorgrouptype_append(
+ struct wmManipulatorMapType *mmaptype,
+ void (*mgrouptype_func)(struct wmManipulatorGroupType *));
+struct wmManipulatorGroupType *WM_manipulatorgrouptype_append_runtime(
+ const struct Main *main, struct wmManipulatorMapType *mmaptype,
+ void (*mgrouptype_func)(struct wmManipulatorGroupType *));
+void WM_manipulatorgrouptype_init_runtime(
+ const struct Main *bmain, struct wmManipulatorMapType *mmaptype,
+ struct wmManipulatorGroupType *mgrouptype);
+void WM_manipulatorgrouptype_unregister(
+ struct bContext *C, struct Main *bmain, struct wmManipulatorGroupType *mgroup);
+
+struct wmKeyMap *WM_manipulatorgroup_keymap_common(
+ const struct wmManipulatorGroupType *mgrouptype, struct wmKeyConfig *config);
+struct wmKeyMap *WM_manipulatorgroup_keymap_common_sel(
+ const struct wmManipulatorGroupType *mgrouptype, struct wmKeyConfig *config);
+
+
+/* -------------------------------------------------------------------- */
+/* wmManipulatorMap */
+
+struct wmManipulatorMapType *WM_manipulatormaptype_find(
+ const struct wmManipulatorMapType_Params *mmap_params);
+struct wmManipulatorMapType *WM_manipulatormaptype_ensure(
+ const struct wmManipulatorMapType_Params *mmap_params);
+
+struct wmManipulatorMap *WM_manipulatormap_new_from_type(
+ const struct wmManipulatorMapType_Params *mmap_params);
+void WM_manipulatormap_tag_refresh(struct wmManipulatorMap *mmap);
+void WM_manipulatormap_draw(struct wmManipulatorMap *mmap, const struct bContext *C, const int drawstep);
+void WM_manipulatormap_add_handlers(struct ARegion *ar, struct wmManipulatorMap *mmap);
+bool WM_manipulatormap_select_all(struct bContext *C, struct wmManipulatorMap *mmap, const int action);
+bool WM_manipulatormap_cursor_set(const struct wmManipulatorMap *mmap, struct wmWindow *win);
+
+#endif /* __WM_MANIPULATOR_API_H__ */
+
diff --git a/source/blender/windowmanager/manipulators/WM_manipulator_types.h b/source/blender/windowmanager/manipulators/WM_manipulator_types.h
new file mode 100644
index 00000000000..284a3e9bd22
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/WM_manipulator_types.h
@@ -0,0 +1,167 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/WM_manipulator_types.h
+ * \ingroup wm
+ *
+ * \name Manipulator Types
+ * \brief Manipulator defines for external use.
+ *
+ * Only included in WM_types.h and lower level files.
+ */
+
+
+#ifndef __WM_MANIPULATOR_TYPES_H__
+#define __WM_MANIPULATOR_TYPES_H__
+
+#include "BLI_compiler_attrs.h"
+
+struct wmManipulatorGroupType;
+struct wmManipulatorGroup;
+struct wmKeyConfig;
+
+typedef bool (*wmManipulatorGroupPollFunc)(const struct bContext *, struct wmManipulatorGroupType *) ATTR_WARN_UNUSED_RESULT;
+typedef void (*wmManipulatorGroupInitFunc)(const struct bContext *, struct wmManipulatorGroup *);
+typedef void (*wmManipulatorGroupRefreshFunc)(const struct bContext *, struct wmManipulatorGroup *);
+typedef void (*wmManipulatorGroupDrawPrepareFunc)(const struct bContext *, struct wmManipulatorGroup *);
+
+
+/* -------------------------------------------------------------------- */
+/* wmManipulator */
+
+/**
+ * Simple utility wrapper for storing a single manipulator as wmManipulatorGroup.customdata (which gets freed).
+ */
+typedef struct wmManipulatorWrapper {
+ struct wmManipulator *manipulator;
+} wmManipulatorWrapper;
+
+/* wmManipulator.flag
+ * Flags for individual manipulators. */
+enum {
+ WM_MANIPULATOR_DRAW_HOVER = (1 << 0), /* draw *only* while hovering */
+ WM_MANIPULATOR_DRAW_ACTIVE = (1 << 1), /* draw while dragging */
+ WM_MANIPULATOR_DRAW_VALUE = (1 << 2), /* draw an indicator for the current value while dragging */
+ WM_MANIPULATOR_HIDDEN = (1 << 3),
+};
+
+
+/* -------------------------------------------------------------------- */
+/* wmManipulatorGroup */
+
+typedef struct wmManipulatorGroup {
+ struct wmManipulatorGroup *next, *prev;
+
+ struct wmManipulatorGroupType *type;
+ ListBase manipulators;
+
+ void *py_instance; /* python stores the class instance here */
+ struct ReportList *reports; /* errors and warnings storage */
+
+ void *customdata;
+ void (*customdata_free)(void *); /* for freeing customdata from above */
+ int flag; /* private */
+ int pad;
+} wmManipulatorGroup;
+
+/* factory class for a manipulator-group type, gets called every time a new area is spawned */
+typedef struct wmManipulatorGroupType {
+ struct wmManipulatorGroupType *next, *prev;
+
+ char idname[64]; /* MAX_NAME */
+ const char *name; /* manipulator-group name - displayed in UI (keymap editor) */
+
+ /* poll if manipulator-map should be visible */
+ wmManipulatorGroupPollFunc poll;
+ /* initially create manipulators and set permanent data - stuff you only need to do once */
+ wmManipulatorGroupInitFunc init;
+ /* refresh data, only called if recreate flag is set (WM_manipulatormap_tag_refresh) */
+ wmManipulatorGroupRefreshFunc refresh;
+ /* refresh data for drawing, called before each redraw */
+ wmManipulatorGroupDrawPrepareFunc draw_prepare;
+
+ /* keymap init callback for this manipulator-group */
+ struct wmKeyMap *(*keymap_init)(const struct wmManipulatorGroupType *, struct wmKeyConfig *);
+ /* keymap created with callback from above */
+ struct wmKeyMap *keymap;
+
+ /* rna for properties */
+ struct StructRNA *srna;
+
+ /* RNA integration */
+ ExtensionRNA ext;
+
+ int flag;
+
+ /* if type is spawned from operator this is set here */
+ void *op;
+
+ /* same as manipulator-maps, so registering/unregistering goes to the correct region */
+ short spaceid, regionid;
+ char mapidname[64];
+} wmManipulatorGroupType;
+
+/**
+ * wmManipulatorGroupType.flag
+ * Flags that influence the behavior of all manipulators in the group.
+ */
+enum {
+ /* Mark manipulator-group as being 3D */
+ WM_MANIPULATORGROUPTYPE_IS_3D = (1 << 0),
+ /* Scale manipulators as 3D object that respects zoom (otherwise zoom independent draw size) */
+ WM_MANIPULATORGROUPTYPE_SCALE_3D = (1 << 1),
+ /* Manipulators can be depth culled with scene objects (covered by other geometry - TODO) */
+ WM_MANIPULATORGROUPTYPE_SCENE_DEPTH = (1 << 2),
+ /* Manipulators can be selected */
+ WM_MANIPULATORGROUPTYPE_SELECTABLE = (1 << 3),
+ /* manipulator group is attached to operator, and is only accessible as long as this runs */
+ WM_MANIPULATORGROUPTYPE_OP = (1 << 4),
+};
+
+
+/* -------------------------------------------------------------------- */
+/* wmManipulatorMap */
+
+struct wmManipulatorMapType_Params {
+ const char *idname;
+ const int spaceid;
+ const int regionid;
+};
+
+/**
+ * Pass a value of this enum to #WM_manipulatormap_draw to tell it what to draw.
+ */
+enum {
+ /* Draw 2D manipulator-groups (ManipulatorGroupType.is_3d == false) */
+ WM_MANIPULATORMAP_DRAWSTEP_2D = 0,
+ /* Draw 3D manipulator-groups (ManipulatorGroupType.is_3d == true) */
+ WM_MANIPULATORMAP_DRAWSTEP_3D,
+ /* Draw only depth culled manipulators (WM_MANIPULATOR_SCENE_DEPTH flag).
+ * Note that these are expected to be 3D manipulators too. */
+ WM_MANIPULATORMAP_DRAWSTEP_IN_SCENE,
+};
+
+#endif /* __WM_MANIPULATOR_TYPES_H__ */
+
diff --git a/source/blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_intern.h b/source/blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_intern.h
new file mode 100644
index 00000000000..66598fa29d7
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_intern.h
@@ -0,0 +1,100 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_intern.h
+ * \ingroup wm
+ */
+
+
+#ifndef __MANIPULATOR_LIBRARY_INTERN_H__
+#define __MANIPULATOR_LIBRARY_INTERN_H__
+
+/* distance around which manipulators respond to input (and get highlighted) */
+#define MANIPULATOR_HOTSPOT 14.0f
+
+/**
+ * Data for common interactions. Used in manipulator_library_utils.c functions.
+ */
+typedef struct ManipulatorCommonData {
+ int flag;
+
+ float range_fac; /* factor for arrow min/max distance */
+ float offset;
+
+ /* property range for constrained manipulators */
+ float range;
+ /* min/max value for constrained manipulators */
+ float min, max;
+} ManipulatorCommonData;
+
+typedef struct ManipulatorInteraction {
+ float init_value; /* initial property value */
+ float init_origin[3];
+ float init_mval[2];
+ float init_offset;
+ float init_scale;
+
+ /* offset of last handling step */
+ float prev_offset;
+ /* Total offset added by precision tweaking.
+ * Needed to allow toggling precision on/off without causing jumps */
+ float precision_offset;
+} ManipulatorInteraction;
+
+/* ManipulatorCommonData->flag */
+enum {
+ MANIPULATOR_CUSTOM_RANGE_SET = (1 << 0),
+};
+
+
+float manipulator_offset_from_value(
+ ManipulatorCommonData *data, const float value,
+ const bool constrained, const bool inverted);
+float manipulator_value_from_offset(
+ ManipulatorCommonData *data, ManipulatorInteraction *inter, const float offset,
+ const bool constrained, const bool inverted, const bool use_precision);
+
+void manipulator_property_data_update(
+ wmManipulator *manipulator, ManipulatorCommonData *data, const int slot,
+ const bool constrained, const bool inverted);
+
+void manipulator_property_value_set(
+ bContext *C, const wmManipulator *manipulator,
+ const int slot, const float value);
+float manipulator_property_value_get(
+ const wmManipulator *manipulator, const int slot);
+void manipulator_property_value_reset(
+ bContext *C, const wmManipulator *manipulator, ManipulatorInteraction *inter,
+ const int slot);
+
+
+/* -------------------------------------------------------------------- */
+
+void manipulator_color_get(
+ const wmManipulator *manipulator, const bool highlight,
+ float r_col[]);
+
+#endif /* __MANIPULATOR_LIBRARY_INTERN_H__ */
+
diff --git a/source/blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_utils.c b/source/blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_utils.c
new file mode 100644
index 00000000000..0617e9e873b
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_utils.c
@@ -0,0 +1,171 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2015 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/intern/manipulator_library/manipulator_library_utils.c
+ * \ingroup wm
+ *
+ * \name Manipulator Library Utilities
+ *
+ * \brief This file contains functions for common behaviors of manipulators.
+ */
+
+#include "BKE_context.h"
+
+#include "BLI_math.h"
+
+#include "RNA_access.h"
+
+#include "WM_api.h"
+
+/* own includes */
+#include "WM_manipulator_types.h"
+#include "wm_manipulator_wmapi.h"
+#include "wm_manipulator_intern.h"
+#include "manipulator_library_intern.h"
+
+/* factor for precision tweaking */
+#define MANIPULATOR_PRECISION_FAC 0.05f
+
+
+BLI_INLINE float manipulator_offset_from_value_constr(
+ const float range_fac, const float min, const float range, const float value,
+ const bool inverted)
+{
+ return inverted ? (range_fac * (min + range - value) / range) : (range_fac * (value / range));
+}
+
+BLI_INLINE float manipulator_value_from_offset_constr(
+ const float range_fac, const float min, const float range, const float value,
+ const bool inverted)
+{
+ return inverted ? (min + range - (value * range / range_fac)) : (value * range / range_fac);
+}
+
+float manipulator_offset_from_value(
+ ManipulatorCommonData *data, const float value, const bool constrained, const bool inverted)
+{
+ if (constrained)
+ return manipulator_offset_from_value_constr(data->range_fac, data->min, data->range, value, inverted);
+
+ return value;
+}
+
+float manipulator_value_from_offset(
+ ManipulatorCommonData *data, ManipulatorInteraction *inter, const float offset,
+ const bool constrained, const bool inverted, const bool use_precision)
+{
+ const float max = data->min + data->range;
+
+ if (use_precision) {
+ /* add delta offset of this step to total precision_offset */
+ inter->precision_offset += offset - inter->prev_offset;
+ }
+ inter->prev_offset = offset;
+
+ float ofs_new = inter->init_offset + offset - inter->precision_offset * (1.0f - MANIPULATOR_PRECISION_FAC);
+ float value;
+
+ if (constrained) {
+ value = manipulator_value_from_offset_constr(data->range_fac, data->min, data->range, ofs_new, inverted);
+ }
+ else {
+ value = ofs_new;
+ }
+
+ /* clamp to custom range */
+ if (data->flag & MANIPULATOR_CUSTOM_RANGE_SET) {
+ CLAMP(value, data->min, max);
+ }
+
+ return value;
+}
+
+void manipulator_property_data_update(
+ wmManipulator *manipulator, ManipulatorCommonData *data, const int slot,
+ const bool constrained, const bool inverted)
+{
+ if (!manipulator->props[slot]) {
+ data->offset = 0.0f;
+ return;
+ }
+
+ PointerRNA ptr = manipulator->ptr[slot];
+ PropertyRNA *prop = manipulator->props[slot];
+ float value = manipulator_property_value_get(manipulator, slot);
+
+ if (constrained) {
+ if ((data->flag & MANIPULATOR_CUSTOM_RANGE_SET) == 0) {
+ float step, precision;
+ float min, max;
+ RNA_property_float_ui_range(&ptr, prop, &min, &max, &step, &precision);
+ data->range = max - min;
+ data->min = min;
+ }
+ data->offset = manipulator_offset_from_value_constr(data->range_fac, data->min, data->range, value, inverted);
+ }
+ else {
+ data->offset = value;
+ }
+}
+
+void manipulator_property_value_set(
+ bContext *C, const wmManipulator *manipulator,
+ const int slot, const float value)
+{
+ PointerRNA ptr = manipulator->ptr[slot];
+ PropertyRNA *prop = manipulator->props[slot];
+
+ /* reset property */
+ RNA_property_float_set(&ptr, prop, value);
+ RNA_property_update(C, &ptr, prop);
+}
+
+float manipulator_property_value_get(const wmManipulator *manipulator, const int slot)
+{
+ BLI_assert(RNA_property_type(manipulator->props[slot]) == PROP_FLOAT);
+ return RNA_property_float_get(&manipulator->ptr[slot], manipulator->props[slot]);
+}
+
+void manipulator_property_value_reset(
+ bContext *C, const wmManipulator *manipulator, ManipulatorInteraction *inter,
+ const int slot)
+{
+ manipulator_property_value_set(C, manipulator, slot, inter->init_value);
+}
+
+
+/* -------------------------------------------------------------------- */
+
+void manipulator_color_get(
+ const wmManipulator *manipulator, const bool highlight,
+ float r_col[4])
+{
+ if (highlight && !(manipulator->flag & WM_MANIPULATOR_DRAW_HOVER)) {
+ copy_v4_v4(r_col, manipulator->col_hi);
+ }
+ else {
+ copy_v4_v4(r_col, manipulator->col);
+ }
+}
diff --git a/source/blender/windowmanager/manipulators/intern/wm_manipulator.c b/source/blender/windowmanager/manipulators/intern/wm_manipulator.c
new file mode 100644
index 00000000000..824141d1c40
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/intern/wm_manipulator.c
@@ -0,0 +1,404 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2014 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/intern/wm_manipulator.c
+ * \ingroup wm
+ */
+
+#include "BKE_context.h"
+
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_path_util.h"
+#include "BLI_string.h"
+
+#include "ED_screen.h"
+#include "ED_view3d.h"
+
+#include "GL/glew.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "RNA_access.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+/* own includes */
+#include "wm_manipulator_wmapi.h"
+#include "wm_manipulator_intern.h"
+
+
+/* Still unused */
+wmManipulator *WM_manipulator_new(
+ void (*draw)(const bContext *C, wmManipulator *customdata),
+ void (*render_3d_intersection)(const bContext *C, wmManipulator *customdata, int selectionbase),
+ int (*intersect)(bContext *C, const wmEvent *event, wmManipulator *manipulator),
+ int (*handler)(bContext *C, const wmEvent *event, wmManipulator *manipulator, const int flag))
+{
+ wmManipulator *manipulator = MEM_callocN(sizeof(wmManipulator), "manipulator");
+
+ manipulator->draw = draw;
+ manipulator->handler = handler;
+ manipulator->intersect = intersect;
+ manipulator->render_3d_intersection = render_3d_intersection;
+
+ /* XXX */
+// fix_linking_manipulator_arrow();
+// fix_linking_manipulator_arrow2d();
+// fix_linking_manipulator_cage();
+// fix_linking_manipulator_dial();
+// fix_linking_manipulator_facemap();
+// fix_linking_manipulator_primitive();
+
+ return manipulator;
+}
+
+/**
+ * Assign an idname that is unique in \a mgroup to \a manipulator.
+ *
+ * \param rawname: Name used as basis to define final unique idname.
+ */
+static void manipulator_unique_idname_set(wmManipulatorGroup *mgroup, wmManipulator *manipulator, const char *rawname)
+{
+ if (mgroup->type->idname[0]) {
+ BLI_snprintf(manipulator->idname, sizeof(manipulator->idname), "%s_%s", mgroup->type->idname, rawname);
+ }
+ else {
+ BLI_strncpy(manipulator->idname, rawname, sizeof(manipulator->idname));
+ }
+
+ /* ensure name is unique, append '.001', '.002', etc if not */
+ BLI_uniquename(&mgroup->manipulators, manipulator, "Manipulator", '.',
+ offsetof(wmManipulator, idname), sizeof(manipulator->idname));
+}
+
+/**
+ * Initialize default values and allocate needed memory for members.
+ */
+static void manipulator_init(wmManipulator *manipulator)
+{
+ const float col_default[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+
+ manipulator->user_scale = 1.0f;
+ manipulator->line_width = 1.0f;
+
+ /* defaults */
+ copy_v4_v4(manipulator->col, col_default);
+ copy_v4_v4(manipulator->col_hi, col_default);
+
+ /* create at least one property for interaction */
+ if (manipulator->max_prop == 0) {
+ manipulator->max_prop = 1;
+ }
+
+ manipulator->props = MEM_callocN(sizeof(PropertyRNA *) * manipulator->max_prop, "manipulator->props");
+ manipulator->ptr = MEM_callocN(sizeof(PointerRNA) * manipulator->max_prop, "manipulator->ptr");
+}
+
+/**
+ * Register \a manipulator.
+ *
+ * \param name: name used to create a unique idname for \a manipulator in \a mgroup
+ */
+void wm_manipulator_register(wmManipulatorGroup *mgroup, wmManipulator *manipulator, const char *name)
+{
+ manipulator_init(manipulator);
+ manipulator_unique_idname_set(mgroup, manipulator, name);
+ wm_manipulatorgroup_manipulator_register(mgroup, manipulator);
+}
+
+/**
+ * Free \a manipulator and unlink from \a manipulatorlist.
+ * \a manipulatorlist is allowed to be NULL.
+ */
+void WM_manipulator_delete(ListBase *manipulatorlist, wmManipulatorMap *mmap, wmManipulator *manipulator, bContext *C)
+{
+ if (manipulator->state & WM_MANIPULATOR_HIGHLIGHT) {
+ wm_manipulatormap_set_highlighted_manipulator(mmap, C, NULL, 0);
+ }
+ if (manipulator->state & WM_MANIPULATOR_ACTIVE) {
+ wm_manipulatormap_set_active_manipulator(mmap, C, NULL, NULL);
+ }
+ if (manipulator->state & WM_MANIPULATOR_SELECTED) {
+ wm_manipulator_deselect(mmap, manipulator);
+ }
+
+ if (manipulator->opptr.data) {
+ WM_operator_properties_free(&manipulator->opptr);
+ }
+ MEM_freeN(manipulator->props);
+ MEM_freeN(manipulator->ptr);
+
+ if (manipulatorlist)
+ BLI_remlink(manipulatorlist, manipulator);
+ MEM_freeN(manipulator);
+}
+
+wmManipulatorGroup *wm_manipulator_get_parent_group(const wmManipulator *manipulator)
+{
+ return manipulator->mgroup;
+}
+
+
+/* -------------------------------------------------------------------- */
+/** \name Manipulator Creation API
+ *
+ * API for defining data on manipulator creation.
+ *
+ * \{ */
+
+void WM_manipulator_set_property(wmManipulator *manipulator, const int slot, PointerRNA *ptr, const char *propname)
+{
+ if (slot < 0 || slot >= manipulator->max_prop) {
+ fprintf(stderr, "invalid index %d when binding property for manipulator type %s\n", slot, manipulator->idname);
+ return;
+ }
+
+ /* if manipulator evokes an operator we cannot use it for property manipulation */
+ manipulator->opname = NULL;
+ manipulator->ptr[slot] = *ptr;
+ manipulator->props[slot] = RNA_struct_find_property(ptr, propname);
+
+ if (manipulator->prop_data_update)
+ manipulator->prop_data_update(manipulator, slot);
+}
+
+PointerRNA *WM_manipulator_set_operator(wmManipulator *manipulator, const char *opname)
+{
+ wmOperatorType *ot = WM_operatortype_find(opname, 0);
+
+ if (ot) {
+ manipulator->opname = opname;
+
+ if (manipulator->opptr.data) {
+ WM_operator_properties_free(&manipulator->opptr);
+ }
+ WM_operator_properties_create_ptr(&manipulator->opptr, ot);
+
+ return &manipulator->opptr;
+ }
+ else {
+ fprintf(stderr, "Error binding operator to manipulator: operator %s not found!\n", opname);
+ }
+
+ return NULL;
+}
+
+/**
+ * \brief Set manipulator select callback.
+ *
+ * Callback is called when manipulator gets selected/deselected.
+ */
+void WM_manipulator_set_func_select(wmManipulator *manipulator, wmManipulatorSelectFunc select)
+{
+ BLI_assert(manipulator->mgroup->type->flag & WM_MANIPULATORGROUPTYPE_SELECTABLE);
+ manipulator->select = select;
+}
+
+void WM_manipulator_set_origin(wmManipulator *manipulator, const float origin[3])
+{
+ copy_v3_v3(manipulator->origin, origin);
+}
+
+void WM_manipulator_set_offset(wmManipulator *manipulator, const float offset[3])
+{
+ copy_v3_v3(manipulator->offset, offset);
+}
+
+void WM_manipulator_set_flag(wmManipulator *manipulator, const int flag, const bool enable)
+{
+ if (enable) {
+ manipulator->flag |= flag;
+ }
+ else {
+ manipulator->flag &= ~flag;
+ }
+}
+
+void WM_manipulator_set_scale(wmManipulator *manipulator, const float scale)
+{
+ manipulator->user_scale = scale;
+}
+
+void WM_manipulator_set_line_width(wmManipulator *manipulator, const float line_width)
+{
+ manipulator->line_width = line_width;
+}
+
+/**
+ * Set manipulator rgba colors.
+ *
+ * \param col Normal state color.
+ * \param col_hi Highlighted state color.
+ */
+void WM_manipulator_set_colors(wmManipulator *manipulator, const float col[4], const float col_hi[4])
+{
+ copy_v4_v4(manipulator->col, col);
+ copy_v4_v4(manipulator->col_hi, col_hi);
+}
+
+/** \} */ // Manipulator Creation API
+
+
+/* -------------------------------------------------------------------- */
+
+/**
+ * Remove \a manipulator from selection.
+ * Reallocates memory for selected manipulators so better not call for selecting multiple ones.
+ *
+ * \return if the selection has changed.
+ */
+bool wm_manipulator_deselect(wmManipulatorMap *mmap, wmManipulator *manipulator)
+{
+ if (!mmap->mmap_context.selected_manipulator)
+ return false;
+
+ wmManipulator ***sel = &mmap->mmap_context.selected_manipulator;
+ int *tot_selected = &mmap->mmap_context.tot_selected;
+ bool changed = false;
+
+ /* caller should check! */
+ BLI_assert(manipulator->state & WM_MANIPULATOR_SELECTED);
+
+ /* remove manipulator from selected_manipulators array */
+ for (int i = 0; i < (*tot_selected); i++) {
+ if ((*sel)[i] == manipulator) {
+ for (int j = i; j < ((*tot_selected) - 1); j++) {
+ (*sel)[j] = (*sel)[j + 1];
+ }
+ changed = true;
+ break;
+ }
+ }
+
+ /* update array data */
+ if ((*tot_selected) <= 1) {
+ wm_manipulatormap_selected_delete(mmap);
+ }
+ else {
+ *sel = MEM_reallocN(*sel, sizeof(**sel) * (*tot_selected));
+ (*tot_selected)--;
+ }
+
+ manipulator->state &= ~WM_MANIPULATOR_SELECTED;
+ return changed;
+}
+
+/**
+ * Add \a manipulator to selection.
+ * Reallocates memory for selected manipulators so better not call for selecting multiple ones.
+ *
+ * \return if the selection has changed.
+ */
+bool wm_manipulator_select(bContext *C, wmManipulatorMap *mmap, wmManipulator *manipulator)
+{
+ wmManipulator ***sel = &mmap->mmap_context.selected_manipulator;
+ int *tot_selected = &mmap->mmap_context.tot_selected;
+
+ if (!manipulator || (manipulator->state & WM_MANIPULATOR_SELECTED))
+ return false;
+
+ (*tot_selected)++;
+
+ *sel = MEM_reallocN(*sel, sizeof(wmManipulator *) * (*tot_selected));
+ (*sel)[(*tot_selected) - 1] = manipulator;
+
+ manipulator->state |= WM_MANIPULATOR_SELECTED;
+ if (manipulator->select) {
+ manipulator->select(C, manipulator, SEL_SELECT);
+ }
+ wm_manipulatormap_set_highlighted_manipulator(mmap, C, manipulator, manipulator->highlighted_part);
+
+ return true;
+}
+
+void wm_manipulator_calculate_scale(wmManipulator *manipulator, const bContext *C)
+{
+ const RegionView3D *rv3d = CTX_wm_region_view3d(C);
+ float scale = 1.0f;
+
+ if (manipulator->mgroup->type->flag & WM_MANIPULATORGROUPTYPE_SCALE_3D) {
+ if (rv3d /*&& (U.manipulator_flag & V3D_3D_MANIPULATORS) == 0*/) { /* UserPref flag might be useful for later */
+ if (manipulator->get_final_position) {
+ float position[3];
+
+ manipulator->get_final_position(manipulator, position);
+ scale = ED_view3d_pixel_size(rv3d, position) * (float)U.manipulator_scale;
+ }
+ else {
+ scale = ED_view3d_pixel_size(rv3d, manipulator->origin) * (float)U.manipulator_scale;
+ }
+ }
+ else {
+ scale = U.manipulator_scale * 0.02f;
+ }
+ }
+
+ manipulator->scale = scale * manipulator->user_scale;
+}
+
+static void manipulator_update_prop_data(wmManipulator *manipulator)
+{
+ /* manipulator property might have been changed, so update manipulator */
+ if (manipulator->props && manipulator->prop_data_update) {
+ for (int i = 0; i < manipulator->max_prop; i++) {
+ if (manipulator->props[i]) {
+ manipulator->prop_data_update(manipulator, i);
+ }
+ }
+ }
+}
+
+void wm_manipulator_update(wmManipulator *manipulator, const bContext *C, const bool refresh_map)
+{
+ if (refresh_map) {
+ manipulator_update_prop_data(manipulator);
+ }
+ wm_manipulator_calculate_scale(manipulator, C);
+}
+
+bool wm_manipulator_is_visible(wmManipulator *manipulator)
+{
+ if (manipulator->flag & WM_MANIPULATOR_HIDDEN) {
+ return false;
+ }
+ if ((manipulator->state & WM_MANIPULATOR_ACTIVE) &&
+ !(manipulator->flag & (WM_MANIPULATOR_DRAW_ACTIVE | WM_MANIPULATOR_DRAW_VALUE)))
+ {
+ /* don't draw while active (while dragging) */
+ return false;
+ }
+ if ((manipulator->flag & WM_MANIPULATOR_DRAW_HOVER) &&
+ !(manipulator->state & WM_MANIPULATOR_HIGHLIGHT) &&
+ !(manipulator->state & WM_MANIPULATOR_SELECTED)) /* still draw selected manipulators */
+ {
+ /* only draw on mouse hover */
+ return false;
+ }
+
+ return true;
+}
+
diff --git a/source/blender/windowmanager/manipulators/intern/wm_manipulator_intern.h b/source/blender/windowmanager/manipulators/intern/wm_manipulator_intern.h
new file mode 100644
index 00000000000..1a9693a472b
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/intern/wm_manipulator_intern.h
@@ -0,0 +1,230 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/intern/wm_manipulator_intern.h
+ * \ingroup wm
+ */
+
+
+#ifndef __WM_MANIPULATOR_INTERN_H__
+#define __WM_MANIPULATOR_INTERN_H__
+
+struct wmKeyConfig;
+struct wmManipulatorMap;
+
+/* -------------------------------------------------------------------- */
+/* wmManipulator */
+
+/* manipulators are set per region by registering them on manipulator-maps */
+typedef struct wmManipulator {
+ struct wmManipulator *next, *prev;
+
+ char idname[MAX_NAME + 4]; /* + 4 for unique '.001', '.002', etc suffix */
+ /* pointer back to group this manipulator is in (just for quick access) */
+ struct wmManipulatorGroup *mgroup;
+
+ /* could become wmManipulatorType */
+ /* draw manipulator */
+ void (*draw)(const struct bContext *, struct wmManipulator *);
+
+ /* determine if the mouse intersects with the manipulator. The calculation should be done in the callback itself */
+ int (*intersect)(struct bContext *, const struct wmEvent *, struct wmManipulator *);
+
+ /* determines 3d intersection by rendering the manipulator in a selection routine. */
+ void (*render_3d_intersection)(const struct bContext *, struct wmManipulator *, int);
+
+ /* handler used by the manipulator. Usually handles interaction tied to a manipulator type */
+ int (*handler)(struct bContext *, const struct wmEvent *, struct wmManipulator *, const int);
+
+ /* manipulator-specific handler to update manipulator attributes based on the property value */
+ void (*prop_data_update)(struct wmManipulator *, int);
+
+ /* returns the final position which may be different from the origin, depending on the manipulator.
+ * used in calculations of scale */
+ void (*get_final_position)(struct wmManipulator *, float[]);
+
+ /* activate a manipulator state when the user clicks on it */
+ int (*invoke)(struct bContext *, const struct wmEvent *, struct wmManipulator *);
+
+ /* called when manipulator tweaking is done - used to free data and reset property when cancelling */
+ void (*exit)(struct bContext *, struct wmManipulator *, const bool );
+
+ int (*get_cursor)(struct wmManipulator *);
+
+ /* called when manipulator selection state changes */
+ wmManipulatorSelectFunc select;
+
+ int flag; /* flags that influence the behavior or how the manipulators are drawn */
+ short state; /* state flags (active, highlighted, selected) */
+
+ unsigned char highlighted_part;
+
+ /* center of manipulator in space, 2d or 3d */
+ float origin[3];
+ /* custom offset from origin */
+ float offset[3];
+ /* runtime property, set the scale while drawing on the viewport */
+ float scale;
+ /* user defined scale, in addition to the original one */
+ float user_scale;
+ /* user defined width for line drawing */
+ float line_width;
+ /* manipulator colors (uses default fallbacks if not defined) */
+ float col[4], col_hi[4];
+
+ /* data used during interaction */
+ void *interaction_data;
+
+ /* name of operator to spawn when activating the manipulator */
+ const char *opname;
+ /* operator properties if manipulator spawns and controls an operator,
+ * or owner pointer if manipulator spawns and controls a property */
+ PointerRNA opptr;
+
+ /* maximum number of properties attached to the manipulator */
+ int max_prop;
+ /* arrays of properties attached to various manipulator parameters. As
+ * the manipulator is interacted with, those properties get updated */
+ PointerRNA *ptr;
+ PropertyRNA **props;
+} wmManipulator;
+
+/* wmManipulator.state */
+enum {
+ WM_MANIPULATOR_HIGHLIGHT = (1 << 0), /* while hovered */
+ WM_MANIPULATOR_ACTIVE = (1 << 1), /* while dragging */
+ WM_MANIPULATOR_SELECTED = (1 << 2),
+};
+
+/**
+ * \brief Manipulator tweak flag.
+ * Bitflag passed to manipulator while tweaking.
+ */
+enum {
+ /* drag with extra precision (shift)
+ * NOTE: Manipulators are responsible for handling this (manipulator->handler callback)! */
+ WM_MANIPULATOR_TWEAK_PRECISE = (1 << 0),
+};
+
+void wm_manipulator_register(struct wmManipulatorGroup *mgroup, struct wmManipulator *manipulator, const char *name);
+
+bool wm_manipulator_deselect(struct wmManipulatorMap *mmap, struct wmManipulator *manipulator);
+bool wm_manipulator_select(bContext *C, struct wmManipulatorMap *mmap, struct wmManipulator *manipulator);
+
+void wm_manipulator_calculate_scale(struct wmManipulator *manipulator, const bContext *C);
+void wm_manipulator_update(struct wmManipulator *manipulator, const bContext *C, const bool refresh_map);
+bool wm_manipulator_is_visible(struct wmManipulator *manipulator);
+
+void fix_linking_manipulator_arrow(void);
+void fix_linking_manipulator_arrow2d(void);
+void fix_linking_manipulator_cage(void);
+void fix_linking_manipulator_dial(void);
+void fix_linking_manipulator_facemap(void);
+void fix_linking_manipulator_primitive(void);
+
+
+/* -------------------------------------------------------------------- */
+/* wmManipulatorGroup */
+
+enum {
+ TWEAK_MODAL_CANCEL = 1,
+ TWEAK_MODAL_CONFIRM,
+ TWEAK_MODAL_PRECISION_ON,
+ TWEAK_MODAL_PRECISION_OFF,
+};
+
+struct wmManipulatorGroup *wm_manipulatorgroup_new_from_type(struct wmManipulatorGroupType *mgrouptype);
+void wm_manipulatorgroup_free(bContext *C, struct wmManipulatorMap *mmap, struct wmManipulatorGroup *mgroup);
+void wm_manipulatorgroup_manipulator_register(struct wmManipulatorGroup *mgroup, wmManipulator *manipulator);
+wmManipulator *wm_manipulatorgroup_find_intersected_mainpulator(
+ const struct wmManipulatorGroup *mgroup, struct bContext *C, const struct wmEvent *event,
+ unsigned char *part);
+void wm_manipulatorgroup_intersectable_manipulators_to_list(
+ const struct wmManipulatorGroup *mgroup, struct ListBase *listbase);
+void wm_manipulatorgroup_ensure_initialized(struct wmManipulatorGroup *mgroup, const struct bContext *C);
+bool wm_manipulatorgroup_is_visible(const struct wmManipulatorGroup *mgroup, const struct bContext *C);
+bool wm_manipulatorgroup_is_visible_in_drawstep(const struct wmManipulatorGroup *mgroup, const int drawstep);
+
+void wm_manipulatorgrouptype_keymap_init(struct wmManipulatorGroupType *mgrouptype, struct wmKeyConfig *keyconf);
+
+
+/* -------------------------------------------------------------------- */
+/* wmManipulatorMap */
+
+typedef struct wmManipulatorMap {
+ struct wmManipulatorMap *next, *prev;
+
+ struct wmManipulatorMapType *type;
+ ListBase manipulator_groups;
+
+ char update_flag; /* private, update tagging */
+
+ /**
+ * \brief Manipulator map runtime context
+ *
+ * Contains information about this manipulator-map. Currently
+ * highlighted manipulator, currently selected manipulators, ...
+ */
+ struct {
+ /* we redraw the manipulator-map when this changes */
+ struct wmManipulator *highlighted_manipulator;
+ /* user has clicked this manipulator and it gets all input */
+ struct wmManipulator *active_manipulator;
+ /* array for all selected manipulators
+ * TODO check on using BLI_array */
+ struct wmManipulator **selected_manipulator;
+ int tot_selected;
+ } mmap_context;
+} wmManipulatorMap;
+
+/**
+ * This is a container for all manipulator types that can be instantiated in a region.
+ * (similar to dropboxes).
+ *
+ * \note There is only ever one of these for every (area, region) combination.
+ */
+typedef struct wmManipulatorMapType {
+ struct wmManipulatorMapType *next, *prev;
+ char idname[64];
+ short spaceid, regionid;
+ /* types of manipulator-groups for this manipulator-map type */
+ ListBase manipulator_grouptypes;
+} wmManipulatorMapType;
+
+void wm_manipulatormap_selected_delete(wmManipulatorMap *mmap);
+bool wm_manipulatormap_deselect_all(struct wmManipulatorMap *mmap, wmManipulator ***sel);
+
+
+/* -------------------------------------------------------------------- */
+/* Manipulator drawing */
+
+typedef struct ManipulatorGeometryInfo {
+ int nverts;
+ int ntris;
+ float (*verts)[3];
+ float (*normals)[3];
+ unsigned short *indices;
+ bool init;
+} ManipulatorGeometryInfo;
+
+#endif /* __WM_MANIPULATOR_INTERN_H__ */
+
diff --git a/source/blender/windowmanager/manipulators/intern/wm_manipulatorgroup.c b/source/blender/windowmanager/manipulators/intern/wm_manipulatorgroup.c
new file mode 100644
index 00000000000..f9f46b0f71a
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/intern/wm_manipulatorgroup.c
@@ -0,0 +1,588 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2014 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/intern/wm_manipulatorgroup.c
+ * \ingroup wm
+ *
+ * \name Manipulator-Group
+ *
+ * Manipulator-groups store and manage groups of manipulators. They can be
+ * attached to modal handlers and have own keymaps.
+ */
+
+#include <stdlib.h>
+
+#include "BKE_context.h"
+#include "BKE_main.h"
+#include "BKE_report.h"
+
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+
+#include "BPY_extern.h"
+
+#include "ED_screen.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "RNA_access.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+#include "wm_event_system.h"
+
+/* own includes */
+#include "wm_manipulator_wmapi.h"
+#include "wm_manipulator_intern.h"
+
+
+/* -------------------------------------------------------------------- */
+/** \name wmManipulatorGroup
+ *
+ * \{ */
+
+/* wmManipulatorGroup.flag */
+enum {
+ WM_MANIPULATORGROUP_INITIALIZED = (1 << 2), /* mgroup has been initialized */
+};
+
+/**
+ * Create a new manipulator-group from \a mgrouptype.
+ */
+wmManipulatorGroup *wm_manipulatorgroup_new_from_type(wmManipulatorGroupType *mgrouptype)
+{
+ wmManipulatorGroup *mgroup = MEM_callocN(sizeof(*mgroup), "manipulator-group");
+ mgroup->type = mgrouptype;
+
+ return mgroup;
+}
+
+void wm_manipulatorgroup_free(bContext *C, wmManipulatorMap *mmap, wmManipulatorGroup *mgroup)
+{
+ for (wmManipulator *manipulator = mgroup->manipulators.first; manipulator;) {
+ wmManipulator *manipulator_next = manipulator->next;
+ WM_manipulator_delete(&mgroup->manipulators, mmap, manipulator, C);
+ manipulator = manipulator_next;
+ }
+ BLI_assert(BLI_listbase_is_empty(&mgroup->manipulators));
+
+#ifdef WITH_PYTHON
+ if (mgroup->py_instance) {
+ /* do this first in case there are any __del__ functions or
+ * similar that use properties */
+ BPY_DECREF_RNA_INVALIDATE(mgroup->py_instance);
+ }
+#endif
+
+ if (mgroup->reports && (mgroup->reports->flag & RPT_FREE)) {
+ BKE_reports_clear(mgroup->reports);
+ MEM_freeN(mgroup->reports);
+ }
+
+ if (mgroup->customdata_free) {
+ mgroup->customdata_free(mgroup->customdata);
+ }
+ else {
+ MEM_SAFE_FREE(mgroup->customdata);
+ }
+
+ BLI_remlink(&mmap->manipulator_groups, mgroup);
+ MEM_freeN(mgroup);
+}
+
+/**
+ * Add \a manipulator to \a mgroup and make sure its name is unique within the group.
+ */
+void wm_manipulatorgroup_manipulator_register(wmManipulatorGroup *mgroup, wmManipulator *manipulator)
+{
+ BLI_assert(!BLI_findstring(&mgroup->manipulators, manipulator->idname, offsetof(wmManipulator, idname)));
+ BLI_addtail(&mgroup->manipulators, manipulator);
+ manipulator->mgroup = mgroup;
+}
+
+void wm_manipulatorgroup_attach_to_modal_handler(
+ bContext *C, wmEventHandler *handler,
+ wmManipulatorGroupType *mgrouptype, wmOperator *op)
+{
+ /* maybe overly careful, but manipulator-grouptype could come from a failed creation */
+ if (!mgrouptype) {
+ return;
+ }
+
+ /* now instantiate the manipulator-map */
+ mgrouptype->op = op;
+
+ /* try to find map in handler region that contains mgrouptype */
+ if (handler->op_region && handler->op_region->manipulator_map) {
+ handler->manipulator_map = handler->op_region->manipulator_map;
+ ED_region_tag_redraw(handler->op_region);
+ }
+
+ WM_event_add_mousemove(C);
+}
+
+wmManipulator *wm_manipulatorgroup_find_intersected_mainpulator(
+ const wmManipulatorGroup *mgroup, bContext *C, const wmEvent *event,
+ unsigned char *part)
+{
+ for (wmManipulator *manipulator = mgroup->manipulators.first; manipulator; manipulator = manipulator->next) {
+ if (manipulator->intersect && (manipulator->flag & WM_MANIPULATOR_HIDDEN) == 0) {
+ if ((*part = manipulator->intersect(C, event, manipulator))) {
+ return manipulator;
+ }
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Adds all manipulators of \a mgroup that can be selected to the head of \a listbase. Added items need freeing!
+ */
+void wm_manipulatorgroup_intersectable_manipulators_to_list(const wmManipulatorGroup *mgroup, ListBase *listbase)
+{
+ for (wmManipulator *manipulator = mgroup->manipulators.first; manipulator; manipulator = manipulator->next) {
+ if ((manipulator->flag & WM_MANIPULATOR_HIDDEN) == 0) {
+ if (((mgroup->type->flag & WM_MANIPULATORGROUPTYPE_IS_3D) && manipulator->render_3d_intersection) ||
+ ((mgroup->type->flag & WM_MANIPULATORGROUPTYPE_IS_3D) == 0 && manipulator->intersect))
+ {
+ BLI_addhead(listbase, BLI_genericNodeN(manipulator));
+ }
+ }
+ }
+}
+
+void wm_manipulatorgroup_ensure_initialized(wmManipulatorGroup *mgroup, const bContext *C)
+{
+ /* prepare for first draw */
+ if (UNLIKELY((mgroup->flag & WM_MANIPULATORGROUP_INITIALIZED) == 0)) {
+ mgroup->type->init(C, mgroup);
+ mgroup->flag |= WM_MANIPULATORGROUP_INITIALIZED;
+ }
+}
+
+bool wm_manipulatorgroup_is_visible(const wmManipulatorGroup *mgroup, const bContext *C)
+{
+ /* Check for poll function, if manipulator-group belongs to an operator, also check if the operator is running. */
+ return ((mgroup->type->flag & WM_MANIPULATORGROUPTYPE_OP) == 0 || mgroup->type->op) &&
+ (!mgroup->type->poll || mgroup->type->poll(C, mgroup->type));
+}
+
+bool wm_manipulatorgroup_is_visible_in_drawstep(const wmManipulatorGroup *mgroup, const int drawstep)
+{
+ switch (drawstep) {
+ case WM_MANIPULATORMAP_DRAWSTEP_2D:
+ return (mgroup->type->flag & WM_MANIPULATORGROUPTYPE_IS_3D) == 0;
+ case WM_MANIPULATORMAP_DRAWSTEP_3D:
+ return (mgroup->type->flag & WM_MANIPULATORGROUPTYPE_IS_3D);
+ case WM_MANIPULATORMAP_DRAWSTEP_IN_SCENE:
+ return (mgroup->type->flag & WM_MANIPULATORGROUPTYPE_SCENE_DEPTH);
+ default:
+ BLI_assert(0);
+ return false;
+ }
+}
+
+/** \name Manipulator operators
+ *
+ * Basic operators for manipulator interaction with user configurable keymaps.
+ *
+ * \{ */
+
+static int manipulator_select_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
+{
+ ARegion *ar = CTX_wm_region(C);
+ wmManipulatorMap *mmap = ar->manipulator_map;
+ wmManipulator ***sel = &mmap->mmap_context.selected_manipulator;
+ wmManipulator *highlighted = mmap->mmap_context.highlighted_manipulator;
+
+ bool extend = RNA_boolean_get(op->ptr, "extend");
+ bool deselect = RNA_boolean_get(op->ptr, "deselect");
+ bool toggle = RNA_boolean_get(op->ptr, "toggle");
+
+ /* deselect all first */
+ if (extend == false && deselect == false && toggle == false) {
+ wm_manipulatormap_deselect_all(mmap, sel);
+ BLI_assert(*sel == NULL && mmap->mmap_context.tot_selected == 0);
+ }
+
+ if (highlighted) {
+ const bool is_selected = (highlighted->state & WM_MANIPULATOR_SELECTED);
+ bool redraw = false;
+
+ if (toggle) {
+ /* toggle: deselect if already selected, else select */
+ deselect = is_selected;
+ }
+
+ if (deselect) {
+ if (is_selected && wm_manipulator_deselect(mmap, highlighted)) {
+ redraw = true;
+ }
+ }
+ else if (wm_manipulator_select(C, mmap, highlighted)) {
+ redraw = true;
+ }
+
+ if (redraw) {
+ ED_region_tag_redraw(ar);
+ }
+
+ return OPERATOR_FINISHED;
+ }
+ else {
+ BLI_assert(0);
+ return (OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH);
+ }
+
+ return OPERATOR_PASS_THROUGH;
+}
+
+void MANIPULATORGROUP_OT_manipulator_select(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Manipulator Select";
+ ot->description = "Select the currently highlighted manipulator";
+ ot->idname = "MANIPULATORGROUP_OT_manipulator_select";
+
+ /* api callbacks */
+ ot->invoke = manipulator_select_invoke;
+
+ ot->flag = OPTYPE_UNDO;
+
+ WM_operator_properties_mouse_select(ot);
+}
+
+typedef struct ManipulatorTweakData {
+ wmManipulatorMap *mmap;
+ wmManipulator *active;
+
+ int init_event; /* initial event type */
+ int flag; /* tweak flags */
+} ManipulatorTweakData;
+
+static void manipulator_tweak_finish(bContext *C, wmOperator *op, const bool cancel)
+{
+ ManipulatorTweakData *mtweak = op->customdata;
+ if (mtweak->active->exit) {
+ mtweak->active->exit(C, mtweak->active, cancel);
+ }
+ wm_manipulatormap_set_active_manipulator(mtweak->mmap, C, NULL, NULL);
+ MEM_freeN(mtweak);
+}
+
+static int manipulator_tweak_modal(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ ManipulatorTweakData *mtweak = op->customdata;
+ wmManipulator *manipulator = mtweak->active;
+
+ if (!manipulator) {
+ BLI_assert(0);
+ return (OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH);
+ }
+
+ if (event->type == mtweak->init_event && event->val == KM_RELEASE) {
+ manipulator_tweak_finish(C, op, false);
+ return OPERATOR_FINISHED;
+ }
+
+
+ if (event->type == EVT_MODAL_MAP) {
+ switch (event->val) {
+ case TWEAK_MODAL_CANCEL:
+ manipulator_tweak_finish(C, op, true);
+ return OPERATOR_CANCELLED;
+ case TWEAK_MODAL_CONFIRM:
+ manipulator_tweak_finish(C, op, false);
+ return OPERATOR_FINISHED;
+ case TWEAK_MODAL_PRECISION_ON:
+ mtweak->flag |= WM_MANIPULATOR_TWEAK_PRECISE;
+ break;
+ case TWEAK_MODAL_PRECISION_OFF:
+ mtweak->flag &= ~WM_MANIPULATOR_TWEAK_PRECISE;
+ break;
+ }
+ }
+
+ /* handle manipulator */
+ if (manipulator->handler) {
+ manipulator->handler(C, event, manipulator, mtweak->flag);
+ }
+
+ /* Ugly hack to send manipulator events */
+ ((wmEvent *)event)->type = EVT_MANIPULATOR_UPDATE;
+
+ /* always return PASS_THROUGH so modal handlers
+ * with manipulators attached can update */
+ return OPERATOR_PASS_THROUGH;
+}
+
+static int manipulator_tweak_invoke(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ ARegion *ar = CTX_wm_region(C);
+ wmManipulatorMap *mmap = ar->manipulator_map;
+ wmManipulator *manipulator = mmap->mmap_context.highlighted_manipulator;
+
+ if (!manipulator) {
+ /* wm_handlers_do_intern shouldn't let this happen */
+ BLI_assert(0);
+ return (OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH);
+ }
+
+
+ /* activate highlighted manipulator */
+ wm_manipulatormap_set_active_manipulator(mmap, C, event, manipulator);
+
+ /* XXX temporary workaround for modal manipulator operator
+ * conflicting with modal operator attached to manipulator */
+ if (manipulator->opname) {
+ wmOperatorType *ot = WM_operatortype_find(manipulator->opname, true);
+ if (ot->modal) {
+ return OPERATOR_FINISHED;
+ }
+ }
+
+
+ ManipulatorTweakData *mtweak = MEM_mallocN(sizeof(ManipulatorTweakData), __func__);
+
+ mtweak->init_event = event->type;
+ mtweak->active = mmap->mmap_context.highlighted_manipulator;
+ mtweak->mmap = mmap;
+ mtweak->flag = 0;
+
+ op->customdata = mtweak;
+
+ WM_event_add_modal_handler(C, op);
+
+ return OPERATOR_RUNNING_MODAL;
+}
+
+void MANIPULATORGROUP_OT_manipulator_tweak(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Manipulator Tweak";
+ ot->description = "Tweak the active manipulator";
+ ot->idname = "MANIPULATORGROUP_OT_manipulator_tweak";
+
+ /* api callbacks */
+ ot->invoke = manipulator_tweak_invoke;
+ ot->modal = manipulator_tweak_modal;
+
+ ot->flag = OPTYPE_UNDO;
+}
+
+/** \} */ // Manipulator operators
+
+
+static wmKeyMap *manipulatorgroup_tweak_modal_keymap(wmKeyConfig *keyconf, const char *mgroupname)
+{
+ wmKeyMap *keymap;
+ char name[KMAP_MAX_NAME];
+
+ static EnumPropertyItem modal_items[] = {
+ {TWEAK_MODAL_CANCEL, "CANCEL", 0, "Cancel", ""},
+ {TWEAK_MODAL_CONFIRM, "CONFIRM", 0, "Confirm", ""},
+ {TWEAK_MODAL_PRECISION_ON, "PRECISION_ON", 0, "Enable Precision", ""},
+ {TWEAK_MODAL_PRECISION_OFF, "PRECISION_OFF", 0, "Disable Precision", ""},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+
+ BLI_snprintf(name, sizeof(name), "%s Tweak Modal Map", mgroupname);
+ keymap = WM_modalkeymap_get(keyconf, name);
+
+ /* this function is called for each spacetype, only needs to add map once */
+ if (keymap && keymap->modal_items)
+ return NULL;
+
+ keymap = WM_modalkeymap_add(keyconf, name, modal_items);
+
+
+ /* items for modal map */
+ WM_modalkeymap_add_item(keymap, ESCKEY, KM_PRESS, KM_ANY, 0, TWEAK_MODAL_CANCEL);
+ WM_modalkeymap_add_item(keymap, RIGHTMOUSE, KM_PRESS, KM_ANY, 0, TWEAK_MODAL_CANCEL);
+
+ WM_modalkeymap_add_item(keymap, RETKEY, KM_PRESS, KM_ANY, 0, TWEAK_MODAL_CONFIRM);
+ WM_modalkeymap_add_item(keymap, PADENTER, KM_PRESS, KM_ANY, 0, TWEAK_MODAL_CONFIRM);
+
+ WM_modalkeymap_add_item(keymap, RIGHTSHIFTKEY, KM_PRESS, KM_ANY, 0, TWEAK_MODAL_PRECISION_ON);
+ WM_modalkeymap_add_item(keymap, RIGHTSHIFTKEY, KM_RELEASE, KM_ANY, 0, TWEAK_MODAL_PRECISION_OFF);
+ WM_modalkeymap_add_item(keymap, LEFTSHIFTKEY, KM_PRESS, KM_ANY, 0, TWEAK_MODAL_PRECISION_ON);
+ WM_modalkeymap_add_item(keymap, LEFTSHIFTKEY, KM_RELEASE, KM_ANY, 0, TWEAK_MODAL_PRECISION_OFF);
+
+
+ WM_modalkeymap_assign(keymap, "MANIPULATORGROUP_OT_manipulator_tweak");
+
+ return keymap;
+}
+
+/**
+ * Common default keymap for manipulator groups
+ */
+wmKeyMap *WM_manipulatorgroup_keymap_common(const struct wmManipulatorGroupType *mgrouptype, wmKeyConfig *config)
+{
+ /* Use area and region id since we might have multiple manipulators with the same name in different areas/regions */
+ wmKeyMap *km = WM_keymap_find(config, mgrouptype->name, mgrouptype->spaceid, mgrouptype->regionid);
+
+ WM_keymap_add_item(km, "MANIPULATORGROUP_OT_manipulator_tweak", ACTIONMOUSE, KM_PRESS, KM_ANY, 0);
+ manipulatorgroup_tweak_modal_keymap(config, mgrouptype->name);
+
+ return km;
+}
+
+/**
+ * Variation of #WM_manipulatorgroup_keymap_common but with keymap items for selection
+ */
+wmKeyMap *WM_manipulatorgroup_keymap_common_sel(const struct wmManipulatorGroupType *mgrouptype, wmKeyConfig *config)
+{
+ /* Use area and region id since we might have multiple manipulators with the same name in different areas/regions */
+ wmKeyMap *km = WM_keymap_find(config, mgrouptype->name, mgrouptype->spaceid, mgrouptype->regionid);
+
+ WM_keymap_add_item(km, "MANIPULATORGROUP_OT_manipulator_tweak", ACTIONMOUSE, KM_PRESS, KM_ANY, 0);
+ manipulatorgroup_tweak_modal_keymap(config, mgrouptype->name);
+
+ wmKeyMapItem *kmi = WM_keymap_add_item(km, "MANIPULATORGROUP_OT_manipulator_select", SELECTMOUSE, KM_PRESS, 0, 0);
+ RNA_boolean_set(kmi->ptr, "extend", false);
+ RNA_boolean_set(kmi->ptr, "deselect", false);
+ RNA_boolean_set(kmi->ptr, "toggle", false);
+ kmi = WM_keymap_add_item(km, "MANIPULATORGROUP_OT_manipulator_select", SELECTMOUSE, KM_PRESS, KM_SHIFT, 0);
+ RNA_boolean_set(kmi->ptr, "extend", false);
+ RNA_boolean_set(kmi->ptr, "deselect", false);
+ RNA_boolean_set(kmi->ptr, "toggle", true);
+
+ return km;
+}
+
+/** \} */ /* wmManipulatorGroup */
+
+/* -------------------------------------------------------------------- */
+/** \name wmManipulatorGroupType
+ *
+ * \{ */
+
+/**
+ * Use this for registering manipulators on startup. For runtime, use #WM_manipulatorgrouptype_append_runtime.
+ */
+wmManipulatorGroupType *WM_manipulatorgrouptype_append(
+ wmManipulatorMapType *mmaptype, void (*mgrouptype_func)(wmManipulatorGroupType *))
+{
+ wmManipulatorGroupType *mgrouptype = MEM_callocN(sizeof(wmManipulatorGroupType), "manipulator-group");
+
+ mgrouptype_func(mgrouptype);
+ mgrouptype->spaceid = mmaptype->spaceid;
+ mgrouptype->regionid = mmaptype->regionid;
+ BLI_strncpy(mgrouptype->mapidname, mmaptype->idname, MAX_NAME);
+ /* if not set, use default */
+ if (!mgrouptype->keymap_init) {
+ mgrouptype->keymap_init = WM_manipulatorgroup_keymap_common;
+ }
+
+ /* add the type for future created areas of the same type */
+ BLI_addtail(&mmaptype->manipulator_grouptypes, mgrouptype);
+ return mgrouptype;
+}
+
+/**
+ * Use this for registering manipulators on runtime.
+ */
+wmManipulatorGroupType *WM_manipulatorgrouptype_append_runtime(
+ const Main *main, wmManipulatorMapType *mmaptype,
+ void (*mgrouptype_func)(wmManipulatorGroupType *))
+{
+ wmManipulatorGroupType *mgrouptype = WM_manipulatorgrouptype_append(mmaptype, mgrouptype_func);
+
+ /* Main is missing on startup when we create new areas.
+ * So this is only called for manipulators initialized on runtime */
+ WM_manipulatorgrouptype_init_runtime(main, mmaptype, mgrouptype);
+
+ return mgrouptype;
+}
+
+void WM_manipulatorgrouptype_init_runtime(
+ const Main *bmain, wmManipulatorMapType *mmaptype,
+ wmManipulatorGroupType *mgrouptype)
+{
+ /* init keymap - on startup there's an extra call to init keymaps for 'permanent' manipulator-groups */
+ wm_manipulatorgrouptype_keymap_init(mgrouptype, ((wmWindowManager *)bmain->wm.first)->defaultconf);
+
+ /* now create a manipulator for all existing areas */
+ for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) {
+ for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
+ for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
+ ListBase *lb = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
+ for (ARegion *ar = lb->first; ar; ar = ar->next) {
+ wmManipulatorMap *mmap = ar->manipulator_map;
+ if (mmap->type == mmaptype) {
+ wmManipulatorGroup *mgroup = wm_manipulatorgroup_new_from_type(mgrouptype);
+
+ /* just add here, drawing will occur on next update */
+ BLI_addtail(&mmap->manipulator_groups, mgroup);
+ wm_manipulatormap_set_highlighted_manipulator(mmap, NULL, NULL, 0);
+ ED_region_tag_redraw(ar);
+ }
+ }
+ }
+ }
+ }
+}
+
+void WM_manipulatorgrouptype_unregister(bContext *C, Main *bmain, wmManipulatorGroupType *mgrouptype)
+{
+ for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) {
+ for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
+ for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
+ ListBase *lb = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
+ for (ARegion *ar = lb->first; ar; ar = ar->next) {
+ wmManipulatorMap *mmap = ar->manipulator_map;
+ wmManipulatorGroup *mgroup, *mgroup_next;
+
+ for (mgroup = mmap->manipulator_groups.first; mgroup; mgroup = mgroup_next) {
+ mgroup_next = mgroup->next;
+ if (mgroup->type == mgrouptype) {
+ wm_manipulatorgroup_free(C, mmap, mgroup);
+ ED_region_tag_redraw(ar);
+ }
+ }
+ }
+ }
+ }
+ }
+
+ wmManipulatorMapType *mmaptype = WM_manipulatormaptype_find(&(const struct wmManipulatorMapType_Params) {
+ mgrouptype->mapidname, mgrouptype->spaceid,
+ mgrouptype->regionid});
+
+ BLI_remlink(&mmaptype->manipulator_grouptypes, mgrouptype);
+ mgrouptype->prev = mgrouptype->next = NULL;
+
+ MEM_freeN(mgrouptype);
+}
+
+void wm_manipulatorgrouptype_keymap_init(wmManipulatorGroupType *mgrouptype, wmKeyConfig *keyconf)
+{
+ mgrouptype->keymap = mgrouptype->keymap_init(mgrouptype, keyconf);
+}
+
+/** \} */ /* wmManipulatorGroupType */
diff --git a/source/blender/windowmanager/manipulators/intern/wm_manipulatormap.c b/source/blender/windowmanager/manipulators/intern/wm_manipulatormap.c
new file mode 100644
index 00000000000..500092f5f2d
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/intern/wm_manipulatormap.c
@@ -0,0 +1,760 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2014 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/intern/wm_manipulatormap.c
+ * \ingroup wm
+ */
+
+#include <string.h>
+
+#include "BKE_context.h"
+
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_string.h"
+#include "BLI_ghash.h"
+
+#include "ED_screen.h"
+#include "ED_view3d.h"
+
+#include "GPU_glew.h"
+#include "GPU_select.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+#include "wm_event_system.h"
+
+/* own includes */
+#include "wm_manipulator_wmapi.h"
+#include "wm_manipulator_intern.h"
+
+/**
+ * Store all manipulator-maps here. Anyone who wants to register a manipulator for a certain
+ * area type can query the manipulator-map to do so.
+ */
+static ListBase manipulatormaptypes = {NULL, NULL};
+
+/**
+ * Manipulator-map update tagging.
+ */
+enum eManipulatorMapUpdateFlags {
+ /* Tag manipulator-map for refresh. */
+ MANIPULATORMAP_REFRESH = (1 << 0),
+};
+
+
+/* -------------------------------------------------------------------- */
+/** \name wmManipulatorMap
+ *
+ * \{ */
+
+/**
+ * Creates a manipulator-map with all registered manipulators for that type
+ */
+wmManipulatorMap *WM_manipulatormap_new_from_type(const struct wmManipulatorMapType_Params *mmap_params)
+{
+ wmManipulatorMapType *mmaptype = WM_manipulatormaptype_ensure(mmap_params);
+ wmManipulatorMap *mmap;
+
+ mmap = MEM_callocN(sizeof(wmManipulatorMap), "ManipulatorMap");
+ mmap->type = mmaptype;
+ mmap->update_flag = MANIPULATORMAP_REFRESH;
+
+ /* create all manipulator-groups for this manipulator-map. We may create an empty one
+ * too in anticipation of manipulators from operators etc */
+ for (wmManipulatorGroupType *mgrouptype = mmaptype->manipulator_grouptypes.first;
+ mgrouptype;
+ mgrouptype = mgrouptype->next)
+ {
+ wmManipulatorGroup *mgroup = wm_manipulatorgroup_new_from_type(mgrouptype);
+ BLI_addtail(&mmap->manipulator_groups, mgroup);
+ }
+
+ return mmap;
+}
+
+void wm_manipulatormap_selected_delete(wmManipulatorMap *mmap)
+{
+ MEM_SAFE_FREE(mmap->mmap_context.selected_manipulator);
+ mmap->mmap_context.tot_selected = 0;
+}
+
+void wm_manipulatormap_delete(wmManipulatorMap *mmap)
+{
+ if (!mmap)
+ return;
+
+ for (wmManipulatorGroup *mgroup = mmap->manipulator_groups.first, *mgroup_next; mgroup; mgroup = mgroup_next) {
+ mgroup_next = mgroup->next;
+ wm_manipulatorgroup_free(NULL, mmap, mgroup);
+ }
+ BLI_assert(BLI_listbase_is_empty(&mmap->manipulator_groups));
+
+ wm_manipulatormap_selected_delete(mmap);
+
+ MEM_freeN(mmap);
+}
+
+/**
+ * Creates and returns idname hash table for (visible) manipulators in \a mmap
+ *
+ * \param poll Polling function for excluding manipulators.
+ * \param data Custom data passed to \a poll
+ */
+static GHash *WM_manipulatormap_manipulator_hash_new(
+ const bContext *C, wmManipulatorMap *mmap,
+ bool (*poll)(const wmManipulator *, void *),
+ void *data, const bool include_hidden)
+{
+ GHash *hash = BLI_ghash_str_new(__func__);
+
+ /* collect manipulators */
+ for (wmManipulatorGroup *mgroup = mmap->manipulator_groups.first; mgroup; mgroup = mgroup->next) {
+ if (!mgroup->type->poll || mgroup->type->poll(C, mgroup->type)) {
+ for (wmManipulator *manipulator = mgroup->manipulators.first;
+ manipulator;
+ manipulator = manipulator->next)
+ {
+ if ((include_hidden || (manipulator->flag & WM_MANIPULATOR_HIDDEN) == 0) &&
+ (!poll || poll(manipulator, data)))
+ {
+ BLI_ghash_insert(hash, manipulator->idname, manipulator);
+ }
+ }
+ }
+ }
+
+ return hash;
+}
+
+void WM_manipulatormap_tag_refresh(wmManipulatorMap *mmap)
+{
+ if (mmap) {
+ mmap->update_flag |= MANIPULATORMAP_REFRESH;
+ }
+}
+
+static void manipulatormap_tag_updated(wmManipulatorMap *mmap)
+{
+ mmap->update_flag = 0;
+}
+
+static bool manipulator_prepare_drawing(
+ wmManipulatorMap *mmap, wmManipulator *manipulator,
+ const bContext *C, ListBase *draw_manipulators)
+{
+ if (!wm_manipulator_is_visible(manipulator)) {
+ /* skip */
+ }
+ else {
+ wm_manipulator_update(manipulator, C, (mmap->update_flag & MANIPULATORMAP_REFRESH) != 0);
+ BLI_addhead(draw_manipulators, BLI_genericNodeN(manipulator));
+ return true;
+ }
+
+ return false;
+}
+
+/**
+ * Update manipulators of \a mmap to prepare for drawing. Adds all manipulators that
+ * should be drawn to list \a draw_manipulators, note that added items need freeing.
+ */
+static void manipulatormap_prepare_drawing(
+ wmManipulatorMap *mmap, const bContext *C, ListBase *draw_manipulators, const int drawstep)
+{
+ if (!mmap || BLI_listbase_is_empty(&mmap->manipulator_groups))
+ return;
+ wmManipulator *active_manipulator = mmap->mmap_context.active_manipulator;
+
+ /* only active manipulator needs updating */
+ if (active_manipulator) {
+ if (manipulator_prepare_drawing(mmap, active_manipulator, C, draw_manipulators)) {
+ manipulatormap_tag_updated(mmap);
+ }
+ /* don't draw any other manipulators */
+ return;
+ }
+
+ for (wmManipulatorGroup *mgroup = mmap->manipulator_groups.first; mgroup; mgroup = mgroup->next) {
+ /* check group visibility - drawstep first to avoid unnecessary call of group poll callback */
+ if (!wm_manipulatorgroup_is_visible_in_drawstep(mgroup, drawstep) ||
+ !wm_manipulatorgroup_is_visible(mgroup, C))
+ {
+ continue;
+ }
+
+ /* needs to be initialized on first draw */
+ wm_manipulatorgroup_ensure_initialized(mgroup, C);
+ /* update data if needed */
+ /* XXX weak: Manipulator-group may skip refreshing if it's invisible (map gets untagged nevertheless) */
+ if (mmap->update_flag & MANIPULATORMAP_REFRESH && mgroup->type->refresh) {
+ mgroup->type->refresh(C, mgroup);
+ }
+ /* prepare drawing */
+ if (mgroup->type->draw_prepare) {
+ mgroup->type->draw_prepare(C, mgroup);
+ }
+
+ for (wmManipulator *manipulator = mgroup->manipulators.first; manipulator; manipulator = manipulator->next) {
+ manipulator_prepare_drawing(mmap, manipulator, C, draw_manipulators);
+ }
+ }
+
+ manipulatormap_tag_updated(mmap);
+}
+
+/**
+ * Draw all visible manipulators in \a mmap.
+ * Uses global draw_manipulators listbase.
+ */
+static void manipulators_draw_list(const wmManipulatorMap *mmap, const bContext *C, ListBase *draw_manipulators)
+{
+ if (!mmap)
+ return;
+ BLI_assert(!BLI_listbase_is_empty(&mmap->manipulator_groups));
+
+ /* draw_manipulators contains all visible manipulators - draw them */
+ for (LinkData *link = draw_manipulators->first, *link_next; link; link = link_next) {
+ wmManipulator *manipulator = link->data;
+ link_next = link->next;
+
+ manipulator->draw(C, manipulator);
+ /* free/remove manipulator link after drawing */
+ BLI_freelinkN(draw_manipulators, link);
+ }
+}
+
+void WM_manipulatormap_draw(wmManipulatorMap *mmap, const bContext *C, const int drawstep)
+{
+ ListBase draw_manipulators = {NULL};
+
+ manipulatormap_prepare_drawing(mmap, C, &draw_manipulators, drawstep);
+ manipulators_draw_list(mmap, C, &draw_manipulators);
+ BLI_assert(BLI_listbase_is_empty(&draw_manipulators));
+}
+
+static void manipulator_find_active_3D_loop(const bContext *C, ListBase *visible_manipulators)
+{
+ int selectionbase = 0;
+ wmManipulator *manipulator;
+
+ for (LinkData *link = visible_manipulators->first; link; link = link->next) {
+ manipulator = link->data;
+ /* pass the selection id shifted by 8 bits. Last 8 bits are used for selected manipulator part id */
+ manipulator->render_3d_intersection(C, manipulator, selectionbase << 8);
+
+ selectionbase++;
+ }
+}
+
+static int manipulator_find_intersected_3D_intern(
+ ListBase *visible_manipulators, const bContext *C, const int co[2],
+ const float hotspot)
+{
+ ScrArea *sa = CTX_wm_area(C);
+ ARegion *ar = CTX_wm_region(C);
+ View3D *v3d = sa->spacedata.first;
+ RegionView3D *rv3d = ar->regiondata;
+ rctf rect, selrect;
+ GLuint buffer[64]; // max 4 items per select, so large enuf
+ short hits;
+ const bool do_passes = GPU_select_query_check_active();
+
+ extern void view3d_winmatrix_set(ARegion *ar, View3D *v3d, rctf *rect);
+
+
+ rect.xmin = co[0] - hotspot;
+ rect.xmax = co[0] + hotspot;
+ rect.ymin = co[1] - hotspot;
+ rect.ymax = co[1] + hotspot;
+
+ selrect = rect;
+
+ view3d_winmatrix_set(ar, v3d, &rect);
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+
+ if (do_passes)
+ GPU_select_begin(buffer, ARRAY_SIZE(buffer), &selrect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
+ else
+ GPU_select_begin(buffer, ARRAY_SIZE(buffer), &selrect, GPU_SELECT_ALL, 0);
+ /* do the drawing */
+ manipulator_find_active_3D_loop(C, visible_manipulators);
+
+ hits = GPU_select_end();
+
+ if (do_passes) {
+ GPU_select_begin(buffer, ARRAY_SIZE(buffer), &selrect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
+ manipulator_find_active_3D_loop(C, visible_manipulators);
+ GPU_select_end();
+ }
+
+ view3d_winmatrix_set(ar, v3d, NULL);
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+
+ return hits > 0 ? buffer[3] : -1;
+}
+
+/**
+ * Try to find a 3D manipulator at screen-space coordinate \a co. Uses OpenGL picking.
+ */
+static wmManipulator *manipulator_find_intersected_3D(
+ bContext *C, const int co[2], ListBase *visible_manipulators,
+ unsigned char *part)
+{
+ wmManipulator *result = NULL;
+ const float hotspot = 14.0f;
+ int ret;
+
+ *part = 0;
+ /* set up view matrices */
+ view3d_operator_needs_opengl(C);
+
+ ret = manipulator_find_intersected_3D_intern(visible_manipulators, C, co, 0.5f * hotspot);
+
+ if (ret != -1) {
+ LinkData *link;
+ int retsec;
+ retsec = manipulator_find_intersected_3D_intern(visible_manipulators, C, co, 0.2f * hotspot);
+
+ if (retsec != -1)
+ ret = retsec;
+
+ link = BLI_findlink(visible_manipulators, ret >> 8);
+ *part = ret & 255;
+ result = link->data;
+ }
+
+ return result;
+}
+
+/**
+ * Try to find a manipulator under the mouse position. 2D intersections have priority over
+ * 3D ones (could check for smallest screen-space distance but not needed right now).
+ */
+wmManipulator *wm_manipulatormap_find_highlighted_manipulator(
+ wmManipulatorMap *mmap, bContext *C, const wmEvent *event,
+ unsigned char *part)
+{
+ wmManipulator *manipulator = NULL;
+ ListBase visible_3d_manipulators = {NULL};
+
+ for (wmManipulatorGroup *mgroup = mmap->manipulator_groups.first; mgroup; mgroup = mgroup->next) {
+ if (wm_manipulatorgroup_is_visible(mgroup, C)) {
+ if (mgroup->type->flag & WM_MANIPULATORGROUPTYPE_IS_3D) {
+ wm_manipulatorgroup_intersectable_manipulators_to_list(mgroup, &visible_3d_manipulators);
+ }
+ else if ((manipulator = wm_manipulatorgroup_find_intersected_mainpulator(mgroup, C, event, part))) {
+ break;
+ }
+ }
+ }
+
+ if (!BLI_listbase_is_empty(&visible_3d_manipulators)) {
+ manipulator = manipulator_find_intersected_3D(C, event->mval, &visible_3d_manipulators, part);
+ BLI_freelistN(&visible_3d_manipulators);
+ }
+
+ return manipulator;
+}
+
+void WM_manipulatormap_add_handlers(ARegion *ar, wmManipulatorMap *mmap)
+{
+ wmEventHandler *handler = MEM_callocN(sizeof(wmEventHandler), "manipulator handler");
+
+ BLI_assert(mmap == ar->manipulator_map);
+ handler->manipulator_map = mmap;
+ BLI_addtail(&ar->handlers, handler);
+}
+
+void wm_manipulatormaps_handled_modal_update(
+ bContext *C, wmEvent *event, wmEventHandler *handler,
+ const wmOperatorType *ot)
+{
+ const bool modal_running = (handler->op != NULL);
+
+ /* happens on render or when joining areas */
+ if (!handler->op_region || !handler->op_region->manipulator_map)
+ return;
+
+ /* hide operator manipulators */
+ if (!modal_running && ot->mgrouptype) {
+ ot->mgrouptype->op = NULL;
+ }
+
+ wmManipulatorMap *mmap = handler->op_region->manipulator_map;
+ wmManipulator *manipulator = wm_manipulatormap_get_active_manipulator(mmap);
+ ScrArea *area = CTX_wm_area(C);
+ ARegion *region = CTX_wm_region(C);
+
+ wm_manipulatormap_handler_context(C, handler);
+
+ /* regular update for running operator */
+ if (modal_running) {
+ if (manipulator && manipulator->handler && manipulator->opname &&
+ STREQ(manipulator->opname, handler->op->idname))
+ {
+ manipulator->handler(C, event, manipulator, 0);
+ }
+ }
+ /* operator not running anymore */
+ else {
+ wm_manipulatormap_set_highlighted_manipulator(mmap, C, NULL, 0);
+ wm_manipulatormap_set_active_manipulator(mmap, C, event, NULL);
+ }
+
+ /* restore the area */
+ CTX_wm_area_set(C, area);
+ CTX_wm_region_set(C, region);
+}
+
+/**
+ * Deselect all selected manipulators in \a mmap.
+ * \return if selection has changed.
+ */
+bool wm_manipulatormap_deselect_all(wmManipulatorMap *mmap, wmManipulator ***sel)
+{
+ if (*sel == NULL || mmap->mmap_context.tot_selected == 0)
+ return false;
+
+ for (int i = 0; i < mmap->mmap_context.tot_selected; i++) {
+ (*sel)[i]->state &= ~WM_MANIPULATOR_SELECTED;
+ (*sel)[i] = NULL;
+ }
+ wm_manipulatormap_selected_delete(mmap);
+
+ /* always return true, we already checked
+ * if there's anything to deselect */
+ return true;
+}
+
+BLI_INLINE bool manipulator_selectable_poll(const wmManipulator *manipulator, void *UNUSED(data))
+{
+ return (manipulator->mgroup->type->flag & WM_MANIPULATORGROUPTYPE_SELECTABLE);
+}
+
+/**
+ * Select all selectable manipulators in \a mmap.
+ * \return if selection has changed.
+ */
+static bool wm_manipulatormap_select_all_intern(
+ bContext *C, wmManipulatorMap *mmap, wmManipulator ***sel,
+ const int action)
+{
+ /* GHash is used here to avoid having to loop over all manipulators twice (once to
+ * get tot_sel for allocating, once for actually selecting). Instead we collect
+ * selectable manipulators in hash table and use this to get tot_sel and do selection */
+
+ GHash *hash = WM_manipulatormap_manipulator_hash_new(C, mmap, manipulator_selectable_poll, NULL, true);
+ GHashIterator gh_iter;
+ int i, *tot_sel = &mmap->mmap_context.tot_selected;
+ bool changed = false;
+
+ *tot_sel = BLI_ghash_size(hash);
+ *sel = MEM_reallocN(*sel, sizeof(**sel) * (*tot_sel));
+
+ GHASH_ITER_INDEX (gh_iter, hash, i) {
+ wmManipulator *manipulator_iter = BLI_ghashIterator_getValue(&gh_iter);
+
+ if ((manipulator_iter->state & WM_MANIPULATOR_SELECTED) == 0) {
+ changed = true;
+ }
+ manipulator_iter->state |= WM_MANIPULATOR_SELECTED;
+ if (manipulator_iter->select) {
+ manipulator_iter->select(C, manipulator_iter, action);
+ }
+ (*sel)[i] = manipulator_iter;
+ BLI_assert(i < (*tot_sel));
+ }
+ /* highlight first manipulator */
+ wm_manipulatormap_set_highlighted_manipulator(mmap, C, (*sel)[0], (*sel)[0]->highlighted_part);
+
+ BLI_ghash_free(hash, NULL, NULL);
+ return changed;
+}
+
+/**
+ * Select/Deselect all selectable manipulators in \a mmap.
+ * \return if selection has changed.
+ *
+ * TODO select all by type
+ */
+bool WM_manipulatormap_select_all(bContext *C, wmManipulatorMap *mmap, const int action)
+{
+ wmManipulator ***sel = &mmap->mmap_context.selected_manipulator;
+ bool changed = false;
+
+ switch (action) {
+ case SEL_SELECT:
+ changed = wm_manipulatormap_select_all_intern(C, mmap, sel, action);
+ break;
+ case SEL_DESELECT:
+ changed = wm_manipulatormap_deselect_all(mmap, sel);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+
+ if (changed)
+ WM_event_add_mousemove(C);
+
+ return changed;
+}
+
+/**
+ * Prepare context for manipulator handling (but only if area/region is
+ * part of screen). Version of #wm_handler_op_context for manipulators.
+ */
+void wm_manipulatormap_handler_context(bContext *C, wmEventHandler *handler)
+{
+ bScreen *screen = CTX_wm_screen(C);
+
+ if (screen) {
+ if (handler->op_area == NULL) {
+ /* do nothing in this context */
+ }
+ else {
+ ScrArea *sa;
+
+ for (sa = screen->areabase.first; sa; sa = sa->next)
+ if (sa == handler->op_area)
+ break;
+ if (sa == NULL) {
+ /* when changing screen layouts with running modal handlers (like render display), this
+ * is not an error to print */
+ if (handler->manipulator_map == NULL)
+ printf("internal error: modal manipulator-map handler has invalid area\n");
+ }
+ else {
+ ARegion *ar;
+ CTX_wm_area_set(C, sa);
+ for (ar = sa->regionbase.first; ar; ar = ar->next)
+ if (ar == handler->op_region)
+ break;
+ /* XXX no warning print here, after full-area and back regions are remade */
+ if (ar)
+ CTX_wm_region_set(C, ar);
+ }
+ }
+ }
+}
+
+bool WM_manipulatormap_cursor_set(const wmManipulatorMap *mmap, wmWindow *win)
+{
+ for (; mmap; mmap = mmap->next) {
+ wmManipulator *manipulator = mmap->mmap_context.highlighted_manipulator;
+ if (manipulator && manipulator->get_cursor) {
+ WM_cursor_set(win, manipulator->get_cursor(manipulator));
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void wm_manipulatormap_set_highlighted_manipulator(
+ wmManipulatorMap *mmap, const bContext *C, wmManipulator *manipulator,
+ unsigned char part)
+{
+ if ((manipulator != mmap->mmap_context.highlighted_manipulator) ||
+ (manipulator && part != manipulator->highlighted_part))
+ {
+ if (mmap->mmap_context.highlighted_manipulator) {
+ mmap->mmap_context.highlighted_manipulator->state &= ~WM_MANIPULATOR_HIGHLIGHT;
+ mmap->mmap_context.highlighted_manipulator->highlighted_part = 0;
+ }
+
+ mmap->mmap_context.highlighted_manipulator = manipulator;
+
+ if (manipulator) {
+ manipulator->state |= WM_MANIPULATOR_HIGHLIGHT;
+ manipulator->highlighted_part = part;
+
+ if (C && manipulator->get_cursor) {
+ wmWindow *win = CTX_wm_window(C);
+ WM_cursor_set(win, manipulator->get_cursor(manipulator));
+ }
+ }
+ else {
+ if (C) {
+ wmWindow *win = CTX_wm_window(C);
+ WM_cursor_set(win, CURSOR_STD);
+ }
+ }
+
+ /* tag the region for redraw */
+ if (C) {
+ ARegion *ar = CTX_wm_region(C);
+ ED_region_tag_redraw(ar);
+ }
+ }
+}
+
+wmManipulator *wm_manipulatormap_get_highlighted_manipulator(wmManipulatorMap *mmap)
+{
+ return mmap->mmap_context.highlighted_manipulator;
+}
+
+void wm_manipulatormap_set_active_manipulator(
+ wmManipulatorMap *mmap, bContext *C, const wmEvent *event, wmManipulator *manipulator)
+{
+ if (manipulator && C) {
+ manipulator->state |= WM_MANIPULATOR_ACTIVE;
+ mmap->mmap_context.active_manipulator = manipulator;
+
+ if (manipulator->opname) {
+ wmOperatorType *ot = WM_operatortype_find(manipulator->opname, 0);
+
+ if (ot) {
+ /* first activate the manipulator itself */
+ if (manipulator->invoke && manipulator->handler) {
+ manipulator->invoke(C, event, manipulator);
+ }
+
+ WM_operator_name_call_ptr(C, ot, WM_OP_INVOKE_DEFAULT, &manipulator->opptr);
+
+ /* we failed to hook the manipulator to the operator handler or operator was cancelled, return */
+ if (!mmap->mmap_context.active_manipulator) {
+ manipulator->state &= ~WM_MANIPULATOR_ACTIVE;
+ /* first activate the manipulator itself */
+ if (manipulator->interaction_data) {
+ MEM_freeN(manipulator->interaction_data);
+ manipulator->interaction_data = NULL;
+ }
+ }
+ return;
+ }
+ else {
+ printf("Manipulator error: operator not found");
+ mmap->mmap_context.active_manipulator = NULL;
+ return;
+ }
+ }
+ else {
+ if (manipulator->invoke && manipulator->handler) {
+ manipulator->invoke(C, event, manipulator);
+ }
+ }
+ WM_cursor_grab_enable(CTX_wm_window(C), true, true, NULL);
+ }
+ else {
+ manipulator = mmap->mmap_context.active_manipulator;
+
+
+ /* deactivate, manipulator but first take care of some stuff */
+ if (manipulator) {
+ manipulator->state &= ~WM_MANIPULATOR_ACTIVE;
+ /* first activate the manipulator itself */
+ if (manipulator->interaction_data) {
+ MEM_freeN(manipulator->interaction_data);
+ manipulator->interaction_data = NULL;
+ }
+ }
+ mmap->mmap_context.active_manipulator = NULL;
+
+ if (C) {
+ WM_cursor_grab_disable(CTX_wm_window(C), NULL);
+ ED_region_tag_redraw(CTX_wm_region(C));
+ WM_event_add_mousemove(C);
+ }
+ }
+}
+
+wmManipulator *wm_manipulatormap_get_active_manipulator(wmManipulatorMap *mmap)
+{
+ return mmap->mmap_context.active_manipulator;
+}
+
+/** \} */ /* wmManipulatorMap */
+
+
+/* -------------------------------------------------------------------- */
+/** \name wmManipulatorMapType
+ *
+ * \{ */
+
+wmManipulatorMapType *WM_manipulatormaptype_find(
+ const struct wmManipulatorMapType_Params *mmap_params)
+{
+ for (wmManipulatorMapType *mmaptype = manipulatormaptypes.first; mmaptype; mmaptype = mmaptype->next) {
+ if (mmaptype->spaceid == mmap_params->spaceid &&
+ mmaptype->regionid == mmap_params->regionid &&
+ STREQ(mmaptype->idname, mmap_params->idname))
+ {
+ return mmaptype;
+ }
+ }
+
+ return NULL;
+}
+
+wmManipulatorMapType *WM_manipulatormaptype_ensure(
+ const struct wmManipulatorMapType_Params *mmap_params)
+{
+ wmManipulatorMapType *mmaptype = WM_manipulatormaptype_find(mmap_params);
+
+ if (mmaptype) {
+ return mmaptype;
+ }
+
+ mmaptype = MEM_callocN(sizeof(wmManipulatorMapType), "manipulatortype list");
+ mmaptype->spaceid = mmap_params->spaceid;
+ mmaptype->regionid = mmap_params->regionid;
+ BLI_strncpy(mmaptype->idname, mmap_params->idname, sizeof(mmaptype->idname));
+ BLI_addhead(&manipulatormaptypes, mmaptype);
+
+ return mmaptype;
+}
+
+void wm_manipulatormaptypes_free(void)
+{
+ for (wmManipulatorMapType *mmaptype = manipulatormaptypes.first; mmaptype; mmaptype = mmaptype->next) {
+ BLI_freelistN(&mmaptype->manipulator_grouptypes);
+ }
+ BLI_freelistN(&manipulatormaptypes);
+}
+
+/**
+ * Initialize keymaps for all existing manipulator-groups
+ */
+void wm_manipulators_keymap(wmKeyConfig *keyconf)
+{
+ wmManipulatorMapType *mmaptype;
+ wmManipulatorGroupType *mgrouptype;
+
+ /* we add this item-less keymap once and use it to group manipulator-group keymaps into it */
+ WM_keymap_find(keyconf, "Manipulators", 0, 0);
+
+ for (mmaptype = manipulatormaptypes.first; mmaptype; mmaptype = mmaptype->next) {
+ for (mgrouptype = mmaptype->manipulator_grouptypes.first; mgrouptype; mgrouptype = mgrouptype->next) {
+ wm_manipulatorgrouptype_keymap_init(mgrouptype, keyconf);
+ }
+ }
+}
+
+/** \} */ /* wmManipulatorMapType */
+
diff --git a/source/blender/windowmanager/manipulators/wm_manipulator_wmapi.h b/source/blender/windowmanager/manipulators/wm_manipulator_wmapi.h
new file mode 100644
index 00000000000..c5008cef896
--- /dev/null
+++ b/source/blender/windowmanager/manipulators/wm_manipulator_wmapi.h
@@ -0,0 +1,90 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/wm_manipulator_wmapi.h
+ * \ingroup wm
+ *
+ * \name Manipulators Window Manager API
+ * API for usage in window manager code only. It should contain all functionality
+ * needed to hook up the manipulator system with Blender's window manager. It's
+ * mostly the event system that needs to communicate with manipulator code.
+ *
+ * Only included in wm.h and lower level files.
+ */
+
+
+#ifndef __WM_MANIPULATOR_WMAPI_H__
+#define __WM_MANIPULATOR_WMAPI_H__
+
+struct wmEventHandler;
+struct wmManipulatorMap;
+struct wmOperatorType;
+struct wmOperator;
+
+
+/* -------------------------------------------------------------------- */
+/* wmManipulator */
+
+typedef void (*wmManipulatorSelectFunc)(struct bContext *, struct wmManipulator *, const int);
+
+struct wmManipulatorGroup *wm_manipulator_get_parent_group(const struct wmManipulator *manipulator);
+
+/* -------------------------------------------------------------------- */
+/* wmManipulatorGroup */
+
+void MANIPULATORGROUP_OT_manipulator_select(struct wmOperatorType *ot);
+void MANIPULATORGROUP_OT_manipulator_tweak(struct wmOperatorType *ot);
+
+void wm_manipulatorgroup_attach_to_modal_handler(
+ struct bContext *C, struct wmEventHandler *handler,
+ struct wmManipulatorGroupType *mgrouptype, struct wmOperator *op);
+
+/* -------------------------------------------------------------------- */
+/* wmManipulatorMap */
+
+void wm_manipulatormap_delete(struct wmManipulatorMap *mmap);
+void wm_manipulatormaptypes_free(void);
+
+void wm_manipulators_keymap(struct wmKeyConfig *keyconf);
+
+void wm_manipulatormaps_handled_modal_update(
+ bContext *C, struct wmEvent *event, struct wmEventHandler *handler,
+ const struct wmOperatorType *ot);
+void wm_manipulatormap_handler_context(bContext *C, struct wmEventHandler *handler);
+
+struct wmManipulator *wm_manipulatormap_find_highlighted_manipulator(
+ struct wmManipulatorMap *mmap, bContext *C,
+ const struct wmEvent *event, unsigned char *part);
+void wm_manipulatormap_set_highlighted_manipulator(
+ struct wmManipulatorMap *mmap, const bContext *C,
+ struct wmManipulator *manipulator, unsigned char part);
+struct wmManipulator *wm_manipulatormap_get_highlighted_manipulator(struct wmManipulatorMap *mmap);
+void wm_manipulatormap_set_active_manipulator(
+ struct wmManipulatorMap *mmap, bContext *C,
+ const struct wmEvent *event, struct wmManipulator *manipulator);
+struct wmManipulator *wm_manipulatormap_get_active_manipulator(struct wmManipulatorMap *mmap);
+
+#endif /* __WM_MANIPULATOR_WMAPI_H__ */
+
diff --git a/source/blender/windowmanager/wm.h b/source/blender/windowmanager/wm.h
index 2f06ddab1e8..3dd294128e2 100644
--- a/source/blender/windowmanager/wm.h
+++ b/source/blender/windowmanager/wm.h
@@ -34,6 +34,8 @@
struct wmWindow;
struct ReportList;
+#include "manipulators/wm_manipulator_wmapi.h"
+
typedef struct wmPaintCursor {
struct wmPaintCursor *next, *prev;
diff --git a/source/blender/windowmanager/wm_draw.h b/source/blender/windowmanager/wm_draw.h
index 5257bba45ff..56dff304719 100644
--- a/source/blender/windowmanager/wm_draw.h
+++ b/source/blender/windowmanager/wm_draw.h
@@ -34,6 +34,8 @@
#include "GPU_glew.h"
+#define USE_TEXTURE_RECTANGLE 1
+
typedef struct wmDrawTriple {
GLuint bind;
int x, y;
@@ -56,7 +58,7 @@ void wm_draw_region_clear (struct wmWindow *win, struct ARegion *ar);
void wm_tag_redraw_overlay (struct wmWindow *win, struct ARegion *ar);
-void wm_triple_draw_textures (struct wmWindow *win, struct wmDrawTriple *triple, float alpha, bool is_interlace);
+void wm_triple_draw_textures (struct wmWindow *win, struct wmDrawTriple *triple, float alpha);
void wm_draw_data_free (struct wmWindow *win);
diff --git a/source/blender/windowmanager/wm_event_system.h b/source/blender/windowmanager/wm_event_system.h
index efc01b1f8a8..2f7ebbc1def 100644
--- a/source/blender/windowmanager/wm_event_system.h
+++ b/source/blender/windowmanager/wm_event_system.h
@@ -52,7 +52,7 @@ typedef struct wmEventHandler {
wmKeyMap *keymap; /* pointer to builtin/custom keymaps */
const rcti *bblocal, *bbwin; /* optional local and windowspace bb */
- /* modal operator handler */
+ /* modal operator handler and WM_HANDLER_FILESELECT */
wmOperator *op; /* for derived/modal handlers */
struct ScrArea *op_area; /* for derived/modal handlers */
struct ARegion *op_region; /* for derived/modal handlers */
@@ -68,7 +68,8 @@ typedef struct wmEventHandler {
/* drop box handler */
ListBase *dropboxes;
-
+ /* manipulator handler */
+ struct wmManipulatorMap *manipulator_map;
} wmEventHandler;
/* custom types for handlers, for signalling, freeing */
diff --git a/source/blender/windowmanager/wm_event_types.h b/source/blender/windowmanager/wm_event_types.h
index 3085f138846..9d34bc24e6c 100644
--- a/source/blender/windowmanager/wm_event_types.h
+++ b/source/blender/windowmanager/wm_event_types.h
@@ -339,6 +339,8 @@ enum {
EVT_DROP = 0x5023,
EVT_BUT_CANCEL = 0x5024,
+ /* could become manipulator callback */
+ EVT_MANIPULATOR_UPDATE = 0x5025,
/* ********** End of Blender internal events. ********** */
};