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-rw-r--r--source/blender/CMakeLists.txt1
-rw-r--r--source/blender/alembic/intern/abc_exporter.cc84
-rw-r--r--source/blender/alembic/intern/abc_exporter.h9
-rw-r--r--source/blender/alembic/intern/abc_util.cc37
-rw-r--r--source/blender/alembic/intern/abc_util.h4
-rw-r--r--source/blender/alembic/intern/alembic_capi.cc16
-rw-r--r--source/blender/blenfont/BLF_api.h34
-rw-r--r--source/blender/blenfont/intern/blf.c228
-rw-r--r--source/blender/blenfont/intern/blf_font.c44
-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_armature.h1
-rw-r--r--source/blender/blenkernel/BKE_collection.h91
-rw-r--r--source/blender/blenkernel/BKE_context.h7
-rw-r--r--source/blender/blenkernel/BKE_group.h5
-rw-r--r--source/blender/blenkernel/BKE_layer.h238
-rw-r--r--source/blender/blenkernel/BKE_mesh_render.h45
-rw-r--r--source/blender/blenkernel/BKE_modifier.h9
-rw-r--r--source/blender/blenkernel/BKE_node.h7
-rw-r--r--source/blender/blenkernel/BKE_object.h10
-rw-r--r--source/blender/blenkernel/BKE_outliner_treehash.h3
-rw-r--r--source/blender/blenkernel/BKE_scene.h24
-rw-r--r--source/blender/blenkernel/BKE_screen.h6
-rw-r--r--source/blender/blenkernel/CMakeLists.txt11
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c3
-rw-r--r--source/blender/blenkernel/intern/anim.c4
-rw-r--r--source/blender/blenkernel/intern/armature.c15
-rw-r--r--source/blender/blenkernel/intern/armature_update.c6
-rw-r--r--source/blender/blenkernel/intern/cachefile.c2
-rw-r--r--source/blender/blenkernel/intern/camera.c2
-rw-r--r--source/blender/blenkernel/intern/cloth.c1
-rw-r--r--source/blender/blenkernel/intern/collection.c452
-rw-r--r--source/blender/blenkernel/intern/collision.c8
-rw-r--r--source/blender/blenkernel/intern/context.c59
-rw-r--r--source/blender/blenkernel/intern/depsgraph.c3362
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c9
-rw-r--r--source/blender/blenkernel/intern/effect.c2
-rw-r--r--source/blender/blenkernel/intern/group.c17
-rw-r--r--source/blender/blenkernel/intern/icons.c2
-rw-r--r--source/blender/blenkernel/intern/layer.c1512
-rw-r--r--source/blender/blenkernel/intern/library.c70
-rw-r--r--source/blender/blenkernel/intern/library_query.c26
-rw-r--r--source/blender/blenkernel/intern/library_remap.c62
-rw-r--r--source/blender/blenkernel/intern/material.c11
-rw-r--r--source/blender/blenkernel/intern/mball.c32
-rw-r--r--source/blender/blenkernel/intern/mball_tessellate.c4
-rw-r--r--source/blender/blenkernel/intern/mesh.c4
-rw-r--r--source/blender/blenkernel/intern/mesh_render.c1137
-rw-r--r--source/blender/blenkernel/intern/node.c17
-rw-r--r--source/blender/blenkernel/intern/object.c51
-rw-r--r--source/blender/blenkernel/intern/object_dupli.c2
-rw-r--r--source/blender/blenkernel/intern/object_update.c15
-rw-r--r--source/blender/blenkernel/intern/outliner_treehash.c39
-rw-r--r--source/blender/blenkernel/intern/particle_system.c2
-rw-r--r--source/blender/blenkernel/intern/rigidbody.c2
-rw-r--r--source/blender/blenkernel/intern/scene.c858
-rw-r--r--source/blender/blenkernel/intern/screen.c17
-rw-r--r--source/blender/blenkernel/intern/smoke.c2
-rw-r--r--source/blender/blenkernel/intern/softbody.c9
-rw-r--r--source/blender/blenlib/BLI_ghash.h1
-rw-r--r--source/blender/blenlib/BLI_iterator.h55
-rw-r--r--source/blender/blenlib/BLI_math_color.h4
-rw-r--r--source/blender/blenlib/BLI_math_matrix.h191
-rw-r--r--source/blender/blenlib/BLI_math_vector.h3
-rw-r--r--source/blender/blenlib/CMakeLists.txt1
-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/math_vector_inline.c2
-rw-r--r--source/blender/blenlib/intern/scanfill_utils.c14
-rw-r--r--source/blender/blenloader/CMakeLists.txt1
-rw-r--r--source/blender/blenloader/intern/readfile.c171
-rw-r--r--source/blender/blenloader/intern/readfile.h4
-rw-r--r--source/blender/blenloader/intern/versioning_250.c2
-rw-r--r--source/blender/blenloader/intern/versioning_270.c23
-rw-r--r--source/blender/blenloader/intern/versioning_280.c197
-rw-r--r--source/blender/blenloader/intern/writefile.c106
-rw-r--r--source/blender/bmesh/tools/bmesh_intersect.c21
-rw-r--r--source/blender/collada/DocumentImporter.cpp5
-rw-r--r--source/blender/collada/EffectExporter.cpp2
-rw-r--r--source/blender/depsgraph/CMakeLists.txt4
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.cc33
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.h5
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc2
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc13
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc8
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.h2
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc7
-rw-r--r--source/blender/depsgraph/intern/depsgraph_eval.cc34
-rw-r--r--source/blender/depsgraph/intern/depsgraph_tag.cc2
-rw-r--r--source/blender/depsgraph/util/deg_util_foreach.h10
-rw-r--r--source/blender/depsgraph/util/deg_util_function.h61
-rw-r--r--source/blender/draw/CMakeLists.txt88
-rw-r--r--source/blender/draw/DRW_engine.h49
-rw-r--r--source/blender/draw/engines/clay/clay.c787
-rw-r--r--source/blender/draw/engines/clay/clay.h36
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_frag.glsl191
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_vert.glsl20
-rw-r--r--source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl73
-rw-r--r--source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl120
-rw-r--r--source/blender/draw/intern/DRW_render.h234
-rw-r--r--source/blender/draw/intern/draw_armature.c328
-rw-r--r--source/blender/draw/intern/draw_cache.c913
-rw-r--r--source/blender/draw/intern/draw_cache.h68
-rw-r--r--source/blender/draw/intern/draw_manager.c1378
-rw-r--r--source/blender/draw/intern/draw_mode_pass.c713
-rw-r--r--source/blender/draw/intern/draw_mode_pass.h64
-rw-r--r--source/blender/draw/intern/draw_view.c701
-rw-r--r--source/blender/draw/intern/draw_view.h35
-rw-r--r--source/blender/draw/modes/edit_armature_mode.c114
-rw-r--r--source/blender/draw/modes/edit_armature_mode.h37
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c140
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.h37
-rw-r--r--source/blender/draw/modes/object_mode.c108
-rw-r--r--source/blender/draw/modes/object_mode.h37
-rw-r--r--source/blender/editors/animation/anim_channels_defines.c126
-rw-r--r--source/blender/editors/animation/anim_channels_edit.c15
-rw-r--r--source/blender/editors/animation/anim_draw.c62
-rw-r--r--source/blender/editors/animation/anim_filter.c41
-rw-r--r--source/blender/editors/animation/anim_markers.c52
-rw-r--r--source/blender/editors/animation/keyframes_draw.c234
-rw-r--r--source/blender/editors/animation/keyframes_edit.c2
-rw-r--r--source/blender/editors/armature/armature_intern.h4
-rw-r--r--source/blender/editors/armature/armature_relations.c22
-rw-r--r--source/blender/editors/armature/armature_select.c2
-rw-r--r--source/blender/editors/armature/editarmature_sketch.c2
-rw-r--r--source/blender/editors/armature/pose_select.c2
-rw-r--r--source/blender/editors/curve/editcurve.c6
-rw-r--r--source/blender/editors/curve/editcurve_paint.c102
-rw-r--r--source/blender/editors/curve/editfont.c5
-rw-r--r--source/blender/editors/gpencil/drawgpencil.c1128
-rw-r--r--source/blender/editors/gpencil/gpencil_brush.c31
-rw-r--r--source/blender/editors/gpencil/gpencil_convert.c5
-rw-r--r--source/blender/editors/gpencil/gpencil_paint.c36
-rw-r--r--source/blender/editors/gpencil/gpencil_utils.c2
-rw-r--r--source/blender/editors/include/BIF_glutil.h162
-rw-r--r--source/blender/editors/include/ED_anim_api.h1
-rw-r--r--source/blender/editors/include/ED_armature.h11
-rw-r--r--source/blender/editors/include/ED_keyframes_draw.h6
-rw-r--r--source/blender/editors/include/ED_node.h2
-rw-r--r--source/blender/editors/include/ED_object.h21
-rw-r--r--source/blender/editors/include/ED_screen.h4
-rw-r--r--source/blender/editors/include/ED_sculpt.h3
-rw-r--r--source/blender/editors/include/ED_transform.h2
-rw-r--r--source/blender/editors/include/ED_uvedit.h3
-rw-r--r--source/blender/editors/include/ED_view3d.h18
-rw-r--r--source/blender/editors/include/UI_interface.h34
-rw-r--r--source/blender/editors/include/UI_interface_icons.h1
-rw-r--r--source/blender/editors/include/UI_resources.h21
-rw-r--r--source/blender/editors/interface/interface.c11
-rw-r--r--source/blender/editors/interface/interface_draw.c1363
-rw-r--r--source/blender/editors/interface/interface_eyedropper.c8
-rw-r--r--source/blender/editors/interface/interface_handlers.c36
-rw-r--r--source/blender/editors/interface/interface_icons.c189
-rw-r--r--source/blender/editors/interface/interface_intern.h7
-rw-r--r--source/blender/editors/interface/interface_panel.c286
-rw-r--r--source/blender/editors/interface/interface_regions.c23
-rw-r--r--source/blender/editors/interface/interface_style.c21
-rw-r--r--source/blender/editors/interface/interface_templates.c23
-rw-r--r--source/blender/editors/interface/interface_widgets.c579
-rw-r--r--source/blender/editors/interface/resources.c123
-rw-r--r--source/blender/editors/interface/view2d.c325
-rw-r--r--source/blender/editors/mask/mask_draw.c451
-rw-r--r--source/blender/editors/mesh/editmesh_knife.c158
-rw-r--r--source/blender/editors/mesh/editmesh_loopcut.c41
-rw-r--r--source/blender/editors/mesh/editmesh_tools.c30
-rw-r--r--source/blender/editors/mesh/mesh_data.c2
-rw-r--r--source/blender/editors/mesh/mesh_navmesh.c7
-rw-r--r--source/blender/editors/mesh/meshtools.c2
-rw-r--r--source/blender/editors/object/object_add.c178
-rw-r--r--source/blender/editors/object/object_constraint.c11
-rw-r--r--source/blender/editors/object/object_edit.c210
-rw-r--r--source/blender/editors/object/object_group.c33
-rw-r--r--source/blender/editors/object/object_hook.c16
-rw-r--r--source/blender/editors/object/object_intern.h5
-rw-r--r--source/blender/editors/object/object_modifier.c14
-rw-r--r--source/blender/editors/object/object_ops.c25
-rw-r--r--source/blender/editors/object/object_relations.c315
-rw-r--r--source/blender/editors/object/object_select.c307
-rw-r--r--source/blender/editors/object/object_vgroup.c24
-rw-r--r--source/blender/editors/physics/particle_edit.c33
-rw-r--r--source/blender/editors/physics/physics_fluid.c4
-rw-r--r--source/blender/editors/physics/physics_pointcache.c14
-rw-r--r--source/blender/editors/physics/rigidbody_constraint.c4
-rw-r--r--source/blender/editors/physics/rigidbody_object.c4
-rw-r--r--source/blender/editors/render/render_internal.c29
-rw-r--r--source/blender/editors/render/render_preview.c35
-rw-r--r--source/blender/editors/render/render_shading.c12
-rw-r--r--source/blender/editors/screen/CMakeLists.txt1
-rw-r--r--source/blender/editors/screen/area.c376
-rw-r--r--source/blender/editors/screen/glutil.c616
-rw-r--r--source/blender/editors/screen/screen_context.c157
-rw-r--r--source/blender/editors/screen/screen_draw.c490
-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_hide.c4
-rw-r--r--source/blender/editors/sculpt_paint/paint_image.c25
-rw-r--r--source/blender/editors/sculpt_paint/paint_intern.h1
-rw-r--r--source/blender/editors/sculpt_paint/paint_mask.c8
-rw-r--r--source/blender/editors/sculpt_paint/paint_stroke.c61
-rw-r--r--source/blender/editors/sculpt_paint/paint_utils.c7
-rw-r--r--source/blender/editors/sculpt_paint/sculpt.c9
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_uv.c14
-rw-r--r--source/blender/editors/space_action/action_draw.c117
-rw-r--r--source/blender/editors/space_api/spacetypes.c11
-rw-r--r--source/blender/editors/space_buttons/buttons_context.c46
-rw-r--r--source/blender/editors/space_buttons/space_buttons.c2
-rw-r--r--source/blender/editors/space_clip/clip_dopesheet_draw.c261
-rw-r--r--source/blender/editors/space_clip/clip_draw.c752
-rw-r--r--source/blender/editors/space_clip/clip_graph_draw.c155
-rw-r--r--source/blender/editors/space_clip/clip_intern.h4
-rw-r--r--source/blender/editors/space_clip/clip_utils.c66
-rw-r--r--source/blender/editors/space_clip/tracking_ops_orient.c19
-rw-r--r--source/blender/editors/space_console/console_draw.c22
-rw-r--r--source/blender/editors/space_file/file_draw.c76
-rw-r--r--source/blender/editors/space_graph/graph_draw.c238
-rw-r--r--source/blender/editors/space_graph/space_graph.c75
-rw-r--r--source/blender/editors/space_image/image_draw.c312
-rw-r--r--source/blender/editors/space_image/space_image.c3
-rw-r--r--source/blender/editors/space_info/info_stats.c16
-rw-r--r--source/blender/editors/space_info/textview.c39
-rw-r--r--source/blender/editors/space_logic/logic_window.c4
-rw-r--r--source/blender/editors/space_nla/nla_channels.c15
-rw-r--r--source/blender/editors/space_nla/nla_draw.c417
-rw-r--r--source/blender/editors/space_node/drawnode.c360
-rw-r--r--source/blender/editors/space_node/node_draw.c341
-rw-r--r--source/blender/editors/space_node/node_intern.h3
-rw-r--r--source/blender/editors/space_outliner/CMakeLists.txt2
-rw-r--r--source/blender/editors/space_outliner/outliner_collections.c445
-rw-r--r--source/blender/editors/space_outliner/outliner_draw.c1057
-rw-r--r--source/blender/editors/space_outliner/outliner_edit.c310
-rw-r--r--source/blender/editors/space_outliner/outliner_intern.h105
-rw-r--r--source/blender/editors/space_outliner/outliner_ops.c244
-rw-r--r--source/blender/editors/space_outliner/outliner_select.c431
-rw-r--r--source/blender/editors/space_outliner/outliner_tools.c208
-rw-r--r--source/blender/editors/space_outliner/outliner_tree.c272
-rw-r--r--source/blender/editors/space_outliner/outliner_utils.c234
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c718
-rw-r--r--source/blender/editors/space_sequencer/sequencer_edit.c23
-rw-r--r--source/blender/editors/space_sequencer/sequencer_intern.h2
-rw-r--r--source/blender/editors/space_text/text_draw.c9
-rw-r--r--source/blender/editors/space_time/space_time.c255
-rw-r--r--source/blender/editors/space_view3d/CMakeLists.txt5
-rw-r--r--source/blender/editors/space_view3d/drawanimviz.c125
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c1327
-rw-r--r--source/blender/editors/space_view3d/drawobject.c2413
-rw-r--r--source/blender/editors/space_view3d/drawsimdebug.c102
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c2
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c158
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c4844
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c2482
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c89
-rw-r--r--source/blender/editors/space_view3d/view3d_fly.c49
-rw-r--r--source/blender/editors/space_view3d/view3d_header.c14
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h50
-rw-r--r--source/blender/editors/space_view3d/view3d_project.c29
-rw-r--r--source/blender/editors/space_view3d/view3d_ruler.c225
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c156
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c73
-rw-r--r--source/blender/editors/space_view3d/view3d_walk.c33
-rw-r--r--source/blender/editors/transform/CMakeLists.txt4
-rw-r--r--source/blender/editors/transform/transform.c280
-rw-r--r--source/blender/editors/transform/transform.h1
-rw-r--r--source/blender/editors/transform/transform_constraints.c34
-rw-r--r--source/blender/editors/transform/transform_conversions.c110
-rw-r--r--source/blender/editors/transform/transform_generics.c51
-rw-r--r--source/blender/editors/transform/transform_manipulator.c524
-rw-r--r--source/blender/editors/transform/transform_orientations.c14
-rw-r--r--source/blender/editors/transform/transform_snap.c56
-rw-r--r--source/blender/editors/transform/transform_snap_object.c8
-rw-r--r--source/blender/editors/util/ed_util.c24
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c522
-rw-r--r--source/blender/editors/uvedit/uvedit_smart_stitch.c135
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp8
-rw-r--r--source/blender/freestyle/intern/scene_graph/IndexedFaceSet.cpp9
-rw-r--r--source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h15
-rw-r--r--source/blender/gpu/CMakeLists.txt100
-rw-r--r--source/blender/gpu/GPU_basic_shader.h6
-rw-r--r--source/blender/gpu/GPU_batch.h43
-rw-r--r--source/blender/gpu/GPU_debug.h18
-rw-r--r--source/blender/gpu/GPU_draw.h7
-rw-r--r--source/blender/gpu/GPU_extensions.h2
-rw-r--r--source/blender/gpu/GPU_framebuffer.h7
-rw-r--r--source/blender/gpu/GPU_immediate.h50
-rw-r--r--source/blender/gpu/GPU_matrix.h149
-rw-r--r--source/blender/gpu/GPU_shader.h83
-rw-r--r--source/blender/gpu/GPU_texture.h116
-rw-r--r--source/blender/gpu/GPU_uniformbuffer.h44
-rw-r--r--source/blender/gpu/GPU_viewport.h98
-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.c349
-rw-r--r--source/blender/gpu/gawain/batch.h105
-rw-r--r--source/blender/gpu/gawain/buffer_id.cpp115
-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.c880
-rw-r--r--source/blender/gpu/gawain/immediate.h111
-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.c122
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c149
-rw-r--r--source/blender/gpu/intern/gpu_debug.c689
-rw-r--r--source/blender/gpu/intern/gpu_draw.c95
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c38
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c347
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c81
-rw-r--r--source/blender/gpu/intern/gpu_init_exit.c11
-rw-r--r--source/blender/gpu/intern/gpu_material.c17
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c708
-rw-r--r--source/blender/gpu/intern/gpu_shader.c416
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.h40
-rw-r--r--source/blender/gpu/intern/gpu_texture.c674
-rw-r--r--source/blender/gpu/intern/gpu_uniformbuffer.c105
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c397
-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.glsl19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl25
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl29
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_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_groundline_geom.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl8
-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_aa_vert.glsl26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl29
-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.glsl27
-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_checker_frag.glsl24
-rw-r--r--source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl24
-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_edit_overlay_frag.glsl194
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edit_overlay_geom.glsl327
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edit_overlay_vert.glsl23
-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_image_shuffle_color_frag.glsl22
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl29
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_axis_name_vert.glsl29
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl29
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl18
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl38
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl44
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl25
-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_aa_frag.glsl36
-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_aa_frag.glsl37
-rw-r--r--source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl25
-rw-r--r--source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl25
-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_action_types.h2
-rw-r--r--source/blender/makesdna/DNA_gpencil_types.h1
-rw-r--r--source/blender/makesdna/DNA_layer_types.h177
-rw-r--r--source/blender/makesdna/DNA_material_types.h40
-rw-r--r--source/blender/makesdna/DNA_mesh_types.h1
-rw-r--r--source/blender/makesdna/DNA_object_types.h8
-rw-r--r--source/blender/makesdna/DNA_outliner_types.h15
-rw-r--r--source/blender/makesdna/DNA_scene_types.h107
-rw-r--r--source/blender/makesdna/DNA_screen_types.h7
-rw-r--r--source/blender/makesdna/DNA_space_types.h35
-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/makesdna/intern/makesdna.c2
-rw-r--r--source/blender/makesrna/RNA_access.h8
-rw-r--r--source/blender/makesrna/RNA_enum_types.h1
-rw-r--r--source/blender/makesrna/intern/CMakeLists.txt5
-rw-r--r--source/blender/makesrna/intern/rna_context.c35
-rw-r--r--source/blender/makesrna/intern/rna_group.c12
-rw-r--r--source/blender/makesrna/intern/rna_image_api.c2
-rw-r--r--source/blender/makesrna/intern/rna_internal.h2
-rw-r--r--source/blender/makesrna/intern/rna_main_api.c1
-rw-r--r--source/blender/makesrna/intern/rna_material.c143
-rw-r--r--source/blender/makesrna/intern/rna_object.c42
-rw-r--r--source/blender/makesrna/intern/rna_object_api.c92
-rw-r--r--source/blender/makesrna/intern/rna_object_force.c2
-rw-r--r--source/blender/makesrna/intern/rna_render.c30
-rw-r--r--source/blender/makesrna/intern/rna_scene.c1446
-rw-r--r--source/blender/makesrna/intern/rna_space.c51
-rw-r--r--source/blender/modifiers/CMakeLists.txt4
-rw-r--r--source/blender/modifiers/intern/MOD_armature.c17
-rw-r--r--source/blender/modifiers/intern/MOD_array.c35
-rw-r--r--source/blender/modifiers/intern/MOD_bevel.c1
-rw-r--r--source/blender/modifiers/intern/MOD_boolean.c17
-rw-r--r--source/blender/modifiers/intern/MOD_build.c1
-rw-r--r--source/blender/modifiers/intern/MOD_cast.c17
-rw-r--r--source/blender/modifiers/intern/MOD_cloth.c21
-rw-r--r--source/blender/modifiers/intern/MOD_collision.c1
-rw-r--r--source/blender/modifiers/intern/MOD_correctivesmooth.c1
-rw-r--r--source/blender/modifiers/intern/MOD_curve.c18
-rw-r--r--source/blender/modifiers/intern/MOD_datatransfer.c17
-rw-r--r--source/blender/modifiers/intern/MOD_decimate.c1
-rw-r--r--source/blender/modifiers/intern/MOD_displace.c26
-rw-r--r--source/blender/modifiers/intern/MOD_dynamicpaint.c29
-rw-r--r--source/blender/modifiers/intern/MOD_edgesplit.c1
-rw-r--r--source/blender/modifiers/intern/MOD_explode.c1
-rw-r--r--source/blender/modifiers/intern/MOD_fluidsim.c35
-rw-r--r--source/blender/modifiers/intern/MOD_hook.c19
-rw-r--r--source/blender/modifiers/intern/MOD_laplaciandeform.c1
-rw-r--r--source/blender/modifiers/intern/MOD_laplaciansmooth.c1
-rw-r--r--source/blender/modifiers/intern/MOD_lattice.c17
-rw-r--r--source/blender/modifiers/intern/MOD_mask.c19
-rw-r--r--source/blender/modifiers/intern/MOD_meshcache.c1
-rw-r--r--source/blender/modifiers/intern/MOD_meshdeform.c18
-rw-r--r--source/blender/modifiers/intern/MOD_meshsequencecache.c18
-rw-r--r--source/blender/modifiers/intern/MOD_mirror.c16
-rw-r--r--source/blender/modifiers/intern/MOD_multires.c1
-rw-r--r--source/blender/modifiers/intern/MOD_none.c1
-rw-r--r--source/blender/modifiers/intern/MOD_normal_edit.c15
-rw-r--r--source/blender/modifiers/intern/MOD_ocean.c1
-rw-r--r--source/blender/modifiers/intern/MOD_particleinstance.c19
-rw-r--r--source/blender/modifiers/intern/MOD_particlesystem.c1
-rw-r--r--source/blender/modifiers/intern/MOD_remesh.c1
-rw-r--r--source/blender/modifiers/intern/MOD_screw.c19
-rw-r--r--source/blender/modifiers/intern/MOD_shapekey.c1
-rw-r--r--source/blender/modifiers/intern/MOD_shrinkwrap.c18
-rw-r--r--source/blender/modifiers/intern/MOD_simpledeform.c13
-rw-r--r--source/blender/modifiers/intern/MOD_skin.c1
-rw-r--r--source/blender/modifiers/intern/MOD_smoke.c23
-rw-r--r--source/blender/modifiers/intern/MOD_smooth.c1
-rw-r--r--source/blender/modifiers/intern/MOD_softbody.c20
-rw-r--r--source/blender/modifiers/intern/MOD_solidify.c1
-rw-r--r--source/blender/modifiers/intern/MOD_subsurf.c1
-rw-r--r--source/blender/modifiers/intern/MOD_surface.c1
-rw-r--r--source/blender/modifiers/intern/MOD_surfacedeform.c16
-rw-r--r--source/blender/modifiers/intern/MOD_triangulate.c1
-rw-r--r--source/blender/modifiers/intern/MOD_uvproject.c20
-rw-r--r--source/blender/modifiers/intern/MOD_uvwarp.c15
-rw-r--r--source/blender/modifiers/intern/MOD_warp.c22
-rw-r--r--source/blender/modifiers/intern/MOD_wave.c24
-rw-r--r--source/blender/modifiers/intern/MOD_weightvgedit.c21
-rw-r--r--source/blender/modifiers/intern/MOD_weightvgmix.c21
-rw-r--r--source/blender/modifiers/intern/MOD_weightvgproximity.c27
-rw-r--r--source/blender/modifiers/intern/MOD_wireframe.c1
-rw-r--r--source/blender/python/generic/bgl.c1111
-rw-r--r--source/blender/python/generic/blf_py_api.c4
-rw-r--r--source/blender/render/CMakeLists.txt1
-rw-r--r--source/blender/render/extern/include/RE_engine.h6
-rw-r--r--source/blender/render/intern/source/convertblender.c15
-rw-r--r--source/blender/render/intern/source/envmap.c16
-rw-r--r--source/blender/render/intern/source/external_engine.c24
-rw-r--r--source/blender/render/intern/source/pipeline.c4
-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.c18
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c184
-rw-r--r--source/blender/windowmanager/intern/wm_event_system.c114
-rw-r--r--source/blender/windowmanager/intern/wm_gesture.c318
-rw-r--r--source/blender/windowmanager/intern/wm_init_exit.c4
-rw-r--r--source/blender/windowmanager/intern/wm_operators.c98
-rw-r--r--source/blender/windowmanager/intern/wm_stereo.c183
-rw-r--r--source/blender/windowmanager/intern/wm_subwindow.c3
-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
-rw-r--r--source/blenderplayer/bad_level_call_stubs/CMakeLists.txt3
-rw-r--r--source/blenderplayer/bad_level_call_stubs/stubs.c20
-rw-r--r--source/creator/creator_args.c26
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Light.h4
515 files changed, 42740 insertions, 22063 deletions
diff --git a/source/blender/CMakeLists.txt b/source/blender/CMakeLists.txt
index 6f2b78e0845..47ebed8f791 100644
--- a/source/blender/CMakeLists.txt
+++ b/source/blender/CMakeLists.txt
@@ -100,6 +100,7 @@ add_subdirectory(windowmanager)
add_subdirectory(blenkernel)
add_subdirectory(blenlib)
add_subdirectory(bmesh)
+add_subdirectory(draw)
add_subdirectory(render)
add_subdirectory(blenfont)
add_subdirectory(blentranslation)
diff --git a/source/blender/alembic/intern/abc_exporter.cc b/source/blender/alembic/intern/abc_exporter.cc
index 90a99469389..45c31279b50 100644
--- a/source/blender/alembic/intern/abc_exporter.cc
+++ b/source/blender/alembic/intern/abc_exporter.cc
@@ -123,19 +123,19 @@ static bool object_is_shape(Object *ob)
}
}
-static bool export_object(const ExportSettings * const settings, Object *ob)
+static bool export_object(const ExportSettings * const settings, const Base * const ob_base)
{
- if (settings->selected_only && !parent_selected(ob)) {
+ if (settings->selected_only && !object_selected(ob_base)) {
return false;
}
-
- if (settings->visible_layers_only && !(settings->scene->lay & ob->lay)) {
+ // FIXME Sybren: handle these cleanly (maybe just remove code), now using active scene layer instead.
+ if (settings->visible_layers_only && (ob_base->flag & BASE_VISIBLED) == 0) {
return false;
}
- if (settings->renderable_only && (ob->restrictflag & OB_RESTRICT_RENDER)) {
- return false;
- }
+ // if (settings->renderable_only && (ob->restrictflag & OB_RESTRICT_RENDER)) {
+ // return false;
+ // }
return true;
}
@@ -341,12 +341,10 @@ void AbcExporter::operator()(Main *bmain, float &progress, bool &was_canceled)
void AbcExporter::createTransformWritersHierarchy(EvaluationContext *eval_ctx)
{
- Base *base = static_cast<Base *>(m_scene->base.first);
-
- while (base) {
+ for(Base *base = static_cast<Base *>(m_settings.sl->object_bases.first); base; base = base->next) {
Object *ob = base->object;
- if (export_object(&m_settings, ob)) {
+ if (export_object(&m_settings, base)) {
switch(ob->type) {
case OB_LAMP:
case OB_LATTICE:
@@ -356,53 +354,49 @@ void AbcExporter::createTransformWritersHierarchy(EvaluationContext *eval_ctx)
break;
default:
- exploreTransform(eval_ctx, ob, ob->parent, NULL);
+ exploreTransform(eval_ctx, base, ob->parent, NULL);
}
}
-
- base = base->next;
}
}
void AbcExporter::createTransformWritersFlat()
{
- Base *base = static_cast<Base *>(m_scene->base.first);
-
- while (base) {
+ for(Base *base = static_cast<Base *>(m_settings.sl->object_bases.first); base; base = base->next) {
Object *ob = base->object;
- if (export_object(&m_settings, ob) && object_is_shape(ob)) {
+ if (!export_object(&m_settings, base)) {
std::string name = get_id_name(ob);
m_xforms[name] = new AbcTransformWriter(ob, m_writer->archive().getTop(), 0, m_trans_sampling_index, m_settings);
}
-
- base = base->next;
}
}
-void AbcExporter::exploreTransform(EvaluationContext *eval_ctx, Object *ob, Object *parent, Object *dupliObParent)
+void AbcExporter::exploreTransform(EvaluationContext *eval_ctx, Base *ob_base, Object *parent, Object *dupliObParent)
{
+ Object *ob = ob_base->object;
- if (export_object(&m_settings, ob) && object_is_shape(ob)) {
+ if (export_object(&m_settings, ob_base) && object_is_shape(ob)) {
createTransformWriter(ob, parent, dupliObParent);
}
ListBase *lb = object_duplilist(eval_ctx, m_scene, ob);
if (lb) {
- DupliObject *link = static_cast<DupliObject *>(lb->first);
- Object *dupli_ob = NULL;
- Object *dupli_parent = NULL;
-
- while (link) {
+ Base fake_base = *ob_base; // copy flags (like selection state) from the real object.
+ fake_base.next = fake_base.prev = NULL;
+
+ for (DupliObject *link = static_cast<DupliObject *>(lb->first); link; link = link->next) {
+ Object *dupli_ob = NULL;
+ Object *dupli_parent = NULL;
+
if (link->type == OB_DUPLIGROUP) {
dupli_ob = link->ob;
dupli_parent = (dupli_ob->parent) ? dupli_ob->parent : ob;
- exploreTransform(eval_ctx, dupli_ob, dupli_parent, ob);
+ fake_base.object = dupli_ob;
+ exploreTransform(eval_ctx, &fake_base, dupli_parent, ob);
}
-
- link = link->next;
}
}
@@ -460,44 +454,42 @@ void AbcExporter::createTransformWriter(Object *ob, Object *parent, Object *dupl
void AbcExporter::createShapeWriters(EvaluationContext *eval_ctx)
{
- Base *base = static_cast<Base *>(m_scene->base.first);
-
- while (base) {
- Object *ob = base->object;
- exploreObject(eval_ctx, ob, NULL);
-
- base = base->next;
+ for(Base *base = static_cast<Base *>(m_settings.sl->object_bases.first); base; base = base->next) {
+ exploreObject(eval_ctx, base, NULL);
}
}
-void AbcExporter::exploreObject(EvaluationContext *eval_ctx, Object *ob, Object *dupliObParent)
+void AbcExporter::exploreObject(EvaluationContext *eval_ctx, Base *ob_base, Object *dupliObParent)
{
+ Object *ob = ob_base->object;
ListBase *lb = object_duplilist(eval_ctx, m_scene, ob);
- createShapeWriter(ob, dupliObParent);
+ createShapeWriter(ob_base, dupliObParent);
if (lb) {
- DupliObject *dupliob = static_cast<DupliObject *>(lb->first);
+ Base fake_base = *ob_base; // copy flags (like selection state) from the real object.
+ fake_base.next = fake_base.prev = NULL;
- while (dupliob) {
+ for (DupliObject *dupliob = static_cast<DupliObject *>(lb->first); dupliob; dupliob = dupliob->next) {
if (dupliob->type == OB_DUPLIGROUP) {
- exploreObject(eval_ctx, dupliob->ob, ob);
+ fake_base.object = dupliob->ob;
+ exploreObject(eval_ctx, &fake_base, ob);
}
-
- dupliob = dupliob->next;
}
}
free_object_duplilist(lb);
}
-void AbcExporter::createShapeWriter(Object *ob, Object *dupliObParent)
+void AbcExporter::createShapeWriter(Base *ob_base, Object *dupliObParent)
{
+ Object *ob = ob_base->object;
+
if (!object_is_shape(ob)) {
return;
}
- if (!export_object(&m_settings, ob)) {
+ if (!export_object(&m_settings, ob_base)) {
return;
}
diff --git a/source/blender/alembic/intern/abc_exporter.h b/source/blender/alembic/intern/abc_exporter.h
index b0eb8e185d6..80fee067c04 100644
--- a/source/blender/alembic/intern/abc_exporter.h
+++ b/source/blender/alembic/intern/abc_exporter.h
@@ -36,11 +36,14 @@ struct EvaluationContext;
struct Main;
struct Object;
struct Scene;
+struct SceneLayer;
+struct Base;
struct ExportSettings {
ExportSettings();
Scene *scene;
+ SceneLayer *sl; // Scene layer to export; all its objects will be exported, unless selected_only=true
bool selected_only;
bool visible_layers_only;
@@ -105,10 +108,10 @@ private:
void createTransformWritersHierarchy(EvaluationContext *eval_ctx);
void createTransformWritersFlat();
void createTransformWriter(Object *ob, Object *parent, Object *dupliObParent);
- void exploreTransform(EvaluationContext *eval_ctx, Object *ob, Object *parent, Object *dupliObParent = NULL);
- void exploreObject(EvaluationContext *eval_ctx, Object *ob, Object *dupliObParent);
+ void exploreTransform(EvaluationContext *eval_ctx, Base *ob_base, Object *parent, Object *dupliObParent);
+ void exploreObject(EvaluationContext *eval_ctx, Base *ob_base, Object *dupliObParent);
void createShapeWriters(EvaluationContext *eval_ctx);
- void createShapeWriter(Object *ob, Object *dupliObParent);
+ void createShapeWriter(Base *ob_base, Object *dupliObParent);
AbcTransformWriter *getXForm(const std::string &name);
diff --git a/source/blender/alembic/intern/abc_util.cc b/source/blender/alembic/intern/abc_util.cc
index 50fa43a3491..5b45dff4b7f 100644
--- a/source/blender/alembic/intern/abc_util.cc
+++ b/source/blender/alembic/intern/abc_util.cc
@@ -35,6 +35,7 @@
extern "C" {
#include "DNA_object_types.h"
+#include "DNA_layer_types.h"
#include "BLI_math.h"
@@ -60,6 +61,16 @@ std::string get_id_name(ID *id)
return name;
}
+
+/**
+ * @brief get_object_dag_path_name returns the name under which the object
+ * will be exported in the Alembic file. It is of the form
+ * "[../grandparent/]parent/object" if dupli_parent is NULL, or
+ * "dupli_parent/[../grandparent/]parent/object" otherwise.
+ * @param ob
+ * @param dupli_parent
+ * @return
+ */
std::string get_object_dag_path_name(Object *ob, Object *dupli_parent)
{
std::string name = get_id_name(ob);
@@ -78,31 +89,9 @@ std::string get_object_dag_path_name(Object *ob, Object *dupli_parent)
return name;
}
-bool object_selected(Object *ob)
+bool object_selected(const Base * const ob_base)
{
- return ob->flag & SELECT;
-}
-
-bool parent_selected(Object *ob)
-{
- if (object_selected(ob)) {
- return true;
- }
-
- bool do_export = false;
-
- Object *parent = ob->parent;
-
- while (parent != NULL) {
- if (object_selected(parent)) {
- do_export = true;
- break;
- }
-
- parent = parent->parent;
- }
-
- return do_export;
+ return ob_base->flag & SELECT;
}
Imath::M44d convert_matrix(float mat[4][4])
diff --git a/source/blender/alembic/intern/abc_util.h b/source/blender/alembic/intern/abc_util.h
index 85ba4d5c9c7..a878029928c 100644
--- a/source/blender/alembic/intern/abc_util.h
+++ b/source/blender/alembic/intern/abc_util.h
@@ -43,13 +43,13 @@ struct ImportSettings;
struct ID;
struct Object;
+struct Base;
std::string get_id_name(ID *id);
std::string get_id_name(Object *ob);
std::string get_object_dag_path_name(Object *ob, Object *dupli_parent);
-bool object_selected(Object *ob);
-bool parent_selected(Object *ob);
+bool object_selected(const Base * const ob_base);
Imath::M44d convert_matrix(float mat[4][4]);
void create_transform_matrix(float r_mat[4][4]);
diff --git a/source/blender/alembic/intern/alembic_capi.cc b/source/blender/alembic/intern/alembic_capi.cc
index dc5146a26e0..ee8ec0fa68c 100644
--- a/source/blender/alembic/intern/alembic_capi.cc
+++ b/source/blender/alembic/intern/alembic_capi.cc
@@ -332,21 +332,37 @@ void ABC_export(
BLI_strncpy(job->filename, filepath, 1024);
job->settings.scene = job->scene;
+
+ /* Sybren: for now we only export the active scene layer.
+ * Later in the 2.8 development process this may be replaced by using
+ * a specific collection for Alembic I/O, which can then be toggled
+ * between "real" objects and cached Alembic files. */
+ job->settings.sl = CTX_data_scene_layer(C);
+
job->settings.frame_start = params->frame_start;
job->settings.frame_end = params->frame_end;
job->settings.frame_step_xform = params->frame_step_xform;
job->settings.frame_step_shape = params->frame_step_shape;
job->settings.shutter_open = params->shutter_open;
job->settings.shutter_close = params->shutter_close;
+
+ /* Sybren: For now this is ignored, until we can get selection
+ * detection working through Base pointers (instead of ob->flags). */
job->settings.selected_only = params->selected_only;
+
job->settings.export_face_sets = params->face_sets;
job->settings.export_normals = params->normals;
job->settings.export_uvs = params->uvs;
job->settings.export_vcols = params->vcolors;
job->settings.apply_subdiv = params->apply_subdiv;
job->settings.flatten_hierarchy = params->flatten_hierarchy;
+
+ /* Sybren: visible_layer & renderable only is ignored for now,
+ * to be replaced with collections later in the 2.8 dev process
+ * (also see note above). */
job->settings.visible_layers_only = params->visible_layers_only;
job->settings.renderable_only = params->renderable_only;
+
job->settings.use_subdiv_schema = params->use_subdiv_schema;
job->settings.export_ogawa = (params->compression_type == ABC_ARCHIVE_OGAWA);
job->settings.pack_uv = params->packuv;
diff --git a/source/blender/blenfont/BLF_api.h b/source/blender/blenfont/BLF_api.h
index 1f38d64924c..1b967f889c0 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;
@@ -42,6 +45,7 @@ int BLF_init(int points, int dpi);
void BLF_exit(void);
void BLF_default_dpi(int dpi);
void BLF_default_set(int fontid);
+int BLF_default(void); /* get default font ID so we can pass it to other functions */
void BLF_cache_clear(void);
@@ -61,6 +65,17 @@ void BLF_aspect(int fontid, float x, float y, float z);
void BLF_position(int fontid, float x, float y, float z);
void BLF_size(int fontid, int size, int dpi);
+/* goal: small but useful color API */
+void BLF_color4ubv(int fontid, const unsigned char rgba[4]);
+void BLF_color3ubv(int fontid, const unsigned char rgb[3]);
+void BLF_color3ubv_alpha(int fontid, const unsigned char rgb[3], unsigned char alpha);
+void BLF_color3ub(int fontid, unsigned char r, unsigned char g, unsigned char b);
+void BLF_color4f(int fontid, float r, float g, float b, float a);
+void BLF_color4fv(int fontid, const float rgba[4]);
+void BLF_color3f(int fontid, float r, float g, float b);
+void BLF_color3fv_alpha(int fontid, const float rgb[3], float alpha);
+/* also available: UI_FontThemeColor(fontid, colorid) */
+
/* Set a 4x4 matrix to be multiplied before draw the text.
* Remember that you need call BLF_enable(BLF_MATRIX)
* to enable this.
@@ -122,29 +137,16 @@ void BLF_width_and_height(int fontid, const char *str, size_t len, float *r_widt
*/
float BLF_fixed_width(int fontid) ATTR_WARN_UNUSED_RESULT;
-/* and this two function return the width and height
- * of the string, using the default font and both value
- * are multiplied by the aspect of the font.
- */
-void BLF_width_and_height_default(const char *str, size_t len, float *r_width, float *r_height) ATTR_NONNULL();
-float BLF_width_default(const char *str, size_t len) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
-float BLF_height_default(const char *str, size_t len) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
-
-/* Set rotation for default font. */
-void BLF_rotation_default(float angle);
-
-/* Enable/disable options to the default font. */
-void BLF_enable_default(int option);
-void BLF_disable_default(int option);
-
/* By default, rotation and clipping are disable and
* have to be enable/disable using BLF_enable/disable.
*/
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..ab7c831f95c 100644
--- a/source/blender/blenfont/intern/blf.c
+++ b/source/blender/blenfont/intern/blf.c
@@ -50,13 +50,14 @@
#include "BLI_math.h"
#include "BLI_threads.h"
-#include "BIF_gl.h"
#include "BLF_api.h"
#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"
@@ -174,6 +175,12 @@ void BLF_default_set(int fontid)
}
}
+int BLF_default(void)
+{
+ ASSERT_DEFAULT_SET;
+ return global_font_default;
+}
+
int BLF_load(const char *name)
{
FontBLF *font;
@@ -357,24 +364,6 @@ void BLF_disable(int fontid, int option)
}
}
-void BLF_enable_default(int option)
-{
- FontBLF *font = blf_get(global_font_default);
-
- if (font) {
- font->flags |= option;
- }
-}
-
-void BLF_disable_default(int option)
-{
- FontBLF *font = blf_get(global_font_default);
-
- if (font) {
- font->flags &= ~option;
- }
-}
-
void BLF_aspect(int fontid, float x, float y, float z)
{
FontBLF *font = blf_get(fontid);
@@ -453,6 +442,7 @@ 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 +451,77 @@ void BLF_blur(int fontid, int size)
font->blur = size;
}
}
+#endif
+
+void BLF_color4ubv(int fontid, const unsigned char rgba[4])
+{
+ FontBLF *font = blf_get(fontid);
+
+ if (font) {
+ font->color[0] = rgba[0];
+ font->color[1] = rgba[1];
+ font->color[2] = rgba[2];
+ font->color[3] = rgba[3];
+ }
+}
+
+void BLF_color3ubv_alpha(int fontid, const unsigned char rgb[3], unsigned char alpha)
+{
+ FontBLF *font = blf_get(fontid);
+
+ if (font) {
+ font->color[0] = rgb[0];
+ font->color[1] = rgb[1];
+ font->color[2] = rgb[2];
+ font->color[3] = alpha;
+ }
+}
+
+void BLF_color3ubv(int fontid, const unsigned char rgb[3])
+{
+ BLF_color3ubv_alpha(fontid, rgb, 255);
+}
+
+void BLF_color3ub(int fontid, unsigned char r, unsigned char g, unsigned char b)
+{
+ FontBLF *font = blf_get(fontid);
+
+ if (font) {
+ font->color[0] = r;
+ font->color[1] = g;
+ font->color[2] = b;
+ font->color[3] = 255;
+ }
+}
+
+void BLF_color4fv(int fontid, const float rgba[4])
+{
+ FontBLF *font = blf_get(fontid);
+
+ if (font) {
+ rgba_float_to_uchar(font->color, rgba);
+ }
+}
+
+void BLF_color4f(int fontid, float r, float g, float b, float a)
+{
+ float rgba[4] = { r, g, b, a };
+ BLF_color4fv(fontid, rgba);
+}
+
+void BLF_color3fv_alpha(int fontid, const float rgb[3], float alpha)
+{
+ float rgba[4];
+ copy_v3_v3(rgba, rgb);
+ rgba[3] = alpha;
+ BLF_color4fv(fontid, rgba);
+}
+
+void BLF_color3f(int fontid, float r, float g, float b)
+{
+ float rgba[4] = { r, g, b, 1.0f };
+ BLF_color4fv(fontid, rgba);
+}
void BLF_draw_default(float x, float y, float z, const char *str, size_t len)
{
@@ -481,16 +542,7 @@ void BLF_draw_default_ascii(float x, float y, float z, const char *str, size_t l
BLF_draw_ascii(global_font_default, str, len); /* XXX, use real length */
}
-void BLF_rotation_default(float angle)
-{
- FontBLF *font = blf_get(global_font_default);
-
- if (font) {
- font->angle = 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 +552,44 @@ 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');
- if (font->shadow || font->blur)
- glGetFloatv(GL_CURRENT_COLOR, font->orig_col);
+#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);
+
+ 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 +598,26 @@ 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 +626,11 @@ 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 +638,31 @@ 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;
@@ -689,14 +742,6 @@ void BLF_width_and_height(int fontid, const char *str, size_t len, float *r_widt
}
}
-void BLF_width_and_height_default(const char *str, size_t len, float *r_width, float *r_height)
-{
- ASSERT_DEFAULT_SET;
-
- BLF_size(global_font_default, global_font_points, global_font_dpi);
- BLF_width_and_height(global_font_default, str, len, r_width, r_height);
-}
-
float BLF_width_ex(
int fontid, const char *str, size_t len,
struct ResultBLF *r_info)
@@ -727,14 +772,6 @@ float BLF_fixed_width(int fontid)
return 0.0f;
}
-float BLF_width_default(const char *str, size_t len)
-{
- ASSERT_DEFAULT_SET;
-
- BLF_size(global_font_default, global_font_points, global_font_dpi);
- return BLF_width(global_font_default, str, len);
-}
-
float BLF_height_ex(
int fontid, const char *str, size_t len,
struct ResultBLF *r_info)
@@ -798,15 +835,6 @@ float BLF_ascender(int fontid)
return 0.0f;
}
-float BLF_height_default(const char *str, size_t len)
-{
- ASSERT_DEFAULT_SET;
-
- BLF_size(global_font_default, global_font_points, global_font_dpi);
-
- return BLF_height(global_font_default, str, len);
-}
-
void BLF_rotation(int fontid, float angle)
{
FontBLF *font = blf_get(fontid);
@@ -828,18 +856,6 @@ 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)
-{
- FontBLF *font = blf_get(global_font_default);
-
- if (font) {
- font->clip_rec.xmin = xmin;
- font->clip_rec.ymin = ymin;
- font->clip_rec.xmax = xmax;
- font->clip_rec.ymax = ymax;
- }
-}
-
void BLF_wordwrap(int fontid, int wrap_width)
{
FontBLF *font = blf_get(fontid);
@@ -855,7 +871,7 @@ 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..d0293eccf3a 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;
}
@@ -901,8 +933,6 @@ void blf_font_free(FontBLF *font)
static void blf_font_fill(FontBLF *font)
{
- unsigned int i;
-
font->aspect[0] = 1.0f;
font->aspect[1] = 1.0f;
font->aspect[2] = 1.0f;
@@ -910,9 +940,15 @@ static void blf_font_fill(FontBLF *font)
font->pos[1] = 0.0f;
font->angle = 0.0f;
- for (i = 0; i < 16; i++)
+ for (int i = 0; i < 16; i++)
font->m[i] = 0;
+ /* annoying bright color so we can see where to add BLF_color calls */
+ font->color[0] = 255;
+ font->color[1] = 255;
+ font->color[2] = 0;
+ font->color[3] = 255;
+
font->clip_rec.xmin = 0.0f;
font->clip_rec.xmax = 0.0f;
font->clip_rec.ymin = 0.0f;
@@ -922,7 +958,9 @@ 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_armature.h b/source/blender/blenkernel/BKE_armature.h
index 78d6f6c7cb9..c2323100205 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -97,7 +97,6 @@ void BKE_armature_where_is(struct bArmature *arm);
void BKE_armature_where_is_bone(struct Bone *bone, struct Bone *prevbone, const bool use_recursion);
void BKE_pose_clear_pointers(struct bPose *pose);
void BKE_pose_rebuild(struct Object *ob, struct bArmature *arm);
-void BKE_pose_rebuild_ex(struct Object *ob, struct bArmature *arm, const bool sort_bones);
void BKE_pose_where_is(struct Scene *scene, struct Object *ob);
void BKE_pose_where_is_bone(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime, bool do_extra);
void BKE_pose_where_is_bone_tail(struct bPoseChannel *pchan);
diff --git a/source/blender/blenkernel/BKE_collection.h b/source/blender/blenkernel/BKE_collection.h
new file mode 100644
index 00000000000..644bcef6226
--- /dev/null
+++ b/source/blender/blenkernel/BKE_collection.h
@@ -0,0 +1,91 @@
+/*
+ * ***** 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): Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __BKE_COLLECTION_H__
+#define __BKE_COLLECTION_H__
+
+/** \file blender/blenkernel/BKE_collection.h
+ * \ingroup bke
+ */
+
+#include "BLI_ghash.h"
+#include "BLI_iterator.h"
+#include "DNA_listBase.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct Iterator;
+struct SceneCollection;
+struct Object;
+struct Base;
+struct Main;
+struct Scene;
+
+struct SceneCollection *BKE_collection_add(struct Scene *scene, struct SceneCollection *sc_parent, const char *name);
+bool BKE_collection_remove(struct Scene *scene, struct SceneCollection *sc);
+struct SceneCollection *BKE_collection_master(const struct Scene *scene);
+void BKE_collection_master_free(struct Scene *scene);
+void BKE_collection_object_add(struct Scene *scene, struct SceneCollection *sc, struct Object *object);
+void BKE_collection_object_add_from(struct Scene *scene, struct Object *ob_src, struct Object *ob_dst);
+void BKE_collection_object_remove(struct Main *bmain, struct Scene *scene, struct SceneCollection *sc, struct Object *object, const bool free_us);
+void BKE_collections_object_remove(struct Main *bmain, struct Scene *scene, struct Object *object, const bool free_us);
+
+typedef void (*BKE_scene_objects_Cb)(struct Object *ob, void *data);
+typedef void (*BKE_scene_collections_Cb)(struct SceneCollection *ob, void *data);
+
+void BKE_scene_collections_callback(struct Scene *scene, BKE_scene_collections_Cb callback, void *data);
+void BKE_scene_objects_callback(struct Scene *scene, BKE_scene_objects_Cb callback, void *data);
+
+/* iterators */
+void BKE_scene_collections_Iterator_begin(struct Iterator *iter, void *data_in);
+void BKE_scene_collections_Iterator_next(struct Iterator *iter);
+void BKE_scene_collections_Iterator_end(struct Iterator *iter);
+
+void BKE_scene_objects_Iterator_begin(struct Iterator *iter, void *data_in);
+void BKE_scene_objects_Iterator_next(struct Iterator *iter);
+void BKE_scene_objects_Iterator_end(struct Iterator *iter);
+
+#define FOREACH_SCENE_COLLECTION(scene, _instance) \
+ ITER_BEGIN(BKE_scene_collections_Iterator_begin, \
+ BKE_scene_collections_Iterator_next, \
+ BKE_scene_collections_Iterator_end, \
+ scene, SceneCollection *, _instance)
+
+#define FOREACH_SCENE_COLLECTION_END \
+ ITER_END
+
+#define FOREACH_SCENE_OBJECT(scene, _instance) \
+ ITER_BEGIN(BKE_scene_objects_Iterator_begin, \
+ BKE_scene_objects_Iterator_next, \
+ BKE_scene_objects_Iterator_end, \
+ scene, Object *, _instance)
+
+#define FOREACH_SCENE_OBJECT_END \
+ ITER_END
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* __BKE_COLLECTION_H__ */
diff --git a/source/blender/blenkernel/BKE_context.h b/source/blender/blenkernel/BKE_context.h
index 4da6a61cbfa..606b045dff8 100644
--- a/source/blender/blenkernel/BKE_context.h
+++ b/source/blender/blenkernel/BKE_context.h
@@ -40,12 +40,16 @@ extern "C" {
struct ARegion;
struct bScreen;
struct CacheFile;
+struct LayerCollection;
struct ListBase;
struct Main;
struct Object;
+struct Base;
struct PointerRNA;
struct ReportList;
struct Scene;
+struct SceneCollection;
+struct SceneLayer;
struct ScrArea;
struct SpaceLink;
struct View3D;
@@ -239,6 +243,9 @@ int ctx_data_list_count(const bContext *C, int (*func)(const bContext *, ListBas
struct Main *CTX_data_main(const bContext *C);
struct Scene *CTX_data_scene(const bContext *C);
+struct LayerCollection *CTX_data_layer_collection(const bContext *C);
+struct SceneCollection *CTX_data_scene_collection(const bContext *C);
+struct SceneLayer *CTX_data_scene_layer(const bContext *C);
struct ToolSettings *CTX_data_tool_settings(const bContext *C);
const char *CTX_data_mode_string(const bContext *C);
diff --git a/source/blender/blenkernel/BKE_group.h b/source/blender/blenkernel/BKE_group.h
index 09a069ee36f..f718e9c8555 100644
--- a/source/blender/blenkernel/BKE_group.h
+++ b/source/blender/blenkernel/BKE_group.h
@@ -33,6 +33,7 @@
* \author nzc
*/
+struct BaseLegacy;
struct Base;
struct EvaluationContext;
struct Group;
@@ -44,8 +45,8 @@ void BKE_group_free(struct Group *group);
struct Group *BKE_group_add(struct Main *bmain, const char *name);
struct Group *BKE_group_copy(struct Main *bmain, struct Group *group);
void BKE_group_make_local(struct Main *bmain, struct Group *group, const bool lib_local);
-bool BKE_group_object_add(struct Group *group, struct Object *ob, struct Scene *scene, struct Base *base);
-bool BKE_group_object_unlink(struct Group *group, struct Object *ob, struct Scene *scene, struct Base *base);
+bool BKE_group_object_add(struct Group *group, struct Object *ob);
+bool BKE_group_object_unlink(struct Group *group, struct Object *ob);
struct Group *BKE_group_object_find(struct Group *group, struct Object *ob);
bool BKE_group_object_exists(struct Group *group, struct Object *ob);
bool BKE_group_object_cyclic_check(struct Main *bmain, struct Object *object, struct Group *group);
diff --git a/source/blender/blenkernel/BKE_layer.h b/source/blender/blenkernel/BKE_layer.h
new file mode 100644
index 00000000000..d208cee5b4b
--- /dev/null
+++ b/source/blender/blenkernel/BKE_layer.h
@@ -0,0 +1,238 @@
+/*
+ * ***** 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): Blender Foundation, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __BKE_LAYER_H__
+#define __BKE_LAYER_H__
+
+/** \file blender/blenkernel/BKE_layer.h
+ * \ingroup bke
+ */
+
+#include "BKE_collection.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#define TODO_LAYER_SYNC /* syncing of SceneCollection and LayerCollection trees*/
+#define TODO_LAYER_SYNC_FILTER /* syncing of filter_objects across all trees */
+#define TODO_LAYER_OVERRIDE /* CollectionOverride */
+#define TODO_LAYER_CONTEXT /* get/set current (context) SceneLayer */
+#define TODO_LAYER_BASE /* BaseLegacy to Base related TODO */
+#define TODO_LAYER_OPERATORS /* collection mamanger and property panel operators */
+#define TODO_LAYER_DEPSGRAPH /* placeholder for real Depsgraph fix */
+#define TODO_LAYER /* generic todo */
+
+struct CollectionEngineSettings;
+struct LayerCollection;
+struct ID;
+struct ListBase;
+struct Main;
+struct Object;
+struct Base;
+struct RenderEngine;
+struct Scene;
+struct SceneCollection;
+struct SceneLayer;
+
+struct SceneLayer *BKE_scene_layer_render_active(const struct Scene *scene);
+struct SceneLayer *BKE_scene_layer_context_active(struct Scene *scene);
+struct SceneLayer *BKE_scene_layer_add(struct Scene *scene, const char *name);
+
+bool BKE_scene_layer_remove(struct Main *bmain, struct Scene *scene, struct SceneLayer *sl);
+
+void BKE_scene_layer_free(struct SceneLayer *sl);
+
+void BKE_scene_layer_engine_set(struct SceneLayer *sl, const char *engine);
+
+void BKE_scene_layer_selected_objects_tag(struct SceneLayer *sl, const int tag);
+
+struct SceneLayer *BKE_scene_layer_find_from_collection(struct Scene *scene, struct LayerCollection *lc);
+struct Base *BKE_scene_layer_base_find(struct SceneLayer *sl, struct Object *ob);
+void BKE_scene_layer_base_deselect_all(struct SceneLayer *sl);
+void BKE_scene_layer_base_select(struct SceneLayer *sl, struct Base *selbase);
+void BKE_scene_layer_base_flag_recalculate(struct SceneLayer *sl);
+
+void BKE_scene_layer_engine_settings_recalculate(struct SceneLayer *sl);
+void BKE_scene_layer_engine_settings_object_recalculate(struct SceneLayer *sl, struct Object *ob);
+void BKE_scene_layer_engine_settings_collection_recalculate(struct SceneLayer *sl, struct LayerCollection *lc);
+void BKE_scene_layer_engine_settings_update(struct SceneLayer *sl);
+
+void BKE_layer_collection_free(struct SceneLayer *sl, struct LayerCollection *lc);
+
+struct LayerCollection *BKE_layer_collection_active(struct SceneLayer *sl);
+
+int BKE_layer_collection_count(struct SceneLayer *sl);
+
+int BKE_layer_collection_findindex(struct SceneLayer *sl, struct LayerCollection *lc);
+void BKE_layer_collection_reinsert_after(const struct Scene *scene, struct SceneLayer *sl,
+ struct LayerCollection *lc_reinsert, struct LayerCollection *lc_after);
+
+struct LayerCollection *BKE_collection_link(struct SceneLayer *sl, struct SceneCollection *sc);
+
+void BKE_collection_unlink(struct SceneLayer *sl, struct LayerCollection *lc);
+
+bool BKE_scene_layer_has_collection(struct SceneLayer *sl, struct SceneCollection *sc);
+bool BKE_scene_has_object(struct Scene *scene, struct Object *ob);
+
+/* syncing */
+
+void BKE_layer_sync_new_scene_collection(struct Scene *scene, const struct SceneCollection *sc_parent, struct SceneCollection *sc);
+void BKE_layer_sync_object_link(struct Scene *scene, struct SceneCollection *sc, struct Object *ob);
+void BKE_layer_sync_object_unlink(struct Scene *scene, struct SceneCollection *sc, struct Object *ob);
+
+/* override */
+
+void BKE_collection_override_datablock_add(struct LayerCollection *lc, const char *data_path, struct ID *id);
+
+/* engine settings */
+typedef void (*CollectionEngineSettingsCB)(struct RenderEngine *engine, struct CollectionEngineSettings *ces);
+struct CollectionEngineSettings *BKE_layer_collection_engine_get(struct LayerCollection *lc, const int type, const char *engine_name);
+struct CollectionEngineSettings *BKE_object_collection_engine_get(struct Object *ob, const int type, const char *engine_name);
+void BKE_layer_collection_engine_settings_callback_register(struct Main *bmain, const char *engine_name, CollectionEngineSettingsCB func);
+void BKE_layer_collection_engine_settings_callback_free(void);
+
+struct CollectionEngineSettings *BKE_layer_collection_engine_settings_create(const char *engine_name);
+void BKE_layer_collection_engine_settings_free(struct CollectionEngineSettings *ces);
+void BKE_layer_collection_engine_settings_list_free(struct ListBase *lb);
+
+void BKE_collection_engine_property_add_float(struct CollectionEngineSettings *ces, const char *name, float value);
+void BKE_collection_engine_property_add_int(struct CollectionEngineSettings *ces, const char *name, int value);
+void BKE_collection_engine_property_add_bool(struct CollectionEngineSettings *ces, const char *name, bool value);
+struct CollectionEngineProperty *BKE_collection_engine_property_get(struct CollectionEngineSettings *ces, const char *name);
+int BKE_collection_engine_property_value_get_int(struct CollectionEngineSettings *ces, const char *name);
+float BKE_collection_engine_property_value_get_float(struct CollectionEngineSettings *ces, const char *name);
+bool BKE_collection_engine_property_value_get_bool(struct CollectionEngineSettings *ces, const char *name);
+void BKE_collection_engine_property_value_set_int(struct CollectionEngineSettings *ces, const char *name, int value);
+void BKE_collection_engine_property_value_set_float(struct CollectionEngineSettings *ces, const char *name, float value);
+void BKE_collection_engine_property_value_set_bool(struct CollectionEngineSettings *ces, const char *name, bool value);
+bool BKE_collection_engine_property_use_get(struct CollectionEngineSettings *ces, const char *name);
+void BKE_collection_engine_property_use_set(struct CollectionEngineSettings *ces, const char *name, bool value);
+
+/* iterators */
+
+void BKE_selected_objects_Iterator_begin(Iterator *iter, void *data_in);
+void BKE_selected_objects_Iterator_next(Iterator *iter);
+void BKE_selected_objects_Iterator_end(Iterator *iter);
+
+void BKE_visible_objects_Iterator_begin(Iterator *iter, void *data_in);
+void BKE_visible_objects_Iterator_next(Iterator *iter);
+void BKE_visible_objects_Iterator_end(Iterator *iter);
+
+void BKE_visible_bases_Iterator_begin(Iterator *iter, void *data_in);
+void BKE_visible_bases_Iterator_next(Iterator *iter);
+void BKE_visible_bases_Iterator_end(Iterator *iter);
+
+#define FOREACH_SELECTED_OBJECT(sl, _instance) \
+ ITER_BEGIN(BKE_selected_objects_Iterator_begin, \
+ BKE_selected_objects_Iterator_next, \
+ BKE_selected_objects_Iterator_end, \
+ sl, Object *, _instance)
+
+#define FOREACH_SELECTED_OBJECT_END \
+ ITER_END
+
+#define FOREACH_VISIBLE_OBJECT(sl, _instance) \
+ ITER_BEGIN(BKE_visible_objects_Iterator_begin, \
+ BKE_visible_objects_Iterator_next, \
+ BKE_visible_objects_Iterator_end, \
+ sl, Object *, _instance)
+
+#define FOREACH_VISIBLE_OBJECT_END \
+ ITER_END
+
+
+#define FOREACH_VISIBLE_BASE(sl, _instance) \
+ ITER_BEGIN(BKE_visible_bases_Iterator_begin, \
+ BKE_visible_bases_Iterator_next, \
+ BKE_visible_bases_Iterator_end, \
+ sl, Base *, _instance)
+
+#define FOREACH_VISIBLE_BASE_END \
+ ITER_END
+
+
+#define FOREACH_OBJECT(sl, _instance) \
+{ \
+ Object *_instance; \
+ Base *base; \
+ for (base = (sl)->object_bases.first; base; base = base->next) { \
+ _instance = base->object;
+
+#define FOREACH_OBJECT_END \
+ } \
+}
+
+#define FOREACH_OBJECT_FLAG(scene, sl, flag, _instance) \
+{ \
+ IteratorBeginCb func_begin; \
+ IteratorCb func_next, func_end; \
+ void *data_in; \
+ \
+ if (flag == SELECT) { \
+ func_begin = &BKE_selected_objects_Iterator_begin; \
+ func_next = &BKE_selected_objects_Iterator_next; \
+ func_end = &BKE_selected_objects_Iterator_end; \
+ data_in = (sl); \
+ } \
+ else { \
+ func_begin = BKE_scene_objects_Iterator_begin; \
+ func_next = BKE_scene_objects_Iterator_next; \
+ func_end = BKE_scene_objects_Iterator_end; \
+ data_in = (scene); \
+ } \
+ ITER_BEGIN(func_begin, func_next, func_end, data_in, Object *, _instance)
+
+
+#define FOREACH_OBJECT_FLAG_END \
+ ITER_END \
+}
+
+/* temporary hacky solution waiting for final depsgraph evaluation */
+#define DEG_OBJECT_ITER(sl_, instance_) \
+{ \
+ Object *instance_; \
+ /* temporary solution, waiting for depsgraph update */ \
+ BKE_scene_layer_engine_settings_update(sl_); \
+ \
+ /* flush all the data to objects*/ \
+ Base *base_; \
+ for (base_ = (sl_)->object_bases.first; base_; base_ = base_->next) { \
+ if ((base_->flag & BASE_VISIBLED) == 0) { \
+ continue; \
+ } \
+ \
+ instance_ = base_->object; \
+ instance_->base_flag = base_->flag;
+
+#define DEG_OBJECT_ITER_END \
+ } \
+}
+
+/* temporary doversion functions */
+void BKE_scene_layer_doversion_update(struct Main *bmain);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* __BKE_LAYER_H__ */
diff --git a/source/blender/blenkernel/BKE_mesh_render.h b/source/blender/blenkernel/BKE_mesh_render.h
new file mode 100644
index 00000000000..f4e322fca68
--- /dev/null
+++ b/source/blender/blenkernel/BKE_mesh_render.h
@@ -0,0 +1,45 @@
+/*
+ * ***** 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Mike Erwin, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#ifndef __BKE_MESH_RENDER_H__
+#define __BKE_MESH_RENDER_H__
+
+/** \file BKE_mesh_render.h
+ * \ingroup bke
+ */
+
+struct Batch;
+struct Mesh;
+
+void BKE_mesh_batch_cache_dirty(struct Mesh *me);
+void BKE_mesh_batch_cache_clear(struct Mesh *me);
+void BKE_mesh_batch_cache_free(struct Mesh *me);
+struct Batch *BKE_mesh_batch_cache_get_all_edges(struct Mesh *me);
+struct Batch *BKE_mesh_batch_cache_get_all_triangles(struct Mesh *me);
+struct Batch *BKE_mesh_batch_cache_get_triangles_with_normals(struct Mesh *me);
+struct Batch *BKE_mesh_batch_cache_get_all_verts(struct Mesh *me);
+struct Batch *BKE_mesh_batch_cache_get_fancy_edges(struct Mesh *me);
+struct Batch *BKE_mesh_batch_cache_get_overlay_edges(struct Mesh *me);
+
+#endif /* __BKE_MESH_RENDER_H__ */
diff --git a/source/blender/blenkernel/BKE_modifier.h b/source/blender/blenkernel/BKE_modifier.h
index b241b5ca5b7..7a522cba282 100644
--- a/source/blender/blenkernel/BKE_modifier.h
+++ b/source/blender/blenkernel/BKE_modifier.h
@@ -260,15 +260,6 @@ typedef struct ModifierTypeInfo {
*/
bool (*isDisabled)(struct ModifierData *md, int userRenderParams);
- /* Add the appropriate relations to the DEP graph depending on the
- * modifier data.
- *
- * This function is optional.
- */
- void (*updateDepgraph)(struct ModifierData *md, struct DagForest *forest,
- struct Main *bmain, struct Scene *scene,
- struct Object *ob, struct DagNode *obNode);
-
/* Add the appropriate relations to the dependency graph.
*
* This function is optional.
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 546f0d97c2b..67f7fa5e029 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -687,6 +687,13 @@ bool BKE_node_tree_iter_step(struct NodeTreeIterStore *ntreeiter,
}
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Node Tree
+ */
+
+void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree, struct Scene *scene, const int layer_index);
+
/* -------------------------------------------------------------------- */
/** \name Shader Nodes
*/
diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h
index 89adbc4338f..b3b67d0924a 100644
--- a/source/blender/blenkernel/BKE_object.h
+++ b/source/blender/blenkernel/BKE_object.h
@@ -35,12 +35,13 @@ extern "C" {
#include "BLI_compiler_attrs.h"
-struct Base;
+struct BaseLegacy;
struct EvaluationContext;
struct Scene;
struct Object;
struct BoundBox;
struct View3D;
+struct SceneLayer;
struct SoftBody;
struct BulletSoftBody;
struct MovieClip;
@@ -89,9 +90,9 @@ struct Object *BKE_object_add_only_object(
int type, const char *name)
ATTR_NONNULL(1) ATTR_RETURNS_NONNULL;
struct Object *BKE_object_add(
- struct Main *bmain, struct Scene *scene,
+ struct Main *bmain, struct Scene *scene, struct SceneLayer *sl,
int type, const char *name)
- ATTR_NONNULL(1, 2) ATTR_RETURNS_NONNULL;
+ ATTR_NONNULL(1, 2, 3) ATTR_RETURNS_NONNULL;
void *BKE_object_obdata_add_from_type(
struct Main *bmain,
int type, const char *name)
@@ -199,6 +200,7 @@ void BKE_object_eval_uber_transform(struct EvaluationContext *eval_ctx,
void BKE_object_eval_uber_data(struct EvaluationContext *eval_ctx,
struct Scene *scene,
struct Object *ob);
+void BKE_object_eval_shading(struct EvaluationContext *eval_ctx, struct Object *ob);
void BKE_object_handle_data_update(struct EvaluationContext *eval_ctx,
struct Scene *scene,
@@ -252,7 +254,7 @@ typedef enum eObjectSet {
struct LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectSet, eObRelationTypes includeFilter);
struct LinkNode *BKE_object_groups(struct Object *ob);
-void BKE_object_groups_clear(struct Scene *scene, struct Base *base, struct Object *object);
+void BKE_object_groups_clear(struct Object *object);
struct KDTree *BKE_object_as_kdtree(struct Object *ob, int *r_tot);
diff --git a/source/blender/blenkernel/BKE_outliner_treehash.h b/source/blender/blenkernel/BKE_outliner_treehash.h
index 454edb40c4e..b82bc692402 100644
--- a/source/blender/blenkernel/BKE_outliner_treehash.h
+++ b/source/blender/blenkernel/BKE_outliner_treehash.h
@@ -36,8 +36,9 @@ void *BKE_outliner_treehash_create_from_treestore(struct BLI_mempool *treestore)
/* full rebuild for already allocated hashtable */
void *BKE_outliner_treehash_rebuild_from_treestore(void *treehash, struct BLI_mempool *treestore);
-/* full rebuild for already allocated hashtable */
+/* Add/remove hashtable elements */
void BKE_outliner_treehash_add_element(void *treehash, struct TreeStoreElem *elem);
+void BKE_outliner_treehash_remove_element(void *treehash, struct TreeStoreElem *elem);
/* find first unused element with specific type, nr and id */
struct TreeStoreElem *BKE_outliner_treehash_lookup_unused(void *treehash, short type, short nr, struct ID *id);
diff --git a/source/blender/blenkernel/BKE_scene.h b/source/blender/blenkernel/BKE_scene.h
index d2152950bff..bed643c2133 100644
--- a/source/blender/blenkernel/BKE_scene.h
+++ b/source/blender/blenkernel/BKE_scene.h
@@ -38,14 +38,16 @@ extern "C" {
#endif
struct AviCodecData;
-struct Base;
+struct BaseLegacy;
struct EvaluationContext;
struct Main;
struct Object;
+struct Base;
struct QuicktimeCodecData;
struct RenderData;
struct SceneRenderLayer;
struct Scene;
+struct SceneLayer;
struct UnitSettings;
struct Main;
@@ -70,13 +72,15 @@ void BKE_scene_free(struct Scene *sce);
void BKE_scene_init(struct Scene *sce);
struct Scene *BKE_scene_add(struct Main *bmain, const char *name);
+void BKE_scene_remove_rigidbody_object(struct Scene *scene, struct Object *ob);
+
/* base functions */
-struct Base *BKE_scene_base_find_by_name(struct Scene *scene, const char *name);
-struct Base *BKE_scene_base_find(struct Scene *scene, struct Object *ob);
-struct Base *BKE_scene_base_add(struct Scene *sce, struct Object *ob);
-void BKE_scene_base_unlink(struct Scene *sce, struct Base *base);
+struct BaseLegacy *BKE_scene_base_find_by_name(struct Scene *scene, const char *name);
+struct BaseLegacy *BKE_scene_base_find(struct Scene *scene, struct Object *ob);
+struct BaseLegacy *BKE_scene_base_add(struct Scene *sce, struct Object *ob);
+void BKE_scene_base_unlink(struct Scene *sce, struct BaseLegacy *base);
void BKE_scene_base_deselect_all(struct Scene *sce);
-void BKE_scene_base_select(struct Scene *sce, struct Base *selbase);
+void BKE_scene_base_select(struct Scene *sce, struct BaseLegacy *selbase);
/* Scene base iteration function.
* Define struct here, so no need to bother with alloc/free it.
@@ -90,10 +94,14 @@ typedef struct SceneBaseIter {
} SceneBaseIter;
int BKE_scene_base_iter_next(struct EvaluationContext *eval_ctx, struct SceneBaseIter *iter,
- struct Scene **scene, int val, struct Base **base, struct Object **ob);
+ struct Scene **scene, int val, struct BaseLegacy **base, struct Object **ob);
-void BKE_scene_base_flag_to_objects(struct Scene *scene);
+void BKE_scene_base_flag_to_objects(struct SceneLayer *sl);
void BKE_scene_base_flag_from_objects(struct Scene *scene);
+void BKE_scene_base_flag_sync_from_base(struct BaseLegacy *base);
+void BKE_scene_base_flag_sync_from_object(struct BaseLegacy *base);
+void BKE_scene_object_base_flag_sync_from_base(struct Base *base);
+void BKE_scene_object_base_flag_sync_from_object(struct Base *base);
void BKE_scene_set_background(struct Main *bmain, struct Scene *sce);
struct Scene *BKE_scene_set_name(struct Main *bmain, const char *name);
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/CMakeLists.txt b/source/blender/blenkernel/CMakeLists.txt
index 157c4408d6a..b665183a37b 100644
--- a/source/blender/blenkernel/CMakeLists.txt
+++ b/source/blender/blenkernel/CMakeLists.txt
@@ -30,6 +30,7 @@ set(INC
../blenloader
../blentranslation
../depsgraph
+ ../draw
../gpu
../ikplugin
../imbuf
@@ -85,6 +86,7 @@ set(SRC
intern/camera.c
intern/cdderivedmesh.c
intern/cloth.c
+ intern/collection.c
intern/collision.c
intern/colortools.c
intern/constraint.c
@@ -133,6 +135,7 @@ set(SRC
intern/mesh_evaluate.c
intern/mesh_mapping.c
intern/mesh_remap.c
+ intern/mesh_render.c
intern/mesh_validate.c
intern/modifier.c
intern/modifiers_bmesh.c
@@ -156,6 +159,7 @@ set(SRC
intern/pbvh_bmesh.c
intern/pointcache.c
intern/property.c
+ intern/layer.c
intern/report.c
intern/rigidbody.c
intern/sca.c
@@ -213,6 +217,7 @@ set(SRC
BKE_ccg.h
BKE_cdderivedmesh.h
BKE_cloth.h
+ BKE_collection.h
BKE_collision.h
BKE_colortools.h
BKE_constraint.h
@@ -257,6 +262,7 @@ set(SRC
BKE_mesh.h
BKE_mesh_mapping.h
BKE_mesh_remap.h
+ BKE_mesh_render.h
BKE_modifier.h
BKE_movieclip.h
BKE_multires.h
@@ -272,6 +278,7 @@ set(SRC
BKE_pbvh.h
BKE_pointcache.h
BKE_property.h
+ BKE_layer.h
BKE_report.h
BKE_rigidbody.h
BKE_sca.h
@@ -535,8 +542,4 @@ endif()
# set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /WX")
#endif()
-if(WITH_LEGACY_DEPSGRAPH)
- add_definitions(-DWITH_LEGACY_DEPSGRAPH)
-endif()
-
blender_add_lib(bf_blenkernel "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 160adcc3988..39f1db0b886 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -317,7 +317,7 @@ void DM_init(
dm->numPolyData = numPolys;
DM_init_funcs(dm);
-
+
dm->needsFree = 1;
dm->auto_bump_scale = -1.0f;
dm->dirty = 0;
@@ -377,6 +377,7 @@ int DM_release(DerivedMesh *dm)
if (dm->needsFree) {
bvhcache_free(&dm->bvhCache);
GPU_drawobject_free(dm);
+
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/anim.c b/source/blender/blenkernel/intern/anim.c
index 2f65e71c6d2..237e4e80172 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -283,7 +283,7 @@ void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
/* tweak the object ordering to trick depsgraph into making MotionPath calculations run faster */
static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
{
- Base *base, *baseNext;
+ BaseLegacy *base, *baseNext;
MPathTarget *mpt;
/* make sure our temp-tag isn't already in use */
@@ -321,7 +321,7 @@ static void motionpaths_calc_update_scene(Scene *scene)
BKE_scene_update_for_newframe(G.main->eval_ctx, G.main, scene, scene->lay);
}
else { /* otherwise we can optimize by restricting updates */
- Base *base, *last = NULL;
+ BaseLegacy *base, *last = NULL;
/* only stuff that moves or needs display still */
DAG_scene_update_flags(G.main, scene, scene->lay, true, false);
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 02cc31e5977..2565eb1900c 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -1930,7 +1930,7 @@ void BKE_pose_clear_pointers(bPose *pose)
/* only after leave editmode, duplicating, validating older files, library syncing */
/* NOTE: pose->flag is set for it */
-void BKE_pose_rebuild_ex(Object *ob, bArmature *arm, const bool sort_bones)
+void BKE_pose_rebuild(Object *ob, bArmature *arm)
{
Bone *bone;
bPose *pose;
@@ -1974,25 +1974,12 @@ void BKE_pose_rebuild_ex(Object *ob, bArmature *arm, const bool sort_bones)
BKE_pose_update_constraint_flags(ob->pose); /* for IK detection for example */
-#ifdef WITH_LEGACY_DEPSGRAPH
- /* the sorting */
- /* Sorting for new dependnecy graph is done on the scene graph level. */
- if (counter > 1 && sort_bones) {
- DAG_pose_sort(ob);
- }
-#endif
-
ob->pose->flag &= ~POSE_RECALC;
ob->pose->flag |= POSE_WAS_REBUILT;
BKE_pose_channels_hash_make(ob->pose);
}
-void BKE_pose_rebuild(Object *ob, bArmature *arm)
-{
- BKE_pose_rebuild_ex(ob, arm, true);
-}
-
/* ********************** THE POSE SOLVER ******************* */
/* loc/rot/size to given mat4 */
diff --git a/source/blender/blenkernel/intern/armature_update.c b/source/blender/blenkernel/intern/armature_update.c
index 3bc81a69c86..a8ab1e9357b 100644
--- a/source/blender/blenkernel/intern/armature_update.c
+++ b/source/blender/blenkernel/intern/armature_update.c
@@ -53,11 +53,7 @@
#include "DEG_depsgraph.h"
-#ifdef WITH_LEGACY_DEPSGRAPH
-# define DEBUG_PRINT if (!DEG_depsgraph_use_legacy() && G.debug & G_DEBUG_DEPSGRAPH) printf
-#else
-# define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
-#endif
+#define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
/* ********************** SPLINE IK SOLVER ******************* */
diff --git a/source/blender/blenkernel/intern/cachefile.c b/source/blender/blenkernel/intern/cachefile.c
index 3dce08eb756..8630e8562b0 100644
--- a/source/blender/blenkernel/intern/cachefile.c
+++ b/source/blender/blenkernel/intern/cachefile.c
@@ -205,7 +205,7 @@ float BKE_cachefile_time_offset(CacheFile *cache_file, const float time, const f
/* TODO(kevin): replace this with some depsgraph mechanism, or something similar. */
void BKE_cachefile_clean(Scene *scene, CacheFile *cache_file)
{
- for (Base *base = scene->base.first; base; base = base->next) {
+ for (BaseLegacy *base = scene->base.first; base; base = base->next) {
Object *ob = base->object;
ModifierData *md = modifiers_findByType(ob, eModifierType_MeshSequenceCache);
diff --git a/source/blender/blenkernel/intern/camera.c b/source/blender/blenkernel/intern/camera.c
index 9cb553aa27b..978204f1cf5 100644
--- a/source/blender/blenkernel/intern/camera.c
+++ b/source/blender/blenkernel/intern/camera.c
@@ -853,7 +853,7 @@ static Object *camera_multiview_advanced(Scene *scene, Object *camera, const cha
}
if (name[0] != '\0') {
- Base *base = BKE_scene_base_find_by_name(scene, name);
+ BaseLegacy *base = BKE_scene_base_find_by_name(scene, name);
if (base) {
return base->object;
}
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/collection.c b/source/blender/blenkernel/intern/collection.c
new file mode 100644
index 00000000000..18af75771c0
--- /dev/null
+++ b/source/blender/blenkernel/intern/collection.c
@@ -0,0 +1,452 @@
+/*
+ * ***** 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): Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/blenkernel/intern/collection.c
+ * \ingroup bke
+ */
+
+#include "BLI_blenlib.h"
+#include "BLI_ghash.h"
+#include "BLI_iterator.h"
+#include "BLI_listbase.h"
+#include "BLT_translation.h"
+#include "BLI_string_utils.h"
+
+#include "BKE_collection.h"
+#include "BKE_layer.h"
+#include "BKE_library.h"
+#include "BKE_main.h"
+#include "BKE_scene.h"
+
+#include "DNA_ID.h"
+#include "DNA_layer_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+
+#include "MEM_guardedalloc.h"
+
+
+/**
+ * Add a collection to a collection ListBase and syncronize all render layers
+ * The ListBase is NULL when the collection is to be added to the master collection
+ */
+SceneCollection *BKE_collection_add(Scene *scene, SceneCollection *sc_parent, const char *name)
+{
+ SceneCollection *sc_master = BKE_collection_master(scene);
+ SceneCollection *sc = MEM_callocN(sizeof(SceneCollection), "New Collection");
+
+ if (!name) {
+ name = DATA_("New Collection");
+ }
+
+ if (!sc_parent) {
+ sc_parent = sc_master;
+ }
+
+ BLI_strncpy(sc->name, name, sizeof(sc->name));
+ BLI_uniquename(&sc_master->scene_collections, sc, DATA_("Collection"), '.', offsetof(SceneCollection, name), sizeof(sc->name));
+
+ BLI_addtail(&sc_parent->scene_collections, sc);
+
+ BKE_layer_sync_new_scene_collection(scene, sc_parent, sc);
+ return sc;
+}
+
+/**
+ * Free the collection items recursively
+ */
+static void collection_free(SceneCollection *sc)
+{
+ for (LinkData *link = sc->objects.first; link; link = link->next) {
+ id_us_min(link->data);
+ }
+ BLI_freelistN(&sc->objects);
+
+ for (LinkData *link = sc->filter_objects.first; link; link = link->next) {
+ id_us_min(link->data);
+ }
+ BLI_freelistN(&sc->filter_objects);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ collection_free(nsc);
+ }
+ BLI_freelistN(&sc->scene_collections);
+}
+
+/**
+ * Unlink the collection recursively
+ * \return true if unlinked.
+ */
+static bool collection_remlink(SceneCollection *sc_parent, SceneCollection *sc_gone)
+{
+ for (SceneCollection *sc = sc_parent->scene_collections.first; sc; sc = sc->next) {
+ if (sc == sc_gone) {
+ BLI_remlink(&sc_parent->scene_collections, sc_gone);
+ return true;
+ }
+
+ if (collection_remlink(sc, sc_gone)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * Recursively remove any instance of this SceneCollection
+ */
+static void layer_collection_remove(SceneLayer *sl, ListBase *lb, const SceneCollection *sc)
+{
+ LayerCollection *lc = lb->first;
+ while (lc) {
+ if (lc->scene_collection == sc) {
+ BKE_scene_layer_engine_settings_collection_recalculate(sl, lc);
+ BKE_layer_collection_free(sl, lc);
+ BLI_remlink(lb, lc);
+
+ LayerCollection *lc_next = lc->next;
+ MEM_freeN(lc);
+ lc = lc_next;
+
+ /* only the "top-level" layer collections may have the
+ * same SceneCollection in a sibling tree.
+ */
+ if (lb != &sl->layer_collections) {
+ return;
+ }
+ }
+
+ else {
+ layer_collection_remove(sl, &lc->layer_collections, sc);
+ lc = lc->next;
+ }
+ }
+}
+
+/**
+ * Remove a collection from the scene, and syncronize all render layers
+ */
+bool BKE_collection_remove(Scene *scene, SceneCollection *sc)
+{
+ SceneCollection *sc_master = BKE_collection_master(scene);
+
+ /* the master collection cannot be removed */
+ if (sc == sc_master) {
+ return false;
+ }
+
+ /* unlink from the respective collection tree */
+ if (!collection_remlink(sc_master, sc)) {
+ BLI_assert(false);
+ }
+
+ /* clear the collection items */
+ collection_free(sc);
+
+ /* check all layers that use this collection and clear them */
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ layer_collection_remove(sl, &sl->layer_collections, sc);
+ BKE_scene_layer_base_flag_recalculate(sl);
+ sl->active_collection = 0;
+ }
+
+ MEM_freeN(sc);
+ return true;
+}
+
+/**
+ * Returns the master collection
+ */
+SceneCollection *BKE_collection_master(const Scene *scene)
+{
+ return scene->collection;
+}
+
+/**
+ * Free (or release) any data used by the master collection (does not free the master collection itself).
+ * Used only to clear the entire scene data since it's not doing re-syncing of the LayerCollection tree
+ */
+void BKE_collection_master_free(Scene *scene)
+{
+ collection_free(BKE_collection_master(scene));
+}
+
+static void collection_object_add(Scene *scene, SceneCollection *sc, Object *ob)
+{
+ BLI_addtail(&sc->objects, BLI_genericNodeN(ob));
+ id_us_plus((ID *)ob);
+ BKE_layer_sync_object_link(scene, sc, ob);
+}
+
+/**
+ * Add object to collection
+ */
+void BKE_collection_object_add(Scene *scene, SceneCollection *sc, Object *ob)
+{
+ if (BLI_findptr(&sc->objects, ob, offsetof(LinkData, data))) {
+ /* don't add the same object twice */
+ return;
+ }
+ collection_object_add(scene, sc, ob);
+}
+
+/**
+ * Add object to all collections that reference objects is in
+ * (used to copy objects)
+ */
+void BKE_collection_object_add_from(Scene *scene, Object *ob_src, Object *ob_dst)
+{
+ FOREACH_SCENE_COLLECTION(scene, sc)
+ {
+ if (BLI_findptr(&sc->objects, ob_src, offsetof(LinkData, data))) {
+ collection_object_add(scene, sc, ob_dst);
+ }
+ }
+ FOREACH_SCENE_COLLECTION_END
+}
+
+/**
+ * Remove object from collection
+ */
+void BKE_collection_object_remove(Main *bmain, Scene *scene, SceneCollection *sc, Object *ob, const bool free_us)
+{
+
+ LinkData *link = BLI_findptr(&sc->objects, ob, offsetof(LinkData, data));
+
+ if (link == NULL) {
+ return;
+ }
+
+ BLI_remlink(&sc->objects, link);
+ MEM_freeN(link);
+
+ TODO_LAYER_SYNC_FILTER; /* need to remove all instances of ob in scene collections -> filter_objects */
+ BKE_layer_sync_object_unlink(scene, sc, ob);
+
+ if (free_us) {
+ BKE_libblock_free_us(bmain, ob);
+ }
+ else {
+ id_us_min(&ob->id);
+ }
+}
+
+/**
+ * Remove object from all collections of scene
+ */
+void BKE_collections_object_remove(Main *bmain, Scene *scene, Object *ob, const bool free_us)
+{
+ BKE_scene_remove_rigidbody_object(scene, ob);
+
+ FOREACH_SCENE_COLLECTION(scene, sc)
+ {
+ BKE_collection_object_remove(bmain, scene, sc, ob, free_us);
+ }
+ FOREACH_SCENE_COLLECTION_END
+}
+
+/* ---------------------------------------------------------------------- */
+/* Iteractors */
+/* scene collection iteractor */
+
+typedef struct SceneCollectionsIteratorData {
+ Scene *scene;
+ void **array;
+ int tot, cur;
+} SceneCollectionsIteratorData;
+
+static void scene_collection_callback(SceneCollection *sc, BKE_scene_collections_Cb callback, void *data)
+{
+ callback(sc, data);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ scene_collection_callback(nsc, callback, data);
+ }
+}
+
+static void scene_collections_count(SceneCollection *UNUSED(sc), void *data)
+{
+ int *tot = data;
+ (*tot)++;
+}
+
+static void scene_collections_build_array(SceneCollection *sc, void *data)
+{
+ SceneCollection ***array = data;
+ **array = sc;
+ (*array)++;
+}
+
+static void scene_collections_array(Scene *scene, SceneCollection ***collections_array, int *tot)
+{
+ SceneCollection *sc = BKE_collection_master(scene);
+ SceneCollection **array;
+
+ *collections_array = NULL;
+ *tot = 0;
+
+ if (scene == NULL)
+ return;
+
+ scene_collection_callback(sc, scene_collections_count, tot);
+
+ if (*tot == 0)
+ return;
+
+ *collections_array = array = MEM_mallocN(sizeof(SceneCollection *) * (*tot), "SceneCollectionArray");
+ scene_collection_callback(sc, scene_collections_build_array, &array);
+}
+
+/**
+ * Only use this in non-performance critical situations
+ * (it iterates over all scene collections twice)
+ */
+void BKE_scene_collections_Iterator_begin(Iterator *iter, void *data_in)
+{
+ Scene *scene = data_in;
+ SceneCollectionsIteratorData *data = MEM_callocN(sizeof(SceneCollectionsIteratorData), __FUNCTION__);
+
+ data->scene = scene;
+ iter->data = data;
+
+ scene_collections_array(scene, (SceneCollection ***)&data->array, &data->tot);
+ BLI_assert(data->tot != 0);
+
+ data->cur = 0;
+ iter->current = data->array[data->cur];
+ iter->valid = true;
+}
+
+void BKE_scene_collections_Iterator_next(struct Iterator *iter)
+{
+ SceneCollectionsIteratorData *data = iter->data;
+
+ if (++data->cur < data->tot) {
+ iter->current = data->array[data->cur];
+ }
+ else {
+ iter->valid = false;
+ }
+}
+
+void BKE_scene_collections_Iterator_end(struct Iterator *iter)
+{
+ SceneCollectionsIteratorData *data = iter->data;
+
+ if (data) {
+ if (data->array) {
+ MEM_freeN(data->array);
+ }
+ MEM_freeN(data);
+ }
+ iter->valid = false;
+}
+
+
+/* scene objects iteractor */
+
+typedef struct SceneObjectsIteratorData {
+ GSet *visited;
+ LinkData *link;
+ Iterator scene_collection_iter;
+} SceneObjectsIteratorData;
+
+void BKE_scene_objects_Iterator_begin(Iterator *iter, void *data_in)
+{
+ Scene *scene = data_in;
+ SceneObjectsIteratorData *data = MEM_callocN(sizeof(SceneObjectsIteratorData), __FUNCTION__);
+ iter->data = data;
+
+ /* lookup list ot make sure each object is object called once */
+ data->visited = BLI_gset_ptr_new(__func__);
+
+ /* we wrap the scenecollection iterator here to go over the scene collections */
+ BKE_scene_collections_Iterator_begin(&data->scene_collection_iter, scene);
+
+ SceneCollection *sc = data->scene_collection_iter.current;
+ iter->current = sc->objects.first;
+ iter->valid = true;
+
+ if (iter->current == NULL) {
+ BKE_scene_objects_Iterator_next(iter);
+ }
+}
+
+/**
+ * Gets the first unique object in the sequence
+ */
+static LinkData *object_base_unique(GSet *gs, LinkData *link)
+{
+ if (link == NULL) {
+ return NULL;
+ }
+
+ Object *ob = link->data;
+ if (!BLI_gset_haskey(gs, ob)) {
+ BLI_gset_add(gs, ob);
+ return link;
+ }
+ else {
+ return object_base_unique(gs, link->next);
+ }
+}
+
+void BKE_scene_objects_Iterator_next(Iterator *iter)
+{
+ SceneObjectsIteratorData *data = iter->data;
+ LinkData *link = data->link ? object_base_unique(data->visited, data->link->next) : NULL;
+
+ if (link) {
+ data->link = link;
+ iter->current = link->data;
+ }
+ else {
+ /* if this is the last object of this ListBase look at the next SceneCollection */
+ SceneCollection *sc;
+ BKE_scene_collections_Iterator_next(&data->scene_collection_iter);
+ do {
+ sc = data->scene_collection_iter.current;
+ /* get the first unique object of this collection */
+ LinkData *new_link = object_base_unique(data->visited, sc->objects.first);
+ if (new_link) {
+ data->link = new_link;
+ iter->current = data->link->data;
+ return;
+ }
+ BKE_scene_collections_Iterator_next(&data->scene_collection_iter);
+ } while (data->scene_collection_iter.valid);
+
+ if (!data->scene_collection_iter.valid) {
+ iter->valid = false;
+ }
+ }
+}
+
+void BKE_scene_objects_Iterator_end(Iterator *iter)
+{
+ SceneObjectsIteratorData *data = iter->data;
+ if (data) {
+ BKE_scene_collections_Iterator_end(&data->scene_collection_iter);
+ BLI_gset_free(data->visited, NULL);
+ MEM_freeN(data);
+ }
+}
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c
index ee25be36855..23cfee721ae 100644
--- a/source/blender/blenkernel/intern/collision.c
+++ b/source/blender/blenkernel/intern/collision.c
@@ -512,7 +512,7 @@ static void add_collision_object(Object ***objs, unsigned int *numobj, unsigned
// return all collision objects in scene
// collision object will exclude self
-Object **get_collisionobjects_ext(Scene *scene, Object *self, Group *group, int layer, unsigned int *numcollobj, unsigned int modifier_type, bool dupli)
+Object **get_collisionobjects_ext(Scene *scene, Object *self, Group *group, int UNUSED(layer), unsigned int *numcollobj, unsigned int modifier_type, bool dupli)
{
Base *base;
Object **objs;
@@ -532,9 +532,9 @@ Object **get_collisionobjects_ext(Scene *scene, Object *self, Group *group, int
Scene *sce_iter;
/* add objects in same layer in scene */
for (SETLOOPER(scene, sce_iter, base)) {
- if ( base->lay & layer )
+ if ((base->flag & BASE_VISIBLED) != 0) {
add_collision_object(&objs, &numobj, &maxobj, base->object, self, level, modifier_type);
-
+ }
}
}
@@ -600,7 +600,7 @@ ListBase *get_collider_cache(Scene *scene, Object *self, Group *group)
/* add objects in same layer in scene */
for (SETLOOPER(scene, sce_iter, base)) {
- if (!self || (base->lay & self->lay))
+ if (!self || ((base->flag & BASE_VISIBLED) != 0))
add_collider_cache_object(&objs, base->object, self, 0);
}
diff --git a/source/blender/blenkernel/intern/context.c b/source/blender/blenkernel/intern/context.c
index 4c01bfd35f2..560d84c1d2d 100644
--- a/source/blender/blenkernel/intern/context.c
+++ b/source/blender/blenkernel/intern/context.c
@@ -47,6 +47,7 @@
#include "BLT_translation.h"
#include "BKE_context.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_screen.h"
#include "BKE_sound.h"
@@ -836,8 +837,9 @@ void CTX_wm_window_set(bContext *C, wmWindow *win)
void CTX_wm_screen_set(bContext *C, bScreen *screen)
{
C->wm.screen = screen;
- if (C->wm.screen)
- C->data.scene = C->wm.screen->scene;
+ if (C->wm.screen) {
+ CTX_data_scene_set(C, C->wm.screen->scene);
+ }
C->wm.area = NULL;
C->wm.region = NULL;
}
@@ -896,6 +898,59 @@ Scene *CTX_data_scene(const bContext *C)
return C->data.scene;
}
+SceneLayer *CTX_data_scene_layer(const bContext *C)
+{
+ SceneLayer *sl;
+
+ if (ctx_data_pointer_verify(C, "render_layer", (void *)&sl)) {
+ return sl;
+ }
+ else {
+ return BKE_scene_layer_context_active(CTX_data_scene(C));
+ }
+}
+
+/**
+ * This is tricky. Sometimes the user overrides the render_layer
+ * but not the scene_collection. In this case what to do?
+ *
+ * If the scene_collection is linked to the SceneLayer we use it.
+ * Otherwise we fallback to the active one of the SceneLayer.
+ */
+LayerCollection *CTX_data_layer_collection(const bContext *C)
+{
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ LayerCollection *lc;
+
+ if (ctx_data_pointer_verify(C, "layer_collection", (void *)&lc)) {
+ if (BKE_scene_layer_has_collection(sl, lc->scene_collection)) {
+ return lc;
+ }
+ }
+
+ /* fallback */
+ return BKE_layer_collection_active(sl);
+}
+
+SceneCollection *CTX_data_scene_collection(const bContext *C)
+{
+ SceneCollection *sc;
+ if (ctx_data_pointer_verify(C, "scene_collection", (void *)&sc)) {
+ if (BKE_scene_layer_has_collection(CTX_data_scene_layer(C), sc)) {
+ return sc;
+ }
+ }
+
+ LayerCollection *lc = CTX_data_layer_collection(C);
+ if (lc) {
+ return lc->scene_collection;
+ }
+
+ /* fallback */
+ Scene *scene = CTX_data_scene(C);
+ return BKE_collection_master(scene);
+}
+
int CTX_data_mode_enum(const bContext *C)
{
Object *obedit = CTX_data_edit_object(C);
diff --git a/source/blender/blenkernel/intern/depsgraph.c b/source/blender/blenkernel/intern/depsgraph.c
index 678dc92a5f2..c5b8a18fd65 100644
--- a/source/blender/blenkernel/intern/depsgraph.c
+++ b/source/blender/blenkernel/intern/depsgraph.c
@@ -40,56 +40,12 @@
#endif
#include "BLI_utildefines.h"
-#include "BLI_listbase.h"
-#include "BLI_ghash.h"
-#include "BLI_threads.h"
-#include "DNA_anim_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_cachefile_types.h"
-#include "DNA_group_types.h"
-#include "DNA_lamp_types.h"
-#include "DNA_lattice_types.h"
-#include "DNA_key_types.h"
-#include "DNA_material_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_node_types.h"
+#include "DNA_object_types.h"
#include "DNA_scene_types.h"
-#include "DNA_screen_types.h"
-#include "DNA_windowmanager_types.h"
-#include "DNA_movieclip_types.h"
-#include "DNA_mask_types.h"
-#include "DNA_modifier_types.h"
-#include "DNA_rigidbody_types.h"
-#include "BKE_anim.h"
-#include "BKE_animsys.h"
-#include "BKE_action.h"
-#include "BKE_DerivedMesh.h"
-#include "BKE_collision.h"
-#include "BKE_effect.h"
-#include "BKE_fcurve.h"
#include "BKE_global.h"
-#include "BKE_idcode.h"
-#include "BKE_image.h"
-#include "BKE_key.h"
-#include "BKE_library.h"
#include "BKE_main.h"
-#include "BKE_node.h"
-#include "BKE_material.h"
-#include "BKE_mball.h"
-#include "BKE_modifier.h"
-#include "BKE_object.h"
-#include "BKE_paint.h"
-#include "BKE_particle.h"
-#include "BKE_pointcache.h"
-#include "BKE_scene.h"
-#include "BKE_screen.h"
-#include "BKE_tracking.h"
-
-#include "GPU_buffers.h"
-
-#include "atomic_ops.h"
#include "depsgraph_private.h"
@@ -98,3320 +54,6 @@
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_query.h"
-#ifdef WITH_LEGACY_DEPSGRAPH
-
-static SpinLock threaded_update_lock;
-
-void DAG_init(void)
-{
- BLI_spin_init(&threaded_update_lock);
- DEG_register_node_types();
-}
-
-void DAG_exit(void)
-{
- BLI_spin_end(&threaded_update_lock);
- DEG_free_node_types();
-}
-
-/* Queue and stack operations for dag traversal
- *
- * the queue store a list of freenodes to avoid successive alloc/dealloc
- */
-
-DagNodeQueue *queue_create(int slots)
-{
- DagNodeQueue *queue;
- DagNodeQueueElem *elem;
- int i;
-
- queue = MEM_mallocN(sizeof(DagNodeQueue), "DAG queue");
- queue->freenodes = MEM_mallocN(sizeof(DagNodeQueue), "DAG queue");
- queue->count = 0;
- queue->maxlevel = 0;
- queue->first = queue->last = NULL;
- elem = MEM_mallocN(sizeof(DagNodeQueueElem), "DAG queue elem3");
- elem->node = NULL;
- elem->next = NULL;
- queue->freenodes->first = queue->freenodes->last = elem;
-
- for (i = 1; i < slots; i++) {
- elem = MEM_mallocN(sizeof(DagNodeQueueElem), "DAG queue elem4");
- elem->node = NULL;
- elem->next = NULL;
- queue->freenodes->last->next = elem;
- queue->freenodes->last = elem;
- }
- queue->freenodes->count = slots;
- return queue;
-}
-
-void queue_raz(DagNodeQueue *queue)
-{
- DagNodeQueueElem *elem;
-
- elem = queue->first;
- if (queue->freenodes->last)
- queue->freenodes->last->next = elem;
- else
- queue->freenodes->first = queue->freenodes->last = elem;
-
- elem->node = NULL;
- queue->freenodes->count++;
- while (elem->next) {
- elem = elem->next;
- elem->node = NULL;
- queue->freenodes->count++;
- }
- queue->freenodes->last = elem;
- queue->count = 0;
-}
-
-void queue_delete(DagNodeQueue *queue)
-{
- DagNodeQueueElem *elem;
- DagNodeQueueElem *temp;
-
- elem = queue->first;
- while (elem) {
- temp = elem;
- elem = elem->next;
- MEM_freeN(temp);
- }
-
- elem = queue->freenodes->first;
- while (elem) {
- temp = elem;
- elem = elem->next;
- MEM_freeN(temp);
- }
-
- MEM_freeN(queue->freenodes);
- MEM_freeN(queue);
-}
-
-/* insert in queue, remove in front */
-void push_queue(DagNodeQueue *queue, DagNode *node)
-{
- DagNodeQueueElem *elem;
- int i;
-
- if (node == NULL) {
- fprintf(stderr, "pushing null node\n");
- return;
- }
- /*fprintf(stderr, "BFS push : %s %d\n", ((ID *) node->ob)->name, queue->count);*/
-
- elem = queue->freenodes->first;
- if (elem != NULL) {
- queue->freenodes->first = elem->next;
- if (queue->freenodes->last == elem) {
- queue->freenodes->last = NULL;
- queue->freenodes->first = NULL;
- }
- queue->freenodes->count--;
- }
- else { /* alllocating more */
- elem = MEM_mallocN(sizeof(DagNodeQueueElem), "DAG queue elem1");
- elem->node = NULL;
- elem->next = NULL;
- queue->freenodes->first = queue->freenodes->last = elem;
-
- for (i = 1; i < DAGQUEUEALLOC; i++) {
- elem = MEM_mallocN(sizeof(DagNodeQueueElem), "DAG queue elem2");
- elem->node = NULL;
- elem->next = NULL;
- queue->freenodes->last->next = elem;
- queue->freenodes->last = elem;
- }
- queue->freenodes->count = DAGQUEUEALLOC;
-
- elem = queue->freenodes->first;
- queue->freenodes->first = elem->next;
- }
- elem->next = NULL;
- elem->node = node;
- if (queue->last != NULL)
- queue->last->next = elem;
- queue->last = elem;
- if (queue->first == NULL) {
- queue->first = elem;
- }
- queue->count++;
-}
-
-
-/* insert in front, remove in front */
-void push_stack(DagNodeQueue *queue, DagNode *node)
-{
- DagNodeQueueElem *elem;
- int i;
-
- elem = queue->freenodes->first;
- if (elem != NULL) {
- queue->freenodes->first = elem->next;
- if (queue->freenodes->last == elem) {
- queue->freenodes->last = NULL;
- queue->freenodes->first = NULL;
- }
- queue->freenodes->count--;
- }
- else { /* alllocating more */
- elem = MEM_mallocN(sizeof(DagNodeQueueElem), "DAG queue elem1");
- elem->node = NULL;
- elem->next = NULL;
- queue->freenodes->first = queue->freenodes->last = elem;
-
- for (i = 1; i < DAGQUEUEALLOC; i++) {
- elem = MEM_mallocN(sizeof(DagNodeQueueElem), "DAG queue elem2");
- elem->node = NULL;
- elem->next = NULL;
- queue->freenodes->last->next = elem;
- queue->freenodes->last = elem;
- }
- queue->freenodes->count = DAGQUEUEALLOC;
-
- elem = queue->freenodes->first;
- queue->freenodes->first = elem->next;
- }
- elem->next = queue->first;
- elem->node = node;
- queue->first = elem;
- if (queue->last == NULL)
- queue->last = elem;
- queue->count++;
-}
-
-
-DagNode *pop_queue(DagNodeQueue *queue)
-{
- DagNodeQueueElem *elem;
- DagNode *node;
-
- elem = queue->first;
- if (elem) {
- queue->first = elem->next;
- if (queue->last == elem) {
- queue->last = NULL;
- queue->first = NULL;
- }
- queue->count--;
- if (queue->freenodes->last)
- queue->freenodes->last->next = elem;
- queue->freenodes->last = elem;
- if (queue->freenodes->first == NULL)
- queue->freenodes->first = elem;
- node = elem->node;
- elem->node = NULL;
- elem->next = NULL;
- queue->freenodes->count++;
- return node;
- }
- else {
- fprintf(stderr, "return null\n");
- return NULL;
- }
-}
-
-DagNode *get_top_node_queue(DagNodeQueue *queue)
-{
- return queue->first->node;
-}
-
-DagForest *dag_init(void)
-{
- DagForest *forest;
- /* use callocN to init all zero */
- forest = MEM_callocN(sizeof(DagForest), "DAG root");
- forest->ugly_hack_sorry = true;
- return forest;
-}
-
-/* isdata = object data... */
-/* XXX this needs to be extended to be more flexible (so that not only objects are evaluated via depsgraph)... */
-static void dag_add_driver_relation(AnimData *adt, DagForest *dag, DagNode *node, int isdata)
-{
- FCurve *fcu;
- DagNode *node1;
-
- for (fcu = adt->drivers.first; fcu; fcu = fcu->next) {
- ChannelDriver *driver = fcu->driver;
- DriverVar *dvar;
- int isdata_fcu = (isdata) || (fcu->rna_path && strstr(fcu->rna_path, "modifiers["));
-
- /* loop over variables to get the target relationships */
- for (dvar = driver->variables.first; dvar; dvar = dvar->next) {
- /* only used targets */
- DRIVER_TARGETS_USED_LOOPER(dvar)
- {
- if (dtar->id) {
- /* FIXME: other data types need to be added here so that they can work! */
- if (GS(dtar->id->name) == ID_OB) {
- Object *ob = (Object *)dtar->id;
-
- /* normal channel-drives-channel */
- node1 = dag_get_node(dag, dtar->id);
-
- /* check if bone... */
- if ((ob->type == OB_ARMATURE) &&
- ( ((dtar->rna_path) && strstr(dtar->rna_path, "pose.bones[")) ||
- ((dtar->flag & DTAR_FLAG_STRUCT_REF) && (dtar->pchan_name[0])) ))
- {
- dag_add_relation(dag, node1, node, isdata_fcu ? DAG_RL_DATA_DATA : DAG_RL_DATA_OB, "Driver");
- }
- /* check if ob data */
- else if (dtar->rna_path && strstr(dtar->rna_path, "data."))
- dag_add_relation(dag, node1, node, isdata_fcu ? DAG_RL_DATA_DATA : DAG_RL_DATA_OB, "Driver");
- /* normal */
- else
- dag_add_relation(dag, node1, node, isdata_fcu ? DAG_RL_OB_DATA : DAG_RL_OB_OB, "Driver");
- }
- }
- }
- DRIVER_TARGETS_LOOPER_END
- }
- }
-}
-
-/* XXX: forward def for material driver handling... */
-static void dag_add_material_driver_relations(DagForest *dag, DagNode *node, Material *ma);
-
-/* recursive handling for shader nodetree drivers */
-static void dag_add_shader_nodetree_driver_relations(DagForest *dag, DagNode *node, bNodeTree *ntree)
-{
- bNode *n;
-
- /* nodetree itself */
- if (ntree->adt) {
- dag_add_driver_relation(ntree->adt, dag, node, 1);
- }
-
- /* nodetree's nodes... */
- for (n = ntree->nodes.first; n; n = n->next) {
- if (n->id) {
- if (GS(n->id->name) == ID_MA) {
- dag_add_material_driver_relations(dag, node, (Material *)n->id);
- }
- else if (n->type == NODE_GROUP) {
- dag_add_shader_nodetree_driver_relations(dag, node, (bNodeTree *)n->id);
- }
- }
- }
-}
-
-/* recursive handling for material drivers */
-static void dag_add_material_driver_relations(DagForest *dag, DagNode *node, Material *ma)
-{
- /* Prevent infinite recursion by checking (and tagging the material) as having been visited
- * already (see build_dag()). This assumes ma->id.tag & LIB_TAG_DOIT isn't set by anything else
- * in the meantime... [#32017]
- */
- if (ma->id.tag & LIB_TAG_DOIT)
- return;
-
- ma->id.tag |= LIB_TAG_DOIT;
-
- /* material itself */
- if (ma->adt)
- dag_add_driver_relation(ma->adt, dag, node, 1);
-
- /* textures */
- // TODO...
- //dag_add_texture_driver_relations(DagForest *dag, DagNode *node, ID *id);
-
- /* material's nodetree */
- if (ma->nodetree)
- dag_add_shader_nodetree_driver_relations(dag, node, ma->nodetree);
-
- ma->id.tag &= ~LIB_TAG_DOIT;
-}
-
-/* recursive handling for lamp drivers */
-static void dag_add_lamp_driver_relations(DagForest *dag, DagNode *node, Lamp *la)
-{
- /* Prevent infinite recursion by checking (and tagging the lamp) as having been visited
- * already (see build_dag()). This assumes la->id.tag & LIB_TAG_DOIT isn't set by anything else
- * in the meantime... [#32017]
- */
- if (la->id.tag & LIB_TAG_DOIT)
- return;
-
- la->id.tag |= LIB_TAG_DOIT;
-
- /* lamp itself */
- if (la->adt)
- dag_add_driver_relation(la->adt, dag, node, 1);
-
- /* textures */
- // TODO...
- //dag_add_texture_driver_relations(DagForest *dag, DagNode *node, ID *id);
-
- /* lamp's nodetree */
- if (la->nodetree)
- dag_add_shader_nodetree_driver_relations(dag, node, la->nodetree);
-
- la->id.tag &= ~LIB_TAG_DOIT;
-}
-
-static void create_collision_relation(DagForest *dag, DagNode *node, Object *ob1, const char *name)
-{
- DagNode *node2 = dag_get_node(dag, ob1);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, name);
-}
-
-void dag_add_collision_relations(DagForest *dag, Scene *scene, Object *ob, DagNode *node, Group *group, int layer, unsigned int modifier_type, DagCollobjFilterFunction fn, bool dupli, const char *name)
-{
- unsigned int numcollobj;
- Object **collobjs = get_collisionobjects_ext(scene, ob, group, layer, &numcollobj, modifier_type, dupli);
-
- for (unsigned int i = 0; i < numcollobj; i++) {
- Object *ob1 = collobjs[i];
-
- if (!fn || fn(ob1, modifiers_findByType(ob1, modifier_type))) {
- create_collision_relation(dag, node, ob1, name);
- }
- }
-
- if (collobjs)
- MEM_freeN(collobjs);
-}
-
-void dag_add_forcefield_relations(DagForest *dag, Scene *scene, Object *ob, DagNode *node, EffectorWeights *effector_weights, bool add_absorption, int skip_forcefield, const char *name)
-{
- ListBase *effectors = pdInitEffectors(scene, ob, NULL, effector_weights, false);
-
- if (effectors) {
- for (EffectorCache *eff = effectors->first; eff; eff = eff->next) {
- if (eff->ob != ob && eff->pd->forcefield != skip_forcefield) {
- create_collision_relation(dag, node, eff->ob, name);
-
- if (eff->pd->forcefield == PFIELD_SMOKEFLOW && eff->pd->f_source) {
- create_collision_relation(dag, node, eff->pd->f_source, "Smoke Force Domain");
- }
-
- if (add_absorption && (eff->pd->flag & PFIELD_VISIBILITY)) {
- /* Actual code uses get_collider_cache */
- dag_add_collision_relations(dag, scene, ob, node, NULL, eff->ob->lay, eModifierType_Collision, NULL, true, "Force Absorption");
- }
- }
- }
- }
-
- pdEndEffectors(&effectors);
-}
-
-static void build_dag_object(DagForest *dag, DagNode *scenenode, Main *bmain, Scene *scene, Object *ob, int mask)
-{
- bConstraint *con;
- DagNode *node;
- DagNode *node2;
- DagNode *node3;
- Key *key;
- ParticleSystem *psys;
- int addtoroot = 1;
-
- node = dag_get_node(dag, ob);
-
- if ((ob->data) && (mask & DAG_RL_DATA)) {
- node2 = dag_get_node(dag, ob->data);
- dag_add_relation(dag, node, node2, DAG_RL_DATA, "Object-Data Relation");
- node2->first_ancestor = ob;
- node2->ancestor_count += 1;
- }
-
- /* also build a custom data mask for dependencies that need certain layers */
-
- if (ob->type == OB_ARMATURE) {
- if (ob->pose) {
- bPoseChannel *pchan;
-
- for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- for (con = pchan->constraints.first; con; con = con->next) {
- const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
- ListBase targets = {NULL, NULL};
- bConstraintTarget *ct;
-
- if (cti && cti->get_constraint_targets) {
- cti->get_constraint_targets(con, &targets);
-
- for (ct = targets.first; ct; ct = ct->next) {
- if (ct->tar && ct->tar != ob) {
- // fprintf(stderr, "armature %s target :%s\n", ob->id.name, target->id.name);
- node3 = dag_get_node(dag, ct->tar);
-
- if (ct->subtarget[0]) {
- dag_add_relation(dag, node3, node, DAG_RL_OB_DATA | DAG_RL_DATA_DATA, cti->name);
- if (ct->tar->type == OB_MESH)
- node3->customdata_mask |= CD_MASK_MDEFORMVERT;
- }
- else if (ELEM(con->type, CONSTRAINT_TYPE_FOLLOWPATH,
- CONSTRAINT_TYPE_CLAMPTO,
- CONSTRAINT_TYPE_SPLINEIK,
- CONSTRAINT_TYPE_SHRINKWRAP))
- {
- dag_add_relation(dag, node3, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, cti->name);
- }
- else {
- dag_add_relation(dag, node3, node, DAG_RL_OB_DATA, cti->name);
- }
- }
- }
-
- if (cti->flush_constraint_targets)
- cti->flush_constraint_targets(con, &targets, 1);
- }
-
- }
- }
- }
- }
-
- /* driver dependencies, nla modifiers */
-#if 0 // XXX old animation system
- if (ob->nlastrips.first) {
- bActionStrip *strip;
- bActionChannel *chan;
- for (strip = ob->nlastrips.first; strip; strip = strip->next) {
- if (strip->modifiers.first) {
- bActionModifier *amod;
- for (amod = strip->modifiers.first; amod; amod = amod->next) {
- if (amod->ob) {
- node2 = dag_get_node(dag, amod->ob);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "NLA Strip Modifier");
- }
- }
- }
- }
- }
-#endif // XXX old animation system
- if (ob->adt)
- dag_add_driver_relation(ob->adt, dag, node, (ob->type == OB_ARMATURE)); // XXX isdata arg here doesn't give an accurate picture of situation
-
- key = BKE_key_from_object(ob);
- if (key && key->adt)
- dag_add_driver_relation(key->adt, dag, node, 1);
-
- if (ob->modifiers.first) {
- ModifierData *md;
-
- for (md = ob->modifiers.first; md; md = md->next) {
- const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
-
- if (mti->updateDepgraph) mti->updateDepgraph(md, dag, bmain, scene, ob, node);
- }
- }
- if (ob->parent) {
- node2 = dag_get_node(dag, ob->parent);
-
- switch (ob->partype) {
- case PARSKEL:
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_OB, "Parent");
- break;
- case PARVERT1: case PARVERT3:
- dag_add_relation(dag, node2, node, DAG_RL_DATA_OB | DAG_RL_OB_OB, "Vertex Parent");
- node2->customdata_mask |= CD_MASK_ORIGINDEX;
- break;
- case PARBONE:
- dag_add_relation(dag, node2, node, DAG_RL_DATA_OB | DAG_RL_OB_OB, "Bone Parent");
- break;
- default:
- if (ob->parent->type == OB_LATTICE)
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_OB, "Lattice Parent");
- else if (ob->parent->type == OB_CURVE) {
- Curve *cu = ob->parent->data;
- if (cu->flag & CU_PATH)
- dag_add_relation(dag, node2, node, DAG_RL_DATA_OB | DAG_RL_OB_OB, "Curve Parent");
- else
- dag_add_relation(dag, node2, node, DAG_RL_OB_OB, "Curve Parent");
- }
- else
- dag_add_relation(dag, node2, node, DAG_RL_OB_OB, "Parent");
- break;
- }
- /* exception case: parent is duplivert */
- if (ob->type == OB_MBALL && (ob->parent->transflag & OB_DUPLIVERTS)) {
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_OB, "Duplivert");
- }
-
- addtoroot = 0;
- }
- if (ob->proxy) {
- node2 = dag_get_node(dag, ob->proxy);
- dag_add_relation(dag, node, node2, DAG_RL_DATA_DATA | DAG_RL_OB_OB, "Proxy");
- /* inverted relation, so addtoroot shouldn't be set to zero */
- }
-
- if (ob->transflag & OB_DUPLI) {
- if ((ob->transflag & OB_DUPLIGROUP) && ob->dup_group) {
- GroupObject *go;
- for (go = ob->dup_group->gobject.first; go; go = go->next) {
- if (go->ob) {
- node2 = dag_get_node(dag, go->ob);
- /* node2 changes node1, this keeps animations updated in groups?? not logical? */
- dag_add_relation(dag, node2, node, DAG_RL_OB_OB, "Dupligroup");
- }
- }
- }
- }
-
- /* rigidbody force fields */
- if ((ob->type == OB_MESH) || (ob->type == OB_CURVE) || (ob->type == OB_LATTICE)) {
- if (ob->rigidbody_object && scene->rigidbody_world) {
- dag_add_forcefield_relations(dag, scene, ob, node, scene->rigidbody_world->effector_weights, true, 0, "Force Field");
- }
- }
-
- /* object data drivers */
- if (ob->data) {
- AnimData *adt = BKE_animdata_from_id((ID *)ob->data);
- if (adt)
- dag_add_driver_relation(adt, dag, node, 1);
- }
-
- /* object type/data relationships */
- switch (ob->type) {
- case OB_CAMERA:
- {
- Camera *cam = (Camera *)ob->data;
-
- if (cam->dof_ob) {
- node2 = dag_get_node(dag, cam->dof_ob);
- dag_add_relation(dag, node2, node, DAG_RL_OB_OB, "Camera DoF");
- }
- break;
- }
- case OB_MBALL:
- {
- Object *mom = BKE_mball_basis_find(scene, ob);
-
- if (mom != ob) {
- node2 = dag_get_node(dag, mom);
- dag_add_relation(dag, node, node2, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Metaball"); /* mom depends on children! */
- }
- break;
- }
- case OB_CURVE:
- case OB_FONT:
- {
- Curve *cu = ob->data;
-
- if (cu->bevobj) {
- node2 = dag_get_node(dag, cu->bevobj);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Curve Bevel");
- }
- if (cu->taperobj) {
- node2 = dag_get_node(dag, cu->taperobj);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Curve Taper");
- }
- if (ob->type == OB_FONT) {
- /* Really rather dirty hack. needs to support font family to work
- * reliably on render export.
- *
- * This totally mimics behavior of regular verts duplication with
- * parenting. The only tricky thing here is to get list of objects
- * used for the custom "font".
- *
- * This shouldn't harm so much because this code only runs on DAG
- * rebuild and this feature is not that commonly used.
- *
- * - sergey -
- */
- if (cu->family[0] != '\n') {
- ListBase *duplilist;
- DupliObject *dob;
- duplilist = object_duplilist(G.main->eval_ctx, scene, ob);
- for (dob = duplilist->first; dob; dob = dob->next) {
- node2 = dag_get_node(dag, dob->ob);
- dag_add_relation(dag, node, node2, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Object Font");
- }
- free_object_duplilist(duplilist);
- }
-
- if (cu->textoncurve) {
- node2 = dag_get_node(dag, cu->textoncurve);
- /* Text on curve requires path to be evaluated for the target curve. */
- node2->eval_flags |= DAG_EVAL_NEED_CURVE_PATH;
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Texture On Curve");
- }
- }
- break;
- }
- }
-
- /* material drivers */
- if (ob->totcol) {
- int a;
-
- for (a = 1; a <= ob->totcol; a++) {
- Material *ma = give_current_material(ob, a);
-
- if (ma) {
- /* recursively figure out if there are drivers, and hook these up to this object */
- dag_add_material_driver_relations(dag, node, ma);
- }
- }
- }
- else if (ob->type == OB_LAMP) {
- dag_add_lamp_driver_relations(dag, node, ob->data);
- }
-
- /* particles */
- psys = ob->particlesystem.first;
- if (psys) {
- GroupObject *go;
-
- for (; psys; psys = psys->next) {
- BoidRule *rule = NULL;
- BoidState *state = NULL;
- ParticleSettings *part = psys->part;
-
- if (part->adt) {
- dag_add_driver_relation(part->adt, dag, node, 1);
- }
-
- dag_add_relation(dag, node, node, DAG_RL_OB_DATA, "Particle-Object Relation");
-
- if (!psys_check_enabled(ob, psys, G.is_rendering))
- continue;
-
- if (ELEM(part->phystype, PART_PHYS_KEYED, PART_PHYS_BOIDS)) {
- ParticleTarget *pt = psys->targets.first;
-
- for (; pt; pt = pt->next) {
- if (pt->ob && BLI_findlink(&pt->ob->particlesystem, pt->psys - 1)) {
- node2 = dag_get_node(dag, pt->ob);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Particle Targets");
- }
- }
- }
-
- if (part->ren_as == PART_DRAW_OB && part->dup_ob) {
- node2 = dag_get_node(dag, part->dup_ob);
- /* note that this relation actually runs in the wrong direction, the problem
- * is that dupli system all have this (due to parenting), and the render
- * engine instancing assumes particular ordering of objects in list */
- dag_add_relation(dag, node, node2, DAG_RL_OB_OB, "Particle Object Visualization");
- if (part->dup_ob->type == OB_MBALL)
- dag_add_relation(dag, node, node2, DAG_RL_DATA_DATA, "Particle Object Visualization");
- }
-
- if (part->ren_as == PART_DRAW_GR && part->dup_group) {
- for (go = part->dup_group->gobject.first; go; go = go->next) {
- node2 = dag_get_node(dag, go->ob);
- dag_add_relation(dag, node2, node, DAG_RL_OB_OB, "Particle Group Visualization");
- }
- }
-
- if (part->type != PART_HAIR) {
- /* Actual code uses get_collider_cache */
- dag_add_collision_relations(dag, scene, ob, node, part->collision_group, ob->lay, eModifierType_Collision, NULL, true, "Particle Collision");
- }
- else if ((psys->flag & PSYS_HAIR_DYNAMICS) && psys->clmd && psys->clmd->coll_parms) {
- /* Hair uses cloth simulation, i.e. get_collision_objects */
- dag_add_collision_relations(dag, scene, ob, node, psys->clmd->coll_parms->group, ob->lay | scene->lay, eModifierType_Collision, NULL, true, "Hair Collision");
- }
-
- dag_add_forcefield_relations(dag, scene, ob, node, part->effector_weights, part->type == PART_HAIR, 0, "Particle Force Field");
-
- if (part->boids) {
- for (state = part->boids->states.first; state; state = state->next) {
- for (rule = state->rules.first; rule; rule = rule->next) {
- Object *ruleob = NULL;
- if (rule->type == eBoidRuleType_Avoid)
- ruleob = ((BoidRuleGoalAvoid *)rule)->ob;
- else if (rule->type == eBoidRuleType_FollowLeader)
- ruleob = ((BoidRuleFollowLeader *)rule)->ob;
-
- if (ruleob) {
- node2 = dag_get_node(dag, ruleob);
- dag_add_relation(dag, node2, node, DAG_RL_OB_DATA, "Boid Rule");
- }
- }
- }
- }
- }
- }
-
- /* object constraints */
- for (con = ob->constraints.first; con; con = con->next) {
- const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
- ListBase targets = {NULL, NULL};
- bConstraintTarget *ct;
-
- if (!cti)
- continue;
-
- /* special case for camera tracking -- it doesn't use targets to define relations */
- if (ELEM(cti->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_CAMERASOLVER, CONSTRAINT_TYPE_OBJECTSOLVER)) {
- int depends_on_camera = 0;
-
- if (cti->type == CONSTRAINT_TYPE_FOLLOWTRACK) {
- bFollowTrackConstraint *data = (bFollowTrackConstraint *)con->data;
-
- if ((data->clip || data->flag & FOLLOWTRACK_ACTIVECLIP) && data->track[0])
- depends_on_camera = 1;
-
- if (data->depth_ob) {
- node2 = dag_get_node(dag, data->depth_ob);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_OB | DAG_RL_OB_OB, cti->name);
- }
- }
- else if (cti->type == CONSTRAINT_TYPE_OBJECTSOLVER)
- depends_on_camera = 1;
-
- if (depends_on_camera && scene->camera) {
- node2 = dag_get_node(dag, scene->camera);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_OB | DAG_RL_OB_OB, cti->name);
- }
-
- dag_add_relation(dag, scenenode, node, DAG_RL_SCENE, "Scene Relation");
- addtoroot = 0;
- }
- else if (cti->get_constraint_targets) {
- cti->get_constraint_targets(con, &targets);
-
- for (ct = targets.first; ct; ct = ct->next) {
- Object *obt;
-
- if (ct->tar)
- obt = ct->tar;
- else
- continue;
-
- node2 = dag_get_node(dag, obt);
- if (ELEM(con->type, CONSTRAINT_TYPE_FOLLOWPATH, CONSTRAINT_TYPE_CLAMPTO))
- dag_add_relation(dag, node2, node, DAG_RL_DATA_OB | DAG_RL_OB_OB, cti->name);
- else {
- if (ELEM(obt->type, OB_ARMATURE, OB_MESH, OB_LATTICE) && (ct->subtarget[0])) {
- dag_add_relation(dag, node2, node, DAG_RL_DATA_OB | DAG_RL_OB_OB, cti->name);
- if (obt->type == OB_MESH)
- node2->customdata_mask |= CD_MASK_MDEFORMVERT;
- }
- else if (cti->type == CONSTRAINT_TYPE_SHRINKWRAP) {
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, cti->name);
- }
- else {
- dag_add_relation(dag, node2, node, DAG_RL_OB_OB, cti->name);
- }
- }
- addtoroot = 0;
- }
-
- if (cti->flush_constraint_targets)
- cti->flush_constraint_targets(con, &targets, 1);
- }
- }
-
- if (addtoroot == 1)
- dag_add_relation(dag, scenenode, node, DAG_RL_SCENE, "Scene Relation");
-}
-
-static void build_dag_group(DagForest *dag, DagNode *scenenode, Main *bmain, Scene *scene, Group *group, short mask)
-{
- GroupObject *go;
-
- if (group->id.tag & LIB_TAG_DOIT)
- return;
-
- group->id.tag |= LIB_TAG_DOIT;
-
- for (go = group->gobject.first; go; go = go->next) {
- build_dag_object(dag, scenenode, bmain, scene, go->ob, mask);
- if (go->ob->dup_group)
- build_dag_group(dag, scenenode, bmain, scene, go->ob->dup_group, mask);
- }
-}
-
-DagForest *build_dag(Main *bmain, Scene *sce, short mask)
-{
- Base *base;
- Object *ob;
- DagNode *node;
- DagNode *scenenode;
- DagForest *dag;
- DagAdjList *itA;
-
- dag = sce->theDag;
- if (dag)
- free_forest(dag);
- else {
- dag = dag_init();
- sce->theDag = dag;
- }
- dag->need_update = false;
-
- BKE_main_id_tag_idcode(bmain, ID_OB, LIB_TAG_DOIT, false);
-
- /* clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later [#32017] */
- BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false);
- BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false);
- BKE_main_id_tag_idcode(bmain, ID_GR, LIB_TAG_DOIT, false);
-
- /* add base node for scene. scene is always the first node in DAG */
- scenenode = dag_add_node(dag, sce);
-
- /* add current scene objects */
- for (base = sce->base.first; base; base = base->next) {
- ob = base->object;
- ob->id.tag |= LIB_TAG_DOIT;
- build_dag_object(dag, scenenode, bmain, sce, ob, mask);
- if (ob->proxy)
- build_dag_object(dag, scenenode, bmain, sce, ob->proxy, mask);
- if (ob->dup_group)
- build_dag_group(dag, scenenode, bmain, sce, ob->dup_group, mask);
- }
-
- /* There might be situations when object from current scene depends on
- * objects form other scene AND objects from other scene has own
- * dependencies on objects from other scene.
- *
- * This is really important to include such indirect dependencies in order
- * to keep threaded update safe but since we don't really know if object is
- * coming from current scene or another scene we do rather stupid tag-based
- * check here: all the objects for which build_dag_object() was called are
- * getting tagged with LIB_TAG_DOIT. This way if some node has untagged
- * object we know it's an object from other scene.
- *
- * It should be enough to to it once, because if there's longer chain of
- * indirect dependencies, all the new nodes will be added to the end of the
- * list, meaning we'll keep covering them in this for loop.
- */
- for (node = sce->theDag->DagNode.first; node != NULL; node = node->next) {
- if (node->type == ID_OB) {
- ob = node->ob;
- if ((ob->id.tag & LIB_TAG_DOIT) == 0) {
- ob->id.tag |= LIB_TAG_DOIT;
- build_dag_object(dag, scenenode, bmain, sce, ob, mask);
- if (ob->proxy)
- build_dag_object(dag, scenenode, bmain, sce, ob->proxy, mask);
- if (ob->dup_group)
- build_dag_group(dag, scenenode, bmain, sce, ob->dup_group, mask);
- }
- }
- }
-
- BKE_main_id_tag_idcode(bmain, ID_GR, LIB_TAG_DOIT, false);
-
- /* Now all relations were built, but we need to solve 1 exceptional case;
- * When objects have multiple "parents" (for example parent + constraint working on same object)
- * the relation type has to be synced. One of the parents can change, and should give same event to child */
-
- /* nodes were callocced, so we can use node->color for temporal storage */
- for (node = sce->theDag->DagNode.first; node; node = node->next) {
- if (node->type == ID_OB) {
- for (itA = node->child; itA; itA = itA->next) {
- if (itA->node->type == ID_OB) {
- itA->node->color |= itA->type;
- }
- }
-
- /* also flush custom data mask */
- ((Object *)node->ob)->customdata_mask = node->customdata_mask;
-
- if (node->parent == NULL) {
- dag_add_relation(dag, scenenode, node, DAG_RL_SCENE, "Scene Relation");
- }
- }
- }
- /* now set relations equal, so that when only one parent changes, the correct recalcs are found */
- for (node = sce->theDag->DagNode.first; node; node = node->next) {
- if (node->type == ID_OB) {
- for (itA = node->child; itA; itA = itA->next) {
- if (itA->node->type == ID_OB) {
- itA->type |= itA->node->color;
- }
- }
- }
- }
-
- /* cycle detection and solving */
- // solve_cycles(dag);
-
- return dag;
-}
-
-
-void free_forest(DagForest *Dag)
-{ /* remove all nodes and deps */
- DagNode *tempN;
- DagAdjList *tempA;
- DagAdjList *itA;
- DagNode *itN = Dag->DagNode.first;
-
- while (itN) {
- itA = itN->child;
- while (itA) {
- tempA = itA;
- itA = itA->next;
- MEM_freeN(tempA);
- }
-
- itA = itN->parent;
- while (itA) {
- tempA = itA;
- itA = itA->next;
- MEM_freeN(tempA);
- }
-
- tempN = itN;
- itN = itN->next;
- MEM_freeN(tempN);
- }
-
- BLI_ghash_free(Dag->nodeHash, NULL, NULL);
- Dag->nodeHash = NULL;
- Dag->DagNode.first = NULL;
- Dag->DagNode.last = NULL;
- Dag->numNodes = 0;
-
-}
-
-DagNode *dag_find_node(DagForest *forest, void *fob)
-{
- if (forest->nodeHash)
- return BLI_ghash_lookup(forest->nodeHash, fob);
-
- return NULL;
-}
-
-static int dag_print_dependencies = 0; /* debugging */
-
-/* no checking of existence, use dag_find_node first or dag_get_node */
-DagNode *dag_add_node(DagForest *forest, void *fob)
-{
- DagNode *node;
-
- node = MEM_callocN(sizeof(DagNode), "DAG node");
- if (node) {
- node->ob = fob;
- node->color = DAG_WHITE;
-
- if (forest->ugly_hack_sorry) node->type = GS(((ID *) fob)->name); /* sorry, done for pose sorting */
- if (forest->numNodes) {
- ((DagNode *) forest->DagNode.last)->next = node;
- forest->DagNode.last = node;
- forest->numNodes++;
- }
- else {
- forest->DagNode.last = node;
- forest->DagNode.first = node;
- forest->numNodes = 1;
- }
-
- if (!forest->nodeHash)
- forest->nodeHash = BLI_ghash_ptr_new("dag_add_node gh");
- BLI_ghash_insert(forest->nodeHash, fob, node);
- }
-
- return node;
-}
-
-DagNode *dag_get_node(DagForest *forest, void *fob)
-{
- DagNode *node;
-
- node = dag_find_node(forest, fob);
- if (!node)
- node = dag_add_node(forest, fob);
- return node;
-}
-
-
-
-DagNode *dag_get_sub_node(DagForest *forest, void *fob)
-{
- DagNode *node;
- DagAdjList *mainchild, *prev = NULL;
-
- mainchild = ((DagNode *) forest->DagNode.first)->child;
- /* remove from first node (scene) adj list if present */
- while (mainchild) {
- if (mainchild->node == fob) {
- if (prev) {
- prev->next = mainchild->next;
- MEM_freeN(mainchild);
- break;
- }
- else {
- ((DagNode *) forest->DagNode.first)->child = mainchild->next;
- MEM_freeN(mainchild);
- break;
- }
- }
- prev = mainchild;
- mainchild = mainchild->next;
- }
- node = dag_find_node(forest, fob);
- if (!node)
- node = dag_add_node(forest, fob);
- return node;
-}
-
-static void dag_add_parent_relation(DagForest *UNUSED(forest), DagNode *fob1, DagNode *fob2, short rel, const char *name)
-{
- DagAdjList *itA = fob2->parent;
-
- while (itA) { /* search if relation exist already */
- if (itA->node == fob1) {
- itA->type |= rel;
- itA->count += 1;
- return;
- }
- itA = itA->next;
- }
- /* create new relation and insert at head. MALLOC alert! */
- itA = MEM_mallocN(sizeof(DagAdjList), "DAG adj list");
- itA->node = fob1;
- itA->type = rel;
- itA->count = 1;
- itA->next = fob2->parent;
- itA->name = name;
- fob2->parent = itA;
-}
-
-void dag_add_relation(DagForest *forest, DagNode *fob1, DagNode *fob2, short rel, const char *name)
-{
- DagAdjList *itA = fob1->child;
-
- /* parent relation is for cycle checking */
- dag_add_parent_relation(forest, fob1, fob2, rel, name);
-
- /* TODO(sergey): Find a better place for this. */
-#ifdef WITH_OPENSUBDIV
- if ((rel & (DAG_RL_DATA_DATA | DAG_RL_DATA_OB)) != 0) {
- if (fob1->type == ID_OB) {
- if ((fob1->eval_flags & DAG_EVAL_NEED_CPU) == 0) {
- Object *ob2 = fob2->ob;
- if (ob2->recalc & OB_RECALC_ALL) {
- /* Make sure object has all the data on CPU. */
- Object *ob1 = fob1->ob;
- ob1->recalc |= OB_RECALC_DATA;
- }
- fob1->eval_flags |= DAG_EVAL_NEED_CPU;
- }
- }
- }
-#endif
-
- while (itA) { /* search if relation exist already */
- if (itA->node == fob2) {
- itA->type |= rel;
- itA->count += 1;
- return;
- }
- itA = itA->next;
- }
- /* create new relation and insert at head. MALLOC alert! */
- itA = MEM_mallocN(sizeof(DagAdjList), "DAG adj list");
- itA->node = fob2;
- itA->type = rel;
- itA->count = 1;
- itA->next = fob1->child;
- itA->name = name;
- fob1->child = itA;
-}
-
-static const char *dag_node_name(DagForest *dag, DagNode *node)
-{
- if (node->ob == NULL)
- return "null";
- else if (dag->ugly_hack_sorry)
- return ((ID *)(node->ob))->name + 2;
- else
- return ((bPoseChannel *)(node->ob))->name;
-}
-
-static void dag_node_print_dependencies(DagForest *dag, DagNode *node)
-{
- DagAdjList *itA;
-
- printf("%s depends on:\n", dag_node_name(dag, node));
-
- for (itA = node->parent; itA; itA = itA->next)
- printf(" %s through %s\n", dag_node_name(dag, itA->node), itA->name);
- printf("\n");
-}
-
-static int dag_node_print_dependency_recurs(DagForest *dag, DagNode *node, DagNode *endnode)
-{
- DagAdjList *itA;
-
- if (node->color == DAG_BLACK)
- return 0;
-
- node->color = DAG_BLACK;
-
- if (node == endnode)
- return 1;
-
- for (itA = node->parent; itA; itA = itA->next) {
- if (dag_node_print_dependency_recurs(dag, itA->node, endnode)) {
- printf(" %s depends on %s through %s.\n", dag_node_name(dag, node), dag_node_name(dag, itA->node), itA->name);
- return 1;
- }
- }
-
- return 0;
-}
-
-static void dag_node_print_dependency_cycle(DagForest *dag, DagNode *startnode, DagNode *endnode, const char *name)
-{
- DagNode *node;
-
- for (node = dag->DagNode.first; node; node = node->next)
- node->color = DAG_WHITE;
-
- printf(" %s depends on %s through %s.\n", dag_node_name(dag, endnode), dag_node_name(dag, startnode), name);
- dag_node_print_dependency_recurs(dag, startnode, endnode);
- printf("\n");
-}
-
-static int dag_node_recurs_level(DagNode *node, int level)
-{
- DagAdjList *itA;
- int newlevel;
-
- node->color = DAG_BLACK; /* done */
- newlevel = ++level;
-
- for (itA = node->parent; itA; itA = itA->next) {
- if (itA->node->color == DAG_WHITE) {
- itA->node->ancestor_count = dag_node_recurs_level(itA->node, level);
- newlevel = MAX2(newlevel, level + itA->node->ancestor_count);
- }
- else
- newlevel = MAX2(newlevel, level + itA->node->ancestor_count);
- }
-
- return newlevel;
-}
-
-static void dag_check_cycle(DagForest *dag)
-{
- DagNode *node;
- DagAdjList *itA;
-
- dag->is_acyclic = true;
-
- /* debugging print */
- if (dag_print_dependencies)
- for (node = dag->DagNode.first; node; node = node->next)
- dag_node_print_dependencies(dag, node);
-
- /* tag nodes unchecked */
- for (node = dag->DagNode.first; node; node = node->next)
- node->color = DAG_WHITE;
-
- for (node = dag->DagNode.first; node; node = node->next) {
- if (node->color == DAG_WHITE) {
- node->ancestor_count = dag_node_recurs_level(node, 0);
- }
- }
-
- /* check relations, and print errors */
- for (node = dag->DagNode.first; node; node = node->next) {
- for (itA = node->parent; itA; itA = itA->next) {
- if (itA->node->ancestor_count > node->ancestor_count) {
- if (node->ob && itA->node->ob) {
- dag->is_acyclic = false;
- printf("Dependency cycle detected:\n");
- dag_node_print_dependency_cycle(dag, itA->node, node, itA->name);
- }
- }
- }
- }
-
- /* parent relations are only needed for cycle checking, so free now */
- for (node = dag->DagNode.first; node; node = node->next) {
- while (node->parent) {
- itA = node->parent->next;
- MEM_freeN(node->parent);
- node->parent = itA;
- }
- }
-}
-
-/* debug test functions */
-
-void graph_print_queue(DagNodeQueue *nqueue)
-{
- DagNodeQueueElem *queueElem;
-
- queueElem = nqueue->first;
- while (queueElem) {
- fprintf(stderr, "** %s %i %i-%i ", ((ID *) queueElem->node->ob)->name, queueElem->node->color, queueElem->node->DFS_dvtm, queueElem->node->DFS_fntm);
- queueElem = queueElem->next;
- }
- fprintf(stderr, "\n");
-}
-
-void graph_print_queue_dist(DagNodeQueue *nqueue)
-{
- DagNodeQueueElem *queueElem;
- int count;
-
- queueElem = nqueue->first;
- count = 0;
- while (queueElem) {
- fprintf(stderr, "** %25s %2.2i-%2.2i ", ((ID *) queueElem->node->ob)->name, queueElem->node->DFS_dvtm, queueElem->node->DFS_fntm);
- while (count < queueElem->node->DFS_dvtm - 1) { fputc(' ', stderr); count++; }
- fputc('|', stderr);
- while (count < queueElem->node->DFS_fntm - 2) { fputc('-', stderr); count++; }
- fputc('|', stderr);
- fputc('\n', stderr);
- count = 0;
- queueElem = queueElem->next;
- }
- fprintf(stderr, "\n");
-}
-
-void graph_print_adj_list(DagForest *dag)
-{
- DagNode *node;
- DagAdjList *itA;
-
- node = dag->DagNode.first;
- while (node) {
- fprintf(stderr, "node : %s col: %i", ((ID *) node->ob)->name, node->color);
- itA = node->child;
- while (itA) {
- fprintf(stderr, "-- %s ", ((ID *) itA->node->ob)->name);
-
- itA = itA->next;
- }
- fprintf(stderr, "\n");
- node = node->next;
- }
-}
-
-/* ************************ API *********************** */
-
-/* mechanism to allow editors to be informed of depsgraph updates,
- * to do their own updates based on changes... */
-static void (*EditorsUpdateIDCb)(Main *bmain, ID *id) = NULL;
-static void (*EditorsUpdateSceneCb)(Main *bmain, Scene *scene, int updated) = NULL;
-static void (*EditorsUpdateScenePreCb)(Main *bmain, Scene *scene, bool time) = NULL;
-
-void DAG_editors_update_cb(void (*id_func)(Main *bmain, ID *id),
- void (*scene_func)(Main *bmain, Scene *scene, int updated),
- void (*scene_pre_func)(Main *bmain, Scene *scene, bool time))
-{
- if (DEG_depsgraph_use_legacy()) {
- EditorsUpdateIDCb = id_func;
- EditorsUpdateSceneCb = scene_func;
- EditorsUpdateScenePreCb = scene_pre_func;
- }
- else {
- /* New dependency graph. */
- DEG_editors_set_update_cb(id_func, scene_func, scene_pre_func);
- }
-}
-
-void DAG_editors_update_pre(Main *bmain, Scene *scene, bool time)
-{
- if (DEG_depsgraph_use_legacy()) {
- if (EditorsUpdateScenePreCb != NULL) {
- EditorsUpdateScenePreCb(bmain, scene, time);
- }
- }
- else {
- DEG_editors_update_pre(bmain, scene, time);
- }
-}
-
-static void dag_editors_id_update(Main *bmain, ID *id)
-{
- if (EditorsUpdateIDCb)
- EditorsUpdateIDCb(bmain, id);
-}
-
-static void dag_editors_scene_update(Main *bmain, Scene *scene, int updated)
-{
- if (EditorsUpdateSceneCb)
- EditorsUpdateSceneCb(bmain, scene, updated);
-}
-
-/* groups with objects in this scene need to be put in the right order as well */
-static void scene_sort_groups(Main *bmain, Scene *sce)
-{
- Base *base;
- Group *group;
- GroupObject *go;
- Object *ob;
-
- /* test; are group objects all in this scene? */
- for (ob = bmain->object.first; ob; ob = ob->id.next) {
- ob->id.tag &= ~LIB_TAG_DOIT;
- }
- for (base = sce->base.first; base; base = base->next)
- base->object->id.tag |= LIB_TAG_DOIT;
-
- for (group = bmain->group.first; group; group = group->id.next) {
- for (go = group->gobject.first; go; go = go->next) {
- if ((go->ob->id.tag & LIB_TAG_DOIT) == 0)
- break;
- }
- /* this group is entirely in this scene */
- if (go == NULL) {
- ListBase listb = {NULL, NULL};
-
- for (go = group->gobject.first; go; go = go->next)
- go->ob->id.newid = (ID *)go;
-
- /* in order of sorted bases we reinsert group objects */
- for (base = sce->base.first; base; base = base->next) {
-
- if (base->object->id.newid) {
- go = (GroupObject *)base->object->id.newid;
- base->object->id.newid = NULL;
- BLI_remlink(&group->gobject, go);
- BLI_addtail(&listb, go);
- }
- }
- /* copy the newly sorted listbase */
- group->gobject = listb;
- }
- }
-
- /* newid abused for GroupObject, cleanup. */
- for (ob = bmain->object.first; ob; ob = ob->id.next) {
- ob->id.newid = NULL;
- }
-}
-
-static void dag_scene_tag_rebuild(Scene *sce)
-{
- if (sce->theDag) {
- sce->theDag->need_update = true;
- }
-}
-
-/* free the depency graph */
-static void dag_scene_free(Scene *sce)
-{
- if (sce->theDag) {
- free_forest(sce->theDag);
- MEM_freeN(sce->theDag);
- sce->theDag = NULL;
- }
-}
-
-/* Check whether object data needs to be evaluated before it
- * might be used by others.
- *
- * Means that mesh object needs to have proper derivedFinal,
- * curves-typed objects are to have proper curve cache.
- *
- * Other objects or objects which are tagged for data update are
- * not considered to be in need of evaluation.
- */
-static bool check_object_needs_evaluation(Object *object)
-{
- if (object->recalc & OB_RECALC_ALL) {
- /* Object is tagged for update anyway, no need to re-tag it. */
- return false;
- }
-
- if (object->type == OB_MESH) {
- return object->derivedFinal == NULL;
- }
- else if (ELEM(object->type, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL, OB_LATTICE)) {
- return object->curve_cache == NULL;
- }
-
- return false;
-}
-
-/* Check whether object data is tagged for update. */
-static bool check_object_tagged_for_update(Object *object)
-{
- if (object->recalc & OB_RECALC_ALL) {
- return true;
- }
-
- if (ELEM(object->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL, OB_LATTICE)) {
- ID *data_id = object->data;
- return (data_id->tag & (LIB_TAG_ID_RECALC_DATA | LIB_TAG_ID_RECALC)) != 0;
- }
-
- return false;
-}
-
-/* Flush changes from tagged objects in the scene to their
- * dependencies which are not evaluated yet.
- *
- * This is needed to ensure all the dependencies are met
- * before objects gets handled by object_handle_update(),
- *
- * This is needed when visible layers are changed or changing
- * scene graph layout which involved usage of objects which
- * aren't in the scene or weren't visible yet.
- */
-static void dag_invisible_dependencies_flush(Scene *scene)
-{
- DagNode *root_node = scene->theDag->DagNode.first, *node;
- DagNodeQueue *queue;
-
- for (node = root_node; node != NULL; node = node->next) {
- node->color = DAG_WHITE;
- }
-
- queue = queue_create(DAGQUEUEALLOC);
-
- for (node = root_node; node != NULL; node = node->next) {
- if (node->color == DAG_WHITE) {
- push_stack(queue, node);
- node->color = DAG_GRAY;
-
- while (queue->count) {
- DagNode *current_node = get_top_node_queue(queue);
- DagAdjList *itA;
- bool skip = false;
-
- for (itA = current_node->child; itA; itA = itA->next) {
- if (itA->node->color == DAG_WHITE) {
- itA->node->color = DAG_GRAY;
- push_stack(queue, itA->node);
- skip = true;
- break;
- }
- }
-
- if (!skip) {
- current_node = pop_queue(queue);
-
- if (current_node->type == ID_OB) {
- Object *current_object = current_node->ob;
- if (check_object_needs_evaluation(current_object)) {
- for (itA = current_node->child; itA; itA = itA->next) {
- if (itA->node->type == ID_OB) {
- Object *object = itA->node->ob;
- if (check_object_tagged_for_update(object)) {
- current_object->recalc |= OB_RECALC_OB | OB_RECALC_DATA;
- }
- }
- }
- }
- }
- node->color = DAG_BLACK;
- }
- }
- }
- }
-
- queue_delete(queue);
-}
-
-static void dag_invisible_dependencies_check_flush(Main *bmain, Scene *scene)
-{
- if (DAG_id_type_tagged(bmain, ID_OB) ||
- DAG_id_type_tagged(bmain, ID_ME) || /* Mesh */
- DAG_id_type_tagged(bmain, ID_CU) || /* Curve */
- DAG_id_type_tagged(bmain, ID_MB) || /* MetaBall */
- DAG_id_type_tagged(bmain, ID_LT)) /* Lattice */
- {
- dag_invisible_dependencies_flush(scene);
- }
-}
-
-/* sort the base list on dependency order */
-static void dag_scene_build(Main *bmain, Scene *sce)
-{
- DagNode *node, *rootnode;
- DagNodeQueue *nqueue;
- DagAdjList *itA;
- int time;
- int skip = 0;
- ListBase tempbase;
- Base *base;
-
- BLI_listbase_clear(&tempbase);
-
- build_dag(bmain, sce, DAG_RL_ALL_BUT_DATA);
-
- dag_check_cycle(sce->theDag);
-
- nqueue = queue_create(DAGQUEUEALLOC);
-
- for (node = sce->theDag->DagNode.first; node; node = node->next) {
- node->color = DAG_WHITE;
- }
-
- time = 1;
-
- rootnode = sce->theDag->DagNode.first;
- rootnode->color = DAG_GRAY;
- time++;
- push_stack(nqueue, rootnode);
-
- while (nqueue->count) {
-
- skip = 0;
- node = get_top_node_queue(nqueue);
-
- itA = node->child;
- while (itA != NULL) {
- if (itA->node->color == DAG_WHITE) {
- itA->node->DFS_dvtm = time;
- itA->node->color = DAG_GRAY;
-
- time++;
- push_stack(nqueue, itA->node);
- skip = 1;
- break;
- }
- itA = itA->next;
- }
-
- if (!skip) {
- if (node) {
- node = pop_queue(nqueue);
- if (node->ob == sce) /* we are done */
- break;
- node->color = DAG_BLACK;
-
- time++;
- base = sce->base.first;
- while (base && base->object != node->ob)
- base = base->next;
- if (base) {
- BLI_remlink(&sce->base, base);
- BLI_addhead(&tempbase, base);
- }
- }
- }
- }
-
- /* temporal correction for circular dependencies */
- base = sce->base.first;
- while (base) {
- BLI_remlink(&sce->base, base);
- BLI_addhead(&tempbase, base);
- //if (G.debug & G_DEBUG)
- printf("cyclic %s\n", base->object->id.name);
- base = sce->base.first;
- }
-
- sce->base = tempbase;
- queue_delete(nqueue);
-
- /* all groups with objects in this scene gets resorted too */
- scene_sort_groups(bmain, sce);
-
- if (G.debug & G_DEBUG) {
- printf("\nordered\n");
- for (base = sce->base.first; base; base = base->next) {
- printf(" %s\n", base->object->id.name);
- }
- }
-
- /* Make sure that new dependencies which came from invisible layers
- * are tagged for update (if they're needed for objects which were
- * tagged for update).
- */
- dag_invisible_dependencies_check_flush(bmain, sce);
-}
-
-/* clear all dependency graphs */
-void DAG_relations_tag_update(Main *bmain)
-{
- if (DEG_depsgraph_use_legacy()) {
- Scene *sce;
- for (sce = bmain->scene.first; sce; sce = sce->id.next) {
- dag_scene_tag_rebuild(sce);
- }
- }
- else {
- /* New dependency graph. */
- DEG_relations_tag_update(bmain);
- }
-}
-
-/* rebuild dependency graph only for a given scene */
-void DAG_scene_relations_rebuild(Main *bmain, Scene *sce)
-{
- if (DEG_depsgraph_use_legacy()) {
- dag_scene_free(sce);
- DAG_scene_relations_update(bmain, sce);
- }
- else {
- /* New dependency graph. */
- DEG_scene_relations_rebuild(bmain, sce);
- }
-}
-
-/* create dependency graph if it was cleared or didn't exist yet */
-void DAG_scene_relations_update(Main *bmain, Scene *sce)
-{
- if (DEG_depsgraph_use_legacy()) {
- if (!sce->theDag || sce->theDag->need_update)
- dag_scene_build(bmain, sce);
- }
- else {
- /* New dependency graph. */
- DEG_scene_relations_update(bmain, sce);
- }
-}
-
-void DAG_scene_relations_validate(Main *bmain, Scene *sce)
-{
- if (!DEG_depsgraph_use_legacy()) {
- DEG_debug_scene_relations_validate(bmain, sce);
- }
-}
-
-void DAG_scene_free(Scene *sce)
-{
- if (DEG_depsgraph_use_legacy()) {
- if (sce->theDag) {
- free_forest(sce->theDag);
- MEM_freeN(sce->theDag);
- sce->theDag = NULL;
- }
- }
- else {
- if (sce->depsgraph) {
- DEG_graph_free(sce->depsgraph);
- sce->depsgraph = NULL;
- }
- }
-}
-
-static void lib_id_recalc_tag(Main *bmain, ID *id)
-{
- id->tag |= LIB_TAG_ID_RECALC;
- DAG_id_type_tag(bmain, GS(id->name));
-}
-
-static void lib_id_recalc_data_tag(Main *bmain, ID *id)
-{
- id->tag |= LIB_TAG_ID_RECALC_DATA;
- DAG_id_type_tag(bmain, GS(id->name));
-}
-
-/* node was checked to have lasttime != curtime and is if type ID_OB */
-static void flush_update_node(Main *bmain, DagNode *node, unsigned int layer, int curtime)
-{
- DagAdjList *itA;
- Object *ob, *obc;
- int oldflag;
- bool changed = false;
- unsigned int all_layer;
-
- node->lasttime = curtime;
-
- ob = node->ob;
- if (ob && (ob->recalc & OB_RECALC_ALL)) {
- all_layer = node->scelay;
-
- /* got an object node that changes, now check relations */
- for (itA = node->child; itA; itA = itA->next) {
- all_layer |= itA->lay;
- /* the relationship is visible */
- if ((itA->lay & layer)) { // XXX || (itA->node->ob == obedit)
- if (itA->node->type == ID_OB) {
- obc = itA->node->ob;
- oldflag = obc->recalc;
-
- /* got a ob->obc relation, now check if flag needs flush */
- if (ob->recalc & OB_RECALC_OB) {
- if (itA->type & DAG_RL_OB_OB) {
- //printf("ob %s changes ob %s\n", ob->id.name, obc->id.name);
- obc->recalc |= OB_RECALC_OB;
- lib_id_recalc_tag(bmain, &obc->id);
- }
- if (itA->type & DAG_RL_OB_DATA) {
- //printf("ob %s changes obdata %s\n", ob->id.name, obc->id.name);
- obc->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &obc->id);
- }
- }
- if (ob->recalc & OB_RECALC_DATA) {
- if (itA->type & DAG_RL_DATA_OB) {
- //printf("obdata %s changes ob %s\n", ob->id.name, obc->id.name);
- obc->recalc |= OB_RECALC_OB;
- lib_id_recalc_tag(bmain, &obc->id);
- }
- if (itA->type & DAG_RL_DATA_DATA) {
- //printf("obdata %s changes obdata %s\n", ob->id.name, obc->id.name);
- obc->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &obc->id);
- }
- }
- if (oldflag != obc->recalc) changed = 1;
- }
- }
- }
- /* even nicer, we can clear recalc flags... */
- if ((all_layer & layer) == 0) { // XXX && (ob != obedit)) {
- /* but existing displaylists or derivedmesh should be freed */
- if (ob->recalc & OB_RECALC_DATA)
- BKE_object_free_derived_caches(ob);
-
- ob->recalc &= ~OB_RECALC_ALL;
- }
- }
-
- /* check case where child changes and parent forcing obdata to change */
- /* should be done regardless if this ob has recalc set */
- /* could merge this in with loop above...? (ton) */
- for (itA = node->child; itA; itA = itA->next) {
- /* the relationship is visible */
- if ((itA->lay & layer)) { // XXX || (itA->node->ob == obedit)
- if (itA->node->type == ID_OB) {
- obc = itA->node->ob;
- /* child moves */
- if ((obc->recalc & OB_RECALC_ALL) == OB_RECALC_OB) {
- /* parent has deforming info */
- if (itA->type & (DAG_RL_OB_DATA | DAG_RL_DATA_DATA)) {
- // printf("parent %s changes ob %s\n", ob->id.name, obc->id.name);
- obc->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &obc->id);
- }
- }
- }
- }
- }
-
- /* we only go deeper if node not checked or something changed */
- for (itA = node->child; itA; itA = itA->next) {
- if (changed || itA->node->lasttime != curtime)
- flush_update_node(bmain, itA->node, layer, curtime);
- }
-
-}
-
-/* node was checked to have lasttime != curtime, and is of type ID_OB */
-static unsigned int flush_layer_node(Scene *sce, DagNode *node, int curtime)
-{
- DagAdjList *itA;
-
- node->lasttime = curtime;
- node->lay = node->scelay;
-
- for (itA = node->child; itA; itA = itA->next) {
- if (itA->node->type == ID_OB) {
- if (itA->node->lasttime != curtime) {
- itA->lay = flush_layer_node(sce, itA->node, curtime); /* lay is only set once for each relation */
- }
- else {
- itA->lay = itA->node->lay;
- }
-
- node->lay |= itA->lay;
- }
- }
-
- return node->lay;
-}
-
-/* node was checked to have lasttime != curtime, and is of type ID_OB */
-static void flush_pointcache_reset(Main *bmain, Scene *scene, DagNode *node,
- int curtime, unsigned int lay, bool reset)
-{
- DagAdjList *itA;
- Object *ob;
-
- node->lasttime = curtime;
-
- for (itA = node->child; itA; itA = itA->next) {
- if (itA->node->type == ID_OB) {
- if (itA->node->lasttime != curtime) {
- ob = (Object *)(itA->node->ob);
-
- if (reset || (ob->recalc & OB_RECALC_ALL)) {
- if (BKE_ptcache_object_reset(scene, ob, PTCACHE_RESET_DEPSGRAPH)) {
- /* Don't tag nodes which are on invisible layer. */
- if (itA->node->lay & lay) {
- ob->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &ob->id);
- }
- }
-
- flush_pointcache_reset(bmain, scene, itA->node, curtime, lay, true);
- }
- else
- flush_pointcache_reset(bmain, scene, itA->node, curtime, lay, false);
- }
- }
- }
-}
-
-/* flush layer flags to dependencies */
-static void dag_scene_flush_layers(Scene *sce, int lay)
-{
- DagNode *node, *firstnode;
- DagAdjList *itA;
- Base *base;
- int lasttime;
-
- firstnode = sce->theDag->DagNode.first; /* always scene node */
-
- for (itA = firstnode->child; itA; itA = itA->next)
- itA->lay = 0;
-
- sce->theDag->time++; /* so we know which nodes were accessed */
- lasttime = sce->theDag->time;
-
- /* update layer flags in nodes */
- for (base = sce->base.first; base; base = base->next) {
- node = dag_get_node(sce->theDag, base->object);
- node->scelay = base->object->lay;
- }
-
- /* ensure cameras are set as if they are on a visible layer, because
- * they ared still used for rendering or setting the camera view
- *
- * XXX, this wont work for local view / unlocked camera's */
- if (sce->camera) {
- node = dag_get_node(sce->theDag, sce->camera);
- node->scelay |= lay;
- }
-
-#ifdef DURIAN_CAMERA_SWITCH
- {
- TimeMarker *m;
-
- for (m = sce->markers.first; m; m = m->next) {
- if (m->camera) {
- node = dag_get_node(sce->theDag, m->camera);
- node->scelay |= lay;
- }
- }
- }
-#endif
-
- /* flush layer nodes to dependencies */
- for (itA = firstnode->child; itA; itA = itA->next)
- if (itA->node->lasttime != lasttime && itA->node->type == ID_OB)
- flush_layer_node(sce, itA->node, lasttime);
-}
-
-static void dag_tag_renderlayers(Scene *sce, unsigned int lay)
-{
- if (sce->nodetree) {
- bNode *node;
- Base *base;
- unsigned int lay_changed = 0;
-
- for (base = sce->base.first; base; base = base->next)
- if (base->lay & lay)
- if (base->object->recalc)
- lay_changed |= base->lay;
-
- for (node = sce->nodetree->nodes.first; node; node = node->next) {
- if (node->id == (ID *)sce) {
- SceneRenderLayer *srl = BLI_findlink(&sce->r.layers, node->custom1);
- if (srl && (srl->lay & lay_changed))
- nodeUpdate(sce->nodetree, node);
- }
- }
- }
-}
-
-/* flushes all recalc flags in objects down the dependency tree */
-void DAG_scene_flush_update(Main *bmain, Scene *sce, unsigned int lay, const short time)
-{
- DagNode *firstnode;
- DagAdjList *itA;
- Object *ob;
- int lasttime;
-
- if (!DEG_depsgraph_use_legacy()) {
- return;
- }
-
- if (sce->theDag == NULL || sce->theDag->need_update) {
- printf("DAG zero... not allowed to happen!\n");
- DAG_scene_relations_update(bmain, sce);
- }
-
- firstnode = sce->theDag->DagNode.first; /* always scene node */
-
- /* first we flush the layer flags */
- dag_scene_flush_layers(sce, lay);
-
- /* then we use the relationships + layer info to flush update events */
- sce->theDag->time++; /* so we know which nodes were accessed */
- lasttime = sce->theDag->time;
- for (itA = firstnode->child; itA; itA = itA->next)
- if (itA->node->lasttime != lasttime && itA->node->type == ID_OB)
- flush_update_node(bmain, itA->node, lay, lasttime);
-
- /* if update is not due to time change, do pointcache clears */
- if (!time) {
- sce->theDag->time++; /* so we know which nodes were accessed */
- lasttime = sce->theDag->time;
- for (itA = firstnode->child; itA; itA = itA->next) {
- if (itA->node->lasttime != lasttime && itA->node->type == ID_OB) {
- ob = (Object *)(itA->node->ob);
-
- if (ob->recalc & OB_RECALC_ALL) {
- if (BKE_ptcache_object_reset(sce, ob, PTCACHE_RESET_DEPSGRAPH)) {
- ob->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &ob->id);
- }
-
- flush_pointcache_reset(bmain, sce, itA->node, lasttime,
- lay, true);
- }
- else
- flush_pointcache_reset(bmain, sce, itA->node, lasttime,
- lay, false);
- }
- }
- }
-
- dag_tag_renderlayers(sce, lay);
-}
-
-static bool modifier_nlastrips_use_time(ListBase *strips)
-{
- NlaStrip *strip;
-
- if (strips) {
- for (strip = strips->first; strip; strip = strip->next) {
- if (modifier_nlastrips_use_time(&strip->strips)) {
- return true;
- }
- else if (strip->act) {
- FCurve *fcu;
-
- for (fcu = strip->act->curves.first; fcu; fcu = fcu->next) {
- if (fcu->rna_path && strstr(fcu->rna_path, "modifiers["))
- return true;
- }
- }
- }
- }
-
- return false;
-}
-
-static bool object_modifiers_use_time(Object *ob)
-{
- ModifierData *md;
-
- /* check if a modifier in modifier stack needs time input */
- for (md = ob->modifiers.first; md; md = md->next) {
- if (modifier_dependsOnTime(md))
- return true;
- }
-
- /* check whether any modifiers are animated */
- if (ob->adt) {
- AnimData *adt = ob->adt;
- NlaTrack *nlt;
- FCurve *fcu;
-
- /* action - check for F-Curves with paths containing 'modifiers[' */
- if (adt->action) {
- for (fcu = adt->action->curves.first; fcu; fcu = fcu->next) {
- if (fcu->rna_path && strstr(fcu->rna_path, "modifiers["))
- return true;
- }
- }
-
- /* This here allows modifier properties to get driven and still update properly
- *
- * Workaround to get [#26764] (e.g. subsurf levels not updating when animated/driven)
- * working, without the updating problems ([#28525] [#28690] [#28774] [#28777]) caused
- * by the RNA updates cache introduced in r.38649
- */
- for (fcu = adt->drivers.first; fcu; fcu = fcu->next) {
- if (fcu->rna_path && strstr(fcu->rna_path, "modifiers["))
- return true;
- }
-
- /* Also check NLA Strips... [#T45938] */
- for (nlt = adt->nla_tracks.first; nlt; nlt = nlt->next) {
- if (modifier_nlastrips_use_time(&nlt->strips))
- return true;
- }
- }
-
- return false;
-}
-
-static short animdata_use_time(AnimData *adt)
-{
- NlaTrack *nlt;
-
- if (adt == NULL) return 0;
-
- /* check action - only if assigned, and it has anim curves */
- if (adt->action && adt->action->curves.first)
- return 1;
-
- /* check NLA tracks + strips */
- for (nlt = adt->nla_tracks.first; nlt; nlt = nlt->next) {
- if (nlt->strips.first)
- return 1;
- }
-
- /* If we have drivers, more likely than not, on a frame change
- * they'll need updating because their owner changed
- *
- * This is kindof a hack to get around a whole host of problems
- * involving drivers using non-object datablock data (which the
- * depsgraph currently has no way of representing let alone correctly
- * dependency sort+tagging). By doing this, at least we ensure that
- * some commonly attempted drivers (such as scene -> current frame;
- * see "Driver updates fail" thread on Bf-committers dated July 2)
- * will work correctly, and that other non-object datablocks will have
- * their drivers update at least on frame change.
- *
- * -- Aligorith, July 4 2011
- */
- if (adt->drivers.first)
- return 1;
-
- return 0;
-}
-
-static void dag_object_time_update_flags(Main *bmain, Scene *scene, Object *ob)
-{
- if (ob->constraints.first) {
- bConstraint *con;
- for (con = ob->constraints.first; con; con = con->next) {
- const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
- ListBase targets = {NULL, NULL};
- bConstraintTarget *ct;
-
- if (cti) {
- /* special case for camera tracking -- it doesn't use targets to define relations */
- if (ELEM(cti->type,
- CONSTRAINT_TYPE_FOLLOWTRACK,
- CONSTRAINT_TYPE_CAMERASOLVER,
- CONSTRAINT_TYPE_OBJECTSOLVER,
- CONSTRAINT_TYPE_TRANSFORM_CACHE))
- {
- ob->recalc |= OB_RECALC_OB;
- }
- else if (cti->get_constraint_targets) {
- cti->get_constraint_targets(con, &targets);
-
- for (ct = targets.first; ct; ct = ct->next) {
- if (ct->tar) {
- ob->recalc |= OB_RECALC_OB;
- break;
- }
- }
-
- if (cti->flush_constraint_targets)
- cti->flush_constraint_targets(con, &targets, 1);
- }
-
- }
- }
- }
-
- if (ob->parent) {
- /* motion path or bone child */
- if (ob->parent->type == OB_CURVE || ob->parent->type == OB_ARMATURE) ob->recalc |= OB_RECALC_OB;
- }
-
-#if 0 // XXX old animation system
- if (ob->nlastrips.first) {
- if (ob->dup_group) {
- bActionStrip *strip;
- /* this case is for groups with nla, whilst nla target has no action or nla */
- for (strip = ob->nlastrips.first; strip; strip = strip->next) {
- if (strip->object)
- strip->object->recalc |= OB_RECALC_ALL;
- }
- }
- }
-#endif // XXX old animation system
-
- if (animdata_use_time(ob->adt)) {
- ob->recalc |= OB_RECALC_OB;
- ob->adt->recalc |= ADT_RECALC_ANIM;
- }
-
- if ((ob->adt) && (ob->type == OB_ARMATURE)) ob->recalc |= OB_RECALC_DATA;
-
- if (object_modifiers_use_time(ob)) ob->recalc |= OB_RECALC_DATA;
- if ((ob->pose) && (ob->pose->flag & POSE_CONSTRAINTS_TIMEDEPEND)) ob->recalc |= OB_RECALC_DATA;
-
- // XXX: scene here may not be the scene that contains the rigidbody world affecting this!
- if (ob->rigidbody_object && BKE_scene_check_rigidbody_active(scene))
- ob->recalc |= OB_RECALC_OB;
-
- {
- AnimData *adt = BKE_animdata_from_id((ID *)ob->data);
- Mesh *me;
- Curve *cu;
- Lattice *lt;
-
- switch (ob->type) {
- case OB_MESH:
- me = ob->data;
- if (me->key) {
- if (!(ob->shapeflag & OB_SHAPE_LOCK)) {
- ob->recalc |= OB_RECALC_DATA;
- }
- }
- if (ob->particlesystem.first)
- ob->recalc |= OB_RECALC_DATA;
- break;
- case OB_CURVE:
- case OB_SURF:
- cu = ob->data;
- if (cu->key) {
- if (!(ob->shapeflag & OB_SHAPE_LOCK)) {
- ob->recalc |= OB_RECALC_DATA;
- }
- }
- break;
- case OB_FONT:
- cu = ob->data;
- if (BLI_listbase_is_empty(&cu->nurb) && cu->str && cu->vfont)
- ob->recalc |= OB_RECALC_DATA;
- break;
- case OB_LATTICE:
- lt = ob->data;
- if (lt->key) {
- if (!(ob->shapeflag & OB_SHAPE_LOCK)) {
- ob->recalc |= OB_RECALC_DATA;
- }
- }
- break;
- case OB_MBALL:
- if (ob->transflag & OB_DUPLI) ob->recalc |= OB_RECALC_DATA;
- break;
- case OB_EMPTY:
- /* update animated images */
- if (ob->empty_drawtype == OB_EMPTY_IMAGE && ob->data)
- if (BKE_image_is_animated(ob->data))
- ob->recalc |= OB_RECALC_DATA;
- break;
- }
-
- if (animdata_use_time(adt)) {
- ob->recalc |= OB_RECALC_DATA;
- adt->recalc |= ADT_RECALC_ANIM;
- }
-
- if (ob->particlesystem.first) {
- ParticleSystem *psys = ob->particlesystem.first;
-
- for (; psys; psys = psys->next) {
- if (psys_check_enabled(ob, psys, G.is_rendering)) {
- ob->recalc |= OB_RECALC_DATA;
- break;
- }
- }
- }
- }
-
- if (ob->recalc & OB_RECALC_OB)
- lib_id_recalc_tag(bmain, &ob->id);
- if (ob->recalc & OB_RECALC_DATA)
- lib_id_recalc_data_tag(bmain, &ob->id);
-
-}
-
-/* recursively update objects in groups, each group is done at most once */
-static void dag_group_update_flags(Main *bmain, Scene *scene, Group *group, const bool do_time)
-{
- GroupObject *go;
-
- if (group->id.tag & LIB_TAG_DOIT)
- return;
-
- group->id.tag |= LIB_TAG_DOIT;
-
- for (go = group->gobject.first; go; go = go->next) {
- if (do_time)
- dag_object_time_update_flags(bmain, scene, go->ob);
- if (go->ob->dup_group)
- dag_group_update_flags(bmain, scene, go->ob->dup_group, do_time);
- }
-}
-
-/* flag all objects that need recalc, for changes in time for example */
-/* do_time: make this optional because undo resets objects to their animated locations without this */
-void DAG_scene_update_flags(Main *bmain, Scene *scene, unsigned int lay, const bool do_time, const bool do_invisible_flush)
-{
- Base *base;
- Object *ob;
- Group *group;
- GroupObject *go;
- Scene *sce_iter;
-
- BKE_main_id_tag_idcode(bmain, ID_GR, LIB_TAG_DOIT, false);
-
- /* set ob flags where animated systems are */
- for (SETLOOPER(scene, sce_iter, base)) {
- ob = base->object;
-
- if (do_time) {
- /* now if DagNode were part of base, the node->lay could be checked... */
- /* we do all now, since the scene_flush checks layers and clears recalc flags even */
-
- /* NOTE: "sce_iter" not "scene" so that rigidbodies in background scenes work
- * (i.e. muting + rbw availability can be checked and tagged properly) [#33970]
- */
- dag_object_time_update_flags(bmain, sce_iter, ob);
- }
-
- /* recursively tag groups with LIB_TAG_DOIT, and update flags for objects */
- if (ob->dup_group)
- dag_group_update_flags(bmain, scene, ob->dup_group, do_time);
- }
-
- for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set)
- DAG_scene_flush_update(bmain, sce_iter, lay, 1);
-
- if (do_time) {
- /* test: set time flag, to disable baked systems to update */
- for (SETLOOPER(scene, sce_iter, base)) {
- ob = base->object;
- if (ob->recalc & OB_RECALC_ALL)
- ob->recalc |= OB_RECALC_TIME;
- }
-
- /* hrmf... an exception to look at once, for invisible camera object we do it over */
- if (scene->camera)
- dag_object_time_update_flags(bmain, scene, scene->camera);
- }
-
- /* and store the info in groupobject */
- for (group = bmain->group.first; group; group = group->id.next) {
- if (group->id.tag & LIB_TAG_DOIT) {
- for (go = group->gobject.first; go; go = go->next) {
- go->recalc = go->ob->recalc;
- // printf("ob %s recalc %d\n", go->ob->id.name, go->recalc);
- }
- group->id.tag &= ~LIB_TAG_DOIT;
- }
- }
-
- if (do_invisible_flush) {
- dag_invisible_dependencies_check_flush(bmain, scene);
- }
-}
-
-/* struct returned by DagSceneLayer */
-typedef struct DagSceneLayer {
- struct DagSceneLayer *next, *prev;
- Scene *scene;
- unsigned int layer;
-} DagSceneLayer;
-
-/* returns visible scenes with valid DAG */
-static void dag_current_scene_layers(Main *bmain, ListBase *lb)
-{
- wmWindowManager *wm;
- wmWindow *win;
-
- BLI_listbase_clear(lb);
-
- /* if we have a windowmanager, look into windows */
- if ((wm = bmain->wm.first)) {
-
- BKE_main_id_flag_listbase(&bmain->scene, LIB_TAG_DOIT, 1);
-
- for (win = wm->windows.first; win; win = win->next) {
- if (win->screen && win->screen->scene->theDag) {
- Scene *scene = win->screen->scene;
- DagSceneLayer *dsl;
-
- if (scene->id.tag & LIB_TAG_DOIT) {
- dsl = MEM_mallocN(sizeof(DagSceneLayer), "dag scene layer");
-
- BLI_addtail(lb, dsl);
-
- dsl->scene = scene;
- dsl->layer = BKE_screen_visible_layers(win->screen, scene);
-
- scene->id.tag &= ~LIB_TAG_DOIT;
- }
- else {
- /* It is possible that multiple windows shares the same scene
- * and have different layers visible.
- *
- * Here we deal with such cases by squashing layers bits from
- * multiple windoew to the DagSceneLayer.
- *
- * TODO(sergey): Such a lookup could be optimized perhaps,
- * however should be fine for now since we usually have only
- * few open windows.
- */
- for (dsl = lb->first; dsl; dsl = dsl->next) {
- if (dsl->scene == scene) {
- dsl->layer |= BKE_screen_visible_layers(win->screen, scene);
- break;
- }
- }
- }
- }
- }
- }
- else {
- /* if not, use the first sce */
- DagSceneLayer *dsl = MEM_mallocN(sizeof(DagSceneLayer), "dag scene layer");
-
- BLI_addtail(lb, dsl);
-
- dsl->scene = bmain->scene.first;
- dsl->layer = dsl->scene->lay;
-
- /* XXX for background mode, we should get the scene
- * from somewhere, for the -S option, but it's in
- * the context, how to get it here? */
- }
-}
-
-static void dag_group_on_visible_update(Scene *scene, Group *group)
-{
- GroupObject *go;
-
- if (group->id.tag & LIB_TAG_DOIT)
- return;
-
- group->id.tag |= LIB_TAG_DOIT;
-
- for (go = group->gobject.first; go; go = go->next) {
- if (ELEM(go->ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL, OB_LATTICE)) {
- go->ob->recalc |= OB_RECALC_DATA;
- go->ob->id.tag |= LIB_TAG_DOIT;
- lib_id_recalc_tag(G.main, &go->ob->id);
- }
- if (go->ob->proxy_from) {
- go->ob->recalc |= OB_RECALC_OB;
- go->ob->id.tag |= LIB_TAG_DOIT;
- lib_id_recalc_tag(G.main, &go->ob->id);
- }
-
- if (go->ob->dup_group)
- dag_group_on_visible_update(scene, go->ob->dup_group);
- }
-}
-
-void DAG_on_visible_update(Main *bmain, const bool do_time)
-{
- ListBase listbase;
- DagSceneLayer *dsl;
-
- if (!DEG_depsgraph_use_legacy()) {
- /* Inform new dependnecy graphs about visibility changes. */
- DEG_on_visible_update(bmain, do_time);
- return;
- }
-
- /* get list of visible scenes and layers */
- dag_current_scene_layers(bmain, &listbase);
-
- for (dsl = listbase.first; dsl; dsl = dsl->next) {
- Scene *scene = dsl->scene;
- Scene *sce_iter;
- Base *base;
- Object *ob;
- DagNode *node;
- unsigned int lay = dsl->layer, oblay;
-
- /* derivedmeshes and displists are not saved to file so need to be
- * remade, tag them so they get remade in the scene update loop,
- * note armature poses or object matrices are preserved and do not
- * require updates, so we skip those */
- for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set)
- dag_scene_flush_layers(sce_iter, lay);
-
- BKE_main_id_tag_idcode(bmain, ID_GR, LIB_TAG_DOIT, false);
-
- for (SETLOOPER(scene, sce_iter, base)) {
- ob = base->object;
- node = (sce_iter->theDag) ? dag_get_node(sce_iter->theDag, ob) : NULL;
- oblay = (node) ? node->lay : ob->lay;
-
- if ((oblay & lay) & ~scene->lay_updated) {
- /* TODO(sergey): Why do we need armature here now but didn't need before? */
- if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL, OB_LATTICE, OB_ARMATURE)) {
- ob->recalc |= OB_RECALC_DATA;
- lib_id_recalc_tag(bmain, &ob->id);
- }
- /* This should not be needed here, but in some cases, like after a redo, we can end up with
- * a wrong final matrix (see T42472).
- * Quoting Sergey, this comes from BKE_object_handle_update_ex, which is calling
- * BKE_object_where_is_calc_ex when it shouldn't, but that issue is not easily fixable.
- */
- else {
- ob->recalc |= OB_RECALC_OB;
- lib_id_recalc_tag(bmain, &ob->id);
- }
- if (ob->proxy && (ob->proxy_group == NULL)) {
- ob->proxy->recalc |= OB_RECALC_DATA;
- lib_id_recalc_tag(bmain, &ob->id);
- }
- if (ob->dup_group)
- dag_group_on_visible_update(scene, ob->dup_group);
- }
- }
-
- BKE_main_id_tag_idcode(bmain, ID_GR, LIB_TAG_DOIT, false);
-
- /* now tag update flags, to ensure deformers get calculated on redraw */
- DAG_scene_update_flags(bmain, scene, lay, do_time, true);
- scene->lay_updated |= lay;
- }
-
- BLI_freelistN(&listbase);
-
- /* hack to get objects updating on layer changes */
- DAG_id_type_tag(bmain, ID_OB);
-
- /* so masks update on load */
- if (bmain->mask.first) {
- Mask *mask;
-
- for (mask = bmain->mask.first; mask; mask = mask->id.next) {
- DAG_id_tag_update(&mask->id, 0);
- }
- }
-}
-
-static void dag_id_flush_update__isDependentTexture(
- void *userData, Object *UNUSED(ob), ID **idpoin, int UNUSED(cb_flag))
-{
- struct { ID *id; bool is_dependent; } *data = userData;
-
- if (*idpoin && GS((*idpoin)->name) == ID_TE) {
- if (data->id == (*idpoin))
- data->is_dependent = 1;
- }
-}
-
-static void dag_id_flush_update(Main *bmain, Scene *sce, ID *id)
-{
- Object *obt, *ob = NULL;
- short idtype;
-
- /* here we flush a few things before actual scene wide flush, mostly
- * due to only objects and not other datablocks being in the depsgraph */
-
- /* set flags & pointcache for object */
- if (GS(id->name) == ID_OB) {
- ob = (Object *)id;
- BKE_ptcache_object_reset(sce, ob, PTCACHE_RESET_DEPSGRAPH);
-
- /* So if someone tagged object recalc directly,
- * id_tag_update bit-field stays relevant
- */
- if (ob->recalc & OB_RECALC_ALL) {
- DAG_id_type_tag(bmain, GS(id->name));
- }
-
- if (ob->recalc & OB_RECALC_DATA) {
- /* all users of this ob->data should be checked */
- id = ob->data;
-
- /* no point in trying in this cases */
- if (id && id->us <= 1) {
- dag_editors_id_update(bmain, id);
- id = NULL;
- }
- }
- }
-
- /* set flags & pointcache for object data */
- if (id) {
- idtype = GS(id->name);
-
-
- if (OB_DATA_SUPPORT_ID(idtype)) {
- for (obt = bmain->object.first; obt; obt = obt->id.next) {
- if (!(ob && obt == ob) && obt->data == id) {
- obt->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &obt->id);
- BKE_ptcache_object_reset(sce, obt, PTCACHE_RESET_DEPSGRAPH);
- }
- }
- }
- else if (idtype == ID_VF) {
- for (obt = bmain->object.first; obt; obt = obt->id.next) {
- if (obt->type == OB_FONT) {
- Curve *cu = obt->data;
- if (ELEM((struct VFont *)id, CURVE_VFONT_ANY(cu))) {
- obt->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &obt->id);
- }
- }
- }
- }
-
- /* set flags based on textures - can influence depgraph via modifiers */
- if (idtype == ID_TE) {
- for (obt = bmain->object.first; obt; obt = obt->id.next) {
- struct { ID *id; bool is_dependent; } data;
- data.id = id;
- data.is_dependent = 0;
-
- modifiers_foreachIDLink(obt, dag_id_flush_update__isDependentTexture, &data);
- if (data.is_dependent) {
- obt->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &obt->id);
- }
-
- /* particle settings can use the texture as well */
- if (obt->particlesystem.first) {
- ParticleSystem *psys = obt->particlesystem.first;
- MTex **mtexp, *mtex;
- int a;
- for (; psys; psys = psys->next) {
- mtexp = psys->part->mtex;
- for (a = 0; a < MAX_MTEX; a++, mtexp++) {
- mtex = *mtexp;
- if (mtex && mtex->tex == (Tex *)id) {
- obt->recalc |= OB_RECALC_DATA;
- lib_id_recalc_data_tag(bmain, &obt->id);
-
- if (mtex->mapto & PAMAP_INIT)
- psys->recalc |= PSYS_RECALC_RESET;
- if (mtex->mapto & PAMAP_CHILD)
- psys->recalc |= PSYS_RECALC_CHILD;
-
- BKE_ptcache_object_reset(sce, obt, PTCACHE_RESET_DEPSGRAPH);
- }
- }
- }
- }
- }
- }
-
- /* set flags based on ShapeKey */
- if (idtype == ID_KE) {
- for (obt = bmain->object.first; obt; obt = obt->id.next) {
- Key *key = BKE_key_from_object(obt);
- if (!(ob && obt == ob) && ((ID *)key == id)) {
- obt->flag |= (OB_RECALC_OB | OB_RECALC_DATA);
- lib_id_recalc_tag(bmain, &obt->id);
- lib_id_recalc_data_tag(bmain, &obt->id);
- BKE_ptcache_object_reset(sce, obt, PTCACHE_RESET_DEPSGRAPH);
- }
- }
- }
-
- /* set flags based on particle settings */
- if (idtype == ID_PA) {
- ParticleSystem *psys;
- for (obt = bmain->object.first; obt; obt = obt->id.next)
- for (psys = obt->particlesystem.first; psys; psys = psys->next)
- if (&psys->part->id == id)
- BKE_ptcache_object_reset(sce, obt, PTCACHE_RESET_DEPSGRAPH);
- }
-
- if (ELEM(idtype, ID_MA, ID_TE)) {
- obt = sce->basact ? sce->basact->object : NULL;
- if (obt && obt->mode & OB_MODE_TEXTURE_PAINT) {
- BKE_texpaint_slots_refresh_object(sce, obt);
- BKE_paint_proj_mesh_data_check(sce, obt, NULL, NULL, NULL, NULL);
- GPU_drawobject_free(obt->derivedFinal);
- }
- }
-
- if (idtype == ID_MC) {
- MovieClip *clip = (MovieClip *) id;
-
- BKE_tracking_dopesheet_tag_update(&clip->tracking);
-
- for (obt = bmain->object.first; obt; obt = obt->id.next) {
- bConstraint *con;
- for (con = obt->constraints.first; con; con = con->next) {
- const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
- if (ELEM(cti->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_CAMERASOLVER,
- CONSTRAINT_TYPE_OBJECTSOLVER))
- {
- obt->recalc |= OB_RECALC_OB;
- lib_id_recalc_tag(bmain, &obt->id);
- break;
- }
- }
- }
-
- if (sce->nodetree) {
- bNode *node;
-
- for (node = sce->nodetree->nodes.first; node; node = node->next) {
- if (node->id == id) {
- nodeUpdate(sce->nodetree, node);
- }
- }
- }
- }
-
- /* Not pretty to iterate all the nodes here, but it's as good as it
- * could be with the current depsgraph design/
- */
- if (idtype == ID_IM) {
- FOREACH_NODETREE(bmain, ntree, parent_id) {
- if (ntree->type == NTREE_SHADER) {
- bNode *node;
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->id == id) {
- lib_id_recalc_tag(bmain, &ntree->id);
- break;
- }
- }
- }
- } FOREACH_NODETREE_END
- }
-
- if (idtype == ID_MSK) {
- if (sce->nodetree) {
- bNode *node;
-
- for (node = sce->nodetree->nodes.first; node; node = node->next) {
- if (node->id == id) {
- nodeUpdate(sce->nodetree, node);
- }
- }
- }
- }
-
- /* camera's matrix is used to orient reconstructed stuff,
- * so it should happen tracking-related constraints recalculation
- * when camera is changing (sergey) */
- if (sce->camera && &sce->camera->id == id) {
- MovieClip *clip = BKE_object_movieclip_get(sce, sce->camera, true);
-
- if (clip)
- dag_id_flush_update(bmain, sce, &clip->id);
- }
-
- /* update editors */
- dag_editors_id_update(bmain, id);
- }
-}
-
-void DAG_ids_flush_tagged(Main *bmain)
-{
- ListBase listbase;
- DagSceneLayer *dsl;
- ListBase *lbarray[MAX_LIBARRAY];
- int a;
- bool do_flush = false;
-
- if (!DEG_depsgraph_use_legacy()) {
- DEG_ids_flush_tagged(bmain);
- return;
- }
-
- /* get list of visible scenes and layers */
- dag_current_scene_layers(bmain, &listbase);
-
- if (BLI_listbase_is_empty(&listbase))
- return;
-
- /* loop over all ID types */
- a = set_listbasepointers(bmain, lbarray);
-
- while (a--) {
- ListBase *lb = lbarray[a];
- ID *id = lb->first;
-
- if (id && bmain->id_tag_update[BKE_idcode_to_index(GS(id->name))]) {
- for (; id; id = id->next) {
- if (id->tag & (LIB_TAG_ID_RECALC | LIB_TAG_ID_RECALC_DATA)) {
-
- for (dsl = listbase.first; dsl; dsl = dsl->next)
- dag_id_flush_update(bmain, dsl->scene, id);
-
- do_flush = true;
- }
- }
- }
- }
-
- /* flush changes to other objects */
- if (do_flush) {
- for (dsl = listbase.first; dsl; dsl = dsl->next)
- DAG_scene_flush_update(bmain, dsl->scene, dsl->layer, 0);
- }
-
- BLI_freelistN(&listbase);
-}
-
-void DAG_ids_check_recalc(Main *bmain, Scene *scene, bool time)
-{
- ListBase *lbarray[MAX_LIBARRAY];
- int a;
- bool updated = false;
-
- if (!DEG_depsgraph_use_legacy()) {
- DEG_ids_check_recalc(bmain, scene, time);
- return;
- }
-
- /* loop over all ID types */
- a = set_listbasepointers(bmain, lbarray);
-
- while (a--) {
- ListBase *lb = lbarray[a];
- ID *id = lb->first;
-
- if (id && bmain->id_tag_update[BKE_idcode_to_index(GS(id->name))]) {
- updated = true;
- break;
- }
- }
-
- dag_editors_scene_update(bmain, scene, (updated || time));
-}
-
-/* It is possible that scene_update_post and frame_update_post handlers
- * will modify objects. The issue is that DAG_ids_clear_recalc is called
- * just after callbacks, which leaves objects with recalc flags but no
- * corresponding bit in ID recalc bitfield. This leads to some kind of
- * regression when using ID type tag fields to check whether there objects
- * to be updated internally comparing threaded DAG with legacy one.
- *
- * For now let's have a workaround which will preserve tag for ID_OB
- * if there're objects with OB_RECALC_ALL bits. This keeps behavior
- * unchanged comparing with 2.69 release.
- *
- * TODO(sergey): Need to get rid of such a workaround.
- *
- * - sergey -
- */
-
-#define POST_UPDATE_HANDLER_WORKAROUND
-
-void DAG_ids_clear_recalc(Main *bmain)
-{
- ListBase *lbarray[MAX_LIBARRAY];
- bNodeTree *ntree;
- int a;
-
-#ifdef POST_UPDATE_HANDLER_WORKAROUND
- bool have_updated_objects = false;
-
- if (DAG_id_type_tagged(bmain, ID_OB)) {
- ListBase listbase;
- DagSceneLayer *dsl;
-
- /* We need to check all visible scenes, otherwise resetting
- * OB_ID changed flag will only work fine for first scene of
- * multiple visible and all the rest will skip update.
- *
- * This could also lead to wrong behavior scene update handlers
- * because of missing ID datablock changed flags.
- *
- * This is a bit of a bummer to allocate list here, but likely
- * it wouldn't become too much bad because it only happens when
- * objects were actually changed.
- */
- dag_current_scene_layers(bmain, &listbase);
-
- for (dsl = listbase.first; dsl; dsl = dsl->next) {
- Scene *scene = dsl->scene;
- DagNode *node;
- for (node = scene->theDag->DagNode.first;
- node != NULL && have_updated_objects == false;
- node = node->next)
- {
- if (node->type == ID_OB) {
- Object *object = (Object *) node->ob;
- if (object->recalc & OB_RECALC_ALL) {
- have_updated_objects = true;
- break;
- }
- }
- }
- }
-
- BLI_freelistN(&listbase);
- }
-#endif
-
- /* loop over all ID types */
- a = set_listbasepointers(bmain, lbarray);
-
- while (a--) {
- ListBase *lb = lbarray[a];
- ID *id = lb->first;
-
- if (id && bmain->id_tag_update[BKE_idcode_to_index(GS(id->name))]) {
- for (; id; id = id->next) {
- if (id->tag & (LIB_TAG_ID_RECALC | LIB_TAG_ID_RECALC_DATA))
- id->tag &= ~(LIB_TAG_ID_RECALC | LIB_TAG_ID_RECALC_DATA);
-
- /* some ID's contain semi-datablock nodetree */
- ntree = ntreeFromID(id);
- if (ntree && (ntree->id.tag & (LIB_TAG_ID_RECALC | LIB_TAG_ID_RECALC_DATA)))
- ntree->id.tag &= ~(LIB_TAG_ID_RECALC | LIB_TAG_ID_RECALC_DATA);
- }
- }
- }
-
- memset(bmain->id_tag_update, 0, sizeof(bmain->id_tag_update));
-
-#ifdef POST_UPDATE_HANDLER_WORKAROUND
- if (have_updated_objects) {
- DAG_id_type_tag(bmain, ID_OB);
- }
-#endif
-}
-
-void DAG_id_tag_update_ex(Main *bmain, ID *id, short flag)
-{
- if (!DEG_depsgraph_use_legacy()) {
- DEG_id_tag_update_ex(bmain, id, flag);
- return;
- }
-
- if (id == NULL) return;
-
- if (G.debug & G_DEBUG_DEPSGRAPH) {
- printf("%s: id=%s flag=%d\n", __func__, id->name, flag);
- }
-
- /* tag ID for update */
- if (flag) {
- if (flag & OB_RECALC_OB)
- lib_id_recalc_tag(bmain, id);
- if (flag & (OB_RECALC_DATA | PSYS_RECALC))
- lib_id_recalc_data_tag(bmain, id);
- }
- else
- lib_id_recalc_tag(bmain, id);
-
- /* flag is for objects and particle systems */
- if (flag) {
- Object *ob;
- short idtype = GS(id->name);
-
- if (idtype == ID_OB) {
- /* only quick tag */
- ob = (Object *)id;
- ob->recalc |= (flag & OB_RECALC_ALL);
- }
- else if (idtype == ID_PA) {
- ParticleSystem *psys;
- /* this is weak still, should be done delayed as well */
- for (ob = bmain->object.first; ob; ob = ob->id.next) {
- for (psys = ob->particlesystem.first; psys; psys = psys->next) {
- if (&psys->part->id == id) {
- ob->recalc |= (flag & OB_RECALC_ALL);
- psys->recalc |= (flag & PSYS_RECALC);
- lib_id_recalc_tag(bmain, &ob->id);
- lib_id_recalc_data_tag(bmain, &ob->id);
- }
- }
- }
- }
- else {
- /* disable because this is called on various ID types automatically.
- * where printing warning is not useful. for now just ignore */
- /* BLI_assert(!"invalid flag for this 'idtype'"); */
- }
- }
- else if (GS(id->name) == ID_CF) {
- for (Object *ob = bmain->object.first; ob; ob = ob->id.next) {
- ModifierData *md = modifiers_findByType(ob, eModifierType_MeshSequenceCache);
-
- if (md) {
- MeshSeqCacheModifierData *mcmd = (MeshSeqCacheModifierData *)md;
-
- if (mcmd->cache_file && (&mcmd->cache_file->id == id)) {
- ob->recalc |= OB_RECALC_ALL;
- continue;
- }
- }
-
- for (bConstraint *con = ob->constraints.first; con; con = con->next) {
- if (con->type != CONSTRAINT_TYPE_TRANSFORM_CACHE) {
- continue;
- }
-
- bTransformCacheConstraint *data = con->data;
-
- if (data->cache_file && (&data->cache_file->id == id)) {
- ob->recalc |= OB_RECALC_ALL;
- break;
- }
- }
- }
- }
-}
-
-void DAG_id_tag_update(ID *id, short flag)
-{
- DAG_id_tag_update_ex(G.main, id, flag);
-}
-
-void DAG_id_type_tag(Main *bmain, short idtype)
-{
- if (idtype == ID_NT) {
- /* stupid workaround so parent datablocks of nested nodetree get looped
- * over when we loop over tagged datablock types */
- DAG_id_type_tag(bmain, ID_MA);
- DAG_id_type_tag(bmain, ID_TE);
- DAG_id_type_tag(bmain, ID_LA);
- DAG_id_type_tag(bmain, ID_WO);
- DAG_id_type_tag(bmain, ID_SCE);
- }
-
- bmain->id_tag_update[BKE_idcode_to_index(idtype)] = 1;
-}
-
-int DAG_id_type_tagged(Main *bmain, short idtype)
-{
- return bmain->id_tag_update[BKE_idcode_to_index(idtype)];
-}
-
-#if 0 // UNUSED
-/* recursively descends tree, each node only checked once */
-/* node is checked to be of type object */
-static int parent_check_node(DagNode *node, int curtime)
-{
- DagAdjList *itA;
-
- node->lasttime = curtime;
-
- if (node->color == DAG_GRAY)
- return DAG_GRAY;
-
- for (itA = node->child; itA; itA = itA->next) {
- if (itA->node->type == ID_OB) {
-
- if (itA->node->color == DAG_GRAY)
- return DAG_GRAY;
-
- /* descend if not done */
- if (itA->node->lasttime != curtime) {
- itA->node->color = parent_check_node(itA->node, curtime);
-
- if (itA->node->color == DAG_GRAY)
- return DAG_GRAY;
- }
- }
- }
-
- return DAG_WHITE;
-}
-#endif
-
-/* ******************* DAG FOR ARMATURE POSE ***************** */
-
-/* we assume its an armature with pose */
-void DAG_pose_sort(Object *ob)
-{
- bPose *pose = ob->pose;
- bPoseChannel *pchan;
- bConstraint *con;
- DagNode *node;
- DagNode *node2, *node3;
- DagNode *rootnode;
- DagForest *dag;
- DagNodeQueue *nqueue;
- DagAdjList *itA;
- ListBase tempbase;
- int skip = 0;
-
- dag = dag_init();
- dag->ugly_hack_sorry = false; /* no ID structs */
-
- rootnode = dag_add_node(dag, NULL); /* node->ob becomes NULL */
-
- /* we add the hierarchy and the constraints */
- for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
- int addtoroot = 1;
-
- node = dag_get_node(dag, pchan);
-
- if (pchan->parent) {
- node2 = dag_get_node(dag, pchan->parent);
- dag_add_relation(dag, node2, node, 0, "Parent Relation");
- addtoroot = 0;
- }
- for (con = pchan->constraints.first; con; con = con->next) {
- const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
- ListBase targets = {NULL, NULL};
- bConstraintTarget *ct;
-
- if (cti && cti->get_constraint_targets) {
- cti->get_constraint_targets(con, &targets);
-
- for (ct = targets.first; ct; ct = ct->next) {
- if (ct->tar == ob && ct->subtarget[0]) {
- bPoseChannel *target = BKE_pose_channel_find_name(ob->pose, ct->subtarget);
- if (target) {
- node2 = dag_get_node(dag, target);
- dag_add_relation(dag, node2, node, 0, "Pose Constraint");
-
- if (con->type == CONSTRAINT_TYPE_KINEMATIC) {
- bKinematicConstraint *data = (bKinematicConstraint *)con->data;
- bPoseChannel *parchan;
- int segcount = 0;
-
- /* exclude tip from chain? */
- if (!(data->flag & CONSTRAINT_IK_TIP))
- parchan = pchan->parent;
- else
- parchan = pchan;
-
- /* Walk to the chain's root */
- while (parchan) {
- node3 = dag_get_node(dag, parchan);
- dag_add_relation(dag, node2, node3, 0, "IK Constraint");
-
- segcount++;
- if (segcount == data->rootbone || segcount > 255) break; /* 255 is weak */
- parchan = parchan->parent;
- }
- }
- }
- }
- }
-
- if (cti->flush_constraint_targets)
- cti->flush_constraint_targets(con, &targets, 1);
- }
- }
- if (addtoroot == 1) {
- dag_add_relation(dag, rootnode, node, 0, "Root Bone Relation");
- }
- }
-
- dag_check_cycle(dag);
-
- /* now we try to sort... */
- BLI_listbase_clear(&tempbase);
-
- nqueue = queue_create(DAGQUEUEALLOC);
-
- /* tag nodes unchecked */
- for (node = dag->DagNode.first; node; node = node->next)
- node->color = DAG_WHITE;
-
- rootnode->color = DAG_GRAY;
- push_stack(nqueue, rootnode);
-
- while (nqueue->count) {
-
- skip = 0;
- node = get_top_node_queue(nqueue);
-
- itA = node->child;
- while (itA != NULL) {
- if (itA->node->color == DAG_WHITE) {
- itA->node->color = DAG_GRAY;
- push_stack(nqueue, itA->node);
- skip = 1;
- break;
- }
- itA = itA->next;
- }
-
- if (!skip) {
- if (node) {
- node = pop_queue(nqueue);
- if (node->ob == NULL) /* we are done */
- break;
- node->color = DAG_BLACK;
-
- /* put node in new list */
- BLI_remlink(&pose->chanbase, node->ob);
- BLI_addhead(&tempbase, node->ob);
- }
- }
- }
-
- /* temporal correction for circular dependencies */
- while (pose->chanbase.first) {
- pchan = pose->chanbase.first;
- BLI_remlink(&pose->chanbase, pchan);
- BLI_addhead(&tempbase, pchan);
-
- printf("cyclic %s\n", pchan->name);
- }
-
- pose->chanbase = tempbase;
- queue_delete(nqueue);
-
-// printf("\nordered\n");
-// for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
-// printf(" %s\n", pchan->name);
-// }
-
- free_forest(dag);
- MEM_freeN(dag);
-}
-
-/* ************************ DAG FOR THREADED UPDATE ********************* */
-
-/* Initialize run-time data in the graph needed for traversing it
- * from multiple threads and start threaded tree traversal by adding
- * the root node to the queue.
- *
- * This will mark DAG nodes as object/non-object and will calculate
- * num_pending_parents of nodes (which is how many non-updated parents node
- * have, which helps a lot checking whether node could be scheduled
- * already or not).
- */
-void DAG_threaded_update_begin(Scene *scene,
- void (*func)(void *node, void *user_data),
- void *user_data)
-{
- DagNode *node;
-
- /* We reset num_pending_parents to zero first and tag node as not scheduled yet... */
- for (node = scene->theDag->DagNode.first; node; node = node->next) {
- node->num_pending_parents = 0;
- node->scheduled = false;
- }
-
- /* ... and then iterate over all the nodes and
- * increase num_pending_parents for node childs.
- */
- for (node = scene->theDag->DagNode.first; node; node = node->next) {
- DagAdjList *itA;
-
- for (itA = node->child; itA; itA = itA->next) {
- if (itA->node != node) {
- itA->node->num_pending_parents++;
- }
- }
- }
-
- /* Add root nodes to the queue. */
- BLI_spin_lock(&threaded_update_lock);
- for (node = scene->theDag->DagNode.first; node; node = node->next) {
- if (node->num_pending_parents == 0) {
- node->scheduled = true;
- func(node, user_data);
- }
- }
- BLI_spin_unlock(&threaded_update_lock);
-}
-
-/* This function is called when handling node is done.
- *
- * This function updates num_pending_parents for all childs and
- * schedules them if they're ready.
- */
-void DAG_threaded_update_handle_node_updated(void *node_v,
- void (*func)(void *node, void *user_data),
- void *user_data)
-{
- DagNode *node = node_v;
- DagAdjList *itA;
-
- for (itA = node->child; itA; itA = itA->next) {
- DagNode *child_node = itA->node;
- if (child_node != node) {
- atomic_sub_and_fetch_uint32(&child_node->num_pending_parents, 1);
-
- if (child_node->num_pending_parents == 0) {
- bool need_schedule;
-
- BLI_spin_lock(&threaded_update_lock);
- need_schedule = child_node->scheduled == false;
- child_node->scheduled = true;
- BLI_spin_unlock(&threaded_update_lock);
-
- if (need_schedule) {
- func(child_node, user_data);
- }
- }
- }
- }
-}
-
-/* ************************ DAG DEBUGGING ********************* */
-
-void DAG_print_dependencies(Main *bmain, Scene *scene, Object *ob)
-{
- /* utility for debugging dependencies */
- dag_print_dependencies = 1;
-
- if (ob && (ob->mode & OB_MODE_POSE)) {
- printf("\nDEPENDENCY RELATIONS for %s\n\n", ob->id.name + 2);
- DAG_pose_sort(ob);
- }
- else {
- printf("\nDEPENDENCY RELATIONS for %s\n\n", scene->id.name + 2);
- DAG_scene_relations_rebuild(bmain, scene);
- }
-
- dag_print_dependencies = 0;
-}
-
-/* ************************ DAG querying ********************* */
-
-/* Will return Object ID if node represents Object,
- * and will return NULL otherwise.
- */
-Object *DAG_get_node_object(void *node_v)
-{
- DagNode *node = node_v;
-
- if (node->type == ID_OB) {
- return node->ob;
- }
-
- return NULL;
-}
-
-/* Returns node name, used for debug output only, atm. */
-const char *DAG_get_node_name(Scene *scene, void *node_v)
-{
- DagNode *node = node_v;
-
- return dag_node_name(scene->theDag, node);
-}
-
-short DAG_get_eval_flags_for_object(Scene *scene, void *object)
-{
- DagNode *node;
-
- if (!DEG_depsgraph_use_legacy()) {
- return DEG_get_eval_flags_for_id(scene->depsgraph, (ID *)object);
- }
-
- if (scene->theDag == NULL) {
- /* Happens when converting objects to mesh from a python script
- * after modifying scene graph.
- *
- * Currently harmless because it's only called for temporary
- * objects which are out of the DAG anyway.
- */
- return 0;
- }
-
- node = dag_find_node(scene->theDag, object);
-
- if (node) {
- return node->eval_flags;
- }
- else {
- /* Happens when external render engine exports temporary objects
- * which are not in the DAG.
- */
-
- /* TODO(sergey): Doublecheck objects with Curve Deform exports all fine. */
-
- /* TODO(sergey): Weak but currently we can't really access proper DAG from
- * the modifiers stack. This is because in most cases modifier is to use
- * the foreground scene, but to access evaluation flags we need to know
- * active background scene, which we don't know.
- */
- if (scene->set) {
- return DAG_get_eval_flags_for_object(scene->set, object);
- }
- return 0;
- }
-}
-
-bool DAG_is_acyclic(Scene *scene)
-{
- return scene->theDag->is_acyclic;
-}
-
-#else
-
/* *********************************************************************
* Stubs to avoid linking issues and make sure legacy crap is not used *
* *********************************************************************
@@ -3696,5 +338,3 @@ void DAG_print_dependencies(Main *UNUSED(bmain),
{
DEG_debug_graphviz(scene->depsgraph, stdout, "Depsgraph", false);
}
-
-#endif
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index dc9f3b57f1f..39d06a13e6e 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -488,7 +488,7 @@ static void scene_setSubframe(Scene *scene, float subframe)
static int surface_getBrushFlags(DynamicPaintSurface *surface, const Scene *scene)
{
- Base *base = NULL;
+ BaseLegacy *base = NULL;
GroupObject *go = NULL;
Object *brushObj = NULL;
ModifierData *md = NULL;
@@ -5780,7 +5780,7 @@ static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *su
* Loop through surface's target paint objects and do painting
*/
{
- Base *base = NULL;
+ BaseLegacy *base = NULL;
GroupObject *go = NULL;
Object *brushObj = NULL;
ModifierData *md = NULL;
@@ -5846,8 +5846,6 @@ 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))
@@ -5857,9 +5855,8 @@ 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/effect.c b/source/blender/blenkernel/intern/effect.c
index 4eee24b378f..c58e304db6c 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -209,7 +209,7 @@ static void add_particles_to_effectors(ListBase **effectors, Scene *scene, Effec
ListBase *pdInitEffectors(Scene *scene, Object *ob_src, ParticleSystem *psys_src,
EffectorWeights *weights, bool for_simulation)
{
- Base *base;
+ BaseLegacy *base;
unsigned int layer= ob_src->lay;
ListBase *effectors = NULL;
diff --git a/source/blender/blenkernel/intern/group.c b/source/blender/blenkernel/intern/group.c
index 9b011dbb003..9c81a8b49be 100644
--- a/source/blender/blenkernel/intern/group.c
+++ b/source/blender/blenkernel/intern/group.c
@@ -130,18 +130,11 @@ static bool group_object_add_internal(Group *group, Object *ob)
return true;
}
-bool BKE_group_object_add(Group *group, Object *object, Scene *scene, Base *base)
+bool BKE_group_object_add(Group *group, Object *object)
{
if (group_object_add_internal(group, object)) {
if ((object->flag & OB_FROMGROUP) == 0) {
-
- if (scene && base == NULL)
- base = BKE_scene_base_find(scene, object);
-
object->flag |= OB_FROMGROUP;
-
- if (base)
- base->flag |= OB_FROMGROUP;
}
return true;
}
@@ -208,18 +201,12 @@ bool BKE_group_object_cyclic_check(Main *bmain, Object *object, Group *group)
return group_object_cyclic_check_internal(object, group);
}
-bool BKE_group_object_unlink(Group *group, Object *object, Scene *scene, Base *base)
+bool BKE_group_object_unlink(Group *group, Object *object)
{
if (group_object_unlink_internal(group, object)) {
/* object can be NULL */
if (object && BKE_group_object_find(NULL, object) == NULL) {
- if (scene && base == NULL)
- base = BKE_scene_base_find(scene, object);
-
object->flag &= ~OB_FROMGROUP;
-
- if (base)
- base->flag &= ~OB_FROMGROUP;
}
return true;
}
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/layer.c b/source/blender/blenkernel/intern/layer.c
new file mode 100644
index 00000000000..d5e3e211642
--- /dev/null
+++ b/source/blender/blenkernel/intern/layer.c
@@ -0,0 +1,1512 @@
+/*
+ * ***** 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): Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/blenkernel/intern/layer.c
+ * \ingroup bke
+ */
+
+#include <string.h>
+
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+#include "BLI_string_utf8.h"
+#include "BLI_string_utils.h"
+#include "BLT_translation.h"
+
+#include "BKE_collection.h"
+#include "BKE_layer.h"
+#include "BKE_main.h"
+#include "BKE_node.h"
+
+#include "DNA_ID.h"
+#include "DNA_layer_types.h"
+#include "DNA_object_types.h"
+#include "DNA_node_types.h"
+#include "DNA_scene_types.h"
+
+#include "DRW_engine.h"
+
+#include "MEM_guardedalloc.h"
+
+/* prototype */
+struct CollectionEngineSettingsCB_Type;
+static void layer_collection_free(SceneLayer *sl, LayerCollection *lc);
+static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc);
+static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc);
+static CollectionEngineSettings *collection_engine_settings_create(struct CollectionEngineSettingsCB_Type *ces_type);
+static void layer_collection_engine_settings_free(LayerCollection *lc);
+static void layer_collection_create_engine_settings(LayerCollection *lc);
+static void layer_collection_create_mode_settings(LayerCollection *lc);
+static void scene_layer_engine_settings_update(SceneLayer *sl, Object *ob);
+static void object_bases_Iterator_next(Iterator *iter, const int flag);
+
+/* RenderLayer */
+
+/**
+ * Returns the SceneLayer to be used for rendering
+ * Most of the time BKE_scene_layer_context_active should be used instead
+ */
+SceneLayer *BKE_scene_layer_render_active(const Scene *scene)
+{
+ SceneLayer *sl = BLI_findlink(&scene->render_layers, scene->active_layer);
+ BLI_assert(sl);
+ return sl;
+}
+
+/**
+ * Returns the SceneLayer to be used for drawing, outliner, and
+ * other context related areas.
+ */
+SceneLayer *BKE_scene_layer_context_active(Scene *scene)
+{
+ /* waiting for workspace to get the layer from context*/
+ TODO_LAYER_CONTEXT;
+ return BKE_scene_layer_render_active(scene);
+}
+
+/**
+ * Add a new renderlayer
+ * by default, a renderlayer has the master collection
+ */
+SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name)
+{
+ if (!name) {
+ name = DATA_("Render Layer");
+ }
+
+ SceneLayer *sl = MEM_callocN(sizeof(SceneLayer), "Scene Layer");
+ sl->flag |= SCENE_LAYER_RENDER;
+
+ BLI_addtail(&scene->render_layers, sl);
+
+ /* unique name */
+ BLI_strncpy_utf8(sl->name, name, sizeof(sl->name));
+ BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name));
+
+ SceneCollection *sc = BKE_collection_master(scene);
+ layer_collection_add(sl, &sl->layer_collections, sc);
+
+ return sl;
+}
+
+bool BKE_scene_layer_remove(Main *bmain, Scene *scene, SceneLayer *sl)
+{
+ const int act = BLI_findindex(&scene->render_layers, sl);
+
+ if (act == -1) {
+ return false;
+ }
+ else if ( (scene->render_layers.first == scene->render_layers.last) &&
+ (scene->render_layers.first == sl))
+ {
+ /* ensure 1 layer is kept */
+ return false;
+ }
+
+ BLI_remlink(&scene->render_layers, sl);
+
+ BKE_scene_layer_free(sl);
+ MEM_freeN(sl);
+
+ scene->active_layer = 0;
+ /* TODO WORKSPACE: set active_layer to 0 */
+
+ for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
+ if (sce->nodetree) {
+ BKE_nodetree_remove_layer_n(sce->nodetree, scene, act);
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Free (or release) any data used by this SceneLayer (does not free the SceneLayer itself).
+ */
+void BKE_scene_layer_free(SceneLayer *sl)
+{
+ sl->basact = NULL;
+ BLI_freelistN(&sl->object_bases);
+
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_free(NULL, lc);
+ }
+ BLI_freelistN(&sl->layer_collections);
+}
+
+/**
+ * Set the render engine of a renderlayer
+ */
+void BKE_scene_layer_engine_set(SceneLayer *sl, const char *engine)
+{
+ BLI_strncpy_utf8(sl->engine, engine, sizeof(sl->engine));
+}
+
+/**
+ * Tag all the selected objects of a renderlayer
+ */
+void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag)
+{
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTED) != 0) {
+ base->object->flag |= tag;
+ }
+ else {
+ base->object->flag &= ~tag;
+ }
+ }
+}
+
+static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc)
+{
+ for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) {
+ if (lcn == lc) {
+ return true;
+ }
+ if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * Find the SceneLayer a LayerCollection belongs to
+ */
+SceneLayer *BKE_scene_layer_find_from_collection(Scene *scene, LayerCollection *lc)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) {
+ return sl;
+ }
+ }
+ return NULL;
+}
+
+/* Base */
+
+Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob)
+{
+ return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
+}
+
+void BKE_scene_layer_base_deselect_all(SceneLayer *sl)
+{
+ Base *base;
+
+ for (base = sl->object_bases.first; base; base = base->next) {
+ base->flag &= ~BASE_SELECTED;
+ }
+}
+
+void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase)
+{
+ sl->basact = selbase;
+ if ((selbase->flag & BASE_SELECTABLED) != 0) {
+ selbase->flag |= BASE_SELECTED;
+ }
+}
+
+static void scene_layer_object_base_unref(SceneLayer *sl, Base *base)
+{
+ base->refcount--;
+
+ /* It only exists in the RenderLayer */
+ if (base->refcount == 0) {
+ if (sl->basact == base) {
+ sl->basact = NULL;
+ }
+
+ BLI_remlink(&sl->object_bases, base);
+ MEM_freeN(base);
+ }
+}
+
+static void layer_collection_base_flag_recalculate(
+ LayerCollection *lc, const bool tree_is_visible, const bool tree_is_selectable)
+{
+ bool is_visible = tree_is_visible && ((lc->flag & COLLECTION_VISIBLE) != 0);
+ /* an object can only be selected if it's visible */
+ bool is_selectable = tree_is_selectable && is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0);
+
+ for (LinkData *link = lc->object_bases.first; link; link = link->next) {
+ Base *base = link->data;
+
+ if (is_visible) {
+ base->flag |= BASE_VISIBLED;
+ }
+
+ if (is_selectable) {
+ base->flag |= BASE_SELECTABLED;
+ }
+ }
+
+ for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
+ layer_collection_base_flag_recalculate(lcn, is_visible, is_selectable);
+ }
+}
+
+/**
+ * Re-evaluate the ObjectBase flags for SceneLayer
+ */
+void BKE_scene_layer_base_flag_recalculate(SceneLayer *sl)
+{
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED);
+ }
+
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_base_flag_recalculate(lc, true, true);
+ }
+
+ /* if base is not selectabled, clear select */
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTABLED) == 0) {
+ base->flag &= ~BASE_SELECTED;
+ }
+ }
+}
+
+/**
+ * Tag Scene Layer to recalculation
+ *
+ * Temporary function, waiting for real depsgraph
+ */
+void BKE_scene_layer_engine_settings_recalculate(SceneLayer *sl)
+{
+ sl->flag |= SCENE_LAYER_ENGINE_DIRTY;
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ base->flag |= BASE_DIRTY_ENGINE_SETTINGS;
+ }
+}
+
+/**
+ * Tag Object in SceneLayer to recalculation
+ *
+ * Temporary function, waiting for real depsgraph
+ */
+void BKE_scene_layer_engine_settings_object_recalculate(SceneLayer *sl, Object *ob)
+{
+ Base *base = BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
+ if (base) {
+ sl->flag |= SCENE_LAYER_ENGINE_DIRTY;
+ base->flag |= BASE_DIRTY_ENGINE_SETTINGS;
+ }
+}
+
+/**
+ * Tag all Objects in LayerCollection to recalculation
+ *
+ * Temporary function, waiting for real depsgraph
+ */
+void BKE_scene_layer_engine_settings_collection_recalculate(SceneLayer *sl, LayerCollection *lc)
+{
+ sl->flag |= SCENE_LAYER_ENGINE_DIRTY;
+
+ for (LinkData *link = lc->object_bases.first; link; link = link->next) {
+ Base *base = (Base *)link->data;
+ base->flag |= BASE_DIRTY_ENGINE_SETTINGS;
+ }
+
+ for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
+ BKE_scene_layer_engine_settings_collection_recalculate(sl, lcn);
+ }
+}
+
+/**
+ * Re-calculate the engine settings for all the objects in SceneLayer
+ *
+ * Temporary function, waiting for real depsgraph
+ */
+void BKE_scene_layer_engine_settings_update(struct SceneLayer *sl)
+{
+ if ((sl->flag & SCENE_LAYER_ENGINE_DIRTY) == 0) {
+ return;
+ }
+
+ /* do the complete settings update */
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if (((base->flag & BASE_DIRTY_ENGINE_SETTINGS) != 0) && \
+ (base->flag & BASE_VISIBLED) != 0)
+ {
+ scene_layer_engine_settings_update(sl, base->object);
+ base->flag &= ~BASE_DIRTY_ENGINE_SETTINGS;
+ }
+ }
+
+ sl->flag &= ~SCENE_LAYER_ENGINE_DIRTY;
+}
+
+/**
+ * Return the base if existent, or create it if necessary
+ * Always bump the refcount
+ */
+static Base *object_base_add(SceneLayer *sl, Object *ob)
+{
+ Base *base;
+ base = BKE_scene_layer_base_find(sl, ob);
+
+ if (base == NULL) {
+ base = MEM_callocN(sizeof(Base), "Object Base");
+
+ /* do not bump user count, leave it for SceneCollections */
+ base->object = ob;
+ BLI_addtail(&sl->object_bases, base);
+ }
+ base->refcount++;
+ return base;
+}
+
+/* LayerCollection */
+
+/**
+ * When freeing the entire SceneLayer at once we don't bother with unref
+ * otherwise SceneLayer is passed to keep the syncing of the LayerCollection tree
+ */
+static void layer_collection_free(SceneLayer *sl, LayerCollection *lc)
+{
+ if (sl) {
+ for (LinkData *link = lc->object_bases.first; link; link = link->next) {
+ scene_layer_object_base_unref(sl, link->data);
+ }
+ }
+
+ BLI_freelistN(&lc->object_bases);
+ BLI_freelistN(&lc->overrides);
+ layer_collection_engine_settings_free(lc);
+
+ for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
+ layer_collection_free(sl, nlc);
+ }
+
+ BLI_freelistN(&lc->layer_collections);
+}
+
+/**
+ * Free (or release) LayerCollection from SceneLayer
+ * (does not free the LayerCollection itself).
+ */
+void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc)
+{
+ layer_collection_free(sl, lc);
+}
+
+/* LayerCollection */
+
+/**
+ * Recursively get the collection for a given index
+ */
+static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
+{
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ if (*i == number) {
+ return lc;
+ }
+
+ (*i)++;
+
+ LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
+ if (lc_nested) {
+ return lc_nested;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Get the active collection
+ */
+LayerCollection *BKE_layer_collection_active(SceneLayer *sl)
+{
+ int i = 0;
+ return collection_from_index(&sl->layer_collections, sl->active_collection, &i);
+}
+
+/**
+ * Recursively get the count of collections
+ */
+static int collection_count(ListBase *lb)
+{
+ int i = 0;
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ i += collection_count(&lc->layer_collections) + 1;
+ }
+ return i;
+}
+
+/**
+ * Get the total number of collections
+ * (including all the nested collections)
+ */
+int BKE_layer_collection_count(SceneLayer *sl)
+{
+ return collection_count(&sl->layer_collections);
+}
+
+/**
+ * Recursively get the index for a given collection
+ */
+static int index_from_collection(ListBase *lb, LayerCollection *lc, int *i)
+{
+ for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
+ if (lcol == lc) {
+ return *i;
+ }
+
+ (*i)++;
+
+ int i_nested = index_from_collection(&lcol->layer_collections, lc, i);
+ if (i_nested != -1) {
+ return i_nested;
+ }
+ }
+ return -1;
+}
+
+/**
+ * Return -1 if not found
+ */
+int BKE_layer_collection_findindex(SceneLayer *sl, LayerCollection *lc)
+{
+ int i = 0;
+ return index_from_collection(&sl->layer_collections, lc, &i);
+}
+
+/**
+ * Lookup the listbase that contains \a lc.
+ */
+static ListBase *layer_collection_listbase_find(ListBase *lb, LayerCollection *lc)
+{
+ for (LayerCollection *lc_iter = lb->first; lc_iter; lc_iter = lc_iter->next) {
+ if (lc_iter == lc) {
+ return lb;
+ }
+
+ ListBase *lb_child_result;
+ if ((lb_child_result = layer_collection_listbase_find(&lc_iter->layer_collections, lc))) {
+ return lb_child_result;
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Lookup the listbase that contains \a sc.
+ */
+static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *sc)
+{
+ for (SceneCollection *sc_iter = lb->first; sc_iter; sc_iter = sc_iter->next) {
+ if (sc_iter == sc) {
+ return lb;
+ }
+
+ ListBase *lb_child_result;
+ if ((lb_child_result = scene_collection_listbase_find(&sc_iter->scene_collections, sc))) {
+ return lb_child_result;
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Move \a lc_reinsert so that it follows \a lc_after. Both have to be stored in \a sl.
+ * \param lc_after: Can be NULL to reinsert \a lc_after as first collection of its own list.
+ */
+void BKE_layer_collection_reinsert_after(
+ const Scene *scene, SceneLayer *sl, LayerCollection *lc_reinsert, LayerCollection *lc_after)
+{
+ SceneCollection *sc_master = BKE_collection_master(scene);
+ SceneCollection *sc_reinsert = lc_reinsert->scene_collection;
+ ListBase *lc_reinsert_lb = layer_collection_listbase_find(&sl->layer_collections, lc_reinsert);
+ ListBase *sc_reinsert_lb = scene_collection_listbase_find(&sc_master->scene_collections, sc_reinsert);
+
+ BLI_assert(BLI_findindex(lc_reinsert_lb, lc_reinsert) > -1);
+ BLI_assert(BLI_findindex(sc_reinsert_lb, sc_reinsert) > -1);
+ BLI_remlink(lc_reinsert_lb, lc_reinsert);
+ BLI_remlink(sc_reinsert_lb, sc_reinsert);
+
+ /* insert after lc_after or */
+ if (lc_after == NULL) {
+ BLI_addhead(lc_reinsert_lb, lc_reinsert);
+ BLI_addhead(sc_reinsert_lb, sc_reinsert);
+ }
+ else {
+ SceneCollection *sc_after = lc_after->scene_collection;
+ ListBase *lc_after_lb = layer_collection_listbase_find(&sl->layer_collections, lc_after);
+ ListBase *sc_after_lb = scene_collection_listbase_find(&sc_master->scene_collections, sc_after);
+
+ BLI_insertlinkafter(lc_after_lb, lc_after, lc_reinsert);
+ BLI_insertlinkafter(sc_after_lb, sc_after, sc_reinsert);
+ }
+
+ BKE_scene_layer_base_flag_recalculate(sl);
+ BKE_scene_layer_engine_settings_collection_recalculate(sl, lc_reinsert);
+}
+
+/**
+ * Link a collection to a renderlayer
+ * The collection needs to be created separately
+ */
+LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc)
+{
+ LayerCollection *lc = layer_collection_add(sl, &sl->layer_collections, sc);
+ sl->active_collection = BKE_layer_collection_findindex(sl, lc);
+ return lc;
+}
+
+/**
+ * Unlink a collection base from a renderlayer
+ * The corresponding collection is not removed from the master collection
+ */
+void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc)
+{
+ BKE_layer_collection_free(sl, lc);
+ BKE_scene_layer_base_flag_recalculate(sl);
+ BKE_scene_layer_engine_settings_collection_recalculate(sl, lc);
+
+ BLI_remlink(&sl->layer_collections, lc);
+ MEM_freeN(lc);
+ sl->active_collection = 0;
+}
+
+static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob)
+{
+ Base *base = object_base_add(sl, ob);
+
+ /* only add an object once - prevent SceneCollection->objects and
+ * SceneCollection->filter_objects to add the same object */
+
+ if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) {
+ return;
+ }
+
+ BLI_addtail(&lc->object_bases, BLI_genericNodeN(base));
+
+ BKE_scene_layer_base_flag_recalculate(sl);
+ BKE_scene_layer_engine_settings_object_recalculate(sl, ob);
+}
+
+static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob)
+{
+ Base *base;
+ base = BKE_scene_layer_base_find(sl, ob);
+
+ LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data));
+ BLI_remlink(&lc->object_bases, link);
+ MEM_freeN(link);
+
+ scene_layer_object_base_unref(sl, base);
+}
+
+static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects)
+{
+ for (LinkData *link = objects->first; link; link = link->next) {
+ layer_collection_object_add(sl, lc, link->data);
+ }
+}
+
+static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, SceneCollection *sc)
+{
+ layer_collection_objects_populate(sl, lc, &sc->objects);
+ layer_collection_objects_populate(sl, lc, &sc->filter_objects);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ layer_collection_add(sl, &lc->layer_collections, nsc);
+ }
+}
+
+static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc)
+{
+ LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
+ BLI_addtail(lb, lc);
+
+ lc->scene_collection = sc;
+ lc->flag = COLLECTION_VISIBLE + COLLECTION_SELECTABLE + COLLECTION_FOLDED;
+
+ layer_collection_create_engine_settings(lc);
+ layer_collection_create_mode_settings(lc);
+ layer_collection_populate(sl, lc, sc);
+ return lc;
+}
+
+
+/* ---------------------------------------------------------------------- */
+
+/**
+ * See if render layer has the scene collection linked directly, or indirectly (nested)
+ */
+bool BKE_scene_layer_has_collection(struct SceneLayer *sl, struct SceneCollection *sc)
+{
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ if (find_layer_collection_by_scene_collection(lc, sc) != NULL) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * See if the object is in any of the scene layers of the scene
+ */
+bool BKE_scene_has_object(Scene *scene, Object *ob)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+ if (base) {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+/* ---------------------------------------------------------------------- */
+/* Syncing */
+
+static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc)
+{
+ if (lc->scene_collection == sc) {
+ return lc;
+ }
+
+ for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc);
+ if (found) {
+ return found;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Add a new LayerCollection for all the SceneLayers that have sc_parent
+ */
+void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc_parent, SceneCollection *sc)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent);
+ if (lc_parent) {
+ layer_collection_add(sl, &lc_parent->layer_collections, sc);
+ }
+ }
+ }
+}
+
+/**
+ * Add a corresponding ObjectBase to all the equivalent LayerCollection
+ */
+void BKE_layer_sync_object_link(Scene *scene, SceneCollection *sc, Object *ob)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
+ if (found) {
+ layer_collection_object_add(sl, found, ob);
+ }
+ }
+ }
+}
+
+/**
+ * Remove the equivalent object base to all layers that have this collection
+ * also remove all reference to ob in the filter_objects
+ */
+void BKE_layer_sync_object_unlink(Scene *scene, SceneCollection *sc, Object *ob)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
+ if (found) {
+ layer_collection_object_remove(sl, found, ob);
+ }
+ }
+ BKE_scene_layer_base_flag_recalculate(sl);
+ BKE_scene_layer_engine_settings_object_recalculate(sl, ob);
+ }
+}
+
+/* ---------------------------------------------------------------------- */
+/* Override */
+
+/**
+ * Add a new datablock override
+ */
+void BKE_collection_override_datablock_add(LayerCollection *UNUSED(lc), const char *UNUSED(data_path), ID *UNUSED(id))
+{
+ TODO_LAYER_OVERRIDE;
+}
+
+/* ---------------------------------------------------------------------- */
+/* Engine Settings */
+
+ListBase R_engines_settings_callbacks = {NULL, NULL};
+
+typedef struct CollectionEngineSettingsCB_Type {
+ struct CollectionEngineSettingsCB_Type *next, *prev;
+
+ char name[MAX_NAME]; /* engine name */
+
+ CollectionEngineSettingsCB callback;
+
+} CollectionEngineSettingsCB_Type;
+
+static void create_engine_settings_layer_collection(LayerCollection *lc, CollectionEngineSettingsCB_Type *ces_type)
+{
+ if (BKE_layer_collection_engine_get(lc, COLLECTION_MODE_NONE, ces_type->name)) {
+ return;
+ }
+
+ CollectionEngineSettings *ces = collection_engine_settings_create(ces_type);
+ BLI_addtail(&lc->engine_settings, ces);
+
+ for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
+ create_engine_settings_layer_collection(lcn, ces_type);
+ }
+}
+
+static void create_engines_settings_scene(Scene *scene, CollectionEngineSettingsCB_Type *ces_type)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ create_engine_settings_layer_collection(lc, ces_type);
+ }
+ }
+}
+
+void BKE_layer_collection_engine_settings_callback_register(
+ Main *bmain, const char *engine_name, CollectionEngineSettingsCB func)
+{
+ CollectionEngineSettingsCB_Type *ces_type;
+
+ /* cleanup in case it existed */
+ ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name,
+ offsetof(CollectionEngineSettingsCB_Type, name));
+
+ if (ces_type) {
+ BLI_remlink(&R_engines_settings_callbacks, ces_type);
+ MEM_freeN(ces_type);
+ }
+
+ ces_type = MEM_callocN(sizeof(CollectionEngineSettingsCB_Type), "collection_engine_type");
+ BLI_strncpy_utf8(ces_type->name, engine_name, sizeof(ces_type->name));
+ ces_type->callback = func;
+ BLI_addtail(&R_engines_settings_callbacks, ces_type);
+
+ if (bmain) {
+ /* populate all of the collections of the scene with those settings */
+ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ create_engines_settings_scene(scene, ces_type);
+ }
+ }
+}
+
+void BKE_layer_collection_engine_settings_callback_free(void)
+{
+ BLI_freelistN(&R_engines_settings_callbacks);
+}
+
+static CollectionEngineSettings *collection_engine_settings_create(CollectionEngineSettingsCB_Type *ces_type)
+{
+ /* create callback data */
+ CollectionEngineSettings *ces = MEM_callocN(sizeof(CollectionEngineSettings), "Collection Engine Settings");
+ BLI_strncpy_utf8(ces->name, ces_type->name, sizeof(ces->name));
+
+ /* call callback */
+ ces_type->callback(NULL, ces);
+
+ return ces;
+}
+
+/**
+ * Initialize a CollectionEngineSettings
+ *
+ * Usually we would pass LayerCollection->engine_settings
+ * But depsgraph uses this for Object->collection_settings
+ */
+CollectionEngineSettings *BKE_layer_collection_engine_settings_create(const char *engine_name)
+{
+ CollectionEngineSettingsCB_Type *ces_type;
+ ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name,
+ offsetof(CollectionEngineSettingsCB_Type, name));
+ BLI_assert(ces_type);
+
+ CollectionEngineSettings *ces = collection_engine_settings_create(ces_type);
+ return ces;
+}
+
+/**
+ * Free the CollectionEngineSettings
+ */
+void BKE_layer_collection_engine_settings_free(CollectionEngineSettings *ces)
+{
+ BLI_freelistN(&ces->properties);
+}
+
+static void layer_collection_engine_settings_free(LayerCollection *lc)
+{
+ for (CollectionEngineSettings *ces = lc->engine_settings.first; ces; ces = ces->next) {
+ BKE_layer_collection_engine_settings_free(ces);
+ }
+ BLI_freelistN(&lc->engine_settings);
+
+ for (CollectionEngineSettings *ces = lc->mode_settings.first; ces; ces = ces->next) {
+ BKE_layer_collection_engine_settings_free(ces);
+ }
+ BLI_freelistN(&lc->mode_settings);
+}
+
+/**
+ * Initialize the render settings for a single LayerCollection
+ */
+static void layer_collection_create_engine_settings(LayerCollection *lc)
+{
+ CollectionEngineSettingsCB_Type *ces_type;
+ for (ces_type = R_engines_settings_callbacks.first; ces_type; ces_type = ces_type->next) {
+ create_engine_settings_layer_collection(lc, ces_type);
+ }
+}
+
+static void layer_collection_create_mode_settings_object(ListBase *lb)
+{
+ CollectionEngineSettings *ces;
+
+ ces = MEM_callocN(sizeof(CollectionEngineSettings), "Object Mode Settings");
+ BLI_strncpy_utf8(ces->name, "Object Mode", sizeof(ces->name));
+ ces->type = COLLECTION_MODE_OBJECT;
+
+ /* properties */
+ OBJECT_collection_settings_create(ces);
+
+ BLI_addtail(lb, ces);
+}
+
+static void layer_collection_create_mode_settings_edit(ListBase *lb)
+{
+ CollectionEngineSettings *ces;
+
+ ces = MEM_callocN(sizeof(CollectionEngineSettings), "Edit Mode Settings");
+ BLI_strncpy_utf8(ces->name, "Edit Mode", sizeof(ces->name));
+ ces->type = COLLECTION_MODE_EDIT;
+
+ /* properties */
+ EDIT_MESH_collection_settings_create(ces);
+
+ BLI_addtail(lb, ces);
+}
+
+static void collection_create_mode_settings(ListBase *lb)
+{
+ layer_collection_create_mode_settings_object(lb);
+ layer_collection_create_mode_settings_edit(lb);
+}
+
+static void layer_collection_create_mode_settings(LayerCollection *lc)
+{
+ collection_create_mode_settings(&lc->mode_settings);
+}
+
+/**
+ * Return collection enginne settings for either Object s of LayerCollection s
+ */
+static CollectionEngineSettings *collection_engine_get(
+ ListBase *lb_render, ListBase *lb_mode, const int type, const char *engine_name)
+{
+ if (type == COLLECTION_MODE_NONE) {
+ return BLI_findstring(lb_render, engine_name, offsetof(CollectionEngineSettings, name));
+ }
+ else {
+ CollectionEngineSettings *ces;
+ for (ces = lb_mode->first; ces; ces = ces->next) {
+ if (ces->type == type) {
+ return ces;
+ }
+ }
+ }
+ BLI_assert(false);
+ return NULL;
+}
+
+/**
+ * Return collection engine settings from Object for specified engine of mode
+ */
+CollectionEngineSettings *BKE_object_collection_engine_get(Object *ob, const int type, const char *engine_name)
+{
+ return collection_engine_get(&ob->collection_settings, &ob->collection_settings, type, engine_name);
+}
+/**
+ * Return layer collection engine settings for specified engine
+ */
+CollectionEngineSettings *BKE_layer_collection_engine_get(LayerCollection *lc, const int type, const char *engine_name)
+{
+ return collection_engine_get(&lc->engine_settings, &lc->mode_settings, type, engine_name);
+}
+
+/* ---------------------------------------------------------------------- */
+/* Engine Settings Properties */
+
+void BKE_collection_engine_property_add_float(CollectionEngineSettings *ces, const char *name, float value)
+{
+ CollectionEnginePropertyFloat *prop;
+ prop = MEM_callocN(sizeof(CollectionEnginePropertyFloat), "collection engine settings float");
+ prop->data.type = COLLECTION_PROP_TYPE_FLOAT;
+ BLI_strncpy_utf8(prop->data.name, name, sizeof(prop->data.name));
+ prop->value = value;
+ BLI_addtail(&ces->properties, prop);
+}
+
+void BKE_collection_engine_property_add_int(CollectionEngineSettings *ces, const char *name, int value)
+{
+ CollectionEnginePropertyInt *prop;
+ prop = MEM_callocN(sizeof(CollectionEnginePropertyInt), "collection engine settings int");
+ prop->data.type = COLLECTION_PROP_TYPE_INT;
+ BLI_strncpy_utf8(prop->data.name, name, sizeof(prop->data.name));
+ prop->value = value;
+ BLI_addtail(&ces->properties, prop);
+}
+
+void BKE_collection_engine_property_add_bool(CollectionEngineSettings *ces, const char *name, bool value)
+{
+ CollectionEnginePropertyBool *prop;
+ prop = MEM_callocN(sizeof(CollectionEnginePropertyBool), "collection engine settings bool");
+ prop->data.type = COLLECTION_PROP_TYPE_BOOL;
+ BLI_strncpy_utf8(prop->data.name, name, sizeof(prop->data.name));
+ prop->value = value;
+ BLI_addtail(&ces->properties, prop);
+}
+
+CollectionEngineProperty *BKE_collection_engine_property_get(CollectionEngineSettings *ces, const char *name)
+{
+ return BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
+}
+
+int BKE_collection_engine_property_value_get_int(CollectionEngineSettings *ces, const char *name)
+{
+ CollectionEnginePropertyInt *prop;
+ prop = (CollectionEnginePropertyInt *)BLI_findstring(&ces->properties, name,
+ offsetof(CollectionEngineProperty, name));
+ return prop->value;
+}
+
+float BKE_collection_engine_property_value_get_float(CollectionEngineSettings *ces, const char *name)
+{
+ CollectionEnginePropertyFloat *prop;
+ prop = (CollectionEnginePropertyFloat *)BLI_findstring(&ces->properties, name,
+ offsetof(CollectionEngineProperty, name));
+ return prop->value;
+}
+
+bool BKE_collection_engine_property_value_get_bool(CollectionEngineSettings *ces, const char *name)
+{
+ CollectionEnginePropertyBool *prop;
+ prop = (CollectionEnginePropertyBool *)BLI_findstring(&ces->properties, name,
+ offsetof(CollectionEngineProperty, name));
+ return prop->value;
+}
+
+void BKE_collection_engine_property_value_set_int(CollectionEngineSettings *ces, const char *name, int value)
+{
+ CollectionEnginePropertyInt *prop;
+ prop = (CollectionEnginePropertyInt *)BLI_findstring(&ces->properties, name,
+ offsetof(CollectionEngineProperty, name));
+ prop->value = value;
+ prop->data.flag |= COLLECTION_PROP_USE;
+}
+
+void BKE_collection_engine_property_value_set_float(CollectionEngineSettings *ces, const char *name, float value)
+{
+ CollectionEnginePropertyFloat *prop;
+ prop = (CollectionEnginePropertyFloat *)BLI_findstring(&ces->properties, name,
+ offsetof(CollectionEngineProperty, name));
+ prop->value = value;
+ prop->data.flag |= COLLECTION_PROP_USE;
+}
+
+void BKE_collection_engine_property_value_set_bool(CollectionEngineSettings *ces, const char *name, bool value)
+{
+ CollectionEnginePropertyBool *prop;
+ prop = (CollectionEnginePropertyBool *)BLI_findstring(&ces->properties, name,
+ offsetof(CollectionEngineProperty, name));
+ prop->value = value;
+ prop->data.flag |= COLLECTION_PROP_USE;
+}
+
+bool BKE_collection_engine_property_use_get(CollectionEngineSettings *ces, const char *name)
+{
+ CollectionEngineProperty *prop;
+ prop = (CollectionEngineProperty *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
+ return ((prop->flag & COLLECTION_PROP_USE) != 0);
+}
+
+void BKE_collection_engine_property_use_set(CollectionEngineSettings *ces, const char *name, bool value)
+{
+ CollectionEngineProperty *prop;
+ prop = (CollectionEngineProperty *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
+
+ if (value) {
+ prop->flag |= COLLECTION_PROP_USE;
+ }
+ else {
+ prop->flag &= ~COLLECTION_PROP_USE;
+ }
+}
+
+/* Engine Settings recalculate */
+
+static void collection_engine_settings_init(ListBase *lb)
+{
+ CollectionEngineSettingsCB_Type *ces_type;
+ for (ces_type = R_engines_settings_callbacks.first; ces_type; ces_type = ces_type->next) {
+ CollectionEngineSettings *ces = collection_engine_settings_create(ces_type);
+ BLI_strncpy_utf8(ces->name, ces_type->name, sizeof(ces->name));
+ BLI_addtail(lb, ces);
+
+ /* call callback */
+ ces_type->callback(NULL, ces);
+ }
+
+ /* edit modes */
+ collection_create_mode_settings(lb);
+}
+
+static void collection_engine_settings_copy(ListBase *lb_dst, ListBase *lb_src)
+{
+ for (CollectionEngineSettings *ces_src = lb_src->first; ces_src; ces_src = ces_src->next) {
+ CollectionEngineSettings *ces_dst = MEM_callocN(sizeof(*ces_dst), "CollectionEngineSettings copy");
+
+ BLI_strncpy_utf8(ces_dst->name, ces_src->name, sizeof(ces_dst->name));
+ ces_dst->type = ces_src->type;
+ BLI_addtail(lb_dst, ces_dst);
+
+ for (CollectionEngineProperty *prop = ces_src->properties.first; prop; prop = prop->next) {
+ CollectionEngineProperty *prop_new = MEM_dupallocN(prop);
+ BLI_addtail(&ces_dst->properties, prop_new);
+ }
+ }
+}
+
+/**
+ * Set a value from a CollectionProperty to another
+ */
+static void collection_engine_property_set (CollectionEngineProperty *prop_dst, CollectionEngineProperty *prop_src)
+{
+ if ((prop_src->flag & COLLECTION_PROP_USE) != 0) {
+ /* mark the property as used, so the engine knows if the value was ever set*/
+ prop_dst->flag |= COLLECTION_PROP_USE;
+ switch (prop_src->type) {
+ case COLLECTION_PROP_TYPE_FLOAT:
+ ((CollectionEnginePropertyFloat *)prop_dst)->value = ((CollectionEnginePropertyFloat *)prop_src)->value;
+ break;
+ case COLLECTION_PROP_TYPE_INT:
+ ((CollectionEnginePropertyInt *)prop_dst)->value = ((CollectionEnginePropertyInt *)prop_src)->value;
+ break;
+ case COLLECTION_PROP_TYPE_BOOL:
+ ((CollectionEnginePropertyBool *)prop_dst)->value = ((CollectionEnginePropertyBool *)prop_src)->value;
+ break;
+ default:
+ BLI_assert(false);
+ break;
+ }
+ }
+}
+
+static void collection_engine_settings_merge(ListBase *lb_dst, ListBase *lb_src)
+{
+ for (CollectionEngineSettings *ces_src = lb_src->first; ces_src; ces_src = ces_src->next) {
+ CollectionEngineSettings *ces_dst = collection_engine_get(lb_dst, lb_dst, ces_src->type, ces_src->name);
+ BLI_assert(ces_dst);
+
+ CollectionEngineProperty *prop_dst, *prop_src;
+ for (prop_dst = ces_dst->properties.first; prop_dst; prop_dst = prop_dst->next) {
+ prop_src = BLI_findstring(&ces_src->properties, prop_dst->name, offsetof(CollectionEngineProperty, name));
+ BLI_assert(prop_src);
+ collection_engine_property_set(prop_dst, prop_src);
+ }
+ }
+}
+
+static void layer_collection_engine_settings_update(
+ LayerCollection *lc, ListBase *lb_parent,
+ Base *base, ListBase *lb_object)
+{
+ if ((lc->flag & COLLECTION_VISIBLE) == 0) {
+ return;
+ }
+
+ ListBase lb_collection = {NULL};
+ collection_engine_settings_copy(&lb_collection, lb_parent);
+
+ collection_engine_settings_merge(&lb_collection, &lc->engine_settings);
+ collection_engine_settings_merge(&lb_collection, &lc->mode_settings);
+
+ if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data)) != NULL) {
+ collection_engine_settings_merge(lb_object, &lb_collection);
+ }
+
+ /* do it recursively */
+ for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
+ layer_collection_engine_settings_update(lcn, &lb_collection, base, lb_object);
+ }
+
+ BKE_layer_collection_engine_settings_list_free(&lb_collection);
+}
+
+/**
+ * Empty all the CollectionEngineSettings in the list
+ */
+void BKE_layer_collection_engine_settings_list_free(struct ListBase *lb)
+{
+ for (CollectionEngineSettings *ces = lb->first; ces; ces = ces->next) {
+ BKE_layer_collection_engine_settings_free(ces);
+ }
+ BLI_freelistN(lb);
+}
+
+/**
+ * Update the collection settings pointer allocated in the object
+ * This is to be flushed from the Depsgraph
+ */
+static void scene_layer_engine_settings_update(SceneLayer *sl, Object *ob)
+{
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+ ListBase ces_layer = {NULL};
+
+ collection_engine_settings_init(&ces_layer);
+
+ /* start fresh */
+ BKE_layer_collection_engine_settings_list_free(&ob->collection_settings);
+ collection_engine_settings_init(&ob->collection_settings);
+
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_engine_settings_update(lc, &ces_layer, base, &ob->collection_settings);
+ }
+
+ BKE_layer_collection_engine_settings_list_free(&ces_layer);
+}
+
+/* ---------------------------------------------------------------------- */
+/* Iterators */
+
+static void object_bases_Iterator_begin(Iterator *iter, void *data_in, const int flag)
+{
+ SceneLayer *sl = data_in;
+ Base *base = sl->object_bases.first;
+
+ /* when there are no objects */
+ if (base == NULL) {
+ iter->valid = false;
+ return;
+ }
+
+ iter->valid = true;
+ iter->data = base;
+
+ if ((base->flag & flag) == 0) {
+ object_bases_Iterator_next(iter, flag);
+ }
+ else {
+ iter->current = base;
+ }
+}
+
+static void object_bases_Iterator_next(Iterator *iter, const int flag)
+{
+ Base *base = ((Base *)iter->data)->next;
+
+ while (base) {
+ if ((base->flag & flag) != 0) {
+ iter->current = base;
+ iter->data = base;
+ return;
+ }
+ base = base->next;
+ }
+
+ iter->current = NULL;
+ iter->valid = false;
+}
+
+static void objects_Iterator_begin(Iterator *iter, void *data_in, const int flag)
+{
+ object_bases_Iterator_begin(iter, data_in, flag);
+
+ if (iter->valid) {
+ iter->current = ((Base *)iter->current)->object;
+ }
+}
+
+static void objects_Iterator_next(Iterator *iter, const int flag)
+{
+ object_bases_Iterator_next(iter, flag);
+
+ if (iter->valid) {
+ iter->current = ((Base *)iter->current)->object;
+ }
+}
+
+void BKE_selected_objects_Iterator_begin(Iterator *iter, void *data_in)
+{
+ objects_Iterator_begin(iter, data_in, BASE_SELECTED);
+}
+
+void BKE_selected_objects_Iterator_next(Iterator *iter)
+{
+ objects_Iterator_next(iter, BASE_SELECTED);
+}
+
+void BKE_selected_objects_Iterator_end(Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+void BKE_visible_objects_Iterator_begin(Iterator *iter, void *data_in)
+{
+ objects_Iterator_begin(iter, data_in, BASE_VISIBLED);
+}
+
+void BKE_visible_objects_Iterator_next(Iterator *iter)
+{
+ objects_Iterator_next(iter, BASE_VISIBLED);
+}
+
+void BKE_visible_objects_Iterator_end(Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+void BKE_visible_bases_Iterator_begin(Iterator *iter, void *data_in)
+{
+ object_bases_Iterator_begin(iter, data_in, BASE_VISIBLED);
+}
+
+void BKE_visible_bases_Iterator_next(Iterator *iter)
+{
+ object_bases_Iterator_next(iter, BASE_VISIBLED);
+}
+
+void BKE_visible_bases_Iterator_end(Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+
+/* ---------------------------------------------------------------------- */
+/* Doversion routine */
+
+/**
+ * Merge CollectionEngineSettings
+ *
+ * \param ces_ref CollectionEngineSettings to use as reference
+ * \param ces CollectionEngineSettings to merge into
+ */
+static void scene_layer_doversion_merge_setings(const CollectionEngineSettings *ces_ref, CollectionEngineSettings *ces)
+{
+ CollectionEngineProperty *cep = ces->properties.first, *cep_ref;
+
+ for (cep_ref = ces_ref->properties.first; cep_ref; cep_ref = cep_ref->next) {
+ cep = BLI_findstring(&ces->properties, cep_ref->name, offsetof(CollectionEngineProperty, name));
+
+ if (cep == NULL) {
+ cep = MEM_dupallocN(cep_ref);
+ BLI_addtail(&ces->properties, cep);
+ }
+ else if (cep->type != cep_ref->type) {
+ CollectionEngineProperty *prev = cep->prev, *next = cep->next;
+ MEM_freeN(cep);
+ cep = MEM_dupallocN(cep_ref);
+
+ cep->prev = prev;
+ cep->next = next;
+ }
+ else {
+ /* keep the property as it is */
+ }
+ }
+}
+
+/**
+ * Merge ListBases of LayerCollections
+ *
+ * \param lb_ref ListBase of CollectionEngineSettings to use as reference
+ * \param lb ListBase of CollectionEngineSettings
+ */
+static void scene_layer_doversion_merge_layer_collection(const ListBase *lb_ref, ListBase *lb)
+{
+ CollectionEngineSettings *ces = lb->first, *ces_ref;
+
+ for (ces_ref = lb_ref->first; ces_ref; ces_ref = ces_ref->next) {
+ ces = BLI_findstring(lb, ces_ref->name, offsetof(CollectionEngineSettings, name));
+
+ if (ces == NULL) {
+ ces = MEM_dupallocN(ces_ref);
+ BLI_duplicatelist(&ces->properties, &ces_ref->properties);
+ BLI_addtail(lb, ces);
+ }
+ else {
+ scene_layer_doversion_merge_setings(ces_ref, ces);
+ }
+ }
+}
+
+/**
+ * Create or remove CollectionEngineSettings and CollectionEngineProperty
+ * based on reference LayerCollection
+ *
+ * \param lc_ref reference LayerCollection to merge missing settings from
+ * \param lb ListBase of LayerCollection
+ */
+static void scene_layer_doversion_update_collections(const LayerCollection *lc_ref, ListBase *lb)
+{
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+
+ scene_layer_doversion_merge_layer_collection(&lc_ref->engine_settings, &lc->engine_settings);
+ scene_layer_doversion_merge_layer_collection(&lc_ref->mode_settings, &lc->mode_settings);
+
+ /* continue recursively */
+ scene_layer_doversion_update_collections(lc_ref, &lc->layer_collections);
+ }
+}
+
+/**
+ * Updates all the CollectionEngineSettings of all
+ * LayerCollection elements in Scene
+ *
+ * \param lc_ref reference LayerCollection to merge missing settings from
+ */
+static void scene_layer_doversion_update(const LayerCollection *lc_ref, Scene *scene)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ scene_layer_doversion_update_collections(lc_ref, &sl->layer_collections);
+ }
+}
+
+/**
+ * Return true at the first indicative that the listbases don't match
+ *
+ * It's fine if the individual properties values are different, as long
+ * as we have the same properties across them
+ *
+ * \param lb_ces ListBase of CollectionEngineSettings
+ * \param lb_ces_ref ListBase of CollectionEngineSettings
+ */
+static bool scene_layer_doversion_is_outdated_engines(ListBase *lb_ces, ListBase *lb_ces_ref)
+{
+ if (BLI_listbase_count(lb_ces) != BLI_listbase_count(lb_ces_ref)) {
+ return true;
+ }
+
+ CollectionEngineSettings *ces, *ces_ref;
+ for (ces = lb_ces->first, ces_ref = lb_ces_ref->first; ces; ces = ces->next, ces_ref = ces_ref->next) {
+ if (BLI_listbase_count(&ces->properties) != BLI_listbase_count(&ces_ref->properties)) {
+ return true;
+ }
+
+ CollectionEngineProperty *cep, *cep_ref;
+ for (cep = ces->properties.first, cep_ref = ces_ref->properties.first;
+ cep != NULL;
+ cep = cep->next, cep_ref = cep_ref->next)
+ {
+ if (cep->type != cep_ref->type) {
+ return true;
+ }
+
+ if (STREQ(cep->name, cep_ref->name) == false) {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+/**
+ * Get the first available LayerCollection
+ */
+static LayerCollection *scene_layer_doversion_collection_get(Main *bmain)
+{
+ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ return lc;
+ }
+ }
+ }
+ return NULL;
+}
+
+/**
+ * See if a new LayerCollection have the same CollectionEngineSettings
+ * and properties of the saved LayerCollection
+ */
+static bool scene_layer_doversion_is_outdated(Main *bmain)
+{
+ LayerCollection *lc, lc_ref = {NULL};
+ bool is_outdated = false;
+
+ lc = scene_layer_doversion_collection_get(bmain);
+
+ if (lc == NULL) {
+ return false;
+ }
+
+ layer_collection_create_engine_settings(&lc_ref);
+ layer_collection_create_mode_settings(&lc_ref);
+
+ if (scene_layer_doversion_is_outdated_engines(&lc->engine_settings, &lc_ref.engine_settings)) {
+ is_outdated = true;
+ }
+
+ if (scene_layer_doversion_is_outdated_engines(&lc->mode_settings, &lc_ref.mode_settings)) {
+ is_outdated = true;
+ }
+
+ layer_collection_engine_settings_free(&lc_ref);
+ return is_outdated;
+}
+
+/**
+ * Handle doversion of files during the viewport development
+ *
+ * This is intended to prevent subversion bumping every time a new property
+ * is added to an engine, but it may be relevant in the future as a generic doversion
+ */
+void BKE_scene_layer_doversion_update(Main *bmain)
+{
+ /* if file not outdated, don't bother with the slow merging */
+ if (scene_layer_doversion_is_outdated(bmain) == false) {
+ return;
+ }
+
+ /* create a reference LayerCollection to merge missing settings from */
+ LayerCollection lc_ref = {NULL};
+ layer_collection_create_engine_settings(&lc_ref);
+ layer_collection_create_mode_settings(&lc_ref);
+
+ /* bring all the missing properties for the LayerCollections */
+ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ scene_layer_doversion_update(&lc_ref, scene);
+ }
+
+ layer_collection_engine_settings_free(&lc_ref);
+}
diff --git a/source/blender/blenkernel/intern/library.c b/source/blender/blenkernel/intern/library.c
index 6b4b492b212..2398c6724ed 100644
--- a/source/blender/blenkernel/intern/library.c
+++ b/source/blender/blenkernel/intern/library.c
@@ -1214,41 +1214,41 @@ 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 9685f1f5af6..c9853f791ce 100644
--- a/source/blender/blenkernel/intern/library_query.c
+++ b/source/blender/blenkernel/intern/library_query.c
@@ -68,6 +68,7 @@
#include "BLI_linklist_stack.h"
#include "BKE_animsys.h"
+#include "BKE_collection.h"
#include "BKE_constraint.h"
#include "BKE_fcurve.h"
#include "BKE_library.h"
@@ -354,7 +355,7 @@ void BKE_library_foreach_ID_link(Main *bmain, ID *id, LibraryIDLinkCallback call
Scene *scene = (Scene *) id;
ToolSettings *toolsett = scene->toolsettings;
SceneRenderLayer *srl;
- Base *base;
+ BaseLegacy *legacy_base;
CALLBACK_INVOKE(scene->camera, IDWALK_CB_NOP);
CALLBACK_INVOKE(scene->world, IDWALK_CB_USER);
@@ -411,8 +412,27 @@ void BKE_library_foreach_ID_link(Main *bmain, ID *id, LibraryIDLinkCallback call
CALLBACK_INVOKE(scene->gpd, IDWALK_CB_USER);
- for (base = scene->base.first; base; base = base->next) {
- CALLBACK_INVOKE(base->object, IDWALK_CB_USER);
+ for (legacy_base = scene->base.first; legacy_base; legacy_base = legacy_base->next) {
+ CALLBACK_INVOKE(legacy_base->object, IDWALK_CB_USER);
+ }
+
+ FOREACH_SCENE_COLLECTION(scene, sc)
+ {
+ for (LinkData *link = sc->objects.first; link; link = link->next) {
+ CALLBACK_INVOKE_ID(link->data, IDWALK_CB_USER);
+ }
+
+ for (LinkData *link = sc->filter_objects.first; link; link = link->next) {
+ CALLBACK_INVOKE_ID(link->data, IDWALK_CB_USER);
+ }
+ }
+ FOREACH_SCENE_COLLECTION_END
+
+ SceneLayer *sl;
+ for (sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ CALLBACK_INVOKE(base->object, IDWALK_NOP);
+ }
}
for (TimeMarker *marker = scene->markers.first; marker; marker = marker->next) {
diff --git a/source/blender/blenkernel/intern/library_remap.c b/source/blender/blenkernel/intern/library_remap.c
index a408b498f18..76af032c37f 100644
--- a/source/blender/blenkernel/intern/library_remap.c
+++ b/source/blender/blenkernel/intern/library_remap.c
@@ -71,6 +71,7 @@
#include "BKE_brush.h"
#include "BKE_camera.h"
#include "BKE_cachefile.h"
+#include "BKE_collection.h"
#include "BKE_curve.h"
#include "BKE_depsgraph.h"
#include "BKE_fcurve.h"
@@ -242,7 +243,7 @@ static int foreach_libblock_remap_callback(void *user_data, ID *id_self, ID **id
/* Some reamapping unfortunately require extra and/or specific handling, tackle those here. */
static void libblock_remap_data_preprocess_scene_base_unlink(
- IDRemap *r_id_remap_data, Scene *sce, Base *base, const bool skip_indirect, const bool is_indirect)
+ IDRemap *r_id_remap_data, Scene *sce, BaseLegacy *base, const bool skip_indirect, const bool is_indirect)
{
if (skip_indirect && is_indirect) {
r_id_remap_data->skipped_indirect++;
@@ -258,6 +259,22 @@ static void libblock_remap_data_preprocess_scene_base_unlink(
}
}
+/* Some remapping unfortunately require extra and/or specific handling, tackle those here. */
+static void libblock_remap_data_preprocess_scene_object_unlink(
+ IDRemap *r_id_remap_data, Scene *sce, Object *ob, const bool skip_indirect, const bool is_indirect)
+{
+ if (skip_indirect && is_indirect) {
+ r_id_remap_data->skipped_indirect++;
+ r_id_remap_data->skipped_refcounted++;
+ }
+ else {
+ BKE_collections_object_remove(r_id_remap_data->bmain, sce, ob, false);
+ if (!is_indirect) {
+ r_id_remap_data->status |= ID_REMAP_IS_LINKED_DIRECT;
+ }
+ }
+}
+
static void libblock_remap_data_preprocess(IDRemap *r_id_remap_data)
{
switch (GS(r_id_remap_data->id->name)) {
@@ -272,7 +289,15 @@ static void libblock_remap_data_preprocess(IDRemap *r_id_remap_data)
/* In case we are unlinking... */
if (!r_id_remap_data->old_id) {
/* ... everything from scene. */
- Base *base, *base_next;
+ FOREACH_SCENE_OBJECT(sce, ob_iter)
+ {
+ libblock_remap_data_preprocess_scene_object_unlink(
+ r_id_remap_data, sce, ob_iter, skip_indirect, is_indirect);
+ }
+ FOREACH_SCENE_OBJECT_END
+
+
+ BaseLegacy *base, *base_next;
for (base = sce->base.first; base; base = base_next) {
base_next = base->next;
libblock_remap_data_preprocess_scene_base_unlink(
@@ -282,8 +307,11 @@ static void libblock_remap_data_preprocess(IDRemap *r_id_remap_data)
else if (GS(r_id_remap_data->old_id->name) == ID_OB) {
/* ... a specific object from scene. */
Object *old_ob = (Object *)r_id_remap_data->old_id;
- Base *base = BKE_scene_base_find(sce, old_ob);
+ libblock_remap_data_preprocess_scene_object_unlink(
+ r_id_remap_data, sce, old_ob, skip_indirect, is_indirect);
+
+ BaseLegacy *base = BKE_scene_base_find(sce, old_ob);
if (base) {
libblock_remap_data_preprocess_scene_base_unlink(
r_id_remap_data, sce, base, skip_indirect, is_indirect);
@@ -329,7 +357,7 @@ static void libblock_remap_data_postprocess_object_fromgroup_update(Main *bmain,
}
if (new_ob == NULL) { /* We need to remove NULL-ified groupobjects... */
for (Group *group = bmain->group.first; group; group = group->id.next) {
- BKE_group_object_unlink(group, NULL, NULL, NULL);
+ BKE_group_object_unlink(group, NULL);
}
}
else {
@@ -342,23 +370,17 @@ static void libblock_remap_data_postprocess_group_scene_unlink(Main *UNUSED(bmai
{
/* Note that here we assume no object has no base (i.e. all objects are assumed instanced
* in one scene...). */
- for (Base *base = sce->base.first; base; base = base->next) {
- if (base->flag & OB_FROMGROUP) {
- Object *ob = base->object;
-
- if (ob->flag & OB_FROMGROUP) {
- Group *grp = BKE_group_object_find(NULL, ob);
-
- /* Unlinked group (old_id) is still in bmain... */
- if (grp && (&grp->id == old_id || grp->id.us == 0)) {
- grp = BKE_group_object_find(grp, ob);
- }
- if (!grp) {
- ob->flag &= ~OB_FROMGROUP;
- }
+ for (BaseLegacy *base = sce->base.first; base; base = base->next) {
+ Object *ob = base->object;
+ if (ob->flag & OB_FROMGROUP) {
+ Group *grp = BKE_group_object_find(NULL, ob);
+
+ /* Unlinked group (old_id) is still in bmain... */
+ if (grp && (&grp->id == old_id || grp->id.us == 0)) {
+ grp = BKE_group_object_find(grp, ob);
}
- if (!(ob->flag & OB_FROMGROUP)) {
- base->flag &= ~OB_FROMGROUP;
+ if (!grp) {
+ ob->flag &= ~OB_FROMGROUP;
}
}
}
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 54945242fe4..435504859a4 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -111,6 +111,12 @@ void BKE_material_free(Material *ma)
BKE_icon_id_delete((ID *)ma);
BKE_previewimg_free(&ma->preview);
+
+ for (MaterialEngineSettings *mes = ma->engines_settings.first; mes; mes = mes->next) {
+ if (mes->data)
+ MEM_SAFE_FREE(mes->data);
+ }
+ BLI_freelistN(&ma->engines_settings);
}
void BKE_material_init(Material *ma)
@@ -248,6 +254,8 @@ Material *BKE_material_copy(Main *bmain, Material *ma)
BLI_listbase_clear(&man->gpumaterial);
+ /* TODO Duplicate Engine Settings and set runtime to NULL */
+
BKE_id_copy_ensure_local(bmain, &ma->id, &man->id);
return man;
@@ -279,6 +287,8 @@ Material *localize_material(Material *ma)
man->nodetree = ntreeLocalize(ma->nodetree);
BLI_listbase_clear(&man->gpumaterial);
+
+ /* TODO Duplicate Engine Settings and set runtime to NULL */
return man;
}
@@ -1698,6 +1708,7 @@ void copy_matcopybuf(Material *ma)
matcopybuf.nodetree = ntreeCopyTree_ex(ma->nodetree, G.main, false);
matcopybuf.preview = NULL;
BLI_listbase_clear(&matcopybuf.gpumaterial);
+ /* TODO Duplicate Engine Settings and set runtime to NULL */
matcopied = 1;
}
diff --git a/source/blender/blenkernel/intern/mball.c b/source/blender/blenkernel/intern/mball.c
index 97033a9555d..2632acea58b 100644
--- a/source/blender/blenkernel/intern/mball.c
+++ b/source/blender/blenkernel/intern/mball.c
@@ -316,7 +316,7 @@ bool BKE_mball_is_basis_for(Object *ob1, Object *ob2)
void BKE_mball_properties_copy(Scene *scene, Object *active_object)
{
Scene *sce_iter = scene;
- Base *base;
+ BaseLegacy *base;
Object *ob;
MetaBall *active_mball = (MetaBall *)active_object->data;
int basisnr, obnr;
@@ -359,27 +359,25 @@ void BKE_mball_properties_copy(Scene *scene, Object *active_object)
*/
Object *BKE_mball_basis_find(Scene *scene, Object *basis)
{
- Scene *sce_iter = scene;
- Base *base;
- Object *ob, *bob = basis;
+ Object *bob = basis;
int basisnr, obnr;
char basisname[MAX_ID_NAME], obname[MAX_ID_NAME];
- SceneBaseIter iter;
- EvaluationContext *eval_ctx = G.main->eval_ctx;
BLI_split_name_num(basisname, &basisnr, basis->id.name + 2, '.');
- BKE_scene_base_iter_next(eval_ctx, &iter, &sce_iter, 0, NULL, NULL);
- while (BKE_scene_base_iter_next(eval_ctx, &iter, &sce_iter, 1, &base, &ob)) {
- if ((ob->type == OB_MBALL) && !(base->flag & OB_FROMDUPLI)) {
- if (ob != bob) {
- BLI_split_name_num(obname, &obnr, ob->id.name + 2, '.');
-
- /* object ob has to be in same "group" ... it means, that it has to have same base of its name */
- if (STREQ(obname, basisname)) {
- if (obnr < basisnr) {
- basis = ob;
- basisnr = obnr;
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ Object *ob = base->object;
+ if ((ob->type == OB_MBALL) && !(base->flag & OB_FROMDUPLI)) {
+ if (ob != bob) {
+ BLI_split_name_num(obname, &obnr, ob->id.name + 2, '.');
+
+ /* object ob has to be in same "group" ... it means, that it has to have same base of its name */
+ if (STREQ(obname, basisname)) {
+ if (obnr < basisnr) {
+ basis = ob;
+ basisnr = obnr;
+ }
}
}
}
diff --git a/source/blender/blenkernel/intern/mball_tessellate.c b/source/blender/blenkernel/intern/mball_tessellate.c
index 5c0b09f0ff0..144a885ffd4 100644
--- a/source/blender/blenkernel/intern/mball_tessellate.c
+++ b/source/blender/blenkernel/intern/mball_tessellate.c
@@ -1080,7 +1080,7 @@ static void polygonize(PROCESS *process)
static void init_meta(EvaluationContext *eval_ctx, PROCESS *process, Scene *scene, Object *ob)
{
Scene *sce_iter = scene;
- Base *base;
+ BaseLegacy *base;
Object *bob;
MetaBall *mb;
const MetaElem *ml;
@@ -1102,7 +1102,7 @@ static void init_meta(EvaluationContext *eval_ctx, PROCESS *process, Scene *scen
zero_size = 0;
ml = NULL;
- if (bob == ob && (base->flag & OB_FROMDUPLI) == 0) {
+ if (bob == ob && (base->flag_legacy & OB_FROMDUPLI) == 0) {
mb = ob->data;
if (mb->editelems) ml = mb->editelems->first;
diff --git a/source/blender/blenkernel/intern/mesh.c b/source/blender/blenkernel/intern/mesh.c
index 918032b2df8..bbd3578eb33 100644
--- a/source/blender/blenkernel/intern/mesh.c
+++ b/source/blender/blenkernel/intern/mesh.c
@@ -50,6 +50,7 @@
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
+#include "BKE_mesh_render.h"
#include "BKE_displist.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
@@ -442,6 +443,8 @@ void BKE_mesh_free(Mesh *me)
{
BKE_animdata_free(&me->id, false);
+ BKE_mesh_batch_cache_free(me);
+
CustomData_free(&me->vdata, me->totvert);
CustomData_free(&me->edata, me->totedge);
CustomData_free(&me->fdata, me->totface);
@@ -529,6 +532,7 @@ Mesh *BKE_mesh_copy(Main *bmain, Mesh *me)
BKE_mesh_update_customdata_pointers(men, do_tessface);
men->edit_btmesh = NULL;
+ men->batch_cache = NULL;
men->mselect = MEM_dupallocN(men->mselect);
men->bb = MEM_dupallocN(men->bb);
diff --git a/source/blender/blenkernel/intern/mesh_render.c b/source/blender/blenkernel/intern/mesh_render.c
new file mode 100644
index 00000000000..2e9ea90792a
--- /dev/null
+++ b/source/blender/blenkernel/intern/mesh_render.c
@@ -0,0 +1,1137 @@
+/*
+ * ***** 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Mike Erwin, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/blenkernel/intern/mesh_render.c
+ * \ingroup bke
+ *
+ * \brief Mesh API for render engines
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_edgehash.h"
+#include "BLI_math_vector.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+
+#include "BKE_customdata.h"
+#include "BKE_depsgraph.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_editmesh.h"
+#include "BKE_mesh.h"
+#include "BKE_mesh_render.h"
+
+#include "bmesh.h"
+
+#include "GPU_batch.h"
+
+/* ---------------------------------------------------------------------- */
+/* Mesh/BMesh Interface, direct access to basic data. */
+
+static int mesh_render_verts_num_get(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->bm->totvert : me->totvert;
+}
+
+static int mesh_render_edges_num_get(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->bm->totedge : me->totedge;
+}
+
+static int mesh_render_looptri_num_get(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->tottri : poly_to_tri_count(me->totpoly, me->totloop);
+}
+
+static int mesh_render_polys_num_get(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->bm->totface : me->totpoly;
+}
+
+static int UNUSED_FUNCTION(mesh_render_loops_num_get)(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->bm->totloop : me->totloop;
+}
+
+/* ---------------------------------------------------------------------- */
+/* Mesh/BMesh Interface, indirect, partially cached access to complex data. */
+
+typedef struct EdgeAdjacentPolys {
+ int count;
+ int face_index[2];
+} EdgeAdjacentPolys;
+
+typedef struct MeshRenderData {
+ int types;
+
+ int totvert;
+ int totedge;
+ int tottri;
+ int totloop;
+ int totpoly;
+ int totlvert;
+ int totledge;
+
+ BMEditMesh *edit_bmesh;
+ MVert *mvert;
+ MEdge *medge;
+ MLoop *mloop;
+ MPoly *mpoly;
+
+ BMVert *eve_act;
+ BMEdge *eed_act;
+ BMFace *efa_act;
+
+ int crease_ofs;
+ int bweight_ofs;
+
+ /* Data created on-demand (usually not for bmesh-based data). */
+ EdgeHash *ehash;
+ EdgeAdjacentPolys *edges_adjacent_polys;
+ MLoopTri *mlooptri;
+ int *loose_edges;
+ int *loose_verts;
+
+ float (*poly_normals)[3];
+ short (*poly_normals_short)[3];
+ short (*vert_normals_short)[3];
+} MeshRenderData;
+
+enum {
+ MR_DATATYPE_VERT = 1 << 0,
+ MR_DATATYPE_LOOSE_VERT = 1 << 1,
+ MR_DATATYPE_EDGE = 1 << 2,
+ MR_DATATYPE_LOOSE_EDGE = 1 << 3,
+ MR_DATATYPE_LOOPTRI = 1 << 4,
+ MR_DATATYPE_LOOP = 1 << 5,
+ MR_DATATYPE_POLY = 1 << 6,
+ MR_DATATYPE_ACTIVE = 1 << 7,
+ MR_DATATYPE_CREASE = 1 << 8,
+ MR_DATATYPE_BWEIGHT = 1 << 9,
+};
+
+static MeshRenderData *mesh_render_data_create(Mesh *me, const int types)
+{
+ MeshRenderData *mrdata = MEM_callocN(sizeof(*mrdata), __func__);
+ mrdata->types = types;
+
+ if (me->edit_btmesh) {
+ BMEditMesh *embm = me->edit_btmesh;
+ BMesh *bm = embm->bm;
+
+ mrdata->edit_bmesh = embm;
+
+ int bm_ensure_types = 0;
+ if (types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOSE_VERT)) {
+ mrdata->totvert = bm->totvert;
+ bm_ensure_types |= BM_VERT;
+ }
+ if (types & (MR_DATATYPE_EDGE | MR_DATATYPE_LOOSE_EDGE)) {
+ mrdata->totedge = bm->totedge;
+ bm_ensure_types |= BM_EDGE;
+ }
+ if (types & MR_DATATYPE_LOOPTRI) {
+ BKE_editmesh_tessface_calc(embm);
+ mrdata->tottri = embm->tottri;
+ }
+ if (types & MR_DATATYPE_LOOP) {
+ mrdata->totloop = bm->totloop;
+ bm_ensure_types |= BM_LOOP;
+ }
+ if (types & MR_DATATYPE_POLY) {
+ mrdata->totpoly = bm->totface;
+ bm_ensure_types |= BM_FACE;
+ }
+ if (types & MR_DATATYPE_ACTIVE) {
+ mrdata->efa_act = BM_mesh_active_face_get(bm, false, true);
+ mrdata->eed_act = BM_mesh_active_edge_get(bm);
+ mrdata->eve_act = BM_mesh_active_vert_get(bm);
+ }
+ if (types & MR_DATATYPE_CREASE) {
+ mrdata->crease_ofs = CustomData_get_offset(&bm->edata, CD_CREASE);
+ }
+ if (types & MR_DATATYPE_BWEIGHT) {
+ mrdata->bweight_ofs = CustomData_get_offset(&bm->edata, CD_BWEIGHT);
+ }
+ BM_mesh_elem_index_ensure(bm, bm_ensure_types);
+ BM_mesh_elem_table_ensure(bm, bm_ensure_types & ~BM_LOOP);
+ if (types & MR_DATATYPE_LOOSE_VERT) {
+ mrdata->types |= MR_DATATYPE_VERT;
+ mrdata->totlvert = 0;
+ /* XXX slow, looping twice */
+ for (int i = 0; i < mrdata->totvert; ++i) {
+ BMVert *bv = BM_vert_at_index(bm, i);
+ if (BM_vert_edge_count_ex(bv, 1) == 0) {
+ mrdata->totlvert++;
+ }
+ }
+
+ int *lverts = mrdata->loose_verts = MEM_mallocN(mrdata->totlvert * sizeof(int), "Loose Vert");
+
+ int li = 0;
+ if (mrdata->totlvert > 0) {
+ for (int i = 0; i < mrdata->totvert; ++i) {
+ BMVert *bv = BM_vert_at_index(bm, i);
+ if (BM_vert_edge_count_ex(bv, 1) == 0) {
+ lverts[li++] = i;
+ }
+ }
+ }
+ }
+ if (types & MR_DATATYPE_LOOSE_EDGE) {
+ mrdata->types |= MR_DATATYPE_EDGE;
+ mrdata->totledge = 0;
+ /* XXX slow, looping twice */
+ for (int i = 0; i < mrdata->totedge; ++i) {
+ BMEdge *bv = BM_edge_at_index(bm, i);
+ if (BM_edge_is_wire(bv)) {
+ mrdata->totledge++;
+ }
+ }
+
+ int *ledges = mrdata->loose_edges = MEM_mallocN(mrdata->totledge * sizeof(int), "Loose Egde");
+
+ int li = 0;
+ if (mrdata->totledge > 0) {
+ for (int i = 0; i < mrdata->totedge; ++i) {
+ BMEdge *bv = BM_edge_at_index(bm, i);
+ if (BM_edge_is_wire(bv)) {
+ ledges[li++] = i;
+ }
+ }
+ }
+ }
+ }
+ else {
+ if (types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOSE_VERT)) {
+ mrdata->totvert = me->totvert;
+ mrdata->mvert = CustomData_get_layer(&me->vdata, CD_MVERT);
+ }
+ if (types & (MR_DATATYPE_EDGE | MR_DATATYPE_LOOSE_EDGE)) {
+ mrdata->totedge = me->totedge;
+ mrdata->medge = CustomData_get_layer(&me->edata, CD_MEDGE);
+ }
+ if (types & MR_DATATYPE_LOOPTRI) {
+ const int tottri = mrdata->tottri = poly_to_tri_count(me->totpoly, me->totloop);
+ mrdata->mlooptri = MEM_mallocN(sizeof(*mrdata->mlooptri) * tottri, __func__);
+ BKE_mesh_recalc_looptri(me->mloop, me->mpoly, me->mvert, me->totloop, me->totpoly, mrdata->mlooptri);
+ }
+ if (types & MR_DATATYPE_LOOP) {
+ mrdata->totloop = me->totloop;
+ mrdata->mloop = CustomData_get_layer(&me->ldata, CD_MLOOP);
+ }
+ if (types & MR_DATATYPE_POLY) {
+ mrdata->totpoly = me->totpoly;
+ mrdata->mpoly = CustomData_get_layer(&me->pdata, CD_MPOLY);
+ }
+ if (types & MR_DATATYPE_LOOSE_VERT) {
+ mrdata->types |= MR_DATATYPE_VERT;
+ mrdata->totlvert = 0;
+ /* TODO */
+ }
+ if (types & MR_DATATYPE_LOOSE_EDGE) {
+ mrdata->types |= MR_DATATYPE_EDGE;
+ mrdata->totledge = 0;
+ /* TODO */
+ }
+ }
+
+ return mrdata;
+}
+
+static void mesh_render_data_free(MeshRenderData *mrdata)
+{
+ if (mrdata->ehash) {
+ BLI_edgehash_free(mrdata->ehash, NULL);
+ }
+ if (mrdata->loose_verts) {
+ MEM_freeN(mrdata->loose_verts);
+ }
+ if (mrdata->loose_edges) {
+ MEM_freeN(mrdata->loose_edges);
+ }
+ if (mrdata->edges_adjacent_polys) {
+ MEM_freeN(mrdata->edges_adjacent_polys);
+ }
+ if (mrdata->mlooptri) {
+ MEM_freeN(mrdata->mlooptri);
+ }
+ if (mrdata->poly_normals) {
+ MEM_freeN(mrdata->poly_normals);
+ }
+ if (mrdata->poly_normals_short) {
+ MEM_freeN(mrdata->poly_normals_short);
+ }
+ if (mrdata->vert_normals_short) {
+ MEM_freeN(mrdata->vert_normals_short);
+ }
+ MEM_freeN(mrdata);
+}
+
+static int mesh_render_data_verts_num_get(const MeshRenderData *mrdata)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_VERT);
+ return mrdata->totvert;
+}
+
+static int mesh_render_data_loose_verts_num_get(const MeshRenderData *mrdata)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_LOOSE_VERT);
+ return mrdata->totlvert;
+}
+
+static int mesh_render_data_edges_num_get(const MeshRenderData *mrdata)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_EDGE);
+ return mrdata->totedge;
+}
+
+static int mesh_render_data_loose_edges_num_get(const MeshRenderData *mrdata)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_LOOSE_EDGE);
+ return mrdata->totledge;
+}
+
+static int mesh_render_data_looptri_num_get(const MeshRenderData *mrdata)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_LOOPTRI);
+ return mrdata->tottri;
+}
+
+static int UNUSED_FUNCTION(mesh_render_data_loops_num_get)(const MeshRenderData *mrdata)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_LOOP);
+ return mrdata->totloop;
+}
+
+static int UNUSED_FUNCTION(mesh_render_data_polys_num_get)(const MeshRenderData *mrdata)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_POLY);
+ return mrdata->totpoly;
+}
+
+static float *mesh_render_data_vert_co(const MeshRenderData *mrdata, const int vert_idx)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_VERT);
+
+ if (mrdata->edit_bmesh) {
+ BMesh *bm = mrdata->edit_bmesh->bm;
+ BMVert *bv = BM_vert_at_index(bm, vert_idx);
+ return bv->co;
+ }
+ else {
+ return mrdata->mvert[vert_idx].co;
+ }
+}
+
+static void mesh_render_data_edge_verts_indices_get(const MeshRenderData *mrdata, const int edge_idx, int r_vert_idx[2])
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_EDGE);
+
+ if (mrdata->edit_bmesh) {
+ const BMEdge *bm_edge = BM_edge_at_index(mrdata->edit_bmesh->bm, edge_idx);
+ r_vert_idx[0] = BM_elem_index_get(bm_edge->v1);
+ r_vert_idx[1] = BM_elem_index_get(bm_edge->v2);
+ }
+ else {
+ const MEdge *me = &mrdata->medge[edge_idx];
+ r_vert_idx[0] = me->v1;
+ r_vert_idx[1] = me->v2;
+ }
+}
+
+static bool mesh_render_data_edge_exists(MeshRenderData *mrdata, const int v1, const int v2)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_EDGE);
+
+ if (mrdata->edit_bmesh) {
+ BMesh *bm = mrdata->edit_bmesh->bm;
+ BMVert *bv1 = BM_vert_at_index(bm, v1);
+ BMVert *bv2 = BM_vert_at_index(bm, v2);
+ return BM_edge_exists(bv1, bv2) != NULL;
+ }
+ else {
+ EdgeHash *ehash = mrdata->ehash;
+
+ if (!ehash) {
+ /* Create edge hash on demand. */
+ ehash = mrdata->ehash = BLI_edgehash_new(__func__);
+
+ MEdge *medge = mrdata->medge;
+ for (int i = 0; i < mrdata->totedge; i++, medge++) {
+ BLI_edgehash_insert(ehash, medge->v1, medge->v2, medge);
+ }
+ }
+
+ return BLI_edgehash_lookup(ehash, v1, v2) != NULL;
+ }
+}
+
+static bool mesh_render_data_edge_vcos_manifold_pnors(
+ MeshRenderData *mrdata, const int edge_index,
+ float **r_vco1, float **r_vco2, float **r_pnor1, float **r_pnor2)
+{
+ BLI_assert(mrdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_EDGE | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ if (mrdata->edit_bmesh) {
+ BMesh *bm = mrdata->edit_bmesh->bm;
+ BMEdge *bm_edge = BM_edge_at_index(bm, edge_index);
+ *r_vco1 = bm_edge->v1->co;
+ *r_vco2 = bm_edge->v2->co;
+ if (BM_edge_is_manifold(bm_edge)) {
+ *r_pnor1 = bm_edge->l->f->no;
+ *r_pnor2 = bm_edge->l->radial_next->f->no;
+ return true;
+ }
+ }
+ else {
+ MVert *mvert = mrdata->mvert;
+ MEdge *medge = mrdata->medge;
+ EdgeAdjacentPolys *eap = mrdata->edges_adjacent_polys;
+ float (*pnors)[3] = mrdata->poly_normals;
+
+ if (!eap) {
+ const MLoop *mloop = mrdata->mloop;
+ const MPoly *mpoly = mrdata->mpoly;
+ const int poly_ct = mrdata->totpoly;
+ const bool do_pnors = (pnors == NULL);
+
+ eap = mrdata->edges_adjacent_polys = MEM_callocN(sizeof(*eap) * mrdata->totedge, __func__);
+ if (do_pnors) {
+ pnors = mrdata->poly_normals = MEM_mallocN(sizeof(*pnors) * poly_ct, __func__);
+ }
+
+ for (int i = 0; i < poly_ct; i++, mpoly++) {
+ if (do_pnors) {
+ BKE_mesh_calc_poly_normal(mpoly, mloop + mpoly->loopstart, mvert, pnors[i]);
+ }
+
+ const int loopend = mpoly->loopstart + mpoly->totloop;
+ for (int j = mpoly->loopstart; j < loopend; j++) {
+ const int edge_idx = mloop[j].e;
+ if (eap[edge_idx].count < 2) {
+ eap[edge_idx].face_index[eap[edge_idx].count] = i;
+ }
+ eap[edge_idx].count++;
+ }
+ }
+ }
+ BLI_assert(eap && pnors);
+
+ *r_vco1 = mvert[medge[edge_index].v1].co;
+ *r_vco2 = mvert[medge[edge_index].v2].co;
+ if (eap[edge_index].count == 2) {
+ *r_pnor1 = pnors[eap[edge_index].face_index[0]];
+ *r_pnor2 = pnors[eap[edge_index].face_index[1]];
+ return true;
+ }
+ }
+
+ return false;
+}
+
+static void mesh_render_data_looptri_verts_indices_get(const MeshRenderData *mrdata, const int tri_idx, int r_vert_idx[3])
+{
+ BLI_assert(mrdata->types & (MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP));
+
+ if (mrdata->edit_bmesh) {
+ const BMLoop **bm_looptri = (const BMLoop **)mrdata->edit_bmesh->looptris[tri_idx];
+ r_vert_idx[0] = BM_elem_index_get(bm_looptri[0]->v);
+ r_vert_idx[1] = BM_elem_index_get(bm_looptri[1]->v);
+ r_vert_idx[2] = BM_elem_index_get(bm_looptri[2]->v);
+ }
+ else {
+ const MLoopTri *mlt = &mrdata->mlooptri[tri_idx];
+ r_vert_idx[0] = mrdata->mloop[mlt->tri[0]].v;
+ r_vert_idx[1] = mrdata->mloop[mlt->tri[1]].v;
+ r_vert_idx[2] = mrdata->mloop[mlt->tri[2]].v;
+ }
+}
+
+static bool mesh_render_data_looptri_cos_nors_smooth_get(
+ MeshRenderData *mrdata, const int tri_idx, float *(*r_vert_cos)[3], short **r_tri_nor, short *(*r_vert_nors)[3])
+{
+ BLI_assert(mrdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ if (mrdata->edit_bmesh) {
+ const BMLoop **bm_looptri = (const BMLoop **)mrdata->edit_bmesh->looptris[tri_idx];
+ short (*pnors_short)[3] = mrdata->poly_normals_short;
+ short (*vnors_short)[3] = mrdata->vert_normals_short;
+
+ if (!pnors_short) {
+ BMesh *bm = mrdata->edit_bmesh->bm;
+ BMIter fiter;
+ BMFace *face;
+ int i;
+
+ pnors_short = mrdata->poly_normals_short = MEM_mallocN(sizeof(*pnors_short) * mrdata->totpoly, __func__);
+ BM_ITER_MESH_INDEX(face, &fiter, bm, BM_FACES_OF_MESH, i) {
+ normal_float_to_short_v3(pnors_short[i], face->no);
+ }
+ }
+ if (!vnors_short) {
+ BMesh *bm = mrdata->edit_bmesh->bm;
+ BMIter viter;
+ BMVert *vert;
+ int i;
+
+ vnors_short = mrdata->vert_normals_short = MEM_mallocN(sizeof(*vnors_short) * mrdata->totvert, __func__);
+ BM_ITER_MESH_INDEX(vert, &viter, bm, BM_VERT, i) {
+ normal_float_to_short_v3(vnors_short[i], vert->no);
+ }
+ }
+
+ (*r_vert_cos)[0] = bm_looptri[0]->v->co;
+ (*r_vert_cos)[1] = bm_looptri[1]->v->co;
+ (*r_vert_cos)[2] = bm_looptri[2]->v->co;
+ *r_tri_nor = pnors_short[BM_elem_index_get(bm_looptri[0]->f)];
+ (*r_vert_nors)[0] = vnors_short[BM_elem_index_get(bm_looptri[0]->v)];
+ (*r_vert_nors)[1] = vnors_short[BM_elem_index_get(bm_looptri[1]->v)];
+ (*r_vert_nors)[2] = vnors_short[BM_elem_index_get(bm_looptri[2]->v)];
+
+ return BM_elem_flag_test_bool(bm_looptri[0]->f, BM_ELEM_SMOOTH);
+ }
+ else {
+ const MLoopTri *mlt = &mrdata->mlooptri[tri_idx];
+ short (*pnors_short)[3] = mrdata->poly_normals_short;
+
+ if (!pnors_short) {
+ float (*pnors)[3] = mrdata->poly_normals;
+
+ if (!pnors) {
+ pnors = mrdata->poly_normals = MEM_mallocN(sizeof(*pnors) * mrdata->totpoly, __func__);
+ BKE_mesh_calc_normals_poly(
+ mrdata->mvert, NULL, mrdata->totvert,
+ mrdata->mloop, mrdata->mpoly, mrdata->totloop, mrdata->totpoly, pnors, true);
+ }
+
+ pnors_short = mrdata->poly_normals_short = MEM_mallocN(sizeof(*pnors_short) * mrdata->totpoly, __func__);
+ for (int i = 0; i < mrdata->totpoly; i++) {
+ normal_float_to_short_v3(pnors_short[i], pnors[i]);
+ }
+ }
+
+ (*r_vert_cos)[0] = mrdata->mvert[mrdata->mloop[mlt->tri[0]].v].co;
+ (*r_vert_cos)[1] = mrdata->mvert[mrdata->mloop[mlt->tri[1]].v].co;
+ (*r_vert_cos)[2] = mrdata->mvert[mrdata->mloop[mlt->tri[2]].v].co;
+ *r_tri_nor = pnors_short[mlt->poly];
+ (*r_vert_nors)[0] = mrdata->mvert[mrdata->mloop[mlt->tri[0]].v].no;
+ (*r_vert_nors)[1] = mrdata->mvert[mrdata->mloop[mlt->tri[1]].v].no;
+ (*r_vert_nors)[2] = mrdata->mvert[mrdata->mloop[mlt->tri[2]].v].no;
+
+ return (mrdata->mpoly[mlt->poly].flag & ME_SMOOTH) != 0;
+ }
+}
+
+
+/* ---------------------------------------------------------------------- */
+/* Mesh Batch Cache */
+
+typedef struct MeshBatchCache {
+ VertexBuffer *pos_in_order;
+ ElementList *edges_in_order;
+ ElementList *triangles_in_order;
+
+ Batch *all_verts;
+ Batch *all_edges;
+ Batch *all_triangles;
+
+ Batch *triangles_with_normals; /* owns its vertex buffer */
+ Batch *fancy_edges; /* owns its vertex buffer (not shared) */
+ Batch *overlay_edges; /* owns its vertex buffer */
+
+ /* settings to determine if cache is invalid */
+ bool is_dirty;
+ int tot_edges;
+ int tot_tris;
+ int tot_polys;
+ int tot_verts;
+ bool is_editmode;
+} MeshBatchCache;
+
+/* Batch cache management. */
+
+static bool mesh_batch_cache_valid(Mesh *me)
+{
+ MeshBatchCache *cache = me->batch_cache;
+
+ if (cache == NULL) {
+ return false;
+ }
+
+ if (cache->is_editmode != (me->edit_btmesh != NULL)) {
+ return false;
+ }
+
+ if (cache->is_dirty == false) {
+ return true;
+ }
+ else {
+ if (cache->is_editmode) {
+ return false;
+ }
+ else if ((cache->tot_verts != mesh_render_verts_num_get(me)) ||
+ (cache->tot_edges != mesh_render_edges_num_get(me)) ||
+ (cache->tot_tris != mesh_render_looptri_num_get(me)) ||
+ (cache->tot_polys != mesh_render_polys_num_get(me)))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+static void mesh_batch_cache_init(Mesh *me)
+{
+ MeshBatchCache *cache = me->batch_cache;
+
+ if (!cache) {
+ cache = me->batch_cache = MEM_callocN(sizeof(*cache), __func__);
+ }
+ else {
+ memset(cache, 0, sizeof(*cache));
+ }
+
+ cache->is_editmode = me->edit_btmesh != NULL;
+
+ if (cache->is_editmode == false) {
+ cache->tot_edges = mesh_render_edges_num_get(me);
+ cache->tot_tris = mesh_render_looptri_num_get(me);
+ cache->tot_polys = mesh_render_polys_num_get(me);
+ cache->tot_verts = mesh_render_verts_num_get(me);
+ }
+
+ cache->is_dirty = false;
+}
+
+static MeshBatchCache *mesh_batch_cache_get(Mesh *me)
+{
+ if (!mesh_batch_cache_valid(me)) {
+ BKE_mesh_batch_cache_clear(me);
+ mesh_batch_cache_init(me);
+ }
+ return me->batch_cache;
+}
+
+void BKE_mesh_batch_cache_dirty(struct Mesh *me)
+{
+ MeshBatchCache *cache = me->batch_cache;
+ if (cache) {
+ cache->is_dirty = true;
+ }
+}
+
+void BKE_mesh_batch_cache_clear(Mesh *me)
+{
+ MeshBatchCache *cache = me->batch_cache;
+ if (!cache) {
+ return;
+ }
+
+ 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->triangles_with_normals) {
+ Batch_discard_all(cache->triangles_with_normals);
+ }
+
+ if (cache->fancy_edges) {
+ Batch_discard_all(cache->fancy_edges);
+ }
+
+ if (cache->overlay_edges) {
+ Batch_discard_all(cache->overlay_edges);
+ }
+}
+
+void BKE_mesh_batch_cache_free(Mesh *me)
+{
+ BKE_mesh_batch_cache_clear(me);
+ MEM_SAFE_FREE(me->batch_cache);
+}
+
+/* Batch cache usage. */
+
+static VertexBuffer *mesh_batch_cache_get_pos_in_order(MeshRenderData *mrdata, MeshBatchCache *cache)
+{
+ BLI_assert(mrdata->types & MR_DATATYPE_VERT);
+
+ 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 = mesh_render_data_verts_num_get(mrdata);
+
+ cache->pos_in_order = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(cache->pos_in_order, vertex_ct);
+ for (int i = 0; i < vertex_ct; ++i) {
+ setAttrib(cache->pos_in_order, pos_id, i, mesh_render_data_vert_co(mrdata, i));
+ }
+ }
+
+ return cache->pos_in_order;
+}
+
+static ElementList *mesh_batch_cache_get_edges_in_order(MeshRenderData *mrdata, MeshBatchCache *cache)
+{
+ BLI_assert(mrdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_EDGE));
+
+ if (cache->edges_in_order == NULL) {
+ printf("Caching edges in order...\n");
+ const int vertex_ct = mesh_render_data_verts_num_get(mrdata);
+ const int edge_ct = mesh_render_data_edges_num_get(mrdata);
+
+ ElementListBuilder elb;
+ ElementListBuilder_init(&elb, GL_LINES, edge_ct, vertex_ct);
+ for (int i = 0; i < edge_ct; ++i) {
+ int vert_idx[2];
+ mesh_render_data_edge_verts_indices_get(mrdata, i, vert_idx);
+ add_line_vertices(&elb, vert_idx[0], vert_idx[1]);
+ }
+ cache->edges_in_order = ElementList_build(&elb);
+ }
+
+ return cache->edges_in_order;
+}
+
+static ElementList *mesh_batch_cache_get_triangles_in_order(MeshRenderData *mrdata, MeshBatchCache *cache)
+{
+ BLI_assert(mrdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI));
+
+ if (cache->triangles_in_order == NULL) {
+ const int vertex_ct = mesh_render_data_verts_num_get(mrdata);
+ const int tri_ct = mesh_render_data_looptri_num_get(mrdata);
+
+ ElementListBuilder elb;
+ ElementListBuilder_init(&elb, GL_TRIANGLES, tri_ct, vertex_ct);
+ for (int i = 0; i < tri_ct; ++i) {
+ int tri_vert_idx[3];
+ mesh_render_data_looptri_verts_indices_get(mrdata, i, tri_vert_idx);
+
+ add_triangle_vertices(&elb, tri_vert_idx[0], tri_vert_idx[1], tri_vert_idx[2]);
+ }
+ cache->triangles_in_order = ElementList_build(&elb);
+ }
+
+ return cache->triangles_in_order;
+}
+
+Batch *BKE_mesh_batch_cache_get_all_edges(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->all_edges == NULL) {
+ /* create batch from Mesh */
+ MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_EDGE);
+
+ cache->all_edges = Batch_create(GL_LINES, mesh_batch_cache_get_pos_in_order(mrdata, cache),
+ mesh_batch_cache_get_edges_in_order(mrdata, cache));
+
+ mesh_render_data_free(mrdata);
+ }
+
+ return cache->all_edges;
+}
+
+Batch *BKE_mesh_batch_cache_get_all_triangles(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->all_triangles == NULL) {
+ /* create batch from DM */
+ MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI);
+
+ cache->all_triangles = Batch_create(GL_TRIANGLES, mesh_batch_cache_get_pos_in_order(mrdata, cache),
+ mesh_batch_cache_get_triangles_in_order(mrdata, cache));
+
+ mesh_render_data_free(mrdata);
+ }
+
+ return cache->all_triangles;
+}
+
+Batch *BKE_mesh_batch_cache_get_triangles_with_normals(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->triangles_with_normals == NULL) {
+ unsigned int vidx = 0, nidx = 0;
+
+ static VertexFormat format = { 0 };
+ static unsigned int pos_id, nor_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ nor_id = add_attrib(&format, "nor", GL_SHORT, 3, NORMALIZE_INT_TO_FLOAT);
+ }
+
+ MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY);
+ const int tottri = mesh_render_data_looptri_num_get(mrdata);
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, tottri * 3);
+
+ for (int i = 0; i < tottri; i++) {
+ float *tri_vert_cos[3];
+ short *tri_nor, *tri_vert_nors[3];
+
+ const bool is_smooth = mesh_render_data_looptri_cos_nors_smooth_get(mrdata, i, &tri_vert_cos, &tri_nor, &tri_vert_nors);
+
+ if (is_smooth) {
+ setAttrib(vbo, nor_id, nidx++, tri_vert_nors[0]);
+ setAttrib(vbo, nor_id, nidx++, tri_vert_nors[1]);
+ setAttrib(vbo, nor_id, nidx++, tri_vert_nors[2]);
+ }
+ else {
+ setAttrib(vbo, nor_id, nidx++, tri_nor);
+ setAttrib(vbo, nor_id, nidx++, tri_nor);
+ setAttrib(vbo, nor_id, nidx++, tri_nor);
+ }
+
+ setAttrib(vbo, pos_id, vidx++, tri_vert_cos[0]);
+ setAttrib(vbo, pos_id, vidx++, tri_vert_cos[1]);
+ setAttrib(vbo, pos_id, vidx++, tri_vert_cos[2]);
+ }
+
+ cache->triangles_with_normals = Batch_create(GL_TRIANGLES, vbo, NULL);
+
+ mesh_render_data_free(mrdata);
+ }
+
+ return cache->triangles_with_normals;
+}
+
+Batch *BKE_mesh_batch_cache_get_all_verts(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->all_verts == NULL) {
+ /* create batch from DM */
+ MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_VERT);
+
+ cache->all_verts = Batch_create(GL_POINTS, mesh_batch_cache_get_pos_in_order(mrdata, cache), NULL);
+ Batch_set_builtin_program(cache->all_verts, GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+
+ mesh_render_data_free(mrdata);
+ }
+
+ return cache->all_verts;
+}
+
+Batch *BKE_mesh_batch_cache_get_fancy_edges(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->fancy_edges == NULL) {
+ /* create batch from DM */
+ static VertexFormat format = { 0 };
+ static unsigned int 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);
+
+ MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_EDGE | MR_DATATYPE_LOOP | MR_DATATYPE_POLY);
+
+ const int edge_ct = mesh_render_data_edges_num_get(mrdata);
+
+ 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) {
+ float *vcos1, *vcos2;
+ float *pnor1 = NULL, *pnor2 = NULL;
+ const bool is_manifold = mesh_render_data_edge_vcos_manifold_pnors(mrdata, i, &vcos1, &vcos2, &pnor1, &pnor2);
+
+#if USE_10_10_10
+ PackedNormal n1value = { .x = 0, .y = 0, .z = +511 };
+ PackedNormal n2value = { .x = 0, .y = 0, .z = -511 };
+
+ if (is_manifold) {
+ n1value = convert_i10_v3(pnor1);
+ n2value = convert_i10_v3(pnor2);
+ }
+
+ 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 = (is_manifold) ? pnor1 : dummy1;
+ const float *n2 = (is_manifold) ? pnor2 : dummy2;
+#endif
+
+ setAttrib(vbo, pos_id, 2 * i, vcos1);
+ setAttrib(vbo, n1_id, 2 * i, n1);
+ setAttrib(vbo, n2_id, 2 * i, n2);
+
+ setAttrib(vbo, pos_id, 2 * i + 1, vcos2);
+ setAttrib(vbo, n1_id, 2 * i + 1, n1);
+ setAttrib(vbo, n2_id, 2 * i + 1, n2);
+ }
+
+ cache->fancy_edges = Batch_create(GL_LINES, vbo, NULL);
+
+ mesh_render_data_free(mrdata);
+ }
+
+ return cache->fancy_edges;
+}
+
+enum {
+ VFLAG_VERTEX_ACTIVE = 1 << 0,
+ VFLAG_VERTEX_SELECTED = 1 << 1,
+ VFLAG_VERTEX_LOOSE = 1 << 2,
+ VFLAG_FACE_ACTIVE = 1 << 3,
+ VFLAG_FACE_SELECTED = 1 << 4,
+};
+
+enum {
+ VFLAG_EDGE_EXISTS = 1 << 0,
+ VFLAG_EDGE_ACTIVE = 1 << 1,
+ VFLAG_EDGE_SELECTED = 1 << 2,
+ VFLAG_EDGE_SEAM = 1 << 3,
+ VFLAG_EDGE_SHARP = 1 << 4,
+};
+
+static unsigned char *get_vertex_flag(
+ MeshRenderData *mrdata, const int v1, const int v2, const int v3, const int tri_idx, const int edge_idx)
+{
+ /* This is really not efficient
+ * some operation are repeated accross all vertices
+ * but are constant overt the triangle / entire mesh */
+
+ /* First 2 bytes are bit flags
+ * 3rd is for sharp edges
+ * 4rd is for creased edges */
+ static unsigned char vflag[4];
+ memset(vflag, 0, sizeof(unsigned char) * 4);
+
+ /* if edit mode */
+ if (mrdata->edit_bmesh) {
+ BMesh *bm = mrdata->edit_bmesh->bm;
+ BMVert *bv1 = BM_vert_at_index(bm, v1);
+ BMEdge *edge = NULL;
+
+ /* Current vertex */
+ if (bv1 == mrdata->eve_act)
+ vflag[0] |= VFLAG_VERTEX_ACTIVE;
+
+ if (BM_elem_flag_test(bv1, BM_ELEM_SELECT))
+ vflag[0] |= VFLAG_VERTEX_SELECTED;
+
+ /* Current face */
+ if (tri_idx > -1) {
+ BMFace *face = mrdata->edit_bmesh->looptris[tri_idx][0]->f;
+ if (face == mrdata->efa_act)
+ vflag[0] |= VFLAG_FACE_ACTIVE;
+
+ if (BM_elem_flag_test(face, BM_ELEM_SELECT))
+ vflag[0] |= VFLAG_FACE_SELECTED;
+
+ /* Oposite edge */
+ BMVert *bv2 = BM_vert_at_index(bm, v2);
+ BMVert *bv3 = BM_vert_at_index(bm, v3);
+ edge = BM_edge_exists(bv2, bv3);
+ }
+ else if (edge_idx > -1) {
+ /* Loose edge */
+ edge = BM_edge_at_index(bm, edge_idx);
+ }
+ else {
+ /* Loose Vertex */
+ vflag[0] |= VFLAG_VERTEX_LOOSE;
+ }
+
+ /* if edge exists */
+ if (edge != NULL) {
+
+ vflag[1] |= VFLAG_EDGE_EXISTS;
+
+ if (edge == mrdata->eed_act)
+ vflag[1] |= VFLAG_EDGE_ACTIVE;
+
+ if (BM_elem_flag_test(edge, BM_ELEM_SELECT))
+ vflag[1] |= VFLAG_EDGE_SELECTED;
+
+ if (BM_elem_flag_test(edge, BM_ELEM_SEAM))
+ vflag[1] |= VFLAG_EDGE_SEAM;
+
+ if (!BM_elem_flag_test(edge, BM_ELEM_SMOOTH))
+ vflag[1] |= VFLAG_EDGE_SHARP;
+
+ /* Use a byte for value range */
+ if (mrdata->crease_ofs != -1) {
+ float crease = BM_ELEM_CD_GET_FLOAT(edge, mrdata->crease_ofs);
+ if (crease > 0) {
+ vflag[2] = (char)(crease * 255.0f);
+ }
+ }
+
+ /* Use a byte for value range */
+ if (mrdata->bweight_ofs != -1) {
+ float bweight = BM_ELEM_CD_GET_FLOAT(edge, mrdata->bweight_ofs);
+ if (bweight > 0) {
+ vflag[2] = (char)(bweight * 255.0f);
+ }
+ }
+
+ }
+ }
+ /* Object mode */
+ else {
+
+ /* Oposite edge */
+ if (mesh_render_data_edge_exists(mrdata, v2, v3)) {
+ vflag[1] |= VFLAG_EDGE_EXISTS;
+ }
+ }
+
+ return vflag;
+}
+
+static void add_overlay_tri(
+ MeshRenderData *mrdata, VertexBuffer *vbo, const unsigned int pos_id, const unsigned int edgeMod_id,
+ const int v1, const int v2, const int v3, const int tri_idx, const int base_vert_idx)
+{
+ const float *pos = mesh_render_data_vert_co(mrdata, v1);
+ unsigned char *vflag = get_vertex_flag(mrdata, v1, v2, v3, tri_idx, -1);
+ setAttrib(vbo, pos_id, base_vert_idx + 0, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 0, vflag);
+
+ pos = mesh_render_data_vert_co(mrdata, v2);
+ vflag = get_vertex_flag(mrdata, v2, v1, v3, tri_idx, -1);
+ setAttrib(vbo, pos_id, base_vert_idx + 1, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 1, vflag);
+
+ pos = mesh_render_data_vert_co(mrdata, v3);
+ vflag = get_vertex_flag(mrdata, v3, v2, v1, tri_idx, -1);
+ setAttrib(vbo, pos_id, base_vert_idx + 2, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 2, vflag);
+}
+
+static void add_overlay_loose_edge(
+ MeshRenderData *mrdata, VertexBuffer *vbo, const unsigned int pos_id, const unsigned int edgeMod_id,
+ const int v1, const int v2, const int edge_idx, const int base_vert_idx)
+{
+ const float *pos = mesh_render_data_vert_co(mrdata, v1);
+ unsigned char *vflag = get_vertex_flag(mrdata, v1, v2, v2, -1, edge_idx);
+ setAttrib(vbo, pos_id, base_vert_idx + 0, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 0, vflag);
+
+ pos = mesh_render_data_vert_co(mrdata, v2);
+ vflag = get_vertex_flag(mrdata, v2, v1, v1, -1, edge_idx);
+ setAttrib(vbo, pos_id, base_vert_idx + 1, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 1, vflag);
+
+ setAttrib(vbo, pos_id, base_vert_idx + 2, pos);
+ setAttrib(vbo, edgeMod_id, base_vert_idx + 2, vflag);
+}
+
+Batch *BKE_mesh_batch_cache_get_overlay_edges(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_edges == NULL) {
+ /* create batch from mesh */
+ static VertexFormat format = { 0 };
+ static unsigned int 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, "data", GL_UNSIGNED_BYTE, 4, KEEP_INT);
+ }
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+
+ MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_LOOSE_VERT | MR_DATATYPE_LOOSE_EDGE |
+ MR_DATATYPE_LOOPTRI | MR_DATATYPE_ACTIVE |
+ MR_DATATYPE_CREASE | MR_DATATYPE_BWEIGHT);
+ const int tri_ct = mesh_render_data_looptri_num_get(mrdata);
+ const int ledge_ct = mesh_render_data_loose_edges_num_get(mrdata);
+ const int lvert_ct = mesh_render_data_loose_verts_num_get(mrdata);
+ const int lvert_tri_ct = (int)ceil(((float)lvert_ct) / 3.0f);
+
+
+ VertexBuffer_allocate_data(vbo, (tri_ct + ledge_ct + lvert_tri_ct) * 3);
+
+ int gpu_vert_idx = 0;
+ for (int i = 0; i < tri_ct; ++i) {
+ int tri_vert_idx[3];
+ mesh_render_data_looptri_verts_indices_get(mrdata, i, tri_vert_idx);
+ add_overlay_tri(mrdata, vbo, pos_id, edgeMod_id, tri_vert_idx[0], tri_vert_idx[1], tri_vert_idx[2], i, gpu_vert_idx);
+ gpu_vert_idx += 3;
+ }
+
+ for (int i = 0; i < ledge_ct; ++i) {
+ int vert_idx[2];
+
+ mesh_render_data_edge_verts_indices_get(mrdata, mrdata->loose_edges[i], vert_idx);
+ add_overlay_loose_edge(mrdata, vbo, pos_id, edgeMod_id, vert_idx[0], vert_idx[1], i, gpu_vert_idx);
+ gpu_vert_idx += 3;
+ }
+
+ int v = 0;
+ for (int i = 0; i < lvert_tri_ct; ++i) {
+ int vert_idx[3];
+
+ vert_idx[0] = mrdata->loose_verts[MIN2(v, lvert_ct-1)]; v++;
+ vert_idx[1] = mrdata->loose_verts[MIN2(v, lvert_ct-1)]; v++;
+ vert_idx[2] = mrdata->loose_verts[MIN2(v, lvert_ct-1)]; v++;
+
+ add_overlay_tri(mrdata, vbo, pos_id, edgeMod_id, vert_idx[0], vert_idx[1], vert_idx[2], -1, gpu_vert_idx);
+ gpu_vert_idx += 3;
+ }
+
+ cache->overlay_edges = Batch_create(GL_TRIANGLES, vbo, NULL);
+
+ mesh_render_data_free(mrdata);
+ }
+
+ return cache->overlay_edges;
+}
+
+#undef MESH_RENDER_FUNCTION
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 3f3b4896653..05422a01dbf 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3776,3 +3776,20 @@ bool BKE_node_tree_iter_step(struct NodeTreeIterStore *ntreeiter,
return true;
}
+
+/* -------------------------------------------------------------------- */
+/* NodeTree kernel functions */
+
+void BKE_nodetree_remove_layer_n(bNodeTree *ntree, Scene *scene, const int layer_index)
+{
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == CMP_NODE_R_LAYERS && (Scene *)node->id == scene) {
+ if (node->custom1 == layer_index) {
+ node->custom1 = 0;
+ }
+ else if (node->custom1 > layer_index) {
+ node->custom1--;
+ }
+ }
+ }
+}
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 6e754755cf3..34ccfea8f4f 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -91,6 +91,7 @@
#include "BKE_icons.h"
#include "BKE_key.h"
#include "BKE_lamp.h"
+#include "BKE_layer.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
@@ -153,7 +154,7 @@ void BKE_object_workob_clear(Object *workob)
void BKE_object_update_base_layer(struct Scene *scene, Object *ob)
{
- Base *base = scene->base.first;
+ BaseLegacy *base = scene->base.first;
while (base) {
if (base->object == ob) base->lay = ob->lay;
@@ -458,6 +459,8 @@ void BKE_object_free(Object *ob)
}
BKE_previewimg_free(&ob->preview);
+
+ BKE_layer_collection_engine_settings_list_free(&ob->collection_settings);
}
/* actual check for internal data, not context or flags */
@@ -677,23 +680,33 @@ Object *BKE_object_add_only_object(Main *bmain, int type, const char *name)
/* general add: to scene, with layer from area and default name */
/* creates minimum required data, but without vertices etc. */
Object *BKE_object_add(
- Main *bmain, Scene *scene,
+ Main *bmain, Scene *scene, SceneLayer *sl,
int type, const char *name)
{
Object *ob;
Base *base;
+ LayerCollection *lc;
ob = BKE_object_add_only_object(bmain, type, name);
ob->data = BKE_object_obdata_add_from_type(bmain, type, name);
- ob->lay = scene->lay;
-
- base = BKE_scene_base_add(scene, ob);
- BKE_scene_base_deselect_all(scene);
- BKE_scene_base_select(scene, base);
- DAG_id_tag_update_ex(bmain, &ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
+ lc = BKE_layer_collection_active(sl);
+
+ if (lc == NULL) {
+ BLI_assert(BLI_listbase_count_ex(&sl->layer_collections, 1) == 0);
+ /* when there is no collection linked to this SceneLayer, create one */
+ SceneCollection *sc = BKE_collection_add(scene, NULL, NULL);
+ lc = BKE_collection_link(sl, sc);
+ }
+
+ BKE_collection_object_add(scene, lc->scene_collection, ob);
+ base = BKE_scene_layer_base_find(sl, ob);
+ BKE_scene_layer_base_deselect_all(sl);
+ BKE_scene_layer_base_select(sl, base);
+
+ DAG_id_tag_update_ex(bmain, &ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
return ob;
}
@@ -1163,6 +1176,7 @@ Object *BKE_object_copy_ex(Main *bmain, Object *ob, bool copy_caches)
BLI_listbase_clear(&obn->gpulamp);
BLI_listbase_clear(&obn->pc_ids);
+ BLI_listbase_clear(&obn->collection_settings);
obn->mpath = NULL;
@@ -2482,11 +2496,11 @@ void BKE_scene_foreach_display_point(
Scene *scene, View3D *v3d, const short flag,
void (*func_cb)(const float[3], void *), void *user_data)
{
- Base *base;
+ BaseLegacy *base;
Object *ob;
for (base = FIRSTBASE; base; base = base->next) {
- if (BASE_VISIBLE_BGMODE(v3d, scene, base) && (base->flag & flag) == flag) {
+ if (BASE_VISIBLE_BGMODE(v3d, scene, base) && (base->flag_legacy & flag) == flag) {
ob = base->object;
if ((ob->transflag & OB_DUPLI) == 0) {
@@ -3291,7 +3305,7 @@ LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectS
{
LinkNode *links = NULL;
- Base *base;
+ BaseLegacy *base;
/* Remove markers from all objects */
for (base = scene->base.first; base; base = base->next) {
@@ -3335,7 +3349,7 @@ LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectS
/* child relationship */
if (includeFilter & (OB_REL_CHILDREN | OB_REL_CHILDREN_RECURSIVE)) {
- Base *local_base;
+ BaseLegacy *local_base;
for (local_base = scene->base.first; local_base; local_base = local_base->next) {
if (BASE_EDITABLE_BGMODE(((View3D *)NULL), scene, local_base)) {
@@ -3381,18 +3395,11 @@ struct LinkNode *BKE_object_groups(Object *ob)
return group_linknode;
}
-void BKE_object_groups_clear(Scene *scene, Base *base, Object *object)
+void BKE_object_groups_clear(Object *ob)
{
Group *group = NULL;
-
- BLI_assert((base == NULL) || (base->object == object));
-
- if (scene && base == NULL) {
- base = BKE_scene_base_find(scene, object);
- }
-
- while ((group = BKE_group_object_find(group, base->object))) {
- BKE_group_object_unlink(group, object, scene, base);
+ while ((group = BKE_group_object_find(group, ob))) {
+ BKE_group_object_unlink(group, ob);
}
}
diff --git a/source/blender/blenkernel/intern/object_dupli.c b/source/blender/blenkernel/intern/object_dupli.c
index e3b801b3193..26af1c48afb 100644
--- a/source/blender/blenkernel/intern/object_dupli.c
+++ b/source/blender/blenkernel/intern/object_dupli.c
@@ -241,7 +241,7 @@ static void make_child_duplis(const DupliContext *ctx, void *userdata, MakeChild
else {
unsigned int lay = ctx->scene->lay;
int baseid = 0;
- Base *base;
+ BaseLegacy *base;
for (base = ctx->scene->base.first; base; base = base->next, baseid++) {
Object *ob = base->object;
diff --git a/source/blender/blenkernel/intern/object_update.c b/source/blender/blenkernel/intern/object_update.c
index 5cb704e4737..46e6d09294d 100644
--- a/source/blender/blenkernel/intern/object_update.c
+++ b/source/blender/blenkernel/intern/object_update.c
@@ -51,6 +51,7 @@
#include "BKE_key.h"
#include "BKE_lamp.h"
#include "BKE_lattice.h"
+#include "BKE_mesh_render.h"
#include "BKE_editmesh.h"
#include "BKE_object.h"
#include "BKE_particle.h"
@@ -60,11 +61,7 @@
#include "DEG_depsgraph.h"
-#ifdef WITH_LEGACY_DEPSGRAPH
-# define DEBUG_PRINT if (!DEG_depsgraph_use_legacy() && G.debug & G_DEBUG_DEPSGRAPH) printf
-#else
-# define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
-#endif
+#define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
static ThreadMutex material_lock = BLI_MUTEX_INITIALIZER;
@@ -347,3 +344,11 @@ void BKE_object_eval_uber_data(EvaluationContext *eval_ctx,
ob->recalc &= ~(OB_RECALC_DATA | OB_RECALC_TIME);
}
+
+void BKE_object_eval_shading(EvaluationContext *UNUSED(eval_ctx), Object *ob)
+{
+ DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
+ if (ob->type == OB_MESH) {
+ BKE_mesh_batch_cache_dirty(ob->data);
+ }
+}
diff --git a/source/blender/blenkernel/intern/outliner_treehash.c b/source/blender/blenkernel/intern/outliner_treehash.c
index f31ba34a984..3e99dbe37ca 100644
--- a/source/blender/blenkernel/intern/outliner_treehash.c
+++ b/source/blender/blenkernel/intern/outliner_treehash.c
@@ -27,6 +27,7 @@
*/
#include <stdlib.h>
+#include <string.h>
#include "BKE_outliner_treehash.h"
@@ -56,7 +57,7 @@ static TseGroup *tse_group_create(void)
return tse_group;
}
-static void tse_group_add(TseGroup *tse_group, TreeStoreElem *elem)
+static void tse_group_add_element(TseGroup *tse_group, TreeStoreElem *elem)
{
if (UNLIKELY(tse_group->size == tse_group->allocated)) {
tse_group->allocated *= 2;
@@ -66,6 +67,26 @@ static void tse_group_add(TseGroup *tse_group, TreeStoreElem *elem)
tse_group->size++;
}
+static void tse_group_remove_element(TseGroup *tse_group, TreeStoreElem *elem)
+{
+ int min_allocated = MAX2(1, tse_group->allocated / 2);
+ BLI_assert(tse_group->allocated == 1 || (tse_group->allocated % 2) == 0);
+
+ tse_group->size--;
+ BLI_assert(tse_group->size >= 0);
+ for (int i = 0; i < tse_group->size; i++) {
+ if (tse_group->elems[i] == elem) {
+ memcpy(tse_group->elems[i], tse_group->elems[i + 1], (tse_group->size - (i + 1)) * sizeof(TreeStoreElem *));
+ break;
+ }
+ }
+
+ if (UNLIKELY(tse_group->size > 0 && tse_group->size <= min_allocated)) {
+ tse_group->allocated = min_allocated;
+ tse_group->elems = MEM_reallocN(tse_group->elems, sizeof(TreeStoreElem *) * tse_group->allocated);
+ }
+}
+
static void tse_group_free(TseGroup *tse_group)
{
MEM_freeN(tse_group->elems);
@@ -140,7 +161,21 @@ void BKE_outliner_treehash_add_element(void *treehash, TreeStoreElem *elem)
*val_p = tse_group_create();
}
group = *val_p;
- tse_group_add(group, elem);
+ tse_group_add_element(group, elem);
+}
+
+void BKE_outliner_treehash_remove_element(void *treehash, TreeStoreElem *elem)
+{
+ TseGroup *group = BLI_ghash_lookup(treehash, elem);
+
+ BLI_assert(group != NULL);
+ if (group->size <= 1) {
+ /* one element -> remove group completely */
+ BLI_ghash_remove(treehash, elem, NULL, free_treehash_group);
+ }
+ else {
+ tse_group_remove_element(group, elem);
+ }
}
static TseGroup *BKE_outliner_treehash_lookup_group(GHash *th, short type, short nr, struct ID *id)
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index 943dc781246..8531c7c9df9 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -2896,7 +2896,7 @@ static void psys_update_path_cache(ParticleSimulationData *sim, float cfra, cons
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
ParticleEditSettings *pset = &sim->scene->toolsettings->particle;
- Base *base;
+ BaseLegacy *base;
int distr=0, alloc=0, skip=0;
if ((psys->part->childtype && psys->totchild != psys_get_tot_child(sim->scene, psys)) || psys->recalc&PSYS_RECALC_RESET)
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c
index 5353cc26295..73fe5ae6cb8 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/scene.c b/source/blender/blenkernel/intern/scene.c
index 56bfe5d7ff1..8f3783bc4a3 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -67,6 +67,7 @@
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_cachefile.h"
+#include "BKE_collection.h"
#include "BKE_colortools.h"
#include "BKE_depsgraph.h"
#include "BKE_editmesh.h"
@@ -78,6 +79,7 @@
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_library_remap.h"
#include "BKE_linestyle.h"
@@ -107,6 +109,7 @@
const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER";
const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME";
+const char *RE_engine_id_BLENDER_CLAY = "BLENDER_CLAY";
const char *RE_engine_id_CYCLES = "CYCLES";
void free_avicodecdata(AviCodecData *acd)
@@ -154,13 +157,66 @@ static void remove_sequencer_fcurves(Scene *sce)
}
}
+/* copy SceneCollection tree but keep pointing to the same objects */
+static void scene_collection_copy(SceneCollection *scn, SceneCollection *sc)
+{
+ BLI_duplicatelist(&scn->objects, &sc->objects);
+ for (LinkData *link = scn->objects.first; link; link = link->next) {
+ id_us_plus(link->data);
+ }
+
+ BLI_duplicatelist(&scn->filter_objects, &sc->filter_objects);
+ for (LinkData *link = scn->filter_objects.first; link; link = link->next) {
+ id_us_plus(link->data);
+ }
+
+ BLI_duplicatelist(&scn->scene_collections, &sc->scene_collections);
+ SceneCollection *nscn = scn->scene_collections.first; /* nested SceneCollection new */
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ scene_collection_copy(nscn, nsc);
+ nscn = nscn->next;
+ }
+}
+
+/* Find the equivalent SceneCollection in the new tree */
+static SceneCollection *scene_collection_from_new_tree(SceneCollection *sc_reference, SceneCollection *scn, SceneCollection *sc)
+{
+ if (sc == sc_reference) {
+ return scn;
+ }
+
+ SceneCollection *nscn = scn->scene_collections.first; /* nested master collection new */
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+
+ SceneCollection *found = scene_collection_from_new_tree(sc_reference, nscn, nsc);
+ if (found) {
+ return found;
+ }
+ nscn = nscn->next;
+ }
+ return NULL;
+}
+
+/* recreate the LayerCollection tree */
+static void layer_collections_recreate(SceneLayer *sl, ListBase *lb, SceneCollection *mcn, SceneCollection *mc)
+{
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+
+ SceneCollection *sc = scene_collection_from_new_tree(lc->scene_collection, mcn, mc);
+ BLI_assert(sc);
+
+ /* instead of syncronizing both trees we simply re-create it */
+ BKE_collection_link(sl, sc);
+ }
+}
+
Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
{
Scene *scen;
SceneRenderLayer *srl, *new_srl;
FreestyleLineSet *lineset;
ToolSettings *ts;
- Base *base, *obase;
+ BaseLegacy *legacy_base, *olegacy_base;
if (type == SCE_COPY_EMPTY) {
ListBase rl, rv;
@@ -214,14 +270,14 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
BKE_libblock_relink_ex(bmain, scen->nodetree, &sce->id, &scen->id, false);
}
- obase = sce->base.first;
- base = scen->base.first;
- while (base) {
- id_us_plus(&base->object->id);
- if (obase == sce->basact) scen->basact = base;
+ olegacy_base = sce->base.first;
+ legacy_base = scen->base.first;
+ while (legacy_base) {
+ id_us_plus(&legacy_base->object->id);
+ if (olegacy_base == sce->basact) scen->basact = legacy_base;
- obase = obase->next;
- base = base->next;
+ olegacy_base = olegacy_base->next;
+ legacy_base = legacy_base->next;
}
/* copy action and remove animation used by sequencer */
@@ -244,6 +300,36 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
}
new_srl = new_srl->next;
}
+
+ /* layers and collections */
+ scen->collection = MEM_dupallocN(sce->collection);
+ SceneCollection *mcn = BKE_collection_master(scen);
+ SceneCollection *mc = BKE_collection_master(sce);
+
+ /* recursively creates a new SceneCollection tree */
+ scene_collection_copy(mcn, mc);
+
+ BLI_duplicatelist(&scen->render_layers, &sce->render_layers);
+ SceneLayer *new_sl = scen->render_layers.first;
+ for (SceneLayer *sl = sce->render_layers.first; sl; sl = sl->next) {
+
+ /* we start fresh with no overrides and no visibility flags set
+ * instead of syncing both trees we simply unlink and relink the scene collection */
+ BLI_listbase_clear(&new_sl->layer_collections);
+ BLI_listbase_clear(&new_sl->object_bases);
+ layer_collections_recreate(new_sl, &sl->layer_collections, mcn, mc);
+
+ if (sl->basact) {
+ Object *active_ob = sl->basact->object;
+ for (Base *base = new_sl->object_bases.first; base; base = base->next) {
+ if (base->object == active_ob) {
+ new_sl->basact = base;
+ break;
+ }
+ }
+ }
+ new_sl = new_sl->next;
+ }
}
/* copy color management settings */
@@ -471,6 +557,23 @@ void BKE_scene_free(Scene *sce)
BKE_previewimg_free(&sce->preview);
curvemapping_free_data(&sce->r.mblur_shutter_curve);
+
+ for (SceneLayer *sl = sce->render_layers.first; sl; sl = sl->next) {
+ BKE_scene_layer_free(sl);
+ }
+ BLI_freelistN(&sce->render_layers);
+
+ /* Master Collection */
+ BKE_collection_master_free(sce);
+ MEM_freeN(sce->collection);
+ sce->collection = NULL;
+
+ /* Runtime Engine Data */
+ for (RenderEngineSettings *res = sce->engines_settings.first; res; res = res->next) {
+ if (res->data)
+ MEM_freeN(res->data);
+ }
+ BLI_freelistN(&sce->engines_settings);
}
void BKE_scene_init(Scene *sce)
@@ -820,6 +923,12 @@ void BKE_scene_init(Scene *sce)
sce->toolsettings->gpencil_v2d_align = GP_PROJECT_VIEWSPACE;
sce->toolsettings->gpencil_seq_align = GP_PROJECT_VIEWSPACE;
sce->toolsettings->gpencil_ima_align = GP_PROJECT_VIEWSPACE;
+
+ /* Master Collection */
+ sce->collection = MEM_callocN(sizeof(SceneCollection), "Master Collection");
+ BLI_strncpy(sce->collection->name, "Master Collection", sizeof(sce->collection->name));
+
+ BKE_scene_layer_add(sce, "Render Layer");
}
Scene *BKE_scene_add(Main *bmain, const char *name)
@@ -835,9 +944,9 @@ Scene *BKE_scene_add(Main *bmain, const char *name)
return sce;
}
-Base *BKE_scene_base_find_by_name(struct Scene *scene, const char *name)
+BaseLegacy *BKE_scene_base_find_by_name(struct Scene *scene, const char *name)
{
- Base *base;
+ BaseLegacy *base;
for (base = scene->base.first; base; base = base->next) {
if (STREQ(base->object->id.name + 2, name)) {
@@ -848,9 +957,9 @@ Base *BKE_scene_base_find_by_name(struct Scene *scene, const char *name)
return base;
}
-Base *BKE_scene_base_find(Scene *scene, Object *ob)
+BaseLegacy *BKE_scene_base_find(Scene *scene, Object *ob)
{
- return BLI_findptr(&scene->base, ob, offsetof(Base, object));
+ return BLI_findptr(&scene->base, ob, offsetof(BaseLegacy, object));
}
/**
@@ -861,11 +970,10 @@ Base *BKE_scene_base_find(Scene *scene, Object *ob)
void BKE_scene_set_background(Main *bmain, Scene *scene)
{
Scene *sce;
- Base *base;
+ BaseLegacy *base;
Object *ob;
Group *group;
GroupObject *go;
- int flag;
/* check for cyclic sets, for reading old files but also for definite security (py?) */
BKE_scene_validate_setscene(bmain, scene);
@@ -897,13 +1005,7 @@ void BKE_scene_set_background(Main *bmain, Scene *scene)
ob->lay = base->lay;
/* group patch... */
- base->flag &= ~(OB_FROMGROUP);
- flag = ob->flag & (OB_FROMGROUP);
- base->flag |= flag;
-
- /* not too nice... for recovering objects with lost data */
- //if (ob->pose == NULL) base->flag &= ~OB_POSEMODE;
- ob->flag = base->flag;
+ BKE_scene_base_flag_sync_from_base(base);
}
/* no full animation update, this to enable render code to work (render code calls own animation updates) */
}
@@ -924,7 +1026,7 @@ Scene *BKE_scene_set_name(Main *bmain, const char *name)
/* Used by metaballs, return *all* objects (including duplis) existing in the scene (including scene's sets) */
int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter,
- Scene **scene, int val, Base **base, Object **ob)
+ Scene **scene, int val, BaseLegacy **base, Object **ob)
{
bool run_again = true;
@@ -1006,7 +1108,7 @@ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter,
}
/* handle dupli's */
if (iter->dupob) {
- (*base)->flag |= OB_FROMDUPLI;
+ (*base)->flag_legacy |= OB_FROMDUPLI;
*ob = iter->dupob->ob;
iter->phase = F_DUPLI;
@@ -1025,7 +1127,7 @@ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter,
}
else if (iter->phase == F_DUPLI) {
iter->phase = F_SCENE;
- (*base)->flag &= ~OB_FROMDUPLI;
+ (*base)->flag_legacy &= ~OB_FROMDUPLI;
if (iter->dupli_refob) {
/* Restore last object's real matrix. */
@@ -1052,7 +1154,7 @@ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter,
Object *BKE_scene_camera_find(Scene *sc)
{
- Base *base;
+ BaseLegacy *base;
for (base = sc->base.first; base; base = base->next)
if (base->object->type == OB_CAMERA)
@@ -1154,47 +1256,54 @@ char *BKE_scene_find_last_marker_name(Scene *scene, int frame)
return best_marker ? best_marker->name : NULL;
}
+void BKE_scene_remove_rigidbody_object(Scene *scene, Object *ob)
+{
+ /* remove rigid body constraint from world before removing object */
+ if (ob->rigidbody_constraint)
+ BKE_rigidbody_remove_constraint(scene, ob);
+ /* remove rigid body object from world before removing object */
+ if (ob->rigidbody_object)
+ BKE_rigidbody_remove_object(scene, ob);
+}
-Base *BKE_scene_base_add(Scene *sce, Object *ob)
+BaseLegacy *BKE_scene_base_add(Scene *sce, Object *ob)
{
- Base *b = MEM_callocN(sizeof(*b), __func__);
+ BaseLegacy *b = MEM_callocN(sizeof(*b), __func__);
BLI_addhead(&sce->base, b);
b->object = ob;
- b->flag = ob->flag;
+ b->flag_legacy = ob->flag;
b->lay = ob->lay;
return b;
}
-void BKE_scene_base_unlink(Scene *sce, Base *base)
+void BKE_scene_base_unlink(Scene *sce, BaseLegacy *base)
{
- /* remove rigid body constraint from world before removing object */
- if (base->object->rigidbody_constraint)
- BKE_rigidbody_remove_constraint(sce, base->object);
- /* remove rigid body object from world before removing object */
- if (base->object->rigidbody_object)
- BKE_rigidbody_remove_object(sce, base->object);
-
+ BKE_scene_remove_rigidbody_object(sce, base->object);
+
BLI_remlink(&sce->base, base);
if (sce->basact == base)
sce->basact = NULL;
}
+/* deprecated, use BKE_scene_layer_base_deselect_all */
void BKE_scene_base_deselect_all(Scene *sce)
{
- Base *b;
+ BaseLegacy *b;
for (b = sce->base.first; b; b = b->next) {
- b->flag &= ~SELECT;
- b->object->flag = b->flag;
+ b->flag_legacy &= ~SELECT;
+ int flag = b->object->flag & (OB_FROMGROUP);
+ b->object->flag = b->flag_legacy;
+ b->object->flag |= flag;
}
}
-void BKE_scene_base_select(Scene *sce, Base *selbase)
+void BKE_scene_base_select(Scene *sce, BaseLegacy *selbase)
{
- selbase->flag |= SELECT;
- selbase->object->flag = selbase->flag;
+ selbase->flag_legacy |= SELECT;
+ selbase->object->flag = selbase->flag_legacy;
sce->basact = selbase;
}
@@ -1248,109 +1357,6 @@ void BKE_scene_frame_set(struct Scene *scene, double cfra)
scene->r.cfra = (int)intpart;
}
-#ifdef WITH_LEGACY_DEPSGRAPH
-/* drivers support/hacks
- * - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render
- * - these are always run since the depsgraph can't handle non-object data
- * - these happen after objects are all done so that we can read in their final transform values,
- * though this means that objects can't refer to scene info for guidance...
- */
-static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene)
-{
- SceneRenderLayer *srl;
- float ctime = BKE_scene_frame_get(scene);
-
- /* scene itself */
- if (scene->adt && scene->adt->drivers.first) {
- BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS);
- }
-
- /* world */
- /* TODO: what about world textures? but then those have nodes too... */
- if (scene->world) {
- ID *wid = (ID *)scene->world;
- AnimData *adt = BKE_animdata_from_id(wid);
-
- if (adt && adt->drivers.first)
- BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS);
- }
-
- /* nodes */
- if (scene->nodetree) {
- ID *nid = (ID *)scene->nodetree;
- AnimData *adt = BKE_animdata_from_id(nid);
-
- if (adt && adt->drivers.first)
- BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
- }
-
- /* world nodes */
- if (scene->world && scene->world->nodetree) {
- ID *nid = (ID *)scene->world->nodetree;
- AnimData *adt = BKE_animdata_from_id(nid);
-
- if (adt && adt->drivers.first)
- BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
- }
-
- /* freestyle */
- for (srl = scene->r.layers.first; srl; srl = srl->next) {
- FreestyleConfig *config = &srl->freestyleConfig;
- FreestyleLineSet *lineset;
-
- for (lineset = config->linesets.first; lineset; lineset = lineset->next) {
- if (lineset->linestyle) {
- ID *lid = &lineset->linestyle->id;
- AnimData *adt = BKE_animdata_from_id(lid);
-
- if (adt && adt->drivers.first)
- BKE_animsys_evaluate_animdata(scene, lid, adt, ctime, ADT_RECALC_DRIVERS);
- }
- }
- }
-}
-
-/* deps hack - do extra recalcs at end */
-static void scene_depsgraph_hack(EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent)
-{
- Base *base;
-
- scene->customdata_mask = scene_parent->customdata_mask;
-
- /* sets first, we allow per definition current scene to have
- * dependencies on sets, but not the other way around. */
- if (scene->set)
- scene_depsgraph_hack(eval_ctx, scene->set, scene_parent);
-
- for (base = scene->base.first; base; base = base->next) {
- Object *ob = base->object;
-
- if (ob->depsflag) {
- int recalc = 0;
- // printf("depshack %s\n", ob->id.name + 2);
-
- if (ob->depsflag & OB_DEPS_EXTRA_OB_RECALC)
- recalc |= OB_RECALC_OB;
- if (ob->depsflag & OB_DEPS_EXTRA_DATA_RECALC)
- recalc |= OB_RECALC_DATA;
-
- ob->recalc |= recalc;
- BKE_object_handle_update(eval_ctx, scene_parent, ob);
-
- if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) {
- GroupObject *go;
-
- for (go = ob->dup_group->gobject.first; go; go = go->next) {
- if (go->ob)
- go->ob->recalc |= recalc;
- }
- BKE_group_handle_recalc_and_update(eval_ctx, scene_parent, ob, ob->dup_group);
- }
- }
- }
-}
-#endif /* WITH_LEGACY_DEPSGRAPH */
-
/* That's like really a bummer, because currently animation data for armatures
* might want to use pose, and pose might be missing on the object.
* This happens when changing visible layers, which leads to situations when
@@ -1379,350 +1385,6 @@ static void scene_armature_depsgraph_workaround(Main *bmain)
}
#endif
-#ifdef WITH_LEGACY_DEPSGRAPH
-static void scene_rebuild_rbw_recursive(Scene *scene, float ctime)
-{
- if (scene->set)
- scene_rebuild_rbw_recursive(scene->set, ctime);
-
- if (BKE_scene_check_rigidbody_active(scene))
- BKE_rigidbody_rebuild_world(scene, ctime);
-}
-
-static void scene_do_rb_simulation_recursive(Scene *scene, float ctime)
-{
- if (scene->set)
- scene_do_rb_simulation_recursive(scene->set, ctime);
-
- if (BKE_scene_check_rigidbody_active(scene))
- BKE_rigidbody_do_simulation(scene, ctime);
-}
-#endif
-
-/* Used to visualize CPU threads activity during threaded object update,
- * would pollute STDERR with whole bunch of timing information which then
- * could be parsed and nicely visualized.
- */
-#ifdef WITH_LEGACY_DEPSGRAPH
-# undef DETAILED_ANALYSIS_OUTPUT
-#else
-/* ALWAYS KEEY DISABLED! */
-# undef DETAILED_ANALYSIS_OUTPUT
-#endif
-
-/* Mballs evaluation uses BKE_scene_base_iter_next which calls
- * duplilist for all objects in the scene. This leads to conflict
- * accessing and writing same data from multiple threads.
- *
- * Ideally Mballs shouldn't do such an iteration and use DAG
- * queries instead. For the time being we've got new DAG
- * let's keep it simple and update mballs in a single thread.
- */
-#define MBALL_SINGLETHREAD_HACK
-
-#ifdef WITH_LEGACY_DEPSGRAPH
-typedef struct StatisicsEntry {
- struct StatisicsEntry *next, *prev;
- Object *object;
- double start_time;
- double duration;
-} StatisicsEntry;
-
-typedef struct ThreadedObjectUpdateState {
- /* TODO(sergey): We might want this to be per-thread object. */
- EvaluationContext *eval_ctx;
- Scene *scene;
- Scene *scene_parent;
- double base_time;
-
-#ifdef MBALL_SINGLETHREAD_HACK
- bool has_mballs;
-#endif
-
- /* Execution statistics */
- bool has_updated_objects;
- ListBase *statistics;
-} ThreadedObjectUpdateState;
-
-static void scene_update_object_add_task(void *node, void *user_data);
-
-static void scene_update_all_bases(EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent)
-{
- Base *base;
-
- for (base = scene->base.first; base; base = base->next) {
- Object *object = base->object;
-
- BKE_object_handle_update_ex(eval_ctx, scene_parent, object, scene->rigidbody_world, true);
-
- if (object->dup_group && (object->transflag & OB_DUPLIGROUP))
- BKE_group_handle_recalc_and_update(eval_ctx, scene_parent, object, object->dup_group);
-
- /* always update layer, so that animating layers works (joshua july 2010) */
- /* XXX commented out, this has depsgraph issues anyway - and this breaks setting scenes
- * (on scene-set, the base-lay is copied to ob-lay (ton nov 2012) */
- // base->lay = ob->lay;
- }
-}
-
-static void scene_update_object_func(TaskPool * __restrict pool, void *taskdata, int threadid)
-{
-/* Disable print for now in favor of summary statistics at the end of update. */
-#define PRINT if (false) printf
-
- ThreadedObjectUpdateState *state = (ThreadedObjectUpdateState *) BLI_task_pool_userdata(pool);
- void *node = taskdata;
- Object *object = DAG_get_node_object(node);
- EvaluationContext *eval_ctx = state->eval_ctx;
- Scene *scene = state->scene;
- Scene *scene_parent = state->scene_parent;
-
-#ifdef MBALL_SINGLETHREAD_HACK
- if (object && object->type == OB_MBALL) {
- state->has_mballs = true;
- }
- else
-#endif
- if (object) {
- double start_time = 0.0;
- bool add_to_stats = false;
-
- if (G.debug & G_DEBUG_DEPSGRAPH) {
- if (object->recalc & OB_RECALC_ALL) {
- printf("Thread %d: update object %s\n", threadid, object->id.name);
- }
-
- start_time = PIL_check_seconds_timer();
-
- if (object->recalc & OB_RECALC_ALL) {
- state->has_updated_objects = true;
- add_to_stats = true;
- }
- }
-
- /* We only update object itself here, dupli-group will be updated
- * separately from main thread because of we've got no idea about
- * dependencies inside the group.
- */
- BKE_object_handle_update_ex(eval_ctx, scene_parent, object, scene->rigidbody_world, false);
-
- /* Calculate statistics. */
- if (add_to_stats) {
- StatisicsEntry *entry;
-
- BLI_assert(threadid < BLI_pool_get_num_threads(pool));
-
- entry = MEM_mallocN(sizeof(StatisicsEntry), "update thread statistics");
- entry->object = object;
- entry->start_time = start_time;
- entry->duration = PIL_check_seconds_timer() - start_time;
-
- BLI_addtail(&state->statistics[threadid], entry);
- }
- }
- else {
- PRINT("Threda %d: update node %s\n", threadid,
- DAG_get_node_name(scene, node));
- }
-
- /* Update will decrease child's valency and schedule child with zero valency. */
- DAG_threaded_update_handle_node_updated(node, scene_update_object_add_task, pool);
-
-#undef PRINT
-}
-
-static void scene_update_object_add_task(void *node, void *user_data)
-{
- TaskPool *task_pool = user_data;
-
- BLI_task_pool_push(task_pool, scene_update_object_func, node, false, TASK_PRIORITY_LOW);
-}
-
-static void print_threads_statistics(ThreadedObjectUpdateState *state)
-{
- int i, tot_thread;
- double finish_time;
-
- if ((G.debug & G_DEBUG_DEPSGRAPH) == 0) {
- return;
- }
-
-#ifdef DETAILED_ANALYSIS_OUTPUT
- if (state->has_updated_objects) {
- tot_thread = BLI_system_thread_count();
-
- fprintf(stderr, "objects update base time %f\n", state->base_time);
-
- for (i = 0; i < tot_thread; i++) {
- StatisicsEntry *entry;
- for (entry = state->statistics[i].first;
- entry;
- entry = entry->next)
- {
- fprintf(stderr, "thread %d object %s start_time %f duration %f\n",
- i, entry->object->id.name + 2,
- entry->start_time, entry->duration);
- }
- BLI_freelistN(&state->statistics[i]);
- }
- }
-#else
- finish_time = PIL_check_seconds_timer();
- tot_thread = BLI_system_thread_count();
- int total_objects = 0;
-
- for (i = 0; i < tot_thread; i++) {
- int thread_total_objects = 0;
- double thread_total_time = 0.0;
- StatisicsEntry *entry;
-
- if (state->has_updated_objects) {
- /* Don't pollute output if no objects were updated. */
- for (entry = state->statistics[i].first;
- entry;
- entry = entry->next)
- {
- thread_total_objects++;
- thread_total_time += entry->duration;
- }
-
- printf("Thread %d: total %d objects in %f sec.\n",
- i,
- thread_total_objects,
- thread_total_time);
-
- for (entry = state->statistics[i].first;
- entry;
- entry = entry->next)
- {
- printf(" %s in %f sec\n", entry->object->id.name + 2, entry->duration);
- }
-
- total_objects += thread_total_objects;
- }
-
- BLI_freelistN(&state->statistics[i]);
- }
- if (state->has_updated_objects) {
- printf("Scene updated %d objects in %f sec\n",
- total_objects,
- finish_time - state->base_time);
- }
-#endif
-}
-
-static bool scene_need_update_objects(Main *bmain)
-{
- return
- /* Object datablocks themselves (for OB_RECALC_OB) */
- DAG_id_type_tagged(bmain, ID_OB) ||
-
- /* Objects data datablocks (for OB_RECALC_DATA) */
- DAG_id_type_tagged(bmain, ID_ME) || /* Mesh */
- DAG_id_type_tagged(bmain, ID_CU) || /* Curve */
- DAG_id_type_tagged(bmain, ID_MB) || /* MetaBall */
- DAG_id_type_tagged(bmain, ID_LA) || /* Lamp */
- DAG_id_type_tagged(bmain, ID_LT) || /* Lattice */
- DAG_id_type_tagged(bmain, ID_CA) || /* Camera */
- DAG_id_type_tagged(bmain, ID_KE) || /* KE */
- DAG_id_type_tagged(bmain, ID_SPK) || /* Speaker */
- DAG_id_type_tagged(bmain, ID_AR); /* Armature */
-}
-
-static void scene_update_objects(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent)
-{
- TaskScheduler *task_scheduler = BLI_task_scheduler_get();
- TaskPool *task_pool;
- ThreadedObjectUpdateState state;
- bool need_singlethread_pass;
-
- /* Early check for whether we need to invoke all the task-based
- * things (spawn new ppol, traverse dependency graph and so on).
- *
- * Basically if there's no ID datablocks tagged for update which
- * corresponds to object->recalc flags (which are checked in
- * BKE_object_handle_update() then we do nothing here.
- */
- if (!scene_need_update_objects(bmain)) {
- return;
- }
-
- state.eval_ctx = eval_ctx;
- state.scene = scene;
- state.scene_parent = scene_parent;
-
- /* Those are only needed when blender is run with --debug argument. */
- if (G.debug & G_DEBUG_DEPSGRAPH) {
- const int tot_thread = BLI_task_scheduler_num_threads(task_scheduler);
- state.statistics = MEM_callocN(tot_thread * sizeof(*state.statistics),
- "scene update objects stats");
- state.has_updated_objects = false;
- state.base_time = PIL_check_seconds_timer();
- }
-
-#ifdef MBALL_SINGLETHREAD_HACK
- state.has_mballs = false;
-#endif
-
- task_pool = BLI_task_pool_create(task_scheduler, &state);
- if (G.debug & G_DEBUG_DEPSGRAPH_NO_THREADS) {
- BLI_pool_set_num_threads(task_pool, 1);
- }
-
- DAG_threaded_update_begin(scene, scene_update_object_add_task, task_pool);
- BLI_task_pool_work_and_wait(task_pool);
- BLI_task_pool_free(task_pool);
-
- if (G.debug & G_DEBUG_DEPSGRAPH) {
- print_threads_statistics(&state);
- MEM_freeN(state.statistics);
- }
-
- /* We do single thread pass to update all the objects which are in cyclic dependency.
- * Such objects can not be handled by a generic DAG traverse and it's really tricky
- * to detect whether cycle could be solved or not.
- *
- * In this situation we simply update all remaining objects in a single thread and
- * it'll happen in the same exact order as it was in single-threaded DAG.
- *
- * We couldn't use threaded update for objects which are in cycle because they might
- * access data of each other which is being re-evaluated.
- *
- * Also, as was explained above, for now we also update all the mballs in single thread.
- *
- * - sergey -
- */
- need_singlethread_pass = DAG_is_acyclic(scene) == false;
-#ifdef MBALL_SINGLETHREAD_HACK
- need_singlethread_pass |= state.has_mballs;
-#endif
-
- if (need_singlethread_pass) {
- scene_update_all_bases(eval_ctx, scene, scene_parent);
- }
-}
-
-static void scene_update_tagged_recursive(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent)
-{
- scene->customdata_mask = scene_parent->customdata_mask;
-
- /* sets first, we allow per definition current scene to have
- * dependencies on sets, but not the other way around. */
- if (scene->set)
- scene_update_tagged_recursive(eval_ctx, bmain, scene->set, scene_parent);
-
- /* scene objects */
- scene_update_objects(eval_ctx, bmain, scene, scene_parent);
-
- /* scene drivers... */
- scene_update_drivers(bmain, scene);
-
- /* update masking curves */
- BKE_mask_update_scene(bmain, scene);
-
-}
-#endif /* WITH_LEGACY_DEPSGRAPH */
-
static bool check_rendered_viewport_visible(Main *bmain)
{
wmWindowManager *wm = bmain->wm.first;
@@ -1773,9 +1435,6 @@ static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene)
void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene)
{
Scene *sce_iter;
-#ifdef WITH_LEGACY_DEPSGRAPH
- bool use_new_eval = !DEG_depsgraph_use_legacy();
-#endif
/* keep this first */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
@@ -1785,12 +1444,7 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
DAG_scene_relations_update(bmain, sce_iter);
/* Uncomment this to check if graph was properly tagged for update. */
#if 0
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (use_new_eval)
-#endif
- {
- DAG_scene_relations_validate(bmain, sce_iter);
- }
+ DAG_scene_relations_validate(bmain, sce_iter);
#endif
}
@@ -1813,17 +1467,9 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
*
* in the future this should handle updates for all datablocks, not
* only objects and scenes. - brecht */
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (!use_new_eval) {
- scene_update_tagged_recursive(eval_ctx, bmain, scene, scene);
- }
- else
-#endif
- {
- DEG_evaluate_on_refresh(eval_ctx, scene->depsgraph, scene);
- /* TODO(sergey): This is to beocme a node in new depsgraph. */
- BKE_mask_update_scene(bmain, scene);
- }
+ DEG_evaluate_on_refresh(eval_ctx, scene->depsgraph, scene);
+ /* TODO(sergey): This is to beocme a node in new depsgraph. */
+ BKE_mask_update_scene(bmain, scene);
/* update sound system animation (TODO, move to depsgraph) */
BKE_sound_update_scene(bmain, scene);
@@ -1837,40 +1483,6 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
}
- /* Extra call here to recalc material animation.
- *
- * Need to do this so changing material settings from the graph/dopesheet
- * will update stuff in the viewport.
- */
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (!use_new_eval && DAG_id_type_tagged(bmain, ID_MA)) {
- Material *material;
- float ctime = BKE_scene_frame_get(scene);
-
- for (material = bmain->mat.first;
- material;
- material = material->id.next)
- {
- AnimData *adt = BKE_animdata_from_id(&material->id);
- if (adt && (adt->recalc & ADT_RECALC_ANIM))
- BKE_animsys_evaluate_animdata(scene, &material->id, adt, ctime, 0);
- }
- }
-
- /* Also do the same for node trees. */
- if (!use_new_eval && DAG_id_type_tagged(bmain, ID_NT)) {
- float ctime = BKE_scene_frame_get(scene);
-
- FOREACH_NODETREE(bmain, ntree, id)
- {
- AnimData *adt = BKE_animdata_from_id(&ntree->id);
- if (adt && (adt->recalc & ADT_RECALC_ANIM))
- BKE_animsys_evaluate_animdata(scene, &ntree->id, adt, ctime, 0);
- }
- FOREACH_NODETREE_END
- }
-#endif
-
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
@@ -1887,19 +1499,10 @@ void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Sce
BKE_scene_update_for_newframe_ex(eval_ctx, bmain, sce, lay, false);
}
-void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay, bool do_invisible_flush)
+void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay, bool UNUSED(do_invisible_flush))
{
float ctime = BKE_scene_frame_get(sce);
Scene *sce_iter;
-#ifdef DETAILED_ANALYSIS_OUTPUT
- double start_time = PIL_check_seconds_timer();
-#endif
-#ifdef WITH_LEGACY_DEPSGRAPH
- bool use_new_eval = !DEG_depsgraph_use_legacy();
-#else
- /* TODO(sergey): Pass to evaluation routines instead of storing layer in the graph? */
- (void) do_invisible_flush;
-#endif
DAG_editors_update_pre(bmain, sce, true);
@@ -1910,38 +1513,15 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain,
/* update animated image textures for particles, modifiers, gpu, etc,
* call this at the start so modifiers with textures don't lag 1 frame */
BKE_image_update_frame(bmain, sce->r.cfra);
-
-#ifdef WITH_LEGACY_DEPSGRAPH
- /* rebuild rigid body worlds before doing the actual frame update
- * this needs to be done on start frame but animation playback usually starts one frame later
- * we need to do it here to avoid rebuilding the world on every simulation change, which can be very expensive
- */
- if (!use_new_eval) {
- scene_rebuild_rbw_recursive(sce, ctime);
- }
-#endif
-
+
BKE_sound_set_cfra(sce->r.cfra);
-
+
/* clear animation overrides */
/* XXX TODO... */
for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set)
DAG_scene_relations_update(bmain, sce_iter);
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (!use_new_eval) {
- /* flush recalc flags to dependencies, if we were only changing a frame
- * this would not be necessary, but if a user or a script has modified
- * some datablock before BKE_scene_update_tagged was called, we need the flush */
- DAG_ids_flush_tagged(bmain);
-
- /* Following 2 functions are recursive
- * so don't call within 'scene_update_tagged_recursive' */
- DAG_scene_update_flags(bmain, sce, lay, true, do_invisible_flush); // only stuff that moves or needs display still
- }
-#endif
-
BKE_mask_evaluate_all_masks(bmain, ctime, true);
/* Update animated cache files for modifiers. */
@@ -1951,54 +1531,18 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain,
scene_armature_depsgraph_workaround(bmain);
#endif
- /* All 'standard' (i.e. without any dependencies) animation is handled here,
- * with an 'local' to 'macro' order of evaluation. This should ensure that
- * settings stored nestled within a hierarchy (i.e. settings in a Texture block
- * can be overridden by settings from Scene, which owns the Texture through a hierarchy
- * such as Scene->World->MTex/Texture) can still get correctly overridden.
- */
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (!use_new_eval) {
- BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
- /*...done with recursive funcs */
- }
-#endif
-
/* clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later
* when trying to find materials with drivers that need evaluating [#32017]
*/
BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false);
BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false);
- /* run rigidbody sim */
- /* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (!use_new_eval) {
- scene_do_rb_simulation_recursive(sce, ctime);
- }
-#endif
-
/* BKE_object_handle_update() on all objects, groups and sets */
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (use_new_eval) {
- DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay);
- }
- else {
- scene_update_tagged_recursive(eval_ctx, bmain, sce, sce);
- }
-#else
DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay);
-#endif
/* update sound system animation (TODO, move to depsgraph) */
BKE_sound_update_scene(bmain, sce);
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (!use_new_eval) {
- scene_depsgraph_hack(eval_ctx, sce, sce);
- }
-#endif
-
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST);
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST);
@@ -2008,10 +1552,6 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain,
/* clear recalc flags */
DAG_ids_clear_recalc(bmain);
-
-#ifdef DETAILED_ANALYSIS_OUTPUT
- fprintf(stderr, "frame update start_time %f duration %f\n", start_time, PIL_check_seconds_timer() - start_time);
-#endif
}
/* return default layer, also used to patch old files */
@@ -2061,15 +1601,7 @@ bool BKE_scene_remove_render_layer(Main *bmain, Scene *scene, SceneRenderLayer *
for (sce = bmain->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
- bNode *node;
- for (node = sce->nodetree->nodes.first; node; node = node->next) {
- if (node->type == CMP_NODE_R_LAYERS && (Scene *)node->id == scene) {
- if (node->custom1 == act)
- node->custom1 = 0;
- else if (node->custom1 > act)
- node->custom1--;
- }
- }
+ BKE_nodetree_remove_layer_n(sce->nodetree, scene, act);
}
}
@@ -2156,21 +1688,37 @@ float get_render_aosss_error(const RenderData *r, float error)
return error;
}
-/* helper function for the SETLOOPER macro */
+/**
+ * Helper function for the SETLOOPER macro
+ *
+ * It iterates over the bases of the active layer and then the bases
+ * of the active layer of the background (set) scenes recursively.
+ */
Base *_setlooper_base_step(Scene **sce_iter, Base *base)
{
if (base && base->next) {
/* common case, step to the next */
return base->next;
}
- else if (base == NULL && (*sce_iter)->base.first) {
+ else if (base == NULL) {
/* first time looping, return the scenes first base */
- return (Base *)(*sce_iter)->base.first;
+
+ /* for the first loop we should get the layer from context */
+ SceneLayer *sl = BKE_scene_layer_context_active((*sce_iter));
+
+ if (sl->object_bases.first) {
+ return (Base *)sl->object_bases.first;
+ }
+ /* no base on this scene layer */
+ goto next_set;
}
else {
+next_set:
/* reached the end, get the next base in the set */
while ((*sce_iter = (*sce_iter)->set)) {
- base = (Base *)(*sce_iter)->base.first;
+ SceneLayer *sl = BKE_scene_layer_render_active((*sce_iter));
+ base = (Base *)sl->object_bases.first;
+
if (base) {
return base;
}
@@ -2215,23 +1763,55 @@ bool BKE_scene_uses_blender_game(const Scene *scene)
return STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME);
}
-void BKE_scene_base_flag_to_objects(struct Scene *scene)
+void BKE_scene_base_flag_to_objects(SceneLayer *sl)
{
- Base *base = scene->base.first;
+ Base *base = sl->object_bases.first;
while (base) {
- base->object->flag = base->flag;
+ BKE_scene_object_base_flag_sync_from_base(base);
base = base->next;
}
}
-void BKE_scene_base_flag_from_objects(struct Scene *scene)
+void BKE_scene_base_flag_sync_from_base(BaseLegacy *base)
{
- Base *base = scene->base.first;
+ BKE_scene_object_base_flag_sync_from_base(base);
+}
- while (base) {
- base->flag = base->object->flag;
- base = base->next;
+void BKE_scene_base_flag_sync_from_object(BaseLegacy *base)
+{
+ BKE_scene_object_base_flag_sync_from_object(base);
+}
+
+void BKE_scene_object_base_flag_sync_from_base(Base *base)
+{
+ Object *ob = base->object;
+
+ /* keep the object only flags untouched */
+ int flag = ob->flag & OB_FROMGROUP;
+
+ ob->flag = base->flag;
+ ob->flag |= flag;
+
+ if ((base->flag & BASE_SELECTED) != 0) {
+ ob->flag |= SELECT;
+ }
+ else {
+ ob->flag &= ~SELECT;
+ }
+}
+
+void BKE_scene_object_base_flag_sync_from_object(Base *base)
+{
+ Object *ob = base->object;
+ base->flag = ob->flag;
+
+ if ((ob->flag & SELECT) != 0) {
+ base->flag |= BASE_SELECTED;
+ BLI_assert((base->flag & BASE_SELECTABLED) != 0);
+ }
+ else {
+ base->flag &= ~BASE_SELECTED;
}
}
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/smoke.c b/source/blender/blenkernel/intern/smoke.c
index d0ef5cfc092..f1ce69d3945 100644
--- a/source/blender/blenkernel/intern/smoke.c
+++ b/source/blender/blenkernel/intern/smoke.c
@@ -698,7 +698,7 @@ static float calc_voxel_transp(float *result, float *input, int res[3], int *pix
static int get_lamp(Scene *scene, float *light)
{
- Base *base_tmp = NULL;
+ BaseLegacy *base_tmp = NULL;
int found_lamp = 0;
// try to find a lamp, preferably local
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 03cf33083da..e7df1d810c9 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -530,7 +530,7 @@ static void ccd_build_deflector_hash(Scene *scene, Group *group, Object *vertexo
}
}
else {
- for (Base *base = scene->base.first; base; base = base->next) {
+ for (BaseLegacy *base = scene->base.first; base; base = base->next) {
/*Only proceed for mesh object in same layer */
if (base->object->type == OB_MESH && (base->lay & vertexowner->lay)) {
ob= base->object;
@@ -576,7 +576,7 @@ static void ccd_update_deflector_hash(Scene *scene, Group *group, Object *vertex
}
}
else {
- for (Base *base = scene->base.first; base; base = base->next) {
+ for (BaseLegacy *base = scene->base.first; base; base = base->next) {
/*Only proceed for mesh object in same layer */
if (base->object->type == OB_MESH && (base->lay & vertexowner->lay)) {
ob= base->object;
@@ -986,7 +986,7 @@ static bool are_there_deflectors(Scene *scene, Group *group, unsigned int layer)
}
}
else {
- for (Base *base = scene->base.first; base; base= base->next) {
+ for (BaseLegacy *base = scene->base.first; base; base= base->next) {
if ( (base->lay & layer) && base->object->pd) {
if (base->object->pd->deflect)
return 1;
@@ -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_ghash.h b/source/blender/blenlib/BLI_ghash.h
index 7e3a009ede8..068c188e336 100644
--- a/source/blender/blenlib/BLI_ghash.h
+++ b/source/blender/blenlib/BLI_ghash.h
@@ -32,6 +32,7 @@
* \ingroup bli
*/
+#include "BLI_blenlib.h"
#include "BLI_sys_types.h" /* for bool */
#include "BLI_compiler_attrs.h"
diff --git a/source/blender/blenlib/BLI_iterator.h b/source/blender/blenlib/BLI_iterator.h
new file mode 100644
index 00000000000..26d2728d432
--- /dev/null
+++ b/source/blender/blenlib/BLI_iterator.h
@@ -0,0 +1,55 @@
+/*
+ * ***** 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): Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __BLI_ITERATOR_H__
+#define __BLI_ITERATOR_H__
+
+/** \file BLI_iterator.h
+ * \ingroup bli
+ */
+
+typedef struct Iterator {
+ void *current; /* current pointer we iterate over */
+ void *data; /* stored data required for this iterator */
+ bool valid;
+} Iterator;
+
+typedef void (*IteratorCb)(Iterator *iter);
+typedef void (*IteratorBeginCb)(Iterator *iter, void *data_in);
+
+#define ITER_BEGIN(callback_begin, callback_next, callback_end, _data_in, _type, _instance) \
+{ \
+ _type _instance; \
+ IteratorCb callback_end_func = callback_end; \
+ Iterator iter_macro; \
+ for (callback_begin(&iter_macro, (_data_in)); \
+ iter_macro.valid; \
+ callback_next(&iter_macro)) \
+ { \
+ _instance = (_type ) iter_macro.current;
+
+#define ITER_END \
+ } \
+ callback_end_func(&iter_macro); \
+}
+
+#endif /* __BLI_ITERATOR_H__ */
diff --git a/source/blender/blenlib/BLI_math_color.h b/source/blender/blenlib/BLI_math_color.h
index 5e6b1256d30..34fc52c12c0 100644
--- a/source/blender/blenlib/BLI_math_color.h
+++ b/source/blender/blenlib/BLI_math_color.h
@@ -141,7 +141,11 @@ MINLINE void float_to_byte_dither_v3(unsigned char b[3], const float f[3], float
#define rgba_char_args_set_fl(col, r, g, b, a) \
rgba_char_args_set(col, (r) * 255, (g) * 255, (b) * 255, (a) * 255)
+#define rgba_float_args_set_ch(col, r, g, b, a) \
+ rgba_float_args_set(col, (r) / 255.0f, (g) / 255.0f, (b) / 255.0f, (a) / 255.0f)
+
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..dc9432fef64 100644
--- a/source/blender/blenlib/BLI_math_vector.h
+++ b/source/blender/blenlib/BLI_math_vector.h
@@ -123,7 +123,7 @@ MINLINE void mul_v4_fl(float r[4], float f);
MINLINE void mul_v4_v4fl(float r[3], const float a[3], float f);
MINLINE void mul_v2_v2_cw(float r[2], const float mat[2], const float vec[2]);
MINLINE void mul_v2_v2_ccw(float r[2], const float mat[2], const float vec[2]);
-MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3]) ATTR_WARN_UNUSED_RESULT;
+MINLINE float mul_project_m4_v3_zfac(const float mat[4][4], const float co[3]) ATTR_WARN_UNUSED_RESULT;
MINLINE float dot_m3_v3_row_x(float M[3][3], const float a[3]) ATTR_WARN_UNUSED_RESULT;
MINLINE float dot_m3_v3_row_y(float M[3][3], const float a[3]) ATTR_WARN_UNUSED_RESULT;
MINLINE float dot_m3_v3_row_z(float M[3][3], const float a[3]) ATTR_WARN_UNUSED_RESULT;
@@ -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/CMakeLists.txt b/source/blender/blenlib/CMakeLists.txt
index 3277519c66e..97225170f67 100644
--- a/source/blender/blenlib/CMakeLists.txt
+++ b/source/blender/blenlib/CMakeLists.txt
@@ -155,6 +155,7 @@ set(SRC
BLI_hash_md5.h
BLI_hash_mm2a.h
BLI_heap.h
+ BLI_iterator.h
BLI_jitter.h
BLI_kdopbvh.h
BLI_kdtree.h
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/math_vector_inline.c b/source/blender/blenlib/intern/math_vector_inline.c
index ee5e8651bd3..4389cd29034 100644
--- a/source/blender/blenlib/intern/math_vector_inline.c
+++ b/source/blender/blenlib/intern/math_vector_inline.c
@@ -491,7 +491,7 @@ MINLINE void mul_v2_v2_ccw(float r[2], const float mat[2], const float vec[2])
* return co_4d[3];
* \endcode
*/
-MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3])
+MINLINE float mul_project_m4_v3_zfac(const float mat[4][4], const float co[3])
{
return (mat[0][3] * co[0]) +
(mat[1][3] * co[1]) +
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/CMakeLists.txt b/source/blender/blenloader/CMakeLists.txt
index 8cb9ef837b2..e40692f4a88 100644
--- a/source/blender/blenloader/CMakeLists.txt
+++ b/source/blender/blenloader/CMakeLists.txt
@@ -53,6 +53,7 @@ set(SRC
intern/versioning_250.c
intern/versioning_260.c
intern/versioning_270.c
+ intern/versioning_280.c
intern/versioning_defaults.c
intern/versioning_legacy.c
intern/writefile.c
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 638f877c841..9ec533dd06a 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -72,6 +72,7 @@
#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
#include "DNA_lattice_types.h"
+#include "DNA_layer_types.h"
#include "DNA_lamp_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_meta_types.h"
@@ -125,6 +126,7 @@
#include "BKE_fcurve.h"
#include "BKE_global.h" // for G
#include "BKE_group.h"
+#include "BKE_layer.h"
#include "BKE_library.h" // for which_libbase
#include "BKE_library_idmap.h"
#include "BKE_library_query.h"
@@ -3967,6 +3969,7 @@ static void lib_link_material(FileData *fd, Main *main)
static void direct_link_material(FileData *fd, Material *ma)
{
int a;
+ MaterialEngineSettings *mes;
ma->adt = newdataadr(fd, ma->adt);
direct_link_animdata(fd, ma->adt);
@@ -3987,6 +3990,11 @@ static void direct_link_material(FileData *fd, Material *ma)
ma->preview = direct_link_preview_image(fd, ma->preview);
BLI_listbase_clear(&ma->gpumaterial);
+
+ link_list(fd, &ma->engines_settings);
+ for (mes = ma->engines_settings.first; mes; mes = mes->next) {
+ mes->data = newdataadr(fd, mes->data);
+ }
}
/* ************ READ PARTICLE SETTINGS ***************** */
@@ -4607,6 +4615,7 @@ static void direct_link_mesh(FileData *fd, Mesh *mesh)
mesh->bb = NULL;
mesh->edit_btmesh = NULL;
+ mesh->batch_cache = NULL;
/* happens with old files */
if (mesh->mselect == NULL) {
@@ -5579,6 +5588,7 @@ static void direct_link_object(FileData *fd, Object *ob)
ob->bb = NULL;
ob->derivedDeform = NULL;
ob->derivedFinal = NULL;
+ BLI_listbase_clear(&ob->collection_settings);
BLI_listbase_clear(&ob->gpulamp);
link_list(fd, &ob->pc_ids);
@@ -5660,11 +5670,29 @@ static bool scene_validate_setscene__liblink(Scene *sce, const int totscene)
}
#endif
+static void lib_link_scene_collection(FileData *fd, Library *lib, SceneCollection *sc)
+{
+ for (LinkData *link = sc->objects.first; link; link = link->next) {
+ link->data = newlibadr_us(fd, lib, link->data);
+ BLI_assert(link->data);
+ }
+
+ for (LinkData *link = sc->filter_objects.first; link; link = link->next) {
+ link->data = newlibadr_us(fd, lib, link->data);
+ BLI_assert(link->data);
+ }
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ lib_link_scene_collection(fd, lib, nsc);
+ }
+}
+
static void lib_link_scene(FileData *fd, Main *main)
{
Scene *sce;
- Base *base, *next;
+ BaseLegacy *base_legacy, *base_legacy_next;
Sequence *seq;
+ SceneLayer *sl;
SceneRenderLayer *srl;
FreestyleModuleConfig *fmc;
FreestyleLineSet *fls;
@@ -5714,17 +5742,17 @@ static void lib_link_scene(FileData *fd, Main *main)
sce->toolsettings->particle.shape_object = newlibadr(fd, sce->id.lib, sce->toolsettings->particle.shape_object);
- for (base = sce->base.first; base; base = next) {
- next = base->next;
+ for (base_legacy = sce->base.first; base_legacy; base_legacy = base_legacy_next) {
+ base_legacy_next = base_legacy->next;
- base->object = newlibadr_us(fd, sce->id.lib, base->object);
+ base_legacy->object = newlibadr_us(fd, sce->id.lib, base_legacy->object);
- if (base->object == NULL) {
+ if (base_legacy->object == NULL) {
blo_reportf_wrap(fd->reports, RPT_WARNING, TIP_("LIB: object lost from scene: '%s'"),
sce->id.name + 2);
- BLI_remlink(&sce->base, base);
- if (base == sce->basact) sce->basact = NULL;
- MEM_freeN(base);
+ BLI_remlink(&sce->base, base_legacy);
+ if (base_legacy == sce->basact) sce->basact = NULL;
+ MEM_freeN(base_legacy);
}
}
@@ -5810,6 +5838,18 @@ static void lib_link_scene(FileData *fd, Main *main)
/* Motion Tracking */
sce->clip = newlibadr_us(fd, sce->id.lib, sce->clip);
+ lib_link_scene_collection(fd, sce->id.lib, sce->collection);
+
+ for (sl = sce->render_layers.first; sl; sl = sl->next) {
+ /* tag scene layer to update for collection tree evaluation */
+ sl->flag |= SCENE_LAYER_ENGINE_DIRTY;
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ /* we only bump the use count for the collection objects */
+ base->object = newlibadr(fd, sce->id.lib, base->object);
+ base->flag |= BASE_DIRTY_ENGINE_SETTINGS;
+ }
+ }
+
#ifdef USE_SETSCENE_CHECK
if (sce->set != NULL) {
/* link flag for scenes with set would be reset later,
@@ -5913,13 +5953,56 @@ static void direct_link_view_settings(FileData *fd, ColorManagedViewSettings *vi
direct_link_curvemapping(fd, view_settings->curve_mapping);
}
+static void direct_link_scene_collection(FileData *fd, SceneCollection *sc)
+{
+ link_list(fd, &sc->objects);
+ link_list(fd, &sc->filter_objects);
+ link_list(fd, &sc->scene_collections);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ direct_link_scene_collection(fd, nsc);
+ }
+}
+
+static void direct_link_engine_settings(FileData *fd, ListBase *lb)
+{
+ link_list(fd, lb);
+ for (CollectionEngineSettings *ces = lb->first; ces; ces = ces->next) {
+ link_list(fd, &ces->properties);
+ }
+}
+
+static void direct_link_layer_collections(FileData *fd, ListBase *lb)
+{
+ link_list(fd, lb);
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ lc->scene_collection = newdataadr(fd, lc->scene_collection);
+
+ link_list(fd, &lc->object_bases);
+
+ for (LinkData *link = lc->object_bases.first; link; link = link->next) {
+ link->data = newdataadr(fd, link->data);
+ }
+
+ link_list(fd, &lc->overrides);
+
+ direct_link_engine_settings(fd, &lc->engine_settings);
+
+ direct_link_engine_settings(fd, &lc->mode_settings);
+
+ direct_link_layer_collections(fd, &lc->layer_collections);
+ }
+}
+
static void direct_link_scene(FileData *fd, Scene *sce)
{
Editing *ed;
Sequence *seq;
MetaStack *ms;
RigidBodyWorld *rbw;
+ SceneLayer *sl;
SceneRenderLayer *srl;
+ RenderEngineSettings *res;
sce->theDag = NULL;
sce->depsgraph = NULL;
@@ -6169,6 +6252,26 @@ static void direct_link_scene(FileData *fd, Scene *sce)
sce->preview = direct_link_preview_image(fd, sce->preview);
direct_link_curvemapping(fd, &sce->r.mblur_shutter_curve);
+
+ /* this runs before the very first doversion */
+ if (sce->collection) {
+ sce->collection = newdataadr(fd, sce->collection);
+ direct_link_scene_collection(fd, sce->collection);
+ }
+
+ link_list(fd, &sce->render_layers);
+ for (sl = sce->render_layers.first; sl; sl = sl->next) {
+ link_list(fd, &sl->object_bases);
+ sl->basact = newdataadr(fd, sl->basact);
+ direct_link_layer_collections(fd, &sl->layer_collections);
+ /* tag scene layer to update for collection tree evaluation */
+ BKE_scene_layer_base_flag_recalculate(sl);
+ }
+
+ link_list(fd, &sce->engines_settings);
+ for (res = sce->engines_settings.first; res; res = res->next) {
+ res->data = newdataadr(fd, res->data);
+ }
}
/* ************ READ WM ***************** */
@@ -6953,6 +7056,7 @@ static void direct_link_region(FileData *fd, ARegion *ar, int spacetype)
rv3d->sms = NULL;
rv3d->smooth_timer = NULL;
rv3d->compositor = NULL;
+ rv3d->viewport = NULL;
}
}
}
@@ -6969,6 +7073,7 @@ 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));
}
@@ -7015,6 +7120,8 @@ 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);
@@ -7483,7 +7590,7 @@ static void lib_link_group(FileData *fd, Main *main)
if (add_us) {
id_us_ensure_real(&group->id);
}
- BKE_group_object_unlink(group, NULL, NULL, NULL); /* removes NULL entries */
+ BKE_group_object_unlink(group, NULL); /* removes NULL entries */
}
}
}
@@ -8415,6 +8522,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
blo_do_versions_250(fd, lib, main);
blo_do_versions_260(fd, lib, main);
blo_do_versions_270(fd, lib, main);
+ blo_do_versions_280(fd, lib, main);
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init see do_versions_userdef() above! */
@@ -8426,8 +8534,8 @@ static void do_versions_after_linking(Main *main)
{
// printf("%s for %s (%s), %d.%d\n", __func__, main->curlib ? main->curlib->name : main->name,
// main->curlib ? "LIB" : "MAIN", main->versionfile, main->subversionfile);
-
do_versions_after_linking_270(main);
+ do_versions_after_linking_280(main);
}
static void lib_link_all(FileData *fd, Main *main)
@@ -9402,7 +9510,7 @@ 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);
@@ -9510,9 +9618,24 @@ static void expand_object(FileData *fd, Main *mainvar, Object *ob)
}
}
+static void expand_scene_collection(FileData *fd, Main *mainvar, SceneCollection *sc)
+{
+ for (LinkData *link = sc->objects.first; link; link = link->next) {
+ expand_doit(fd, mainvar, link->data);
+ }
+
+ for (LinkData *link = sc->filter_objects.first; link; link = link->next) {
+ expand_doit(fd, mainvar, link->data);
+ }
+
+ for (SceneCollection *nsc= sc->scene_collections.first; nsc; nsc = nsc->next) {
+ expand_scene_collection(fd, mainvar, nsc);
+ }
+}
+
static void expand_scene(FileData *fd, Main *mainvar, Scene *sce)
{
- Base *base;
+ BaseLegacy *base;
SceneRenderLayer *srl;
FreestyleModuleConfig *module;
FreestyleLineSet *lineset;
@@ -9579,6 +9702,8 @@ static void expand_scene(FileData *fd, Main *mainvar, Scene *sce)
}
expand_doit(fd, mainvar, sce->clip);
+
+ expand_scene_collection(fd, mainvar, sce->collection);
}
static void expand_camera(FileData *fd, Main *mainvar, Camera *ca)
@@ -9825,7 +9950,7 @@ static bool object_in_any_scene(Main *mainvar, Object *ob)
static void give_base_to_objects(Main *mainvar, Scene *scene, View3D *v3d, Library *lib, const short flag)
{
Object *ob;
- Base *base;
+ BaseLegacy *base;
const unsigned int active_lay = (flag & FILE_ACTIVELAY) ? BKE_screen_view3d_layer_active(v3d, scene) : 0;
const bool is_link = (flag & FILE_LINK) != 0;
@@ -9846,7 +9971,7 @@ static void give_base_to_objects(Main *mainvar, Scene *scene, View3D *v3d, Libra
}
if (do_it) {
- base = MEM_callocN(sizeof(Base), __func__);
+ base = MEM_callocN(sizeof(BaseLegacy), __func__);
BLI_addtail(&scene->base, base);
if (active_lay) {
@@ -9861,7 +9986,7 @@ static void give_base_to_objects(Main *mainvar, Scene *scene, View3D *v3d, Libra
base->object = ob;
base->lay = ob->lay;
- base->flag = ob->flag;
+ BKE_scene_base_flag_sync_from_object(base);
CLAMP_MIN(ob->id.us, 0);
id_us_plus_no_lib((ID *)ob);
@@ -9877,7 +10002,7 @@ static void give_base_to_groups(
Main *mainvar, Scene *scene, View3D *v3d, Library *UNUSED(lib), const short UNUSED(flag))
{
Group *group;
- Base *base;
+ BaseLegacy *base;
Object *ob;
const unsigned int active_lay = BKE_screen_view3d_layer_active(v3d, scene);
@@ -9894,8 +10019,8 @@ static void give_base_to_groups(
/* assign the base */
base = BKE_scene_base_add(scene, ob);
- base->flag |= SELECT;
- base->object->flag = base->flag;
+ base->flag_legacy |= SELECT;
+ BKE_scene_base_flag_sync_from_base(base);
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
scene->basact = base;
@@ -9977,10 +10102,10 @@ static ID *link_named_part(
static void link_object_postprocess(ID *id, Scene *scene, View3D *v3d, const short flag)
{
if (scene) {
- Base *base;
+ BaseLegacy *base;
Object *ob;
- base = MEM_callocN(sizeof(Base), "app_nam_part");
+ base = MEM_callocN(sizeof(BaseLegacy), "app_nam_part");
BLI_addtail(&scene->base, base);
ob = (Object *)id;
@@ -9993,12 +10118,12 @@ static void link_object_postprocess(ID *id, Scene *scene, View3D *v3d, const sho
ob->mode = OB_MODE_OBJECT;
base->lay = ob->lay;
base->object = ob;
- base->flag = ob->flag;
+ base->flag_legacy = ob->flag;
id_us_plus_no_lib((ID *)ob);
if (flag & FILE_AUTOSELECT) {
- base->flag |= SELECT;
- base->object->flag = base->flag;
+ base->flag_legacy |= SELECT;
+ BKE_scene_base_flag_sync_from_base(base);
/* do NOT make base active here! screws up GUI stuff, if you want it do it on src/ level */
}
}
diff --git a/source/blender/blenloader/intern/readfile.h b/source/blender/blenloader/intern/readfile.h
index d97bef13a78..50cdeca16b5 100644
--- a/source/blender/blenloader/intern/readfile.h
+++ b/source/blender/blenloader/intern/readfile.h
@@ -34,6 +34,8 @@
#define __READFILE_H__
#include "zlib.h"
+#include "DNA_sdna_types.h"
+#include "DNA_space_types.h"
#include "DNA_windowmanager_types.h" /* for ReportType */
struct OldNewMap;
@@ -169,8 +171,10 @@ void blo_do_versions_pre250(struct FileData *fd, struct Library *lib, struct Mai
void blo_do_versions_250(struct FileData *fd, struct Library *lib, struct Main *main);
void blo_do_versions_260(struct FileData *fd, struct Library *lib, struct Main *main);
void blo_do_versions_270(struct FileData *fd, struct Library *lib, struct Main *main);
+void blo_do_versions_280(struct FileData *fd, struct Library *lib, struct Main *main);
void do_versions_after_linking_270(struct Main *main);
+void do_versions_after_linking_280(struct Main *main);
#endif
diff --git a/source/blender/blenloader/intern/versioning_250.c b/source/blender/blenloader/intern/versioning_250.c
index 1956a17d57b..943e5479d9a 100644
--- a/source/blender/blenloader/intern/versioning_250.c
+++ b/source/blender/blenloader/intern/versioning_250.c
@@ -736,7 +736,7 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
if (main->versionfile < 250) {
bScreen *screen;
Scene *scene;
- Base *base;
+ BaseLegacy *base;
Material *ma;
Camera *cam;
Mesh *me;
diff --git a/source/blender/blenloader/intern/versioning_270.c b/source/blender/blenloader/intern/versioning_270.c
index 7106cf60721..12045dfdb83 100644
--- a/source/blender/blenloader/intern/versioning_270.c
+++ b/source/blender/blenloader/intern/versioning_270.c
@@ -1599,6 +1599,29 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
} FOREACH_NODETREE_END
}
}
+
+ {
+ 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;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
}
void do_versions_after_linking_270(Main *main)
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
new file mode 100644
index 00000000000..f63d20f3a37
--- /dev/null
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -0,0 +1,197 @@
+/*
+ * ***** 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): Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ *
+ */
+
+/** \file blender/blenloader/intern/versioning_280.c
+ * \ingroup blenloader
+ */
+
+/* allow readfile to use deprecated functionality */
+#define DNA_DEPRECATED_ALLOW
+
+#include "DNA_object_types.h"
+#include "DNA_layer_types.h"
+#include "DNA_material_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_genfile.h"
+
+#include "BKE_collection.h"
+#include "BKE_layer.h"
+#include "BKE_main.h"
+#include "BKE_scene.h"
+
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+
+#include "BLO_readfile.h"
+#include "readfile.h"
+
+#include "MEM_guardedalloc.h"
+
+void do_versions_after_linking_280(Main *main)
+{
+ if (!MAIN_VERSION_ATLEAST(main, 280, 0)) {
+ for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
+ /* since we don't have access to FileData we check the (always valid) first render layer instead */
+ if (scene->render_layers.first == NULL) {
+ SceneCollection *sc_master = BKE_collection_master(scene);
+ BLI_strncpy(sc_master->name, "Master Collection", sizeof(sc_master->name));
+
+ SceneCollection *collections[20] = {NULL};
+ bool is_visible[20];
+
+ int lay_used = 0;
+ for (int i = 0; i < 20; i++) {
+ char name[MAX_NAME];
+
+ BLI_snprintf(name, sizeof(collections[i]->name), "%d", i + 1);
+ collections[i] = BKE_collection_add(scene, sc_master, name);
+
+ is_visible[i] = (scene->lay & (1 << i));
+ }
+
+ for (Base *base = scene->base.first; base; base = base->next) {
+ lay_used |= base->lay & ((1 << 20) - 1); /* ignore localview */
+
+ for (int i = 0; i < 20; i++) {
+ if ((base->lay & (1 << i)) != 0) {
+ BKE_collection_object_add(scene, collections[i], base->object);
+ }
+ }
+ }
+
+ scene->active_layer = 0;
+
+ if (!BKE_scene_uses_blender_game(scene)) {
+ for (SceneRenderLayer *srl = scene->r.layers.first; srl; srl = srl->next) {
+
+ SceneLayer *sl = BKE_scene_layer_add(scene, srl->name);
+ BKE_scene_layer_engine_set(sl, scene->r.engine);
+
+ if (srl->mat_override) {
+ BKE_collection_override_datablock_add((LayerCollection *)sl->layer_collections.first, "material", (ID *)srl->mat_override);
+ }
+
+ if (srl->light_override && BKE_scene_uses_blender_internal(scene)) {
+ /* not sure how we handle this, pending until we design the override system */
+ TODO_LAYER_OVERRIDE;
+ }
+
+ if (srl->lay != scene->lay) {
+ /* unlink master collection */
+ BKE_collection_unlink(sl, sl->layer_collections.first);
+
+ /* add new collection bases */
+ for (int i = 0; i < 20; i++) {
+ if ((srl->lay & (1 << i)) != 0) {
+ BKE_collection_link(sl, collections[i]);
+ }
+ }
+ }
+
+ /* for convenience set the same active object in all the layers */
+ if (scene->basact) {
+ sl->basact = BKE_scene_layer_base_find(sl, scene->basact->object);
+ }
+
+ /* TODO: passes, samples, mask_layesr, exclude, ... */
+ }
+
+ if (BLI_findlink(&scene->render_layers, scene->r.actlay)) {
+ scene->active_layer = scene->r.actlay;
+ }
+ }
+
+ SceneLayer *sl = BKE_scene_layer_add(scene, "Viewport");
+
+ /* In this particular case we can safely assume the data struct */
+ LayerCollection *lc = ((LayerCollection *)sl->layer_collections.first)->layer_collections.first;
+ for (int i = 0; i < 20; i++) {
+ if (!is_visible[i]) {
+ lc->flag &= ~COLLECTION_VISIBLE;
+ }
+ lc = lc->next;
+ }
+
+ /* but we still need to make the flags synced */
+ BKE_scene_layer_base_flag_recalculate(sl);
+
+ /* convert active base */
+ if (scene->basact) {
+ sl->basact = BKE_scene_layer_base_find(sl, scene->basact->object);
+ }
+
+ /* convert selected bases */
+ for (Base *base = scene->base.first; base; base = base->next) {
+ Base *ob_base = BKE_scene_layer_base_find(sl, base->object);
+ if ((base->flag & SELECT) != 0) {
+ if ((ob_base->flag & BASE_SELECTABLED) != 0) {
+ ob_base->flag |= BASE_SELECTED;
+ }
+ }
+ else {
+ ob_base->flag &= ~BASE_SELECTED;
+ }
+ }
+
+ /* TODO: copy scene render data to layer */
+
+ /* Cleanup */
+ for (int i = 0; i < 20; i++) {
+ if ((lay_used & (1 << i)) == 0) {
+ BKE_collection_remove(scene, collections[i]);
+ }
+ }
+
+ /* remove bases once and for all */
+ for (Base *base = scene->base.first; base; base = base->next) {
+ id_us_min(&base->object->id);
+ }
+ BLI_freelistN(&scene->base);
+ scene->basact = NULL;
+ }
+ }
+ }
+}
+
+static void blo_do_version_temporary(Main *main)
+{
+ BKE_scene_layer_doversion_update(main);
+}
+
+void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
+{
+ if (!MAIN_VERSION_ATLEAST(main, 280, 0)) {
+ if (!DNA_struct_elem_find(fd->filesdna, "Scene", "ListBase", "render_layers")) {
+ for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
+ /* Master Collection */
+ scene->collection = MEM_callocN(sizeof(SceneCollection), "Master Collection");
+ BLI_strncpy(scene->collection->name, "Master Collection", sizeof(scene->collection->name));
+ }
+ }
+
+ /* temporary validation of 280 files for layers */
+ blo_do_version_temporary(main);
+ }
+
+}
diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c
index 01d07e0d774..2ffa2f9f64d 100644
--- a/source/blender/blenloader/intern/writefile.c
+++ b/source/blender/blenloader/intern/writefile.c
@@ -120,6 +120,7 @@
#include "DNA_key_types.h"
#include "DNA_lattice_types.h"
#include "DNA_lamp_types.h"
+#include "DNA_layer_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_meta_types.h"
#include "DNA_mesh_types.h"
@@ -1728,6 +1729,8 @@ 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]));
@@ -1741,11 +1744,8 @@ 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;
@@ -2261,6 +2261,7 @@ static void write_meshes(WriteData *wd, ListBase *idbase)
CustomData_reset(&mesh->pdata);
CustomData_reset(&mesh->ldata);
mesh->edit_btmesh = NULL;
+ mesh->batch_cache = NULL;
/* now fill in polys to mfaces */
/* XXX This breaks writing design, by using temp allocated memory, which will likely generate
@@ -2442,6 +2443,21 @@ static void write_textures(WriteData *wd, ListBase *idbase)
mywrite_flush(wd);
}
+static void write_material_engines_settings(WriteData *wd, ListBase *lb)
+{
+ for (MaterialEngineSettings *res = lb->first; res; res = res->next) {
+ writestruct(wd, DATA, MaterialEngineSettings, 1, res);
+
+ if (STREQ(res->name, RE_engine_id_BLENDER_CLAY)) {
+ writestruct(wd, DATA, MaterialEngineSettingsClay, 1, res->data);
+ }
+ else {
+ /* No engine matched */
+ /* error: don't know how to write this file */
+ }
+ }
+}
+
static void write_materials(WriteData *wd, ListBase *idbase)
{
for (Material *ma = idbase->first; ma; ma = ma->id.next) {
@@ -2474,6 +2490,8 @@ static void write_materials(WriteData *wd, ListBase *idbase)
}
write_previews(wd, ma->preview);
+
+ write_material_engines_settings(wd, &ma->engines_settings);
}
}
}
@@ -2584,6 +2602,72 @@ static void write_paint(WriteData *wd, Paint *p)
}
}
+static void write_scene_collection(WriteData *wd, SceneCollection *sc)
+{
+ writestruct(wd, DATA, SceneCollection, 1, sc);
+
+ writelist(wd, DATA, LinkData, &sc->objects);
+ writelist(wd, DATA, LinkData, &sc->filter_objects);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ write_scene_collection(wd, nsc);
+ }
+}
+
+static void write_collection_engine_settings(WriteData *wd, ListBase *lb)
+{
+ for (CollectionEngineSettings *ces = lb->first; ces; ces = ces->next) {
+ writestruct(wd, DATA, CollectionEngineSettings, 1, ces);
+
+ for (CollectionEngineProperty *prop = ces->properties.first; prop; prop = prop->next) {
+ switch (prop->type) {
+ case COLLECTION_PROP_TYPE_FLOAT:
+ writestruct(wd, DATA, CollectionEnginePropertyFloat, 1, prop);
+ break;
+ case COLLECTION_PROP_TYPE_INT:
+ writestruct(wd, DATA, CollectionEnginePropertyInt, 1, prop);
+ break;
+ case COLLECTION_PROP_TYPE_BOOL:
+ writestruct(wd, DATA, CollectionEnginePropertyBool, 1, prop);
+ break;
+ default:
+ ; /* error: don't know how to write this file */
+ }
+ }
+ }
+}
+
+static void write_layer_collections(WriteData *wd, ListBase *lb)
+{
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ writestruct(wd, DATA, LayerCollection, 1, lc);
+
+ writelist(wd, DATA, LinkData, &lc->object_bases);
+ writelist(wd, DATA, CollectionOverride, &lc->overrides);
+
+ write_collection_engine_settings(wd, &lc->engine_settings);
+
+ write_collection_engine_settings(wd, &lc->mode_settings);
+
+ write_layer_collections(wd, &lc->layer_collections);
+ }
+}
+
+static void write_render_engines_settings(WriteData *wd, ListBase *lb)
+{
+ for (RenderEngineSettings *res = lb->first; res; res = res->next) {
+ writestruct(wd, DATA, RenderEngineSettings, 1, res);
+
+ if (STREQ(res->name, RE_engine_id_BLENDER_CLAY)) {
+ writestruct(wd, DATA, RenderEngineSettingsClay, 1, res->data);
+ }
+ else {
+ /* No engine matched */
+ /* error: don't know how to write this file */
+ }
+ }
+}
+
static void write_scenes(WriteData *wd, ListBase *scebase)
{
for (Scene *sce = scebase->first; sce; sce = sce->id.next) {
@@ -2597,8 +2681,8 @@ static void write_scenes(WriteData *wd, ListBase *scebase)
write_keyingsets(wd, &sce->keyingsets);
/* direct data */
- for (Base *base = sce->base.first; base; base = base->next) {
- writestruct(wd, DATA, Base, 1, base);
+ for (BaseLegacy *base = sce->base.first; base; base = base->next) {
+ writestruct(wd, DATA, BaseLegacy, 1, base);
}
ToolSettings *tos = sce->toolsettings;
@@ -2788,6 +2872,16 @@ static void write_scenes(WriteData *wd, ListBase *scebase)
write_previews(wd, sce->preview);
write_curvemapping_curves(wd, &sce->r.mblur_shutter_curve);
+ write_scene_collection(wd, sce->collection);
+
+ for (SceneLayer *sl = sce->render_layers.first; sl; sl = sl->next) {
+ writestruct(wd, DATA, SceneLayer, 1, sl);
+ writelist(wd, DATA, Base, &sl->object_bases);
+ write_layer_collections(wd, &sl->layer_collections);
+ }
+
+ write_render_engines_settings(wd, &sce->engines_settings);
+
}
mywrite_flush(wd);
@@ -2935,6 +3029,8 @@ 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 (ScrVert *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/collada/DocumentImporter.cpp b/source/blender/collada/DocumentImporter.cpp
index 226f319cefd..5118234a587 100644
--- a/source/blender/collada/DocumentImporter.cpp
+++ b/source/blender/collada/DocumentImporter.cpp
@@ -57,6 +57,7 @@ extern "C" {
#include "BLI_fileops.h"
#include "BKE_camera.h"
+#include "BKE_collection.h"
#include "BKE_main.h"
#include "BKE_lamp.h"
#include "BKE_library.h"
@@ -264,7 +265,7 @@ void DocumentImporter::finish()
for (it = libnode_ob.begin(); it != libnode_ob.end(); it++) {
Object *ob = *it;
- Base *base = BKE_scene_base_find(sce, ob);
+ BaseLegacy *base = (BaseLegacy *)BKE_scene_base_find(sce, ob);
if (base) {
BLI_remlink(&sce->base, base);
BKE_libblock_free_us(G.main, base->object);
@@ -418,7 +419,7 @@ Object *DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Nod
Object *obn = BKE_object_copy(G.main, source_ob);
DAG_id_tag_update(&obn->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
- BKE_scene_base_add(sce, obn);
+ BKE_collection_object_add_from(sce, source_ob, obn);
if (instance_node) {
anim_importer.read_node_transform(instance_node, obn);
diff --git a/source/blender/collada/EffectExporter.cpp b/source/blender/collada/EffectExporter.cpp
index 76b51148509..7d9599c8554 100644
--- a/source/blender/collada/EffectExporter.cpp
+++ b/source/blender/collada/EffectExporter.cpp
@@ -66,7 +66,7 @@ EffectsExporter::EffectsExporter(COLLADASW::StreamWriter *sw, const ExportSettin
bool EffectsExporter::hasEffects(Scene *sce)
{
- Base *base = (Base *)sce->base.first;
+ BaseLegacy *base = (BaseLegacy *)sce->base.first;
while (base) {
Object *ob = base->object;
diff --git a/source/blender/depsgraph/CMakeLists.txt b/source/blender/depsgraph/CMakeLists.txt
index e635256cda6..2d32e85bf64 100644
--- a/source/blender/depsgraph/CMakeLists.txt
+++ b/source/blender/depsgraph/CMakeLists.txt
@@ -113,10 +113,6 @@ else()
endif()
endif()
-if(WITH_LEGACY_DEPSGRAPH)
- add_definitions(-DWITH_LEGACY_DEPSGRAPH)
-endif()
-
if(WITH_BOOST)
list(APPEND INC_SYS
${BOOST_INCLUDE_DIR}
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
index 6b7fb5246ca..0f0d16907f4 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
@@ -125,7 +125,7 @@ static void modifier_walk(void *user_data,
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
if (*obpoin) {
- data->builder->build_object(data->scene, NULL, *obpoin);
+ data->builder->build_object(data->scene, *obpoin);
}
}
@@ -138,7 +138,7 @@ void constraint_walk(bConstraint * /*con*/,
if (*idpoin) {
ID *id = *idpoin;
if (GS(id->name) == ID_OB) {
- data->builder->build_object(data->scene, NULL, (Object *)id);
+ data->builder->build_object(data->scene, (Object *)id);
}
}
}
@@ -337,9 +337,7 @@ void DepsgraphNodeBuilder::begin_build(Main *bmain) {
} FOREACH_NODETREE_END
}
-void DepsgraphNodeBuilder::build_group(Scene *scene,
- Base *base,
- Group *group)
+void DepsgraphNodeBuilder::build_group(Scene *scene, Group *group)
{
ID *group_id = &group->id;
if (group_id->tag & LIB_TAG_DOIT) {
@@ -348,7 +346,7 @@ void DepsgraphNodeBuilder::build_group(Scene *scene,
group_id->tag |= LIB_TAG_DOIT;
LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
- build_object(scene, base, go->ob);
+ build_object(scene, go->ob);
}
}
@@ -387,7 +385,7 @@ SubgraphDepsNode *DepsgraphNodeBuilder::build_subgraph(Group *group)
return subgraph_node;
}
-void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob)
+void DepsgraphNodeBuilder::build_object(Scene *scene, Object *ob)
{
const bool has_object = (ob->id.tag & LIB_TAG_DOIT);
IDDepsNode *id_node = (has_object)
@@ -397,9 +395,12 @@ void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob)
* Do it for both new and existing ID nodes. This is so because several
* bases might be sharing same object.
*/
- if (base != NULL) {
- id_node->layers |= base->lay;
- }
+
+ /* Blender 2.8 transition: we don't have bases and do not have
+ * layer masks, but still want objects to be updated
+ */
+ id_node->layers |= ((1 << 20) - 1);
+
if (ob == scene->camera) {
/* Camera should always be updated, it used directly by viewport. */
id_node->layers |= (unsigned int)(-1);
@@ -415,7 +416,7 @@ void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob)
build_object_transform(scene, ob);
if (ob->parent != NULL) {
- build_object(scene, NULL, ob->parent);
+ build_object(scene, ob->parent);
}
if (ob->modifiers.first != NULL) {
BuilderWalkUserData data;
@@ -834,8 +835,8 @@ void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
add_operation_node(&ob->id,
DEPSNODE_TYPE_SHADING,
DEPSOP_TYPE_EXEC,
- NULL,
- DEG_OPCODE_PLACEHOLDER, "Material Update");
+ function_bind(BKE_object_eval_shading, _1, ob),
+ DEG_OPCODE_OPERATION, "Material Update");
}
/* geometry collision */
@@ -927,13 +928,13 @@ void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
*/
Curve *cu = (Curve *)obdata;
if (cu->bevobj != NULL) {
- build_object(scene, NULL, cu->bevobj);
+ build_object(scene, cu->bevobj);
}
if (cu->taperobj != NULL) {
- build_object(scene, NULL, cu->taperobj);
+ build_object(scene, cu->taperobj);
}
if (ob->type == OB_FONT && cu->textoncurve != NULL) {
- build_object(scene, NULL, cu->textoncurve);
+ build_object(scene, cu->textoncurve);
}
break;
}
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
index c5035f35f6e..2f3f733b8db 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
@@ -32,7 +32,6 @@
#include "intern/depsgraph_types.h"
-struct Base;
struct CacheFile;
struct bGPdata;
struct ListBase;
@@ -126,8 +125,8 @@ struct DepsgraphNodeBuilder {
void build_scene(Main *bmain, Scene *scene);
SubgraphDepsNode *build_subgraph(Group *group);
- void build_group(Scene *scene, Base *base, Group *group);
- void build_object(Scene *scene, Base *base, Object *ob);
+ void build_group(Scene *scene, Group *group);
+ void build_object(Scene *scene, Object *ob);
void build_object_transform(Scene *scene, Object *ob);
void build_object_constraints(Scene *scene, Object *ob);
void build_pose_constraints(Object *ob, bPoseChannel *pchan);
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
index f2437ce1fac..b1896fdc22a 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
@@ -133,7 +133,7 @@ void DepsgraphNodeBuilder::build_rig(Scene *scene, Object *ob)
/* Rebuild pose if not up to date. */
if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
- BKE_pose_rebuild_ex(ob, arm, false);
+ BKE_pose_rebuild(ob, arm);
/* XXX: Without this animation gets lost in certain circumstances
* after loading file. Need to investigate further since it does
* not happen with simple scenes..
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
index 99e61692231..f4a191067ca 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
@@ -46,6 +46,7 @@ extern "C" {
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
@@ -79,24 +80,24 @@ void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene)
}
/* scene objects */
- LINKLIST_FOREACH (Base *, base, &scene->base) {
- Object *ob = base->object;
-
+ FOREACH_SCENE_OBJECT(scene, ob)
+ {
/* object itself */
- build_object(scene, base, ob);
+ build_object(scene, ob);
/* object that this is a proxy for */
// XXX: the way that proxies work needs to be completely reviewed!
if (ob->proxy) {
ob->proxy->proxy_from = ob;
- build_object(scene, base, ob->proxy);
+ build_object(scene, ob->proxy);
}
/* Object dupligroup. */
if (ob->dup_group) {
- build_group(scene, base, ob->dup_group);
+ build_group(scene, ob->dup_group);
}
}
+ FOREACH_SCENE_OBJECT_END
/* rigidbody */
if (scene->rigidbody_world) {
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index 94cff521edc..6d4597fed9d 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -1432,6 +1432,14 @@ void DepsgraphRelationBuilder::build_obdata_geom(Main *bmain, Scene *scene, Obje
"Object Shading");
}
}
+ OperationKey obdata_geom_done_key(obdata,
+ DEPSNODE_TYPE_GEOMETRY,
+ DEG_OPCODE_PLACEHOLDER,
+ "Eval Done");
+ add_relation(geom_key,
+ object_shading_key,
+ DEPSREL_TYPE_UPDATE,
+ "Object Shading");
}
/* geometry collision */
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.h b/source/blender/depsgraph/intern/builder/deg_builder_relations.h
index 054e4103290..2e6fa7b5801 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.h
@@ -45,7 +45,7 @@
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_operation.h"
-struct Base;
+struct BaseLegacy;
struct bGPdata;
struct CacheFile;
struct ListBase;
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc
index 8a3476cff45..f0d70e3871b 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc
@@ -46,6 +46,7 @@ extern "C" {
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
@@ -74,9 +75,8 @@ void DepsgraphRelationBuilder::build_scene(Main *bmain, Scene *scene)
}
/* scene objects */
- LINKLIST_FOREACH (Base *, base, &scene->base) {
- Object *ob = base->object;
-
+ FOREACH_SCENE_OBJECT(scene, ob)
+ {
/* object itself */
build_object(bmain, scene, ob);
@@ -97,6 +97,7 @@ void DepsgraphRelationBuilder::build_scene(Main *bmain, Scene *scene)
build_group(bmain, scene, ob, ob->dup_group);
}
}
+ FOREACH_SCENE_OBJECT_END
/* rigidbody */
if (scene->rigidbody_world) {
diff --git a/source/blender/depsgraph/intern/depsgraph_eval.cc b/source/blender/depsgraph/intern/depsgraph_eval.cc
index c41f28b07e8..ebaf0089835 100644
--- a/source/blender/depsgraph/intern/depsgraph_eval.cc
+++ b/source/blender/depsgraph/intern/depsgraph_eval.cc
@@ -52,43 +52,9 @@ extern "C" {
#include "intern/depsgraph.h"
-#ifdef WITH_LEGACY_DEPSGRAPH
-static bool use_legacy_depsgraph = true;
-#endif
-
/* Unfinished and unused, and takes quite some pre-processing time. */
#undef USE_EVAL_PRIORITY
-bool DEG_depsgraph_use_legacy(void)
-{
-#ifdef DISABLE_NEW_DEPSGRAPH
- return true;
-#elif defined(WITH_LEGACY_DEPSGRAPH)
- return use_legacy_depsgraph;
-#else
- BLI_assert(!"Should not be used with new depsgraph");
- return false;
-#endif
-}
-
-void DEG_depsgraph_switch_to_legacy(void)
-{
-#ifdef WITH_LEGACY_DEPSGRAPH
- use_legacy_depsgraph = true;
-#else
- BLI_assert(!"Should not be used with new depsgraph");
-#endif
-}
-
-void DEG_depsgraph_switch_to_new(void)
-{
-#ifdef WITH_LEGACY_DEPSGRAPH
- use_legacy_depsgraph = false;
-#else
- BLI_assert(!"Should not be used with new depsgraph");
-#endif
-}
-
/* ****************** */
/* Evaluation Context */
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/depsgraph/util/deg_util_foreach.h b/source/blender/depsgraph/util/deg_util_foreach.h
index 87d37168d51..8c234eae7de 100644
--- a/source/blender/depsgraph/util/deg_util_foreach.h
+++ b/source/blender/depsgraph/util/deg_util_foreach.h
@@ -36,15 +36,7 @@
# include <boost/foreach.hpp>
# define foreach BOOST_FOREACH
#else
-#pragma message("No available foreach() implementation. Using stub instead, disabling new depsgraph")
-
-#ifndef WITH_LEGACY_DEPSGRAPH
-# error "Unable to build new depsgraph and legacy one is disabled."
-#endif
-
-#define DISABLE_NEW_DEPSGRAPH
-
-# define foreach(x, y) for (x; false; (void)y)
+# error "Depsgraph requires either Boost or C++11 for range-based loops."
#endif
#define GHASH_FOREACH_BEGIN(type, var, what) \
diff --git a/source/blender/depsgraph/util/deg_util_function.h b/source/blender/depsgraph/util/deg_util_function.h
index 1e34ae04d9a..da31bb037f9 100644
--- a/source/blender/depsgraph/util/deg_util_function.h
+++ b/source/blender/depsgraph/util/deg_util_function.h
@@ -47,64 +47,5 @@ using boost::function;
#define function_bind boost::bind
#else
-
-#pragma message("No available function binding implementation. Using stub instead, disabling new depsgraph")
-
-#ifndef WITH_LEGACY_DEPSGRAPH
-# error "Unable to build new depsgraph and legacy one is disabled."
-#endif
-
-#define DISABLE_NEW_DEPSGRAPH
-
-#include "BLI_utildefines.h"
-#include <cstdlib>
-
-template<typename T>
-class function {
-public:
- function() {};
- function(void *) {}
- operator bool() const { return false; }
- bool operator== (void *) { return false; }
-
- template<typename T1>
- void operator() (T1) {
- BLI_assert(!"Should not be used");
- }
-};
-
-class Wrap {
-public:
- Wrap() {}
- template <typename T>
- Wrap(T /*arg*/) {}
-};
-
-template <typename T>
-void *function_bind(T func,
- Wrap arg1 = Wrap(),
- Wrap arg2 = Wrap(),
- Wrap arg3 = Wrap(),
- Wrap arg4 = Wrap(),
- Wrap arg5 = Wrap(),
- Wrap arg6 = Wrap(),
- Wrap arg7 = Wrap())
-{
- BLI_assert(!"Should not be used");
- (void)func;
- (void)arg1;
- (void)arg2;
- (void)arg3;
- (void)arg4;
- (void)arg5;
- (void)arg6;
- (void)arg7;
- return NULL;
-}
-
-#define _1 Wrap()
-#define _2 Wrap()
-#define _3 Wrap()
-#define _4 Wrap()
-
+# error "Depsgraph requires either Boost or C++11 for function bindings."
#endif
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
new file mode 100644
index 00000000000..12722ff23ef
--- /dev/null
+++ b/source/blender/draw/CMakeLists.txt
@@ -0,0 +1,88 @@
+# ***** 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
+ engines/clay
+ modes/
+
+ ../blenkernel
+ ../blenlib
+ ../blentranslation
+ ../imbuf
+ ../depsgraph
+ ../makesdna
+ ../makesrna
+ ../gpu
+ ../editors/include
+ ../editors/space_view3d
+ ../render/extern/include
+ ../render/intern/include
+
+ ../../../intern/glew-mx
+ ../../../intern/guardedalloc
+)
+
+set(INC_SYS
+ ${GLEW_INCLUDE_PATH}
+)
+
+set(SRC
+ intern/draw_manager.c
+ intern/draw_mode_pass.c
+ intern/draw_cache.c
+ intern/draw_view.c
+ intern/draw_armature.c
+ engines/clay/clay.c
+ modes/edit_armature_mode.c
+ modes/edit_mesh_mode.c
+ modes/object_mode.c
+
+ intern/DRW_render.h
+ intern/draw_mode_pass.h
+ intern/draw_cache.h
+ intern/draw_view.h
+ engines/clay/clay.h
+ modes/edit_armature_mode.h
+ modes/edit_mesh_mode.h
+ modes/object_mode.h
+
+ ./DRW_engine.h
+)
+
+if(WITH_CLAY_ENGINE)
+ add_definitions(-DWITH_CLAY_ENGINE)
+endif()
+
+data_to_c_simple(engines/clay/shaders/clay_frag.glsl SRC)
+data_to_c_simple(engines/clay/shaders/clay_vert.glsl SRC)
+data_to_c_simple(engines/clay/shaders/ssao_alchemy.glsl SRC)
+data_to_c_simple(engines/clay/shaders/ssao_groundtruth.glsl SRC)
+
+list(APPEND INC
+)
+
+blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
new file mode 100644
index 00000000000..05ecc7390d1
--- /dev/null
+++ b/source/blender/draw/DRW_engine.h
@@ -0,0 +1,49 @@
+/*
+ * 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
+ *
+ */
+
+/** \file DRW_engine.h
+ * \ingroup draw
+ */
+
+#ifndef __DRW_ENGINE_H__
+#define __DRW_ENGINE_H__
+
+struct CollectionEngineSettings;
+struct DRWPass;
+struct Material;
+struct Scene;
+
+void DRW_engines_init(void);
+void DRW_engines_free(void);
+
+/* This is here because GPUViewport needs it */
+void DRW_pass_free(struct DRWPass *pass);
+
+/* Settings */
+void *DRW_material_settings_get(struct Material *ma, const char *engine_name);
+void *DRW_render_settings_get(struct Scene *scene, const char *engine_name);
+
+/* Mode engines initialization */
+void OBJECT_collection_settings_create(struct CollectionEngineSettings *ces);
+void EDIT_MESH_collection_settings_create(struct CollectionEngineSettings *ces);
+void EDIT_ARMATURE_collection_settings_create(struct CollectionEngineSettings *ces);
+
+#endif /* __DRW_ENGINE_H__ */
diff --git a/source/blender/draw/engines/clay/clay.c b/source/blender/draw/engines/clay/clay.c
new file mode 100644
index 00000000000..54bae5de85c
--- /dev/null
+++ b/source/blender/draw/engines/clay/clay.c
@@ -0,0 +1,787 @@
+/*
+ * 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
+ *
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_icons.h"
+#include "BKE_main.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_rand.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "UI_resources.h"
+#include "UI_interface_icons.h"
+
+#include "clay.h"
+#ifdef WITH_CLAY_ENGINE
+/* Shaders */
+
+#define CLAY_ENGINE "BLENDER_CLAY"
+
+extern char datatoc_clay_frag_glsl[];
+extern char datatoc_clay_vert_glsl[];
+extern char datatoc_ssao_alchemy_glsl[];
+extern char datatoc_ssao_groundtruth_glsl[];
+
+/* Storage */
+
+/* UBOs data needs to be 16 byte aligned (size of vec4) */
+/* Reminder : float, int, bool are 4 bytes */
+typedef struct CLAY_UBO_Material {
+ float ssao_params_var[4];
+ /* - 16 -*/
+ float matcap_hsv[3];
+ float matcap_id; /* even float encoding have enough precision */
+ /* - 16 -*/
+ float matcap_rot[2];
+ float pad[2]; /* ensure 16 bytes alignement */
+} CLAY_UBO_Material; /* 48 bytes */
+
+#define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */
+
+typedef struct CLAY_UBO_Storage {
+ CLAY_UBO_Material materials[MAX_CLAY_MAT];
+} CLAY_UBO_Storage;
+
+static struct CLAY_data {
+ /* Depth Pre Pass */
+ struct GPUShader *depth_sh;
+ /* Shading Pass */
+ struct GPUShader *clay_sh;
+
+ /* Matcap textures */
+ struct GPUTexture *matcap_array;
+ float matcap_colors[24][3];
+
+ /* Ssao */
+ float winmat[4][4];
+ float viewvecs[3][4];
+ float ssao_params[4];
+ struct GPUTexture *jitter_tx;
+ struct GPUTexture *sampling_tx;
+} data = {NULL};
+
+/* GPUViewport.storage
+ * Is freed everytime the viewport engine changes */
+typedef struct CLAY_Storage {
+ /* Materials Parameter UBO */
+ CLAY_UBO_Storage mat_storage;
+ int ubo_current_id;
+ DRWShadingGroup *shgrps[MAX_CLAY_MAT];
+} CLAY_Storage;
+
+/* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
+static int ubo_mat_idxs[MAX_CLAY_MAT] = {0};
+
+/* keep it under MAX_STORAGE */
+typedef struct CLAY_StorageList {
+ struct CLAY_Storage *storage;
+ struct GPUUniformBuffer *mat_ubo;
+} CLAY_StorageList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct CLAY_FramebufferList {
+ /* default */
+ struct GPUFrameBuffer *default_fb;
+ /* engine specific */
+ struct GPUFrameBuffer *dupli_depth;
+} CLAY_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct CLAY_TextureList {
+ /* default */
+ struct GPUTexture *color;
+ struct GPUTexture *depth;
+ /* engine specific */
+ struct GPUTexture *depth_dup;
+} CLAY_TextureList;
+
+/* for clarity follow the same layout as CLAY_TextureList */
+enum {
+ SCENE_COLOR,
+ SCENE_DEPTH,
+ SCENE_DEPTH_DUP,
+};
+
+/* keep it under MAX_PASSES */
+typedef struct CLAY_PassList {
+ struct DRWPass *depth_pass;
+ struct DRWPass *depth_pass_cull;
+ struct DRWPass *clay_pass;
+} CLAY_PassList;
+
+//#define GTAO
+
+/* Functions */
+
+static void add_icon_to_rect(PreviewImage *prv, float *final_rect, int layer)
+{
+ int image_size = prv->w[0] * prv->h[0];
+ float *new_rect = &final_rect[image_size * 4 * layer];
+
+ IMB_buffer_float_from_byte(new_rect, (unsigned char *)prv->rect[0], IB_PROFILE_SRGB, IB_PROFILE_SRGB,
+ false, prv->w[0], prv->h[0], prv->w[0], prv->w[0]);
+
+ /* Find overall color */
+ for (int y = 0; y < 4; ++y) {
+ for (int x = 0; x < 4; ++x) {
+ data.matcap_colors[layer][0] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 0];
+ data.matcap_colors[layer][1] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 1];
+ data.matcap_colors[layer][2] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 2];
+ }
+ }
+
+ data.matcap_colors[layer][0] /= 16.0f * 2.0f; /* the * 2 is to darken for shadows */
+ data.matcap_colors[layer][1] /= 16.0f * 2.0f;
+ data.matcap_colors[layer][2] /= 16.0f * 2.0f;
+}
+
+static struct GPUTexture *load_matcaps(PreviewImage *prv[24], int nbr)
+{
+ struct GPUTexture *tex;
+ int w = prv[0]->w[0];
+ int h = prv[0]->h[0];
+ float *final_rect = MEM_callocN(sizeof(float) * 4 * w * h * nbr, "Clay Matcap array rect");
+
+ for (int i = 0; i < nbr; ++i) {
+ add_icon_to_rect(prv[i], final_rect, i);
+ BKE_previewimg_free(&prv[i]);
+ }
+
+ tex = DRW_texture_create_2D_array(w, h, nbr, DRW_TEX_RGBA_8, DRW_TEX_FILTER, final_rect);
+ MEM_freeN(final_rect);
+
+ return tex;
+}
+
+static int matcap_to_index(int matcap)
+{
+ if (matcap == ICON_MATCAP_02) return 1;
+ else if (matcap == ICON_MATCAP_03) return 2;
+ else if (matcap == ICON_MATCAP_04) return 3;
+ else if (matcap == ICON_MATCAP_05) return 4;
+ else if (matcap == ICON_MATCAP_06) return 5;
+ else if (matcap == ICON_MATCAP_07) return 6;
+ else if (matcap == ICON_MATCAP_08) return 7;
+ else if (matcap == ICON_MATCAP_09) return 8;
+ else if (matcap == ICON_MATCAP_10) return 9;
+ else if (matcap == ICON_MATCAP_11) return 10;
+ else if (matcap == ICON_MATCAP_12) return 11;
+ else if (matcap == ICON_MATCAP_13) return 12;
+ else if (matcap == ICON_MATCAP_14) return 13;
+ else if (matcap == ICON_MATCAP_15) return 14;
+ else if (matcap == ICON_MATCAP_16) return 15;
+ else if (matcap == ICON_MATCAP_17) return 16;
+ else if (matcap == ICON_MATCAP_18) return 17;
+ else if (matcap == ICON_MATCAP_19) return 18;
+ else if (matcap == ICON_MATCAP_20) return 19;
+ else if (matcap == ICON_MATCAP_21) return 20;
+ else if (matcap == ICON_MATCAP_22) return 21;
+ else if (matcap == ICON_MATCAP_23) return 22;
+ else if (matcap == ICON_MATCAP_24) return 23;
+ return 0;
+}
+
+static struct GPUTexture *create_spiral_sample_texture(int numsaples)
+{
+ struct GPUTexture *tex;
+ float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * numsaples, "concentric_tex");
+ const float numsaples_inv = 1.0f / numsaples;
+ int i;
+ /* arbitrary number to ensure we don't get conciding samples every circle */
+ const float spirals = 7.357;
+
+ for (i = 0; i < numsaples; i++) {
+ float r = (i + 0.5f) * numsaples_inv;
+ float phi = r * spirals * (float)(2.0 * M_PI);
+ texels[i][0] = r * cosf(phi);
+ texels[i][1] = r * sinf(phi);
+ }
+
+ tex = DRW_texture_create_1D(numsaples, DRW_TEX_RG_16, 0, (float *)texels);
+
+ MEM_freeN(texels);
+ return tex;
+}
+
+static struct GPUTexture *create_jitter_texture(void)
+{
+ float jitter[64 * 64][2];
+ int i;
+
+ /* TODO replace by something more evenly distributed like blue noise */
+ for (i = 0; i < 64 * 64; i++) {
+#ifdef GTAO
+ jitter[i][0] = BLI_frand();
+ jitter[i][1] = BLI_frand();
+#else
+ jitter[i][0] = 2.0f * BLI_frand() - 1.0f;
+ jitter[i][1] = 2.0f * BLI_frand() - 1.0f;
+ normalize_v2(jitter[i]);
+#endif
+ }
+
+ return DRW_texture_create_2D(64, 64, DRW_TEX_RG_16, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
+}
+
+static void clay_material_settings_init(MaterialEngineSettingsClay *ma)
+{
+ ma->matcap_icon = ICON_MATCAP_01;
+ ma->matcap_rot = 0.0f;
+ ma->matcap_hue = 0.5f;
+ ma->matcap_sat = 0.5f;
+ ma->matcap_val = 0.5f;
+ ma->ssao_distance = 0.2;
+ ma->ssao_attenuation = 1.0f;
+ ma->ssao_factor_cavity = 1.0f;
+ ma->ssao_factor_edge = 1.0f;
+}
+
+RenderEngineSettings *CLAY_render_settings_create(void)
+{
+ RenderEngineSettingsClay *settings = MEM_callocN(sizeof(RenderEngineSettingsClay), "RenderEngineSettingsClay");
+
+ clay_material_settings_init((MaterialEngineSettingsClay *)settings);
+
+ settings->ssao_samples = 32;
+
+ return (RenderEngineSettings *)settings;
+}
+
+MaterialEngineSettings *CLAY_material_settings_create(void)
+{
+ MaterialEngineSettingsClay *settings = MEM_callocN(sizeof(MaterialEngineSettingsClay), "MaterialEngineSettingsClay");
+
+ clay_material_settings_init(settings);
+
+ return (MaterialEngineSettings *)settings;
+}
+
+static void CLAY_engine_init(void)
+{
+ CLAY_StorageList *stl = DRW_engine_storage_list_get();
+ CLAY_TextureList *txl = DRW_engine_texture_list_get();
+ CLAY_FramebufferList *fbl = DRW_engine_framebuffer_list_get();
+
+ /* Create Texture Array */
+ if (!data.matcap_array) {
+ PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */
+
+ /* TODO only load used matcaps */
+ prv[0] = UI_icon_to_preview(ICON_MATCAP_01);
+ prv[1] = UI_icon_to_preview(ICON_MATCAP_02);
+ prv[2] = UI_icon_to_preview(ICON_MATCAP_03);
+ prv[3] = UI_icon_to_preview(ICON_MATCAP_04);
+ prv[4] = UI_icon_to_preview(ICON_MATCAP_05);
+ prv[5] = UI_icon_to_preview(ICON_MATCAP_06);
+ prv[6] = UI_icon_to_preview(ICON_MATCAP_07);
+ prv[7] = UI_icon_to_preview(ICON_MATCAP_08);
+ prv[8] = UI_icon_to_preview(ICON_MATCAP_09);
+ prv[9] = UI_icon_to_preview(ICON_MATCAP_10);
+ prv[10] = UI_icon_to_preview(ICON_MATCAP_11);
+ prv[11] = UI_icon_to_preview(ICON_MATCAP_12);
+ prv[12] = UI_icon_to_preview(ICON_MATCAP_13);
+ prv[13] = UI_icon_to_preview(ICON_MATCAP_14);
+ prv[14] = UI_icon_to_preview(ICON_MATCAP_15);
+ prv[15] = UI_icon_to_preview(ICON_MATCAP_16);
+ prv[16] = UI_icon_to_preview(ICON_MATCAP_17);
+ prv[17] = UI_icon_to_preview(ICON_MATCAP_18);
+ prv[18] = UI_icon_to_preview(ICON_MATCAP_19);
+ prv[19] = UI_icon_to_preview(ICON_MATCAP_20);
+ prv[20] = UI_icon_to_preview(ICON_MATCAP_21);
+ prv[21] = UI_icon_to_preview(ICON_MATCAP_22);
+ prv[22] = UI_icon_to_preview(ICON_MATCAP_23);
+ prv[23] = UI_icon_to_preview(ICON_MATCAP_24);
+
+ data.matcap_array = load_matcaps(prv, 24);
+ }
+
+ /* AO Jitter */
+ if (!data.jitter_tx) {
+ data.jitter_tx = create_jitter_texture();
+ }
+
+ /* AO Samples */
+ /* TODO use hammersley sequence */
+ if (!data.sampling_tx) {
+ data.sampling_tx = create_spiral_sample_texture(500);
+ }
+
+ /* Depth prepass */
+ if (!data.depth_sh) {
+ data.depth_sh = DRW_shader_create_3D_depth_only();
+ }
+
+ /* Shading pass */
+ if (!data.clay_sh) {
+ DynStr *ds = BLI_dynstr_new();
+ const char *max_mat =
+ "#define MAX_MATERIAL 512\n"
+ "#define USE_ROTATION\n"
+ "#define USE_AO\n"
+ "#define USE_HSV\n";
+ char *matcap_with_ao;
+
+ BLI_dynstr_append(ds, datatoc_clay_frag_glsl);
+#ifdef GTAO
+ BLI_dynstr_append(ds, datatoc_ssao_groundtruth_glsl);
+#else
+ BLI_dynstr_append(ds, datatoc_ssao_alchemy_glsl);
+#endif
+
+ matcap_with_ao = BLI_dynstr_get_cstring(ds);
+
+ data.clay_sh = DRW_shader_create(datatoc_clay_vert_glsl, NULL, matcap_with_ao, max_mat);
+
+ BLI_dynstr_free(ds);
+ MEM_freeN(matcap_with_ao);
+ }
+
+ if (!stl->storage) {
+ stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage");
+ }
+
+ if (!stl->mat_ubo) {
+ stl->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL);
+ }
+
+ if (ubo_mat_idxs[1] == 0) {
+ /* Just int to have pointers to them */
+ for (int i = 0; i < MAX_CLAY_MAT; ++i) {
+ ubo_mat_idxs[i] = i;
+ }
+ }
+
+ {
+ float *viewport_size = DRW_viewport_size_get();
+ DRWFboTexture tex = {&txl->depth_dup, DRW_BUF_DEPTH_24};
+ DRW_framebuffer_init(&fbl->dupli_depth,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &tex, 1);
+ }
+
+ /* SSAO setup */
+ {
+ float invproj[4][4];
+ float dfdyfacs[2];
+ bool is_persp = DRW_viewport_is_persp_get();
+ /* view vectors for the corners of the view frustum. Can be used to recreate the world space position easily */
+ float viewvecs[3][4] = {
+ {-1.0f, -1.0f, -1.0f, 1.0f},
+ {1.0f, -1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f, 1.0f}
+ };
+ int i;
+ float *size = DRW_viewport_size_get();
+ RenderEngineSettingsClay *settings = DRW_render_settings_get(NULL, RE_engine_id_BLENDER_CLAY);
+
+ DRW_get_dfdy_factors(dfdyfacs);
+
+ data.ssao_params[0] = settings->ssao_samples;
+ data.ssao_params[1] = size[0] / 64.0;
+ data.ssao_params[2] = size[1] / 64.0;
+ data.ssao_params[3] = dfdyfacs[1]; /* dfdy sign for offscreen */
+
+ /* invert the view matrix */
+ DRW_viewport_matrix_get(data.winmat, DRW_MAT_WIN);
+ invert_m4_m4(invproj, data.winmat);
+
+ /* convert the view vectors to view space */
+ for (i = 0; i < 3; i++) {
+ mul_m4_v4(invproj, viewvecs[i]);
+ /* normalized trick see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
+ if (is_persp)
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
+ viewvecs[i][3] = 1.0;
+
+ copy_v4_v4(data.viewvecs[i], viewvecs[i]);
+ }
+
+ /* we need to store the differences */
+ data.viewvecs[1][0] -= data.viewvecs[0][0];
+ data.viewvecs[1][1] = data.viewvecs[2][1] - data.viewvecs[0][1];
+
+ /* calculate a depth offset as well */
+ if (!is_persp) {
+ float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
+ mul_m4_v4(invproj, vec_far);
+ mul_v3_fl(vec_far, 1.0f / vec_far[3]);
+ data.viewvecs[1][2] = vec_far[2] - data.viewvecs[0][2];
+ }
+ }
+}
+
+static DRWShadingGroup *CLAY_shgroup_create(DRWPass *pass, int *material_id)
+{
+ const int depthloc = 0, matcaploc = 1, jitterloc = 2, sampleloc = 3;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(data.clay_sh, pass);
+
+ DRW_shgroup_uniform_vec2(grp, "screenres", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_buffer(grp, "depthtex", SCENE_DEPTH_DUP, depthloc);
+ DRW_shgroup_uniform_texture(grp, "matcaps", data.matcap_array, matcaploc);
+ DRW_shgroup_uniform_mat4(grp, "WinMatrix", (float *)data.winmat);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs", (float *)data.viewvecs, 3);
+ DRW_shgroup_uniform_vec4(grp, "ssao_params", data.ssao_params, 1);
+ DRW_shgroup_uniform_vec3(grp, "matcaps_color", (float *)data.matcap_colors, 24);
+
+ DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1);
+
+#ifndef GTAO
+ DRW_shgroup_uniform_texture(grp, "ssao_jitter", data.jitter_tx, jitterloc);
+ DRW_shgroup_uniform_texture(grp, "ssao_samples", data.sampling_tx, sampleloc);
+#endif
+
+ return grp;
+}
+
+static int search_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
+ float matcap_val, float ssao_distance, float ssao_factor_cavity,
+ float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
+{
+ /* For now just use a linear search and test all parameters */
+ /* TODO make a hash table */
+ for (int i = 0; i < storage->ubo_current_id; ++i) {
+ CLAY_UBO_Material *ubo = &storage->mat_storage.materials[i];
+
+ if ((ubo->matcap_rot[0] == cosf(matcap_rot * 3.14159f * 2.0f)) &&
+ (ubo->matcap_hsv[0] == matcap_hue + 0.5f) &&
+ (ubo->matcap_hsv[1] == matcap_sat * 2.0f) &&
+ (ubo->matcap_hsv[2] == matcap_val * 2.0f) &&
+ (ubo->ssao_params_var[0] == ssao_distance) &&
+ (ubo->ssao_params_var[1] == ssao_factor_cavity) &&
+ (ubo->ssao_params_var[2] == ssao_factor_edge) &&
+ (ubo->ssao_params_var[3] == ssao_attenuation) &&
+ (ubo->matcap_id == matcap_to_index(matcap_icon)))
+ {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+static int push_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
+ float matcap_val, float ssao_distance, float ssao_factor_cavity,
+ float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
+{
+ int id = storage->ubo_current_id;
+ CLAY_UBO_Material *ubo = &storage->mat_storage.materials[id];
+
+ ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
+ ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
+
+ ubo->matcap_hsv[0] = matcap_hue + 0.5f;
+ ubo->matcap_hsv[1] = matcap_sat * 2.0f;
+ ubo->matcap_hsv[2] = matcap_val * 2.0f;
+
+ ubo->ssao_params_var[0] = ssao_distance;
+ ubo->ssao_params_var[1] = ssao_factor_cavity;
+ ubo->ssao_params_var[2] = ssao_factor_edge;
+ ubo->ssao_params_var[3] = ssao_attenuation;
+
+ ubo->matcap_id = matcap_to_index(matcap_icon);
+
+ storage->ubo_current_id++;
+
+ return id;
+}
+
+static int mat_in_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
+ float matcap_val, float ssao_distance, float ssao_factor_cavity,
+ float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
+{
+ /* Search material in UBO */
+ int id = search_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
+ ssao_distance, ssao_factor_cavity, ssao_factor_edge,
+ ssao_attenuation, matcap_icon);
+
+ /* if not found create it */
+ if (id == -1) {
+ id = push_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
+ ssao_distance, ssao_factor_cavity, ssao_factor_edge,
+ ssao_attenuation, matcap_icon);
+ }
+
+ return id;
+}
+
+/* Safe way to get override values */
+static void override_setting(CollectionEngineSettings *ces, const char *name, void *ret)
+{
+ CollectionEngineProperty *cep = BKE_collection_engine_property_get(ces, name);
+
+ if (cep == NULL) {
+ return;
+ }
+
+ if ((cep->flag & COLLECTION_PROP_USE) == 0) {
+ return;
+ }
+
+ if (cep->type == COLLECTION_PROP_TYPE_INT) {
+ CollectionEnginePropertyInt *prop = (CollectionEnginePropertyInt *)cep;
+ *((int *)ret) = prop->value;
+ }
+ else if (cep->type == COLLECTION_PROP_TYPE_FLOAT) {
+ CollectionEnginePropertyFloat *prop = (CollectionEnginePropertyFloat *)cep;
+ *((float *)ret) = prop->value;
+ }
+ else if (cep->type == COLLECTION_PROP_TYPE_BOOL) {
+ CollectionEnginePropertyBool *prop = (CollectionEnginePropertyBool *)cep;
+ *((bool *)ret) = prop->value;
+ }
+}
+
+static DRWShadingGroup *CLAY_object_shgrp_get(Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl)
+{
+ DRWShadingGroup **shgrps = stl->storage->shgrps;
+ MaterialEngineSettingsClay *settings = DRW_render_settings_get(NULL, RE_engine_id_BLENDER_CLAY);
+ CollectionEngineSettings *ces = BKE_object_collection_engine_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);
+
+ /* Default Settings */
+ float matcap_rot = settings->matcap_rot;
+ float matcap_hue = settings->matcap_hue;
+ float matcap_sat = settings->matcap_sat;
+ float matcap_val = settings->matcap_val;
+ float ssao_distance = settings->ssao_distance;
+ float ssao_factor_cavity = settings->ssao_factor_cavity;
+ float ssao_factor_edge = settings->ssao_factor_edge;
+ float ssao_attenuation = settings->ssao_attenuation;
+ int matcap_icon = settings->matcap_icon;
+
+ /* Override settings */
+ if (ces) {
+ override_setting(ces, "matcap_rotation", &matcap_rot);
+ override_setting(ces, "matcap_hue", &matcap_hue);
+ override_setting(ces, "matcap_saturation", &matcap_sat);
+ override_setting(ces, "matcap_value", &matcap_val);
+ override_setting(ces, "ssao_distance", &ssao_distance);
+ override_setting(ces, "ssao_factor_cavity", &ssao_factor_cavity);
+ override_setting(ces, "ssao_factor_edge", &ssao_factor_edge);
+ override_setting(ces, "ssao_attenuation", &ssao_attenuation);
+ override_setting(ces, "matcap_icon", &matcap_icon);
+ }
+
+ int id = mat_in_ubo(stl->storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
+ ssao_distance, ssao_factor_cavity, ssao_factor_edge,
+ ssao_attenuation, matcap_icon);
+
+ if (shgrps[id] == NULL) {
+ shgrps[id] = CLAY_shgroup_create(psl->clay_pass, &ubo_mat_idxs[id]);
+ /* if it's the first shgrp, pass bind the material UBO */
+ if (stl->storage->ubo_current_id == 1) {
+ DRW_shgroup_uniform_block(shgrps[0], "material_block", stl->mat_ubo, 0);
+ }
+ }
+
+ return shgrps[id];
+}
+
+static DRWShadingGroup *depth_shgrp;
+static DRWShadingGroup *depth_shgrp_cull;
+
+static void CLAY_cache_init(void)
+{
+ CLAY_PassList *psl = DRW_engine_pass_list_get();
+ CLAY_StorageList *stl = DRW_engine_storage_list_get();
+
+
+ /* Depth Pass */
+ {
+ psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
+ psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+
+ depth_shgrp_cull = DRW_shgroup_create(data.depth_sh, psl->depth_pass_cull);
+ depth_shgrp = DRW_shgroup_create(data.depth_sh, psl->depth_pass);
+ }
+
+ /* Clay Pass */
+ {
+ psl->clay_pass = DRW_pass_create("Clay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
+ stl->storage->ubo_current_id = 0;
+ memset(stl->storage->shgrps, 0, sizeof(DRWShadingGroup *) * MAX_CLAY_MAT);
+ }
+}
+
+static void CLAY_cache_populate(Object *ob)
+{
+ const bContext *C = DRW_get_context();
+ int mode = CTX_data_mode_enum(C);
+ CLAY_StorageList *stl = DRW_engine_storage_list_get();
+ CLAY_PassList *psl = DRW_engine_pass_list_get();
+ struct Batch *geom;
+ DRWShadingGroup *clay_shgrp;
+ bool do_occlude_wire = false;
+ bool do_cull = false;
+ CollectionEngineSettings *ces_mode_ed, *ces_mode_ob;
+
+ switch (mode) {
+ case CTX_MODE_EDIT_MESH:
+ case CTX_MODE_EDIT_CURVE:
+ case CTX_MODE_EDIT_SURFACE:
+ case CTX_MODE_EDIT_TEXT:
+ case CTX_MODE_EDIT_ARMATURE:
+ case CTX_MODE_EDIT_METABALL:
+ case CTX_MODE_EDIT_LATTICE:
+ case CTX_MODE_POSE:
+ case CTX_MODE_SCULPT:
+ case CTX_MODE_PAINT_WEIGHT:
+ case CTX_MODE_PAINT_VERTEX:
+ case CTX_MODE_PAINT_TEXTURE:
+ case CTX_MODE_PARTICLE:
+ ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
+ do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
+ break;
+ case CTX_MODE_OBJECT:
+ ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, "");
+ do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
+ break;
+ }
+
+ if (do_occlude_wire)
+ return;
+
+ switch (ob->type) {
+ case OB_MESH:
+ geom = DRW_cache_surface_get(ob);
+
+ /* Depth Prepass */
+ DRW_shgroup_call_add((do_cull) ? depth_shgrp_cull : depth_shgrp, geom, ob->obmat);
+
+ /* Shading */
+ clay_shgrp = CLAY_object_shgrp_get(ob, stl, psl);
+ DRW_shgroup_call_add(clay_shgrp, geom, ob->obmat);
+ break;
+ }
+}
+
+static void CLAY_cache_finish(void)
+{
+ CLAY_StorageList *stl = DRW_engine_storage_list_get();
+
+ DRW_uniformbuffer_update(stl->mat_ubo, &stl->storage->mat_storage);
+}
+
+static void CLAY_view_draw(RenderEngine *UNUSED(engine), const bContext *context)
+{
+ DRW_viewport_init(context);
+
+ /* This function may run for multiple viewports
+ * so get the current viewport buffers */
+ CLAY_PassList *psl = DRW_engine_pass_list_get();
+ CLAY_FramebufferList *fbl = DRW_engine_framebuffer_list_get();
+
+ CLAY_engine_init();
+
+ /* TODO : tag to refresh by the deps graph */
+ /* ideally only refresh when objects are added/removed */
+ /* or render properties / materials change */
+ if (DRW_viewport_cache_is_dirty()) {
+
+ SceneLayer *sl = CTX_data_scene_layer(context);
+
+ CLAY_cache_init();
+ DRW_mode_cache_init();
+
+ DEG_OBJECT_ITER(sl, ob);
+ {
+ CLAY_cache_populate(ob);
+ DRW_mode_cache_populate(ob);
+ }
+ DEG_OBJECT_ITER_END
+
+ CLAY_cache_finish();
+ DRW_mode_cache_finish();
+ }
+
+ /* Start Drawing */
+ DRW_draw_background();
+
+ /* Pass 1 : Depth pre-pass */
+ DRW_draw_pass(psl->depth_pass);
+ DRW_draw_pass(psl->depth_pass_cull);
+
+ /* Pass 2 : Duplicate depth */
+ /* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */
+ DRW_framebuffer_blit(fbl->default_fb, fbl->dupli_depth, true);
+
+ /* Pass 3 : Shading */
+ DRW_draw_pass(psl->clay_pass);
+
+ /* Pass 4 : Overlays */
+ /* At this point all shaded geometry should have been rendered and their depth written */
+ DRW_draw_mode_overlays();
+
+ /* Always finish by this */
+ DRW_state_reset();
+}
+
+static void CLAY_collection_settings_create(RenderEngine *UNUSED(engine), CollectionEngineSettings *ces)
+{
+ BLI_assert(ces);
+ BKE_collection_engine_property_add_int(ces, "matcap_icon", ICON_MATCAP_01);
+ BKE_collection_engine_property_add_int(ces, "type", CLAY_MATCAP_NONE);
+ BKE_collection_engine_property_add_float(ces, "matcap_rotation", 0.0f);
+ BKE_collection_engine_property_add_float(ces, "matcap_hue", 0.5f);
+ BKE_collection_engine_property_add_float(ces, "matcap_saturation", 0.5f);
+ BKE_collection_engine_property_add_float(ces, "matcap_value", 0.5f);
+ BKE_collection_engine_property_add_float(ces, "ssao_distance", 0.2f);
+ BKE_collection_engine_property_add_float(ces, "ssao_attenuation", 1.0f);
+ BKE_collection_engine_property_add_float(ces, "ssao_factor_cavity", 1.0f);
+ BKE_collection_engine_property_add_float(ces, "ssao_factor_edge", 1.0f);
+}
+
+void clay_engine_free(void)
+{
+ /* data.depth_sh Is builtin so it's automaticaly freed */
+ if (data.clay_sh) {
+ DRW_shader_free(data.clay_sh);
+ }
+
+ if (data.matcap_array) {
+ DRW_texture_free(data.matcap_array);
+ }
+
+ if (data.jitter_tx) {
+ DRW_texture_free(data.jitter_tx);
+ }
+
+ if (data.sampling_tx) {
+ DRW_texture_free(data.sampling_tx);
+ }
+}
+
+RenderEngineType viewport_clay_type = {
+ NULL, NULL,
+ CLAY_ENGINE, N_("Clay"), RE_INTERNAL | RE_USE_OGL_PIPELINE,
+ NULL, NULL, NULL, NULL, &CLAY_view_draw, NULL, &CLAY_collection_settings_create,
+ {NULL, NULL, NULL}
+};
+
+
+#undef CLAY_ENGINE
+
+#endif
diff --git a/source/blender/draw/engines/clay/clay.h b/source/blender/draw/engines/clay/clay.h
new file mode 100644
index 00000000000..add2a45fbd7
--- /dev/null
+++ b/source/blender/draw/engines/clay/clay.h
@@ -0,0 +1,36 @@
+/*
+ * 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
+ *
+ */
+
+/** \file clay.h
+ * \ingroup DNA
+ */
+
+#ifndef __CLAY_H__
+#define __CLAY_H__
+
+extern RenderEngineType viewport_clay_type;
+
+struct RenderEngineSettings *CLAY_render_settings_create(void);
+struct MaterialEngineSettings *CLAY_material_settings_create(void);
+
+void clay_engine_free(void);
+
+#endif /* __CLAY_H__ */
diff --git a/source/blender/draw/engines/clay/shaders/clay_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_frag.glsl
new file mode 100644
index 00000000000..35d803dc9ef
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_frag.glsl
@@ -0,0 +1,191 @@
+uniform vec2 screenres;
+uniform sampler2D depthtex;
+uniform mat4 WinMatrix;
+
+/* Matcap */
+uniform sampler2DArray matcaps;
+uniform vec3 matcaps_color[24];
+
+/* Screen Space Occlusion */
+/* store the view space vectors for the corners of the view frustum here.
+ * It helps to quickly reconstruct view space vectors by using uv coordinates,
+ * see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+uniform vec4 viewvecs[3];
+uniform vec4 ssao_params;
+
+uniform sampler2D ssao_jitter;
+uniform sampler1D ssao_samples;
+
+/* Material Parameters packed in an UBO */
+struct Material {
+ vec4 ssao_params_var;
+ vec4 matcap_hsv_id;
+ vec4 matcap_rot; /* vec4 to ensure 16 bytes alignement (don't trust compiler) */
+};
+
+layout(std140) uniform material_block {
+ Material matcaps_param[MAX_MATERIAL];
+};
+
+uniform int mat_id;
+
+/* Aliases */
+#define ssao_samples_num ssao_params.x
+#define jitter_tilling ssao_params.yz
+#define dfdy_sign ssao_params.w
+
+#define matcap_hsv matcaps_param[mat_id].matcap_hsv_id.xyz
+#define matcap_index matcaps_param[mat_id].matcap_hsv_id.w
+#define matcap_rotation matcaps_param[mat_id].matcap_rot.xy
+
+in vec3 normal;
+out vec4 fragColor;
+
+/* TODO Move this to SSAO modules */
+/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer
+ * we change the factors from the article to fit the OpennGL model. */
+vec3 get_view_space_from_depth(in vec2 uvcoords, in float depth)
+{
+ if (WinMatrix[3][3] == 0.0) {
+ /* Perspective */
+ float d = 2.0 * depth - 1.0;
+
+ float zview = -WinMatrix[3][2] / (d + WinMatrix[2][2]);
+
+ return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz);
+ }
+ else {
+ /* Orthographic */
+ vec3 offset = vec3(uvcoords, depth);
+
+ return viewvecs[0].xyz + offset * viewvecs[1].xyz;
+ }
+}
+
+#ifdef USE_HSV
+void rgb_to_hsv(vec3 rgb, out vec3 outcol)
+{
+ float cmax, cmin, h, s, v, cdelta;
+ vec3 c;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ cdelta = cmax - cmin;
+
+ v = cmax;
+ if (cmax != 0.0)
+ s = cdelta / cmax;
+ else {
+ s = 0.0;
+ h = 0.0;
+ }
+
+ if (s == 0.0) {
+ h = 0.0;
+ }
+ else {
+ c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta;
+
+ if (rgb.x == cmax) h = c[2] - c[1];
+ else if (rgb.y == cmax) h = 2.0 + c[0] - c[2];
+ else h = 4.0 + c[1] - c[0];
+
+ h /= 6.0;
+
+ if (h < 0.0)
+ h += 1.0;
+ }
+
+ outcol = vec3(h, s, v);
+}
+
+void hsv_to_rgb(vec3 hsv, out vec3 outcol)
+{
+ float i, f, p, q, t, h, s, v;
+ vec3 rgb;
+
+ h = hsv[0];
+ s = hsv[1];
+ v = hsv[2];
+
+ if (s == 0.0) {
+ rgb = vec3(v, v, v);
+ }
+ else {
+ if (h == 1.0)
+ h = 0.0;
+
+ h *= 6.0;
+ i = floor(h);
+ f = h - i;
+ rgb = vec3(f, f, f);
+ p = v * (1.0 - s);
+ q = v * (1.0 - (s * f));
+ t = v * (1.0 - (s * (1.0 - f)));
+
+ if (i == 0.0) rgb = vec3(v, t, p);
+ else if (i == 1.0) rgb = vec3(q, v, p);
+ else if (i == 2.0) rgb = vec3(p, v, t);
+ else if (i == 3.0) rgb = vec3(p, q, v);
+ else if (i == 4.0) rgb = vec3(t, p, v);
+ else rgb = vec3(v, p, q);
+ }
+
+ outcol = rgb;
+}
+
+void hue_sat(float hue, float sat, float value, inout vec3 col)
+{
+ vec3 hsv;
+
+ rgb_to_hsv(col, hsv);
+
+ hsv.x += hue;
+ hsv.x -= floor(hsv.x);
+ hsv.y *= sat;
+ hsv.y = clamp(hsv.y, 0.0, 1.0);
+ hsv.z *= value;
+ hsv.z = clamp(hsv.z, 0.0, 1.0);
+
+ hsv_to_rgb(hsv, col);
+}
+#endif
+
+#ifdef USE_AO
+/* Prototype */
+void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges);
+#endif
+
+void main() {
+ vec2 screenco = vec2(gl_FragCoord.xy) / screenres;
+ float depth = texture(depthtex, screenco).r;
+
+ vec3 position = get_view_space_from_depth(screenco, depth);
+
+#ifdef USE_ROTATION
+ /* Rotate texture coordinates */
+ vec2 rotY = vec2(-matcap_rotation.y, matcap_rotation.x);
+ vec2 texco = abs(vec2(dot(normal.xy, matcap_rotation), dot(normal.xy, rotY)) * .49 + 0.5);
+#else
+ vec2 texco = abs(normal.xy * .49 + 0.5);
+#endif
+ vec3 col = texture(matcaps, vec3(texco, matcap_index)).rgb;
+
+#ifdef USE_AO
+ float cavity, edges;
+ ssao_factors(depth, normal, position, screenco, cavity, edges);
+
+ col *= mix(vec3(1.0), matcaps_color[int(matcap_index)], cavity);
+#endif
+
+#ifdef USE_HSV
+ hue_sat(matcap_hsv.x, matcap_hsv.y, matcap_hsv.z, col);
+#endif
+
+#ifdef USE_AO
+ /* Apply highlights after hue shift */
+ col *= edges + 1.0;
+#endif
+
+ fragColor = vec4(col, 1.0);
+}
diff --git a/source/blender/draw/engines/clay/shaders/clay_vert.glsl b/source/blender/draw/engines/clay/shaders/clay_vert.glsl
new file mode 100644
index 00000000000..0b598ea0291
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_vert.glsl
@@ -0,0 +1,20 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+#if __VERSION__ == 120
+attribute vec3 pos;
+attribute vec3 nor;
+varying vec3 normal;
+#else
+in vec3 pos;
+in vec3 nor;
+out vec3 normal;
+#endif
+
+
+void main()
+{
+ normal = normalize(NormalMatrix * nor);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
+
diff --git a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
new file mode 100644
index 00000000000..d032fb91c01
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
@@ -0,0 +1,73 @@
+#define ssao_distance matcaps_param[mat_id].ssao_params_var.x
+#define ssao_factor_cavity matcaps_param[mat_id].ssao_params_var.y
+#define ssao_factor_edge matcaps_param[mat_id].ssao_params_var.z
+#define ssao_attenuation matcaps_param[mat_id].ssao_params_var.w
+
+/* from The Alchemy screen-space ambient obscurance algorithm
+ * http://graphics.cs.williams.edu/papers/AlchemyHPG11/VV11AlchemyAO.pdf */
+
+void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges)
+{
+ /* take the normalized ray direction here */
+ vec2 rotX = texture2D(ssao_jitter, screenco.xy * jitter_tilling).rg;
+ vec2 rotY = vec2(-rotX.y, rotX.x);
+
+ /* find the offset in screen space by multiplying a point
+ * in camera space at the depth of the point by the projection matrix. */
+ vec2 offset;
+ float homcoord = WinMatrix[2][3] * position.z + WinMatrix[3][3];
+ offset.x = WinMatrix[0][0] * ssao_distance / homcoord;
+ offset.y = WinMatrix[1][1] * ssao_distance / homcoord;
+ /* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */
+ offset *= 0.5;
+
+ cavities = edges = 0.0;
+ int x;
+ int num_samples = int(ssao_samples_num);
+
+ for (x = 0; x < num_samples; x++) {
+ /* TODO : optimisation replace by constant */
+ vec2 dir_sample = texture1D(ssao_samples, (float(x) + 0.5) / ssao_samples_num).rg;
+
+ /* rotate with random direction to get jittered result */
+ vec2 dir_jittered = vec2(dot(dir_sample, rotX), dot(dir_sample, rotY));
+
+ vec2 uvcoords = screenco.xy + dir_jittered * offset;
+
+ if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0)
+ continue;
+
+ float depth_new = texture2D(depthtex, uvcoords).r;
+
+ /* Handle Background case */
+ bool is_background = (depth_new == 1.0);
+
+ /* This trick provide good edge effect even if no neighboor is found. */
+ vec3 pos_new = get_view_space_from_depth(uvcoords, (is_background) ? depth : depth_new);
+
+ if (is_background)
+ pos_new.z -= ssao_distance;
+
+ vec3 dir = pos_new - position;
+ float len = length(dir);
+ float f_cavities = dot(dir, normal);
+ float f_edge = -f_cavities;
+ float f_bias = 0.05 * len + 0.0001;
+
+ float attenuation = 1.0 / (len * (1.0 + len * len * ssao_attenuation));
+
+ /* use minor bias here to avoid self shadowing */
+ if (f_cavities > -f_bias)
+ cavities += f_cavities * attenuation;
+
+ if (f_edge > f_bias)
+ edges += f_edge * attenuation;
+ }
+
+ cavities /= ssao_samples_num;
+ edges /= ssao_samples_num;
+
+ /* don't let cavity wash out the surface appearance */
+ cavities = clamp(cavities * ssao_factor_cavity, 0.0, 1.0);
+ edges = edges * ssao_factor_edge;
+}
diff --git a/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl
new file mode 100644
index 00000000000..2f29624824e
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl
@@ -0,0 +1,120 @@
+#define ssao_distance matcaps_param[mat_id].ssao_params_var.x
+#define ssao_factor_cavity matcaps_param[mat_id].ssao_params_var.y
+#define ssao_factor_edge matcaps_param[mat_id].ssao_params_var.z
+#define ssao_attenuation matcaps_param[mat_id].ssao_params_var.w
+
+/* Based on Practical Realtime Strategies for Accurate Indirect Occlusion
+ * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
+ * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx */
+
+#define COSINE_WEIGHTING
+
+float integrate_arc(in float h1, in float h2, in float gamma, in float n_proj_len)
+{
+ float a = 0.0;
+#ifdef COSINE_WEIGHTING
+ float cos_gamma = cos(gamma);
+ float sin_gamma_2 = 2.0 * sin(gamma);
+ a += -cos(2.0 * h1 - gamma) + cos_gamma + h1 * sin_gamma_2;
+ a += -cos(2.0 * h2 - gamma) + cos_gamma + h2 * sin_gamma_2;
+ a *= 0.25; /* 1/4 */
+ a *= n_proj_len;
+#else
+ /* Uniform weighting (slide 59) */
+ a += 1 - cos(h1);
+ a += 1 - cos(h2);
+#endif
+ return a;
+}
+
+float get_max_horizon(in vec2 co, in vec3 x, in vec3 omega_o, in float h)
+{
+ if (co.x > 1.0 || co.x < 0.0 || co.y > 1.0 || co.y < 0.0)
+ return h;
+
+ float depth = texture2D(depthtex, co).r;
+
+ /* Background case */
+ if (depth == 1.0)
+ return h;
+
+ vec3 s = get_view_space_from_depth(co, depth); /* s View coordinate */
+ vec3 omega_s = s - x;
+ float len = length(omega_s);
+
+ if (len < ssao_distance) {
+ omega_s /= len;
+ h = max(h, dot(omega_s, omega_o));
+ }
+ return h;
+}
+
+void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges)
+{
+ /* Renaming */
+ vec3 omega_o = -normalize(position); /* viewvec */
+ vec2 x_ = screenco; /* x^ Screen coordinate */
+ vec3 x = position; /* x view space coordinate */
+
+#ifdef SPATIAL_DENOISE
+ float noise_dir = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+ float noise_offset = (1.0 / 4.0) * float(int(gl_FragCoord.y - gl_FragCoord.x) & 0x3);
+#else
+ float noise_dir = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+ float noise_offset = (0.5 / 16.0) + (1.0 / 16.0) * float(((int(gl_FragCoord.x - gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+#endif
+
+ const float phi_step = 16.0;
+ const float theta_step = 16.0;
+ const float m_pi = 3.14159265358979323846;
+ vec2 pixel_ratio = vec2(screenres.y / screenres.x, 1.0);
+ vec2 pixel_size = vec2(1.0) / screenres.xy;
+ float min_stride = length(pixel_size);
+ float homcco = WinMatrix[2][3] * position.z + WinMatrix[3][3];
+ float n = max(min_stride * theta_step, ssao_distance / homcco); /* Search distance */
+
+ /* Integral over PI */
+ float A = 0.0;
+ for (float i = 0.0; i < phi_step; i++) {
+ float phi = m_pi * ((noise_dir + i) / phi_step);
+
+ vec2 t_phi = vec2(cos(phi), sin(phi)); /* Screen space direction */
+
+ /* Search maximum horizon angles Theta1 and Theta2 */
+ float theta1 = -1.0, theta2 = -1.0; /* init at cos(pi) */
+ for (float j = 0.0; j < theta_step; j++) {
+ vec2 s_ = t_phi * pixel_ratio * n * ((j + noise_offset)/ theta_step); /* s^ Screen coordinate */
+ vec2 co;
+
+ co = x_ + s_;
+ theta1 = get_max_horizon(co, x, omega_o, theta1);
+
+ co = x_ - s_;
+ theta2 = get_max_horizon(co, x, omega_o, theta2);
+ }
+
+ /* (Slide 54) */
+ theta1 = -acos(theta1);
+ theta2 = acos(theta2);
+
+ /* Projecting Normal to Plane P defined by t_phi and omega_o */
+ vec3 h = normalize(cross(vec3(t_phi, 0.0), omega_o)); /* Normal vector to Integration plane */
+ vec3 t = cross(h, omega_o); /* Normal vector to plane */
+ vec3 n_proj = normal - h * dot(normal, h);
+ float n_proj_len = length(n_proj);
+ vec3 n_proj_norm = normalize(n_proj);
+
+ /* Clamping thetas (slide 58) */
+ float gamma = sign(dot(n_proj_norm, t)) * acos(dot(normal, omega_o)); /* Angle between view vec and normal */
+ theta1 = gamma + max(theta1 - gamma, -m_pi * 0.5);
+ theta2 = gamma + min(theta2 - gamma, m_pi * 0.5);
+
+ /* Solving inner integral */
+ A += integrate_arc(theta1, theta2, gamma, n_proj_len);
+ }
+
+ A /= phi_step;
+
+ cavities = 1.0 - A;
+ edges = 0.0;
+} \ No newline at end of file
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
new file mode 100644
index 00000000000..7ad1c309581
--- /dev/null
+++ b/source/blender/draw/intern/DRW_render.h
@@ -0,0 +1,234 @@
+/*
+ * 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
+ *
+ */
+
+/** \file DRW_render.h
+ * \ingroup draw
+ */
+
+/* This is the Render Functions used by Realtime engines to draw with OpenGL */
+
+#ifndef __DRW_RENDER_H__
+#define __DRW_RENDER_H__
+
+#include "BKE_context.h"
+#include "BKE_layer.h"
+#include "BKE_scene.h"
+
+#include "BLI_listbase.h"
+#include "BLI_math_matrix.h"
+#include "BLI_math_vector.h"
+#include "BLI_string.h"
+
+#include "BLT_translation.h"
+
+#include "DNA_object_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_material_types.h"
+#include "DNA_scene_types.h"
+
+#include "draw_mode_pass.h"
+#include "draw_cache.h"
+#include "draw_view.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "RE_engine.h"
+
+struct bContext;
+struct GPUFrameBuffer;
+struct GPUShader;
+struct GPUTexture;
+struct GPUUniformBuffer;
+struct Object;
+struct Batch;
+
+typedef struct DRWUniform DRWUniform;
+typedef struct DRWInterface DRWInterface;
+typedef struct DRWPass DRWPass;
+typedef struct DRWShadingGroup DRWShadingGroup;
+
+/* Textures */
+
+typedef enum {
+ DRW_TEX_RGBA_8,
+ DRW_TEX_RGBA_16,
+ DRW_TEX_RGBA_32,
+ DRW_TEX_RGB_8,
+ DRW_TEX_RGB_16,
+ DRW_TEX_RGB_32,
+ DRW_TEX_RG_8,
+ DRW_TEX_RG_16,
+ DRW_TEX_RG_32,
+ DRW_TEX_R_8,
+ DRW_TEX_R_16,
+ DRW_TEX_R_32,
+ DRW_TEX_DEPTH_16,
+ DRW_TEX_DEPTH_24,
+ DRW_TEX_DEPTH_32,
+} DRWTextureFormat;
+
+typedef enum {
+ DRW_TEX_FILTER = (1 << 0),
+ DRW_TEX_WRAP = (1 << 1),
+ DRW_TEX_COMPARE = (1 << 2),
+} DRWTextureFlag;
+
+struct GPUTexture *DRW_texture_create_1D(
+ int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+struct GPUTexture *DRW_texture_create_2D(
+ int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+struct GPUTexture *DRW_texture_create_2D_array(
+ int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels);
+void DRW_texture_free(struct GPUTexture *tex);
+
+/* UBOs */
+struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data);
+void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data);
+void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
+
+/* Buffers */
+
+/* DRWFboTexture->format */
+#define DRW_BUF_DEPTH_16 1
+#define DRW_BUF_DEPTH_24 2
+#define DRW_BUF_R_8 3
+#define DRW_BUF_R_16 4
+#define DRW_BUF_R_32 5
+#define DRW_BUF_RG_8 6
+#define DRW_BUF_RG_16 7
+#define DRW_BUF_RG_32 8
+#define DRW_BUF_RGB_8 9
+#define DRW_BUF_RGB_16 10
+#define DRW_BUF_RGB_32 11
+#define DRW_BUF_RGBA_8 12
+#define DRW_BUF_RGBA_16 13
+#define DRW_BUF_RGBA_32 14
+
+#define MAX_FBO_TEX 5
+
+typedef struct DRWFboTexture {
+ struct GPUTexture **tex;
+ int format;
+} DRWFboTexture;
+
+void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], int texnbr);
+void DRW_framebuffer_bind(struct GPUFrameBuffer *fb);
+void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
+void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
+void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
+/* Shaders */
+struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines);
+struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
+struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
+struct GPUShader *DRW_shader_create_3D_depth_only(void);
+void DRW_shader_free(struct GPUShader *shader);
+
+/* Batches */
+
+typedef enum {
+ DRW_STATE_WRITE_DEPTH = (1 << 0),
+ DRW_STATE_WRITE_COLOR = (1 << 1),
+ DRW_STATE_DEPTH_LESS = (1 << 2),
+ DRW_STATE_DEPTH_EQUAL = (1 << 3),
+ DRW_STATE_CULL_BACK = (1 << 4),
+ DRW_STATE_CULL_FRONT = (1 << 5),
+ DRW_STATE_WIRE = (1 << 6),
+ DRW_STATE_WIRE_LARGE = (1 << 7),
+ DRW_STATE_POINT = (1 << 8),
+ DRW_STATE_STIPPLE_2 = (1 << 9),
+ DRW_STATE_STIPPLE_3 = (1 << 10),
+ DRW_STATE_STIPPLE_4 = (1 << 11),
+ DRW_STATE_BLEND = (1 << 12),
+} DRWState;
+
+DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
+DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, struct Batch *geom);
+DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
+DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
+
+void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
+void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Batch *geom, float (*obmat)[4]);
+void DRW_shgroup_dynamic_call_add(DRWShadingGroup *shgroup, ...);
+void DRW_shgroup_state_set(DRWShadingGroup *shgroup, DRWState state);
+void DRW_shgroup_attrib_int(DRWShadingGroup *shgroup, const char *name, int size);
+void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size);
+
+void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex, int loc);
+void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo, int loc);
+void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, const int value, int loc);
+void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize);
+void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
+void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
+void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
+void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
+void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
+void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
+void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
+void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value);
+void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value);
+
+/* Passes */
+DRWPass *DRW_pass_create(const char *name, DRWState state);
+
+/* Viewport */
+typedef enum {
+ DRW_MAT_PERS,
+ DRW_MAT_WIEW,
+ DRW_MAT_WIN,
+} DRWViewportMatrixType;
+
+void DRW_viewport_init(const bContext *C);
+void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type);
+float *DRW_viewport_size_get(void);
+float *DRW_viewport_screenvecs_get(void);
+float *DRW_viewport_pixelsize_get(void);
+bool DRW_viewport_is_persp_get(void);
+bool DRW_viewport_cache_is_dirty(void);
+
+/* Settings */
+#ifndef __DRW_ENGINE_H__
+void *DRW_material_settings_get(Material *ma, const char *engine_name);
+void *DRW_render_settings_get(Scene *scene, const char *engine_name);
+#endif /* __DRW_ENGINE_H__ */
+
+/* Cache */
+void DRW_mode_cache_init(void);
+void DRW_mode_cache_populate(struct Object *ob);
+void DRW_mode_cache_finish(void);
+
+/* Draw commands */
+void DRW_draw_pass(DRWPass *pass);
+void DRW_draw_mode_overlays(void);
+
+void DRW_state_reset(void);
+
+/* Other */
+void DRW_get_dfdy_factors(float dfdyfac[2]);
+const struct bContext *DRW_get_context(void);
+void *DRW_engine_pass_list_get(void);
+void *DRW_engine_storage_list_get(void);
+void *DRW_engine_texture_list_get(void);
+void *DRW_engine_framebuffer_list_get(void);
+void *DRW_mode_pass_list_get(void);
+void *DRW_mode_storage_list_get(void);
+void *DRW_mode_texture_list_get(void);
+void *DRW_mode_framebuffer_list_get(void);
+#endif /* __DRW_RENDER_H__ */
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
new file mode 100644
index 00000000000..24a183d38ca
--- /dev/null
+++ b/source/blender/draw/intern/draw_armature.c
@@ -0,0 +1,328 @@
+/*
+ * 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
+ *
+ */
+
+/** \file draw_armature.c
+ * \ingroup draw
+ */
+
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#include "DNA_anim_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_object_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_dlrbTree.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_animsys.h"
+#include "BKE_action.h"
+#include "BKE_armature.h"
+#include "BKE_global.h"
+#include "BKE_modifier.h"
+#include "BKE_nla.h"
+#include "BKE_curve.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "ED_armature.h"
+#include "ED_keyframes_draw.h"
+
+#include "UI_resources.h"
+
+#include "draw_mode_pass.h"
+
+#define BONE_VAR(eBone, pchan, var) ((eBone) ? (eBone->var) : (pchan->var))
+#define BONE_FLAG(eBone, pchan) ((eBone) ? (eBone->flag) : (pchan->bone->flag))
+
+/* *************** Armature Drawing - Coloring API ***************************** */
+
+static float colorBoneSolid[4];
+static float colorTextHi[4];
+static float colorText[4];
+static float colorVertexSelect[4];
+static float colorVertex[4];
+
+static const float *constColor;
+
+static void update_color(const float const_color[4])
+{
+ constColor = const_color;
+
+ UI_GetThemeColor4fv(TH_BONE_SOLID, colorBoneSolid);
+ UI_GetThemeColor4fv(TH_TEXT_HI, colorTextHi);
+ UI_GetThemeColor4fv(TH_TEXT, colorText);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, colorVertexSelect);
+ UI_GetThemeColor4fv(TH_VERTEX, colorVertex);
+}
+
+static const float *get_bone_solid_color(EditBone *eBone, bPoseChannel *UNUSED(pchan), bArmature *UNUSED(arm))
+{
+ if (constColor)
+ return colorBoneSolid;
+
+ /* Edit Mode */
+ if (eBone) {
+ if (eBone->flag & BONE_SELECTED)
+ return colorVertexSelect;
+ }
+
+ return colorBoneSolid;
+}
+
+static const float *get_bone_wire_color(EditBone *eBone, bPoseChannel *UNUSED(pchan), bArmature *UNUSED(arm))
+{
+ if (constColor)
+ return constColor;
+
+ if (eBone) {
+ if (eBone->flag & BONE_SELECTED)
+ return colorVertexSelect;
+ }
+
+ return colorVertex;
+}
+
+/* *************** Armature drawing, helper calls for parts ******************* */
+
+static void draw_bone_update_disp_matrix(EditBone *eBone, bPoseChannel *pchan, int drawtype)
+{
+ float s[4][4], ebmat[4][4];
+ float length;
+ float (*bone_mat)[4];
+ float (*disp_mat)[4];
+ float (*disp_tail_mat)[4];
+
+ /* TODO : This should be moved to depsgraph or armature refresh
+ * and not be tight to the draw pass creation.
+ * This would refresh armature without invalidating the draw cache */
+ if (pchan) {
+ length = pchan->bone->length;
+ bone_mat = pchan->pose_mat;
+ disp_mat = pchan->disp_mat;
+ disp_tail_mat = pchan->disp_tail_mat;
+ }
+ else {
+ eBone->length = len_v3v3(eBone->tail, eBone->head);
+ ED_armature_ebone_to_mat4(eBone, ebmat);
+
+ length = eBone->length;
+ bone_mat = ebmat;
+ disp_mat = eBone->disp_mat;
+ disp_tail_mat = eBone->disp_tail_mat;
+ }
+
+ if (pchan && pchan->custom) {
+ /* TODO */
+ }
+ else if (drawtype == ARM_ENVELOPE) {
+ /* TODO */
+ }
+ else if (drawtype == ARM_LINE) {
+ /* TODO */
+ }
+ else if (drawtype == ARM_WIRE) {
+ /* TODO */
+ }
+ else if (drawtype == ARM_B_BONE) {
+ /* TODO */
+ }
+ else {
+ scale_m4_fl(s, length);
+ mul_m4_m4m4(disp_mat, bone_mat, s);
+ copy_m4_m4(disp_tail_mat, disp_mat);
+ translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f);
+ }
+}
+
+static void draw_axes(EditBone *eBone, bPoseChannel *pchan)
+{
+ const float *col = (constColor) ? constColor :
+ (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? colorTextHi : colorText;
+
+ DRW_shgroup_bone_axes(BONE_VAR(eBone, pchan, disp_tail_mat), col);
+}
+
+static void draw_points(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+ const float *col_solid_root = colorBoneSolid;
+ const float *col_solid_tail = colorBoneSolid;
+ const float *col_wire_root = (constColor) ? constColor : colorVertex;
+ const float *col_wire_tail = (constColor) ? constColor : colorVertex;
+
+ /* Edit bone points can be selected */
+ if (eBone) {
+ if (eBone->flag & BONE_ROOTSEL) {
+ col_solid_root = colorVertexSelect;
+ col_wire_root = colorVertexSelect;
+ }
+ if (eBone->flag & BONE_TIPSEL) {
+ col_solid_tail = colorVertexSelect;
+ col_wire_tail = colorVertexSelect;
+ }
+ }
+
+ /* Draw root point if we are not connected and parent are not hidden */
+ if ((BONE_FLAG(eBone, pchan) & BONE_CONNECTED) == 0) {
+ if (eBone) {
+ if (!((eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent))) {
+ DRW_shgroup_bone_point_solid(eBone->disp_mat, col_solid_root);
+ DRW_shgroup_bone_point_wire(eBone->disp_mat, col_wire_root);
+ }
+ }
+ else {
+ Bone *bone = pchan->bone;
+ if (!((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)))) {
+ DRW_shgroup_bone_point_solid(pchan->disp_mat, col_solid_root);
+ DRW_shgroup_bone_point_wire(pchan->disp_mat, col_wire_root);
+ }
+ }
+ }
+
+ /* Draw tip point */
+ DRW_shgroup_bone_point_solid(BONE_VAR(eBone, pchan, disp_tail_mat), col_solid_tail);
+ DRW_shgroup_bone_point_wire(BONE_VAR(eBone, pchan, disp_tail_mat), col_wire_tail);
+}
+
+static void draw_bone_custom_shape(EditBone *UNUSED(eBone), bPoseChannel *UNUSED(pchan), bArmature *UNUSED(arm))
+{
+ /* work in progress -- fclem */
+}
+
+static void draw_bone_envelope(EditBone *UNUSED(eBone), bPoseChannel *UNUSED(pchan), bArmature *UNUSED(arm))
+{
+ /* work in progress -- fclem */
+}
+
+static void draw_bone_line(EditBone *UNUSED(eBone), bPoseChannel *UNUSED(pchan), bArmature *UNUSED(arm))
+{
+ /* work in progress -- fclem */
+}
+
+static void draw_bone_wire(EditBone *UNUSED(eBone), bPoseChannel *UNUSED(pchan), bArmature *UNUSED(arm))
+{
+ /* work in progress -- fclem */
+}
+
+static void draw_bone_box(EditBone *UNUSED(eBone), bPoseChannel *UNUSED(pchan), bArmature *UNUSED(arm))
+{
+ /* work in progress -- fclem */
+}
+
+static void draw_bone_octahedral(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+ const float *col_solid = get_bone_solid_color(eBone, pchan, arm);
+ const float *col_wire = get_bone_wire_color(eBone, pchan, arm);
+
+ DRW_shgroup_bone_octahedral_solid(BONE_VAR(eBone, pchan, disp_mat), col_solid);
+ DRW_shgroup_bone_octahedral_wire(BONE_VAR(eBone, pchan, disp_mat), col_wire);
+
+ draw_points(eBone, pchan, arm);
+}
+
+void draw_armature_edit(Object *ob)
+{
+ EditBone *eBone;
+ bArmature *arm = ob->data;
+ unsigned int index;
+
+ update_color(NULL);
+
+ for (eBone = arm->edbo->first, index = 0; eBone; eBone = eBone->next, index++) {
+ if (eBone->layer & arm->layer) {
+ if ((eBone->flag & BONE_HIDDEN_A) == 0) {
+
+ draw_bone_update_disp_matrix(eBone, NULL, arm->drawtype);
+
+ if (arm->drawtype == ARM_ENVELOPE)
+ draw_bone_envelope(eBone, NULL, arm);
+ else if (arm->drawtype == ARM_LINE)
+ draw_bone_line(eBone, NULL, arm);
+ else if (arm->drawtype == ARM_WIRE)
+ draw_bone_wire(eBone, NULL, arm);
+ else if (arm->drawtype == ARM_B_BONE)
+ draw_bone_box(eBone, NULL, arm);
+ else
+ draw_bone_octahedral(eBone, NULL, arm);
+
+ /* Draw additional axes */
+ if (arm->flag & ARM_DRAWAXES)
+ draw_axes(eBone, NULL);
+ }
+ }
+ }
+}
+
+/* if const_color is NULL do pose mode coloring */
+void draw_armature_pose(Object *ob, const float const_color[4])
+{
+ bArmature *arm = ob->data;
+ bPoseChannel *pchan;
+ Bone *bone;
+
+ update_color(const_color);
+
+ /* We can't safely draw non-updated pose, might contain NULL bone pointers... */
+ if (ob->pose->flag & POSE_RECALC) {
+ BKE_pose_rebuild(ob, arm);
+ }
+
+ /* being set below */
+ arm->layer_used = 0;
+
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ bone = pchan->bone;
+ arm->layer_used |= bone->layer;
+
+ /* bone must be visible */
+ if ((bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0) {
+ if (bone->layer & arm->layer) {
+
+ draw_bone_update_disp_matrix(NULL, pchan, arm->drawtype);
+
+ if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM))
+ draw_bone_custom_shape(NULL, pchan, arm);
+ else if (arm->drawtype == ARM_ENVELOPE)
+ draw_bone_envelope(NULL, pchan, arm);
+ else if (arm->drawtype == ARM_LINE)
+ draw_bone_line(NULL, pchan, arm);
+ else if (arm->drawtype == ARM_WIRE)
+ draw_bone_wire(NULL, pchan, arm);
+ else if (arm->drawtype == ARM_B_BONE)
+ draw_bone_box(NULL, pchan, arm);
+ else
+ draw_bone_octahedral(NULL, pchan, arm);
+
+ /* Draw additional axes */
+ if (arm->flag & ARM_DRAWAXES)
+ draw_axes(NULL, pchan);
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
new file mode 100644
index 00000000000..3feb480c405
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache.c
@@ -0,0 +1,913 @@
+/*
+ * 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
+ *
+ */
+
+/** \file draw_cache.c
+ * \ingroup draw
+ */
+
+
+#include "DNA_scene_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_math.h"
+
+#include "BKE_mesh_render.h"
+
+#include "GPU_batch.h"
+
+#include "draw_cache.h"
+
+static struct DRWShapeCache {
+ Batch *drw_single_vertice;
+ Batch *drw_fullscreen_quad;
+ Batch *drw_plain_axes;
+ Batch *drw_single_arrow;
+ Batch *drw_cube;
+ Batch *drw_circle;
+ Batch *drw_line;
+ Batch *drw_empty_sphere;
+ Batch *drw_empty_cone;
+ Batch *drw_arrows;
+ Batch *drw_axis_names;
+ Batch *drw_lamp;
+ Batch *drw_lamp_sunrays;
+ Batch *drw_speaker;
+ Batch *drw_bone_octahedral;
+ Batch *drw_bone_octahedral_wire;
+ Batch *drw_bone_point;
+ Batch *drw_bone_point_wire;
+ Batch *drw_bone_arrows;
+} SHC = {NULL};
+
+void DRW_shape_cache_free(void)
+{
+ if (SHC.drw_single_vertice)
+ Batch_discard_all(SHC.drw_single_vertice);
+ if (SHC.drw_fullscreen_quad)
+ Batch_discard_all(SHC.drw_fullscreen_quad);
+ if (SHC.drw_plain_axes)
+ Batch_discard_all(SHC.drw_plain_axes);
+ if (SHC.drw_single_arrow)
+ Batch_discard_all(SHC.drw_single_arrow);
+ if (SHC.drw_cube)
+ Batch_discard_all(SHC.drw_cube);
+ if (SHC.drw_circle)
+ Batch_discard_all(SHC.drw_circle);
+ if (SHC.drw_line)
+ Batch_discard_all(SHC.drw_line);
+ if (SHC.drw_empty_sphere)
+ Batch_discard_all(SHC.drw_empty_sphere);
+ if (SHC.drw_empty_cone)
+ Batch_discard_all(SHC.drw_empty_cone);
+ if (SHC.drw_arrows)
+ Batch_discard_all(SHC.drw_arrows);
+ if (SHC.drw_axis_names)
+ Batch_discard_all(SHC.drw_axis_names);
+ if (SHC.drw_lamp)
+ Batch_discard_all(SHC.drw_lamp);
+ if (SHC.drw_lamp_sunrays)
+ Batch_discard_all(SHC.drw_lamp_sunrays);
+ if (SHC.drw_speaker)
+ Batch_discard_all(SHC.drw_speaker);
+ if (SHC.drw_bone_octahedral)
+ Batch_discard_all(SHC.drw_bone_octahedral);
+ if (SHC.drw_bone_octahedral_wire)
+ Batch_discard_all(SHC.drw_bone_octahedral_wire);
+ if (SHC.drw_bone_point)
+ Batch_discard_all(SHC.drw_bone_point);
+ if (SHC.drw_bone_point_wire)
+ Batch_discard_all(SHC.drw_bone_point_wire);
+ if (SHC.drw_bone_arrows)
+ Batch_discard_all(SHC.drw_bone_arrows);
+}
+
+/* Helper functions */
+
+static void add_fancy_edge(VertexBuffer *vbo, unsigned int pos_id, unsigned int n1_id, unsigned int n2_id,
+ unsigned int *v_idx, const float co1[3], const float co2[3],
+ const float n1[3], const float n2[3])
+{
+ setAttrib(vbo, n1_id, *v_idx, n1);
+ setAttrib(vbo, n2_id, *v_idx, n2);
+ setAttrib(vbo, pos_id, (*v_idx)++, co1);
+
+ setAttrib(vbo, n1_id, *v_idx, n1);
+ setAttrib(vbo, n2_id, *v_idx, n2);
+ setAttrib(vbo, pos_id, (*v_idx)++, co2);
+}
+
+static void add_lat_lon_vert(VertexBuffer *vbo, unsigned int pos_id, unsigned int nor_id,
+ unsigned int *v_idx, const float rad, const float lat, const float lon)
+{
+ float pos[3], nor[3];
+ nor[0] = sinf(lat) * cosf(lon);
+ nor[1] = cosf(lat);
+ nor[2] = sinf(lat) * sinf(lon);
+ mul_v3_v3fl(pos, nor, rad);
+
+ setAttrib(vbo, nor_id, *v_idx, nor);
+ setAttrib(vbo, pos_id, (*v_idx)++, pos);
+}
+
+static VertexBuffer *fill_arrows_vbo(const float scale)
+{
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ /* Line */
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 6 * 3);
+
+ float v1[3] = {0.0, 0.0, 0.0};
+ float v2[3] = {0.0, 0.0, 0.0};
+ float vtmp1[3], vtmp2[3];
+
+ for (int axis = 0; axis < 3; axis++) {
+ const int arrow_axis = (axis == 0) ? 1 : 0;
+
+ v2[axis] = 1.0f;
+ mul_v3_v3fl(vtmp1, v1, scale);
+ mul_v3_v3fl(vtmp2, v2, scale);
+ setAttrib(vbo, pos_id, axis * 6 + 0, vtmp1);
+ setAttrib(vbo, pos_id, axis * 6 + 1, vtmp2);
+
+ v1[axis] = 0.85f;
+ v1[arrow_axis] = -0.08f;
+ mul_v3_v3fl(vtmp1, v1, scale);
+ mul_v3_v3fl(vtmp2, v2, scale);
+ setAttrib(vbo, pos_id, axis * 6 + 2, vtmp1);
+ setAttrib(vbo, pos_id, axis * 6 + 3, vtmp2);
+
+ v1[arrow_axis] = 0.08f;
+ mul_v3_v3fl(vtmp1, v1, scale);
+ mul_v3_v3fl(vtmp2, v2, scale);
+ setAttrib(vbo, pos_id, axis * 6 + 4, vtmp1);
+ setAttrib(vbo, pos_id, axis * 6 + 5, vtmp2);
+
+ /* reset v1 & v2 to zero */
+ v1[arrow_axis] = v1[axis] = v2[axis] = 0.0f;
+ }
+
+ return vbo;
+}
+
+static VertexBuffer *sphere_wire_vbo(const float rad)
+{
+#define NSEGMENTS 16
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, NSEGMENTS * 2 * 3);
+
+ /* 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] = rad * cosf(angle);
+ p[i][1] = rad * sinf(angle);
+ }
+
+ for (int axis = 0; axis < 3; ++axis) {
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int j = 0; j < 2; ++j) {
+ float cv[2], v[3];
+
+ cv[0] = p[(i + j) % NSEGMENTS][0];
+ cv[1] = p[(i + j) % NSEGMENTS][1];
+
+ if (axis == 0)
+ v[0] = cv[0], v[1] = cv[1], v[2] = 0.0f;
+ else if (axis == 1)
+ v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
+ else
+ v[0] = 0.0f, v[1] = cv[0], v[2] = cv[1];
+
+ setAttrib(vbo, pos_id, i * 2 + j + (NSEGMENTS * 2 * axis), v);
+ }
+ }
+ }
+
+ return vbo;
+#undef NSEGMENTS
+}
+
+/* Quads */
+Batch *DRW_cache_fullscreen_quad_get(void)
+{
+ if (!SHC.drw_fullscreen_quad) {
+ float v1[2] = {-1.0f, -1.0f};
+ float v2[2] = { 1.0f, -1.0f};
+ float v3[2] = {-1.0f, 1.0f};
+ float v4[2] = { 1.0f, 1.0f};
+
+ /* Position Only 2D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 6);
+
+ setAttrib(vbo, pos_id, 0, v1);
+ setAttrib(vbo, pos_id, 1, v2);
+ setAttrib(vbo, pos_id, 2, v3);
+
+ setAttrib(vbo, pos_id, 3, v2);
+ setAttrib(vbo, pos_id, 4, v3);
+ setAttrib(vbo, pos_id, 5, v4);
+
+ SHC.drw_fullscreen_quad = Batch_create(GL_TRIANGLES, vbo, NULL);
+ }
+ return SHC.drw_fullscreen_quad;
+}
+
+/* Common */
+
+Batch *DRW_cache_cube_get(void)
+{
+ if (!SHC.drw_cube) {
+ const GLfloat verts[8][3] = {
+ {-1.0f, -1.0f, -1.0f},
+ {-1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f},
+ {-1.0f, 1.0f, 1.0f},
+ { 1.0f, -1.0f, -1.0f},
+ { 1.0f, -1.0f, 1.0f},
+ { 1.0f, 1.0f, -1.0f},
+ { 1.0f, 1.0f, 1.0f}
+ };
+
+ 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};
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 24);
+
+ for (int i = 0; i < 24; ++i) {
+ setAttrib(vbo, pos_id, i, verts[indices[i]]);
+ }
+
+ SHC.drw_cube = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_cube;
+}
+
+Batch *DRW_cache_circle_get(void)
+{
+#define CIRCLE_RESOL 32
+ if (!SHC.drw_circle) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, CIRCLE_RESOL * 2);
+
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[2] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = 0.0f;
+ setAttrib(vbo, pos_id, a * 2, v);
+
+ v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[2] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[1] = 0.0f;
+ setAttrib(vbo, pos_id, a * 2 + 1, v);
+ }
+
+ SHC.drw_circle = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_circle;
+#undef CIRCLE_RESOL
+}
+
+Batch *DRW_cache_single_line_get(void)
+{
+ /* Z axis line */
+ if (!SHC.drw_line) {
+ float v1[3] = {0.0f, 0.0f, 0.0f};
+ float v2[3] = {0.0f, 0.0f, 1.0f};
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 2);
+
+ setAttrib(vbo, pos_id, 0, v1);
+ setAttrib(vbo, pos_id, 1, v2);
+
+ SHC.drw_line = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_line;
+}
+
+/* Empties */
+Batch *DRW_cache_plain_axes_get(void)
+{
+ if (!SHC.drw_plain_axes) {
+ int axis;
+ float v1[3] = {0.0f, 0.0f, 0.0f};
+ float v2[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 6);
+
+ for (axis = 0; axis < 3; axis++) {
+ v1[axis] = 1.0f;
+ v2[axis] = -1.0f;
+
+ setAttrib(vbo, pos_id, axis * 2, v1);
+ setAttrib(vbo, pos_id, axis * 2 + 1, v2);
+
+ /* reset v1 & v2 to zero for next axis */
+ v1[axis] = v2[axis] = 0.0f;
+ }
+
+ SHC.drw_plain_axes = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_plain_axes;
+}
+
+Batch *DRW_cache_single_arrow_get(void)
+{
+ if (!SHC.drw_single_arrow) {
+ float v1[3] = {0.0f, 0.0f, 1.0f}, v2[3], v3[3];
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ /* Square Pyramid */
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 12);
+
+ v2[0] = 0.035f; v2[1] = 0.035f;
+ v3[0] = -0.035f; v3[1] = 0.035f;
+ v2[2] = v3[2] = 0.75f;
+
+ for (int sides = 0; sides < 4; sides++) {
+ if (sides % 2 == 1) {
+ v2[0] = -v2[0];
+ v3[1] = -v3[1];
+ }
+ else {
+ v2[1] = -v2[1];
+ v3[0] = -v3[0];
+ }
+
+ setAttrib(vbo, pos_id, sides * 3 + 0, v1);
+ setAttrib(vbo, pos_id, sides * 3 + 1, v2);
+ setAttrib(vbo, pos_id, sides * 3 + 2, v3);
+ }
+
+ SHC.drw_single_arrow = Batch_create(GL_TRIANGLES, vbo, NULL);
+ }
+ return SHC.drw_single_arrow;
+}
+
+Batch *DRW_cache_empty_sphere_get(void)
+{
+ if (!SHC.drw_empty_sphere) {
+ VertexBuffer *vbo = sphere_wire_vbo(1.0f);
+ SHC.drw_empty_sphere = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_empty_sphere;
+}
+
+Batch *DRW_cache_empty_cone_get(void)
+{
+#define NSEGMENTS 8
+ if (!SHC.drw_empty_cone) {
+ /* 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] = cosf(angle);
+ p[i][1] = sinf(angle);
+ }
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, NSEGMENTS * 4);
+
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float cv[2], v[3];
+ cv[0] = p[(i) % NSEGMENTS][0];
+ cv[1] = p[(i) % NSEGMENTS][1];
+
+ /* cone sides */
+ v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
+ setAttrib(vbo, pos_id, i * 4, v);
+ v[0] = 0.0f, v[1] = 2.0f, v[2] = 0.0f;
+ setAttrib(vbo, pos_id, i * 4 + 1, v);
+
+ /* end ring */
+ v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
+ setAttrib(vbo, pos_id, i * 4 + 2, v);
+ cv[0] = p[(i + 1) % NSEGMENTS][0];
+ cv[1] = p[(i + 1) % NSEGMENTS][1];
+ v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
+ setAttrib(vbo, pos_id, i * 4 + 3, v);
+ }
+
+ SHC.drw_empty_cone = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_empty_cone;
+#undef NSEGMENTS
+}
+
+Batch *DRW_cache_arrows_get(void)
+{
+ if (!SHC.drw_arrows) {
+ VertexBuffer *vbo = fill_arrows_vbo(1.0f);
+
+ SHC.drw_arrows = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_arrows;
+}
+
+Batch *DRW_cache_axis_names_get(void)
+{
+ if (!SHC.drw_axis_names) {
+ const float size = 0.1f;
+ float v1[3], v2[3];
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ /* Using 3rd component as axis indicator */
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ /* Line */
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 14);
+
+ /* X */
+ copy_v3_fl3(v1, -size, size, 0.0f);
+ copy_v3_fl3(v2, size, -size, 0.0f);
+ setAttrib(vbo, pos_id, 0, v1);
+ setAttrib(vbo, pos_id, 1, v2);
+
+ copy_v3_fl3(v1, size, size, 0.0f);
+ copy_v3_fl3(v2, -size, -size, 0.0f);
+ setAttrib(vbo, pos_id, 2, v1);
+ setAttrib(vbo, pos_id, 3, v2);
+
+ /* Y */
+ copy_v3_fl3(v1, -size + 0.25f * size, size, 1.0f);
+ copy_v3_fl3(v2, 0.0f, 0.0f, 1.0f);
+ setAttrib(vbo, pos_id, 4, v1);
+ setAttrib(vbo, pos_id, 5, v2);
+
+ copy_v3_fl3(v1, size - 0.25f * size, size, 1.0f);
+ copy_v3_fl3(v2, -size + 0.25f * size, -size, 1.0f);
+ setAttrib(vbo, pos_id, 6, v1);
+ setAttrib(vbo, pos_id, 7, v2);
+
+ /* Z */
+ copy_v3_fl3(v1, -size, size, 2.0f);
+ copy_v3_fl3(v2, size, size, 2.0f);
+ setAttrib(vbo, pos_id, 8, v1);
+ setAttrib(vbo, pos_id, 9, v2);
+
+ copy_v3_fl3(v1, size, size, 2.0f);
+ copy_v3_fl3(v2, -size, -size, 2.0f);
+ setAttrib(vbo, pos_id, 10, v1);
+ setAttrib(vbo, pos_id, 11, v2);
+
+ copy_v3_fl3(v1, -size, -size, 2.0f);
+ copy_v3_fl3(v2, size, -size, 2.0f);
+ setAttrib(vbo, pos_id, 12, v1);
+ setAttrib(vbo, pos_id, 13, v2);
+
+ SHC.drw_axis_names = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_axis_names;
+}
+
+/* Lamps */
+Batch *DRW_cache_lamp_get(void)
+{
+#define NSEGMENTS 8
+ if (!SHC.drw_lamp) {
+ float v[2];
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, NSEGMENTS * 2);
+
+ for (int a = 0; a < NSEGMENTS; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)NSEGMENTS));
+ v[1] = cosf((2.0f * M_PI * a) / ((float)NSEGMENTS));
+ setAttrib(vbo, pos_id, a * 2, v);
+
+ v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS));
+ v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS));
+ setAttrib(vbo, pos_id, a * 2 + 1, v);
+ }
+
+ SHC.drw_lamp = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_lamp;
+#undef NSEGMENTS
+}
+
+Batch *DRW_cache_lamp_sunrays_get(void)
+{
+ if (!SHC.drw_lamp_sunrays) {
+ float v[2], v1[2], v2[2];
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 16);
+
+ for (int a = 0; a < 8; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / 8.0f);
+ v[1] = cosf((2.0f * M_PI * a) / 8.0f);
+
+ mul_v2_v2fl(v1, v, 1.2f);
+ mul_v2_v2fl(v2, v, 2.5f);
+
+ setAttrib(vbo, pos_id, a * 2, v1);
+ setAttrib(vbo, pos_id, a * 2 + 1, v2);
+ }
+
+ SHC.drw_lamp_sunrays = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_lamp_sunrays;
+}
+
+/* Speaker */
+Batch *DRW_cache_speaker_get(void)
+{
+ if (!SHC.drw_speaker) {
+ float v[3];
+ const int segments = 16;
+ int vidx = 0;
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 3 * segments * 2 + 4 * 4);
+
+ for (int j = 0; j < 3; j++) {
+ float z = 0.25f * j - 0.125f;
+ float r = (j == 0 ? 0.5f : 0.25f);
+
+ copy_v3_fl3(v, r, 0.0f, z);
+ setAttrib(vbo, pos_id, vidx++, v);
+ for (int i = 1; i < segments; i++) {
+ float x = cosf(2.f * (float)M_PI * i / segments) * r;
+ float y = sinf(2.f * (float)M_PI * i / segments) * r;
+ copy_v3_fl3(v, x, y, z);
+ setAttrib(vbo, pos_id, vidx++, v);
+ setAttrib(vbo, pos_id, vidx++, v);
+ }
+ copy_v3_fl3(v, r, 0.0f, z);
+ setAttrib(vbo, pos_id, vidx++, v);
+ }
+
+ for (int j = 0; j < 4; j++) {
+ float x = (((j + 1) % 2) * (j - 1)) * 0.5f;
+ float y = ((j % 2) * (j - 2)) * 0.5f;
+ for (int i = 0; i < 3; i++) {
+ if (i == 1) {
+ x *= 0.5f;
+ y *= 0.5f;
+ }
+
+ float z = 0.25f * i - 0.125f;
+ copy_v3_fl3(v, x, y, z);
+ setAttrib(vbo, pos_id, vidx++, v);
+ if (i == 1) {
+ setAttrib(vbo, pos_id, vidx++, v);
+ }
+ }
+ }
+
+ SHC.drw_speaker = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_speaker;
+}
+
+/* Armature bones */
+static const float bone_octahedral_verts[6][3] = {
+ { 0.0f, 0.0f, 0.0f},
+ { 0.1f, 0.1f, 0.1f},
+ { 0.1f, 0.1f, -0.1f},
+ {-0.1f, 0.1f, -0.1f},
+ {-0.1f, 0.1f, 0.1f},
+ { 0.0f, 1.0f, 0.0f}
+};
+
+static const unsigned int bone_octahedral_wire[24] = {
+ 0, 1, 1, 5, 5, 3, 3, 0,
+ 0, 4, 4, 5, 5, 2, 2, 0,
+ 1, 2, 2, 3, 3, 4, 4, 1,
+};
+
+/* aligned with bone_octahedral_wire
+ * Contains adjacent normal index */
+static const unsigned int bone_octahedral_wire_adjacent_face[24] = {
+ 0, 3, 4, 7, 5, 6, 1, 2,
+ 2, 3, 6, 7, 4, 5, 0, 1,
+ 0, 4, 1, 5, 2, 6, 3, 7,
+};
+
+static const unsigned int bone_octahedral_solid_tris[8][3] = {
+ {2, 1, 0}, /* bottom */
+ {3, 2, 0},
+ {4, 3, 0},
+ {1, 4, 0},
+
+ {5, 1, 2}, /* top */
+ {5, 2, 3},
+ {5, 3, 4},
+ {5, 4, 1}
+};
+
+/* aligned with bone_octahedral_solid_tris */
+static const float bone_octahedral_solid_normals[8][3] = {
+ { M_SQRT1_2, -M_SQRT1_2, 0.00000000f},
+ {-0.00000000f, -M_SQRT1_2, -M_SQRT1_2},
+ {-M_SQRT1_2, -M_SQRT1_2, 0.00000000f},
+ { 0.00000000f, -M_SQRT1_2, M_SQRT1_2},
+ { 0.99388373f, 0.11043154f, -0.00000000f},
+ { 0.00000000f, 0.11043154f, -0.99388373f},
+ {-0.99388373f, 0.11043154f, 0.00000000f},
+ { 0.00000000f, 0.11043154f, 0.99388373f}
+};
+
+Batch *DRW_cache_bone_octahedral_get(void)
+{
+ if (!SHC.drw_bone_octahedral) {
+ unsigned int v_idx = 0;
+
+ static VertexFormat format = { 0 };
+ static unsigned pos_id, nor_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ /* Vertices */
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 24);
+
+ for (int i = 0; i < 8; i++) {
+ setAttrib(vbo, nor_id, v_idx, bone_octahedral_solid_normals[i]);
+ setAttrib(vbo, pos_id, v_idx++, bone_octahedral_verts[bone_octahedral_solid_tris[i][0]]);
+ setAttrib(vbo, nor_id, v_idx, bone_octahedral_solid_normals[i]);
+ setAttrib(vbo, pos_id, v_idx++, bone_octahedral_verts[bone_octahedral_solid_tris[i][1]]);
+ setAttrib(vbo, nor_id, v_idx, bone_octahedral_solid_normals[i]);
+ setAttrib(vbo, pos_id, v_idx++, bone_octahedral_verts[bone_octahedral_solid_tris[i][2]]);
+ }
+
+ SHC.drw_bone_octahedral = Batch_create(GL_TRIANGLES, vbo, NULL);
+ }
+ return SHC.drw_bone_octahedral;
+}
+
+Batch *DRW_cache_bone_octahedral_wire_outline_get(void)
+{
+ if (!SHC.drw_bone_octahedral_wire) {
+ unsigned int v_idx = 0;
+
+ static VertexFormat format = { 0 };
+ static unsigned pos_id, n1_id, n2_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ n1_id = add_attrib(&format, "N1", COMP_F32, 3, KEEP_FLOAT);
+ n2_id = add_attrib(&format, "N2", COMP_F32, 3, KEEP_FLOAT);
+ }
+
+ /* Vertices */
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 12 * 2);
+
+ for (int i = 0; i < 12; i++) {
+ const float *co1 = bone_octahedral_verts[bone_octahedral_wire[i * 2]];
+ const float *co2 = bone_octahedral_verts[bone_octahedral_wire[i * 2 + 1]];
+ const float *n1 = bone_octahedral_solid_normals[bone_octahedral_wire_adjacent_face[i * 2]];
+ const float *n2 = bone_octahedral_solid_normals[bone_octahedral_wire_adjacent_face[i * 2 + 1]];
+ add_fancy_edge(vbo, pos_id, n1_id, n2_id, &v_idx, co1, co2, n1, n2);
+ }
+
+ SHC.drw_bone_octahedral_wire = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_bone_octahedral_wire;
+}
+
+Batch *DRW_cache_bone_point_get(void)
+{
+ if (!SHC.drw_bone_point) {
+ const int lon_res = 16;
+ const int lat_res = 8;
+ const float rad = 0.05f;
+ const float lon_inc = 2 * M_PI / lon_res;
+ const float lat_inc = M_PI / lat_res;
+ unsigned int v_idx = 0;
+
+ static VertexFormat format = { 0 };
+ static unsigned pos_id, nor_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ /* Vertices */
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, (lat_res - 1) * lon_res * 6);
+
+ float lon = 0.0f;
+ for (int i = 0; i < lon_res; i++, lon += lon_inc) {
+ float lat = 0.0f;
+ for (int j = 0; j < lat_res; j++, lat += lat_inc) {
+ if (j != lat_res - 1) { /* Pole */
+ add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat + lat_inc, lon + lon_inc);
+ add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat + lat_inc, lon);
+ add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon);
+ }
+
+ if (j != 0) { /* Pole */
+ add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon + lon_inc);
+ add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat + lat_inc, lon + lon_inc);
+ add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon);
+ }
+ }
+ }
+
+ SHC.drw_bone_point = Batch_create(GL_TRIANGLES, vbo, NULL);
+ }
+ return SHC.drw_bone_point;
+}
+
+Batch *DRW_cache_bone_point_wire_outline_get(void)
+{
+ if (!SHC.drw_bone_point_wire) {
+ VertexBuffer *vbo = sphere_wire_vbo(0.05f);
+ SHC.drw_bone_point_wire = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_bone_point_wire;
+}
+
+Batch *DRW_cache_bone_arrows_get(void)
+{
+ if (!SHC.drw_bone_arrows) {
+ VertexBuffer *vbo = fill_arrows_vbo(0.25f);
+ SHC.drw_bone_arrows = Batch_create(GL_LINES, vbo, NULL);
+ }
+ return SHC.drw_bone_arrows;
+}
+
+/* Object Center */
+Batch *DRW_cache_single_vert_get(void)
+{
+ if (!SHC.drw_single_vertice) {
+ float v1[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 1);
+
+ setAttrib(vbo, pos_id, 0, v1);
+
+ SHC.drw_single_vertice = Batch_create(GL_POINTS, vbo, NULL);
+ }
+ return SHC.drw_single_vertice;
+}
+
+/* Meshes */
+Batch *DRW_cache_wire_overlay_get(Object *ob)
+{
+ Batch *overlay_wire = NULL;
+
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+#if 1 /* new version not working */
+ overlay_wire = BKE_mesh_batch_cache_get_overlay_edges(me);
+#else
+ overlay_wire = BKE_mesh_batch_cache_get_all_edges(me);
+#endif
+ return overlay_wire;
+}
+
+Batch *DRW_cache_wire_outline_get(Object *ob)
+{
+ Batch *fancy_wire = NULL;
+
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ fancy_wire = BKE_mesh_batch_cache_get_fancy_edges(me);
+
+ return fancy_wire;
+}
+
+Batch *DRW_cache_surface_get(Object *ob)
+{
+ Batch *surface = NULL;
+
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ surface = BKE_mesh_batch_cache_get_triangles_with_normals(me);
+
+ return surface;
+}
+
+#if 0 /* TODO */
+struct Batch *DRW_cache_surface_material_get(Object *ob, int nr) {
+ /* TODO */
+ return NULL;
+}
+#endif
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h
new file mode 100644
index 00000000000..809d8be8422
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache.h
@@ -0,0 +1,68 @@
+/*
+ * 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
+ *
+ */
+
+/** \file draw_cache.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_CACHE_H__
+#define __DRAW_CACHE_H__
+
+struct Batch;
+struct Object;
+
+void DRW_shape_cache_free(void);
+
+/* Common Shapes */
+struct Batch *DRW_cache_fullscreen_quad_get(void);
+struct Batch *DRW_cache_single_vert_get(void);
+struct Batch *DRW_cache_single_line_get(void);
+
+/* Empties */
+struct Batch *DRW_cache_plain_axes_get(void);
+struct Batch *DRW_cache_single_arrow_get(void);
+struct Batch *DRW_cache_cube_get(void);
+struct Batch *DRW_cache_circle_get(void);
+struct Batch *DRW_cache_empty_sphere_get(void);
+struct Batch *DRW_cache_empty_cone_get(void);
+struct Batch *DRW_cache_arrows_get(void);
+struct Batch *DRW_cache_axis_names_get(void);
+
+/* Lamps */
+struct Batch *DRW_cache_lamp_get(void);
+struct Batch *DRW_cache_lamp_sunrays_get(void);
+
+/* Speaker */
+struct Batch *DRW_cache_speaker_get(void);
+
+/* Bones */
+struct Batch *DRW_cache_bone_octahedral_get(void);
+struct Batch *DRW_cache_bone_octahedral_wire_outline_get(void);
+struct Batch *DRW_cache_bone_point_get(void);
+struct Batch *DRW_cache_bone_point_wire_outline_get(void);
+struct Batch *DRW_cache_bone_arrows_get(void);
+
+/* Meshes */
+struct Batch *DRW_cache_wire_overlay_get(struct Object *ob);
+struct Batch *DRW_cache_wire_outline_get(struct Object *ob);
+struct Batch *DRW_cache_surface_get(struct Object *ob);
+
+#endif /* __DRAW_CACHE_H__ */ \ No newline at end of file
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
new file mode 100644
index 00000000000..4e8f9bc4306
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager.c
@@ -0,0 +1,1378 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/intern/draw_manager.c
+ * \ingroup draw
+ */
+
+#include <stdio.h>
+
+#include "BLI_listbase.h"
+#include "BLI_rect.h"
+#include "BLI_string.h"
+
+#include "BIF_glutil.h"
+
+#include "BKE_global.h"
+
+#include "BLT_translation.h"
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_view3d_types.h"
+
+#include "GPU_batch.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_framebuffer.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+#include "GPU_uniformbuffer.h"
+#include "GPU_viewport.h"
+
+#include "RE_engine.h"
+
+#include "UI_resources.h"
+
+#include "object_mode.h"
+#include "edit_armature_mode.h"
+#include "edit_mesh_mode.h"
+#include "clay.h"
+
+#define MAX_ATTRIB_NAME 32
+
+extern char datatoc_gpu_shader_2D_vert_glsl[];
+extern char datatoc_gpu_shader_3D_vert_glsl[];
+extern char datatoc_gpu_shader_basic_vert_glsl[];
+
+/* Structures */
+typedef enum {
+ DRW_UNIFORM_BOOL,
+ DRW_UNIFORM_INT,
+ DRW_UNIFORM_FLOAT,
+ DRW_UNIFORM_TEXTURE,
+ DRW_UNIFORM_BUFFER,
+ DRW_UNIFORM_MAT3,
+ DRW_UNIFORM_MAT4,
+ DRW_UNIFORM_BLOCK
+} DRWUniformType;
+
+typedef enum {
+ DRW_ATTRIB_INT,
+ DRW_ATTRIB_FLOAT,
+} DRWAttribType;
+
+struct DRWUniform {
+ struct DRWUniform *next, *prev;
+ DRWUniformType type;
+ int location;
+ int length;
+ int arraysize;
+ int bindloc;
+ const void *value;
+};
+
+typedef struct DRWAttrib {
+ struct DRWAttrib *next, *prev;
+ char name[MAX_ATTRIB_NAME];
+ int location;
+ int format_id;
+ int size; /* number of component */
+ int type;
+} DRWAttrib;
+
+struct DRWInterface {
+ ListBase uniforms; /* DRWUniform */
+ ListBase attribs; /* DRWAttrib */
+ int attribs_count;
+ int attribs_stride;
+ int attribs_size[16];
+ int attribs_loc[16];
+ /* matrices locations */
+ int modelview;
+ int projection;
+ int view;
+ int modelviewprojection;
+ int viewprojection;
+ int normal;
+ int eye;
+ /* Dynamic batch */
+ GLuint instance_vbo;
+ int instance_count;
+ VertexFormat vbo_format;
+};
+
+struct DRWPass {
+ ListBase shgroups; /* DRWShadingGroup */
+ DRWState state;
+ float state_param; /* Line / Point width */
+};
+
+typedef struct DRWCall {
+ struct DRWCall *next, *prev;
+ Batch *geometry;
+ float (*obmat)[4];
+} DRWCall;
+
+typedef struct DRWDynamicCall {
+ struct DRWDynamicCall *next, *prev;
+ const void *data[];
+} DRWDynamicCall;
+
+struct DRWShadingGroup {
+ struct DRWShadingGroup *next, *prev;
+
+ struct GPUShader *shader; /* Shader to bind */
+ struct DRWInterface *interface; /* Uniforms pointers */
+ ListBase calls; /* DRWCall or DRWDynamicCall depending of type*/
+ int state; /* State changes for this batch only */
+ int type;
+
+ Batch *instance_geom; /* Geometry to instance */
+ Batch *batch_geom; /* Result of call batching */
+};
+
+/* Used by DRWShadingGroup.type */
+enum {
+ DRW_SHG_NORMAL,
+ DRW_SHG_POINT_BATCH,
+ DRW_SHG_LINE_BATCH,
+ DRW_SHG_INSTANCE,
+};
+
+/* Render State */
+static struct DRWGlobalState {
+ GPUShader *shader;
+ struct GPUFrameBuffer *default_framebuffer;
+ FramebufferList *fbl, *fbl_mode;
+ TextureList *txl, *txl_mode;
+ PassList *psl, *psl_mode;
+ StorageList *stl, *stl_mode;
+ ListBase bound_texs;
+ int tex_bind_id;
+ float size[2];
+ float screenvecs[2][3];
+ float pixsize;
+ /* Current rendering context set by DRW_viewport_init */
+ const struct bContext *context;
+} DST = {NULL};
+
+/* ***************************************** TEXTURES ******************************************/
+static void drw_texture_get_format(DRWTextureFormat format, GPUTextureFormat *data_type, int *channels)
+{
+ switch (format) {
+ case DRW_TEX_RGBA_8: *data_type = GPU_RGBA8; break;
+ case DRW_TEX_RGBA_16: *data_type = GPU_RGBA16F; break;
+ case DRW_TEX_RG_16: *data_type = GPU_RG16F; break;
+ case DRW_TEX_RG_32: *data_type = GPU_RG32F; break;
+ case DRW_TEX_R_8: *data_type = GPU_R8; break;
+#if 0
+ case DRW_TEX_RGBA_32: *data_type = GPU_RGBA32F; break;
+ case DRW_TEX_RGB_8: *data_type = GPU_RGB8; break;
+ case DRW_TEX_RGB_16: *data_type = GPU_RGB16F; break;
+ case DRW_TEX_RGB_32: *data_type = GPU_RGB32F; break;
+ case DRW_TEX_RG_8: *data_type = GPU_RG8; break;
+ case DRW_TEX_R_16: *data_type = GPU_R16F; break;
+ case DRW_TEX_R_32: *data_type = GPU_R32F; break;
+#endif
+ case DRW_TEX_DEPTH_16: *data_type = GPU_DEPTH_COMPONENT16; break;
+ case DRW_TEX_DEPTH_24: *data_type = GPU_DEPTH_COMPONENT24; break;
+ case DRW_TEX_DEPTH_32: *data_type = GPU_DEPTH_COMPONENT32F; break;
+ default :
+ /* file type not supported you must uncomment it from above */
+ BLI_assert(false);
+ break;
+ }
+
+ switch (format) {
+ case DRW_TEX_RGBA_8:
+ case DRW_TEX_RGBA_16:
+ case DRW_TEX_RGBA_32:
+ *channels = 4;
+ break;
+ case DRW_TEX_RGB_8:
+ case DRW_TEX_RGB_16:
+ case DRW_TEX_RGB_32:
+ *channels = 3;
+ break;
+ case DRW_TEX_RG_8:
+ case DRW_TEX_RG_16:
+ case DRW_TEX_RG_32:
+ *channels = 2;
+ break;
+ default:
+ *channels = 1;
+ break;
+ }
+}
+
+static void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
+{
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER);
+ GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP);
+ GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE);
+ GPU_texture_unbind(tex);
+}
+
+GPUTexture *DRW_texture_create_1D(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex;
+ GPUTextureFormat data_type;
+ int channels;
+
+ drw_texture_get_format(format, &data_type, &channels);
+ tex = GPU_texture_create_1D_custom(w, channels, data_type, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
+
+GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex;
+ GPUTextureFormat data_type;
+ int channels;
+
+ drw_texture_get_format(format, &data_type, &channels);
+ tex = GPU_texture_create_2D_custom(w, h, channels, data_type, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
+
+/* TODO make use of format */
+GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex;
+
+ tex = GPU_texture_create_2D_array(w, h, d, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
+
+void DRW_texture_free(GPUTexture *tex)
+{
+ GPU_texture_free(tex);
+}
+
+
+/* ************************************ UNIFORM BUFFER OBJECT **********************************/
+
+GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data)
+{
+ return GPU_uniformbuffer_create(size, data, NULL);
+}
+
+void DRW_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
+{
+ GPU_uniformbuffer_update(ubo, data);
+}
+
+void DRW_uniformbuffer_free(GPUUniformBuffer *ubo)
+{
+ GPU_uniformbuffer_free(ubo);
+}
+
+/* ****************************************** SHADERS ******************************************/
+
+GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
+{
+ return GPU_shader_create(vert, frag, geom, NULL, defines, 0, 0, 0);
+}
+
+GPUShader *DRW_shader_create_2D(const char *frag, const char *defines)
+{
+ return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines, 0, 0, 0);
+}
+
+GPUShader *DRW_shader_create_3D(const char *frag, const char *defines)
+{
+ return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines, 0, 0, 0);
+}
+
+GPUShader *DRW_shader_create_3D_depth_only(void)
+{
+ return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY);
+}
+
+void DRW_shader_free(GPUShader *shader)
+{
+ GPU_shader_free(shader);
+}
+
+/* ***************************************** INTERFACE ******************************************/
+
+static DRWInterface *DRW_interface_create(GPUShader *shader)
+{
+ DRWInterface *interface = MEM_mallocN(sizeof(DRWInterface), "DRWInterface");
+
+ interface->modelview = GPU_shader_get_uniform(shader, "ModelViewMatrix");
+ interface->projection = GPU_shader_get_uniform(shader, "ProjectionMatrix");
+ interface->view = GPU_shader_get_uniform(shader, "ViewMatrix");
+ interface->viewprojection = GPU_shader_get_uniform(shader, "ViewProjectionMatrix");
+ interface->modelviewprojection = GPU_shader_get_uniform(shader, "ModelViewProjectionMatrix");
+ interface->normal = GPU_shader_get_uniform(shader, "NormalMatrix");
+ interface->eye = GPU_shader_get_uniform(shader, "eye");
+ interface->instance_count = 0;
+ interface->attribs_count = 0;
+ interface->attribs_stride = 0;
+ interface->instance_vbo = 0;
+
+ memset(&interface->vbo_format, 0, sizeof(VertexFormat));
+
+ BLI_listbase_clear(&interface->uniforms);
+ BLI_listbase_clear(&interface->attribs);
+
+ return interface;
+}
+
+static void DRW_interface_uniform(DRWShadingGroup *shgroup, const char *name,
+ DRWUniformType type, const void *value, int length, int arraysize, int bindloc)
+{
+ DRWUniform *uni = MEM_mallocN(sizeof(DRWUniform), "DRWUniform");
+
+ if (type == DRW_UNIFORM_BLOCK) {
+ uni->location = GPU_shader_get_uniform_block(shgroup->shader, name);
+ }
+ else {
+ uni->location = GPU_shader_get_uniform(shgroup->shader, name);
+ }
+
+ uni->type = type;
+ uni->value = value;
+ uni->length = length;
+ uni->arraysize = arraysize;
+ uni->bindloc = bindloc; /* for textures */
+
+ if (uni->location == -1) {
+ if (G.debug & G_DEBUG)
+ fprintf(stderr, "Uniform '%s' not found!\n", name);
+
+ MEM_freeN(uni);
+ return;
+ }
+
+ BLI_addtail(&shgroup->interface->uniforms, uni);
+}
+
+static void DRW_interface_attrib(DRWShadingGroup *shgroup, const char *name, DRWAttribType type, int size)
+{
+ DRWAttrib *attrib = MEM_mallocN(sizeof(DRWAttrib), "DRWAttrib");
+ GLuint program = GPU_shader_get_program(shgroup->shader);
+
+ attrib->location = glGetAttribLocation(program, name);
+ attrib->type = type;
+ attrib->size = size;
+
+ if (attrib->location == -1) {
+ if (G.debug & G_DEBUG)
+ fprintf(stderr, "Attribute '%s' not found!\n", name);
+
+ MEM_freeN(attrib);
+ return;
+ }
+
+ BLI_assert(BLI_strnlen(name, 32) < 32);
+ BLI_strncpy(attrib->name, name, 32);
+
+ shgroup->interface->attribs_count += 1;
+
+ BLI_addtail(&shgroup->interface->attribs, attrib);
+}
+
+void DRW_get_dfdy_factors(float dfdyfac[2])
+{
+ GPU_get_dfdy_factors(dfdyfac);
+}
+
+/* ***************************************** SHADING GROUP ******************************************/
+
+DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
+{
+ DRWShadingGroup *shgroup = MEM_mallocN(sizeof(DRWShadingGroup), "DRWShadingGroup");
+
+ shgroup->type = DRW_SHG_NORMAL;
+ shgroup->shader = shader;
+ shgroup->interface = DRW_interface_create(shader);
+ shgroup->state = 0;
+ shgroup->batch_geom = NULL;
+ shgroup->instance_geom = NULL;
+
+ BLI_addtail(&pass->shgroups, shgroup);
+ BLI_listbase_clear(&shgroup->calls);
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, Batch *geom)
+{
+ DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
+
+ shgroup->type = DRW_SHG_INSTANCE;
+ shgroup->instance_geom = geom;
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass)
+{
+ DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
+
+ shgroup->type = DRW_SHG_POINT_BATCH;
+ DRW_shgroup_attrib_float(shgroup, "pos", 3);
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass)
+{
+ DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
+
+ shgroup->type = DRW_SHG_LINE_BATCH;
+ DRW_shgroup_attrib_float(shgroup, "pos", 3);
+
+ return shgroup;
+}
+
+void DRW_shgroup_free(struct DRWShadingGroup *shgroup)
+{
+ BLI_freelistN(&shgroup->calls);
+ BLI_freelistN(&shgroup->interface->uniforms);
+ BLI_freelistN(&shgroup->interface->attribs);
+
+ if (shgroup->interface->instance_vbo) {
+ glDeleteBuffers(1, &shgroup->interface->instance_vbo);
+ }
+
+ MEM_freeN(shgroup->interface);
+
+ if (shgroup->batch_geom) {
+ Batch_discard_all(shgroup->batch_geom);
+ }
+}
+
+void DRW_shgroup_call_add(DRWShadingGroup *shgroup, Batch *geom, float (*obmat)[4])
+{
+ BLI_assert(geom != NULL);
+
+ DRWCall *call = MEM_callocN(sizeof(DRWCall), "DRWCall");
+
+ call->obmat = obmat;
+ call->geometry = geom;
+
+ BLI_addtail(&shgroup->calls, call);
+}
+
+void DRW_shgroup_dynamic_call_add(DRWShadingGroup *shgroup, ...)
+{
+ va_list params;
+ int i;
+ DRWInterface *interface = shgroup->interface;
+ int size = sizeof(ListBase) + sizeof(void *) * interface->attribs_count;
+
+ DRWDynamicCall *call = MEM_callocN(size, "DRWDynamicCall");
+
+ va_start(params, shgroup);
+ for (i = 0; i < interface->attribs_count; ++i) {
+ call->data[i] = va_arg(params, void *);
+ }
+ va_end(params);
+
+ interface->instance_count += 1;
+
+ BLI_addtail(&shgroup->calls, call);
+}
+
+/* Make sure you know what you do when using this,
+ * State is not revert back at the end of the shgroup */
+void DRW_shgroup_state_set(DRWShadingGroup *shgroup, DRWState state)
+{
+ shgroup->state = state;
+}
+
+void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size)
+{
+ DRW_interface_attrib(shgroup, name, DRW_ATTRIB_FLOAT, size);
+}
+
+void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex, int loc)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 0, loc);
+}
+
+void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo, int loc)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 0, loc);
+}
+
+void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, const int value, int loc)
+{
+ /* we abuse the lenght attrib to store the buffer index */
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BUFFER, NULL, value, 0, loc);
+}
+
+void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BOOL, value, 1, arraysize, 0);
+}
+
+void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize, 0);
+}
+
+void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize, 0);
+}
+
+void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize, 0);
+}
+
+void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize, 0);
+}
+
+void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize, 0);
+}
+
+void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize, 0);
+}
+
+void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize, 0);
+}
+
+void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT3, value, 9, 1, 0);
+}
+
+void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value)
+{
+ DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT4, value, 16, 1, 0);
+}
+
+/* Creates a VBO containing OGL primitives for all DRWDynamicCall */
+static void shgroup_dynamic_batch(DRWShadingGroup *shgroup)
+{
+ DRWInterface *interface = shgroup->interface;
+ int nbr = interface->instance_count;
+
+ GLenum type = (shgroup->type == DRW_SHG_POINT_BATCH) ? GL_POINTS : GL_LINES;
+
+ if (nbr == 0)
+ return;
+
+ /* Upload Data */
+ if (interface->vbo_format.attrib_ct == 0) {
+ for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next) {
+ BLI_assert(attrib->size <= 4); /* matrices have no place here for now */
+ if (attrib->type == DRW_ATTRIB_FLOAT) {
+ attrib->format_id = add_attrib(&interface->vbo_format, attrib->name, GL_FLOAT, attrib->size, KEEP_FLOAT);
+ }
+ else if (attrib->type == DRW_ATTRIB_INT) {
+ attrib->format_id = add_attrib(&interface->vbo_format, attrib->name, GL_BYTE, attrib->size, KEEP_INT);
+ }
+ else {
+ BLI_assert(false);
+ }
+ }
+ }
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&interface->vbo_format);
+ VertexBuffer_allocate_data(vbo, nbr);
+
+ int j = 0;
+ for (DRWDynamicCall *call = shgroup->calls.first; call; call = call->next, j++) {
+ int i = 0;
+ for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next, i++) {
+ setAttrib(vbo, attrib->format_id, j, call->data[i]);
+ }
+ }
+
+ /* TODO make the batch dynamic instead of freeing it every times */
+ if (shgroup->batch_geom)
+ Batch_discard_all(shgroup->batch_geom);
+
+ shgroup->batch_geom = Batch_create(type, vbo, NULL);
+}
+
+static void shgroup_dynamic_instance(DRWShadingGroup *shgroup)
+{
+ int i = 0;
+ int offset = 0;
+ DRWInterface *interface = shgroup->interface;
+ int vert_nbr = interface->instance_count;
+ int buffer_size = 0;
+
+ if (vert_nbr == 0) {
+ if (interface->instance_vbo) {
+ glDeleteBuffers(1, &interface->instance_vbo);
+ interface->instance_vbo = 0;
+ }
+ return;
+ }
+
+ /* only once */
+ if (interface->attribs_stride == 0) {
+ for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next, i++) {
+ BLI_assert(attrib->type == DRW_ATTRIB_FLOAT); /* Only float for now */
+ interface->attribs_stride += attrib->size;
+ interface->attribs_size[i] = attrib->size;
+ interface->attribs_loc[i] = attrib->location;
+ }
+ }
+
+ /* Gather Data */
+ buffer_size = sizeof(float) * interface->attribs_stride * vert_nbr;
+ float *data = MEM_mallocN(buffer_size, "Instance VBO data");
+
+ for (DRWDynamicCall *call = shgroup->calls.first; call; call = call->next) {
+ for (int j = 0; j < interface->attribs_count; ++j) {
+ memcpy(data + offset, call->data[j], sizeof(float) * interface->attribs_size[j]);
+ offset += interface->attribs_size[j];
+ }
+ }
+
+ /* TODO poke mike to add this to gawain */
+ if (interface->instance_vbo) {
+ glDeleteBuffers(1, &interface->instance_vbo);
+ interface->instance_vbo = 0;
+ }
+
+ glGenBuffers(1, &interface->instance_vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, interface->instance_vbo);
+ glBufferData(GL_ARRAY_BUFFER, buffer_size, data, GL_STATIC_DRAW);
+
+ MEM_freeN(data);
+}
+
+static void shgroup_dynamic_batch_from_calls(DRWShadingGroup *shgroup)
+{
+ if ((shgroup->interface->instance_vbo || shgroup->batch_geom) &&
+ (G.debug_value == 667))
+ {
+ return;
+ }
+
+ if (shgroup->type == DRW_SHG_INSTANCE) {
+ shgroup_dynamic_instance(shgroup);
+ }
+ else {
+ shgroup_dynamic_batch(shgroup);
+ }
+}
+
+/* ***************************************** PASSES ******************************************/
+
+DRWPass *DRW_pass_create(const char *name, DRWState state)
+{
+ DRWPass *pass = MEM_callocN(sizeof(DRWPass), name);
+ pass->state = state;
+
+ BLI_listbase_clear(&pass->shgroups);
+
+ return pass;
+}
+
+void DRW_pass_free(DRWPass *pass)
+{
+ for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) {
+ DRW_shgroup_free(shgroup);
+ }
+ BLI_freelistN(&pass->shgroups);
+}
+
+/* ****************************************** DRAW ******************************************/
+
+#ifdef WITH_CLAY_ENGINE
+/* Only alter the state (does not reset it like set_state() ) */
+static void shgroup_set_state(DRWShadingGroup *shgroup)
+{
+ if (shgroup->state) {
+ /* Blend */
+ if (shgroup->state & DRW_STATE_BLEND) {
+ glEnable(GL_BLEND);
+ }
+
+ /* Wire width */
+ if (shgroup->state & DRW_STATE_WIRE) {
+ glLineWidth(1.0f);
+ }
+ else if (shgroup->state & DRW_STATE_WIRE_LARGE) {
+ glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
+ }
+
+ /* Line Stipple */
+ if (shgroup->state & DRW_STATE_STIPPLE_2) {
+ setlinestyle(2);
+ }
+ else if (shgroup->state & DRW_STATE_STIPPLE_3) {
+ setlinestyle(3);
+ }
+ else if (shgroup->state & DRW_STATE_STIPPLE_4) {
+ setlinestyle(4);
+ }
+
+ if (shgroup->state & DRW_STATE_POINT) {
+ GPU_enable_program_point_size();
+ glPointSize(5.0f);
+ }
+ }
+}
+
+typedef struct DRWBoundTexture {
+ struct DRWBoundTexture *next, *prev;
+ GPUTexture *tex;
+} DRWBoundTexture;
+
+static void draw_geometry(DRWShadingGroup *shgroup, Batch *geom, const float (*obmat)[4])
+{
+ RegionView3D *rv3d = CTX_wm_region_view3d(DST.context);
+ DRWInterface *interface = shgroup->interface;
+
+ float mvp[4][4], mv[4][4], n[3][3];
+ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
+
+ bool do_mvp = (interface->modelviewprojection != -1);
+ bool do_mv = (interface->modelview != -1);
+ bool do_n = (interface->normal != -1);
+ bool do_eye = (interface->eye != -1);
+
+ if (do_mvp) {
+ mul_m4_m4m4(mvp, rv3d->persmat, obmat);
+ }
+ if (do_mv || do_n || do_eye) {
+ mul_m4_m4m4(mv, rv3d->viewmat, obmat);
+ }
+ if (do_n || do_eye) {
+ copy_m3_m4(n, mv);
+ invert_m3(n);
+ transpose_m3(n);
+ }
+ if (do_eye) {
+ /* Used by orthographic wires */
+ float tmp[3][3];
+ invert_m3_m3(tmp, n);
+ /* set eye vector, transformed to object coords */
+ mul_m3_v3(tmp, eye);
+ }
+
+ /* Should be really simple */
+ /* step 1 : bind object dependent matrices */
+ if (interface->modelviewprojection != -1) {
+ GPU_shader_uniform_vector(shgroup->shader, interface->modelviewprojection, 16, 1, (float *)mvp);
+ }
+ if (interface->viewprojection != -1) {
+ GPU_shader_uniform_vector(shgroup->shader, interface->viewprojection, 16, 1, (float *)rv3d->persmat);
+ }
+ if (interface->projection != -1) {
+ GPU_shader_uniform_vector(shgroup->shader, interface->projection, 16, 1, (float *)rv3d->winmat);
+ }
+ if (interface->view != -1) {
+ GPU_shader_uniform_vector(shgroup->shader, interface->view, 16, 1, (float *)rv3d->viewmat);
+ }
+ if (interface->modelview != -1) {
+ GPU_shader_uniform_vector(shgroup->shader, interface->modelview, 16, 1, (float *)mv);
+ }
+ if (interface->normal != -1) {
+ GPU_shader_uniform_vector(shgroup->shader, interface->normal, 9, 1, (float *)n);
+ }
+ if (interface->eye != -1) {
+ GPU_shader_uniform_vector(shgroup->shader, interface->eye, 3, 1, (float *)eye);
+ }
+
+ /* step 2 : bind vertex array & draw */
+ Batch_set_program(geom, GPU_shader_get_program(shgroup->shader));
+ if (interface->instance_vbo) {
+ Batch_draw_stupid_instanced(geom, interface->instance_vbo, interface->instance_count, interface->attribs_count,
+ interface->attribs_stride, interface->attribs_size, interface->attribs_loc);
+ }
+ else {
+ Batch_draw_stupid(geom);
+ }
+}
+
+static void draw_shgroup(DRWShadingGroup *shgroup)
+{
+ BLI_assert(shgroup->shader);
+ BLI_assert(shgroup->interface);
+
+ DRWInterface *interface = shgroup->interface;
+
+ if (DST.shader != shgroup->shader) {
+ if (DST.shader) GPU_shader_unbind();
+ GPU_shader_bind(shgroup->shader);
+ DST.shader = shgroup->shader;
+ }
+
+ if (shgroup->type != DRW_SHG_NORMAL) {
+ shgroup_dynamic_batch_from_calls(shgroup);
+ }
+
+ shgroup_set_state(shgroup);
+
+ /* Binding Uniform */
+ /* Don't check anything, Interface should already contain the least uniform as possible */
+ for (DRWUniform *uni = interface->uniforms.first; uni; uni = uni->next) {
+ DRWBoundTexture *bound_tex;
+
+ switch (uni->type) {
+ case DRW_UNIFORM_BOOL:
+ case DRW_UNIFORM_INT:
+ GPU_shader_uniform_vector_int(shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->value);
+ break;
+ case DRW_UNIFORM_FLOAT:
+ case DRW_UNIFORM_MAT3:
+ case DRW_UNIFORM_MAT4:
+ GPU_shader_uniform_vector(shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->value);
+ break;
+ case DRW_UNIFORM_TEXTURE:
+ GPU_texture_bind((GPUTexture *)uni->value, uni->bindloc);
+
+ bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture");
+ bound_tex->tex = (GPUTexture *)uni->value;
+ BLI_addtail(&DST.bound_texs, bound_tex);
+
+ GPU_shader_uniform_texture(shgroup->shader, uni->location, (GPUTexture *)uni->value);
+ break;
+ case DRW_UNIFORM_BUFFER:
+ /* restore index from lenght we abused */
+ GPU_texture_bind(DST.txl->textures[uni->length], uni->bindloc);
+ GPU_texture_compare_mode(DST.txl->textures[uni->length], false);
+ GPU_texture_filter_mode(DST.txl->textures[uni->length], false);
+
+ bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture");
+ bound_tex->tex = DST.txl->textures[uni->length];
+ BLI_addtail(&DST.bound_texs, bound_tex);
+
+ GPU_shader_uniform_texture(shgroup->shader, uni->location, DST.txl->textures[uni->length]);
+ break;
+ case DRW_UNIFORM_BLOCK:
+ GPU_uniformbuffer_bind((GPUUniformBuffer *)uni->value, uni->bindloc);
+ GPU_shader_uniform_buffer(shgroup->shader, uni->location, (GPUUniformBuffer *)uni->value);
+ break;
+ }
+ }
+
+ /* Rendering Calls */
+ if (shgroup->type != DRW_SHG_NORMAL) {
+ /* Replacing multiple calls with only one */
+ float obmat[4][4];
+ unit_m4(obmat);
+
+ if (shgroup->type == DRW_SHG_INSTANCE && interface->instance_count > 0) {
+ draw_geometry(shgroup, shgroup->instance_geom, obmat);
+ }
+ else {
+ /* Some dynamic batch can have no geom (no call to aggregate) */
+ if (shgroup->batch_geom) {
+ draw_geometry(shgroup, shgroup->batch_geom, obmat);
+ }
+ }
+ }
+ else {
+ for (DRWCall *call = shgroup->calls.first; call; call = call->next) {
+ draw_geometry(shgroup, call->geometry, call->obmat);
+ }
+ }
+}
+
+static void set_state(short flag)
+{
+ /* TODO Keep track of the state and only revert what is needed */
+
+ /* Depth Write */
+ if (flag & DRW_STATE_WRITE_DEPTH)
+ glDepthMask(GL_TRUE);
+ else
+ glDepthMask(GL_FALSE);
+
+ /* Color Write */
+ if (flag & DRW_STATE_WRITE_COLOR)
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ else
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ /* Backface Culling */
+ if (flag & DRW_STATE_CULL_BACK ||
+ flag & DRW_STATE_CULL_FRONT)
+ {
+
+ glEnable(GL_CULL_FACE);
+
+ if (flag & DRW_STATE_CULL_BACK)
+ glCullFace(GL_BACK);
+ else if (flag & DRW_STATE_CULL_FRONT)
+ glCullFace(GL_FRONT);
+ }
+ else {
+ glDisable(GL_CULL_FACE);
+ }
+
+ /* Depht Test */
+ if (flag & DRW_STATE_DEPTH_LESS ||
+ flag & DRW_STATE_DEPTH_EQUAL)
+ {
+
+ glEnable(GL_DEPTH_TEST);
+
+ if (flag & DRW_STATE_DEPTH_LESS)
+ glDepthFunc(GL_LEQUAL);
+ else if (flag & DRW_STATE_DEPTH_EQUAL)
+ glDepthFunc(GL_EQUAL);
+ }
+ else {
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ /* Wire Width */
+ if (flag & DRW_STATE_WIRE) {
+ glLineWidth(1.0f);
+ }
+ else if (flag & DRW_STATE_WIRE_LARGE) {
+ glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
+ }
+
+ /* Points Size */
+ if (flag & DRW_STATE_POINT) {
+ GPU_enable_program_point_size();
+ glPointSize(5.0f);
+ }
+ else {
+ GPU_disable_program_point_size();
+ }
+
+ /* Blending (all buffer) */
+ if (flag & DRW_STATE_BLEND) {
+ glEnable(GL_BLEND);
+ }
+ else {
+ glDisable(GL_BLEND);
+ }
+
+ /* Line Stipple */
+ if (flag & DRW_STATE_STIPPLE_2) {
+ setlinestyle(2);
+ }
+ else if (flag & DRW_STATE_STIPPLE_3) {
+ setlinestyle(3);
+ }
+ else if (flag & DRW_STATE_STIPPLE_4) {
+ setlinestyle(4);
+ }
+ else {
+ setlinestyle(0);
+ }
+}
+
+void DRW_draw_pass(DRWPass *pass)
+{
+ /* Start fresh */
+ DST.shader = NULL;
+ DST.tex_bind_id = 0;
+
+ set_state(pass->state);
+ BLI_listbase_clear(&DST.bound_texs);
+
+ for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) {
+ draw_shgroup(shgroup);
+ }
+
+ /* Clear Bound textures */
+ for (DRWBoundTexture *bound_tex = DST.bound_texs.first; bound_tex; bound_tex = bound_tex->next) {
+ GPU_texture_unbind(bound_tex->tex);
+ }
+ DST.tex_bind_id = 0;
+ BLI_freelistN(&DST.bound_texs);
+
+ if (DST.shader) {
+ GPU_shader_unbind();
+ DST.shader = NULL;
+ }
+}
+
+/* Reset state to not interfer with other UI drawcall */
+void DRW_state_reset(void)
+{
+ DRWState state = 0;
+ state |= DRW_STATE_WRITE_DEPTH;
+ state |= DRW_STATE_WRITE_COLOR;
+ state |= DRW_STATE_DEPTH_LESS;
+ set_state(state);
+}
+
+void DRW_draw_mode_overlays(void)
+{
+ const bContext *C = DRW_get_context();
+ int mode = CTX_data_mode_enum(C);
+
+ DRW_draw_grid();
+
+ switch (mode) {
+ case CTX_MODE_EDIT_MESH:
+ EDIT_MESH_draw();
+ break;
+ case CTX_MODE_EDIT_ARMATURE:
+ EDIT_ARMATURE_draw();
+ break;
+ case CTX_MODE_OBJECT:
+ OBJECT_draw();
+ break;
+ }
+
+ DRW_draw_manipulator();
+ DRW_draw_region_info();
+}
+#else
+void DRW_draw_pass(DRWPass *UNUSED(pass))
+{
+}
+
+#endif
+
+/* ******************************************* Mode Engine Cache ****************************************** */
+void DRW_mode_cache_init(void)
+{
+ const bContext *C = DRW_get_context();
+ int mode = CTX_data_mode_enum(C);
+
+ switch (mode) {
+ case CTX_MODE_EDIT_MESH:
+ EDIT_MESH_cache_init();
+ break;
+ case CTX_MODE_EDIT_ARMATURE:
+ EDIT_ARMATURE_cache_init();
+ break;
+ case CTX_MODE_OBJECT:
+ OBJECT_cache_init();
+ break;
+ }
+}
+
+void DRW_mode_cache_populate(Object *ob)
+{
+ const bContext *C = DRW_get_context();
+ int mode = CTX_data_mode_enum(C);
+
+ switch (mode) {
+ case CTX_MODE_EDIT_MESH:
+ EDIT_MESH_cache_populate(ob);
+ break;
+ case CTX_MODE_EDIT_ARMATURE:
+ EDIT_ARMATURE_cache_populate(ob);
+ break;
+ case CTX_MODE_OBJECT:
+ OBJECT_cache_populate(ob);
+ break;
+ }
+}
+
+void DRW_mode_cache_finish(void)
+{
+ const bContext *C = DRW_get_context();
+ int mode = CTX_data_mode_enum(C);
+
+ switch (mode) {
+ case CTX_MODE_EDIT_MESH:
+ EDIT_MESH_cache_finish();
+ break;
+ case CTX_MODE_EDIT_ARMATURE:
+ EDIT_ARMATURE_cache_finish();
+ break;
+ case CTX_MODE_OBJECT:
+ OBJECT_cache_finish();
+ break;
+ }
+}
+
+/* ****************************************** Settings ******************************************/
+void *DRW_material_settings_get(Material *ma, const char *engine_name)
+{
+ MaterialEngineSettings *ms = NULL;
+
+ ms = BLI_findstring(&ma->engines_settings, engine_name, offsetof(MaterialEngineSettings, name));
+
+#ifdef WITH_CLAY_ENGINE
+ /* If the settings does not exists yet, create it */
+ if (ms == NULL) {
+ ms = MEM_callocN(sizeof(RenderEngineSettings), "RenderEngineSettings");
+
+ BLI_strncpy(ms->name, engine_name, 32);
+
+ /* TODO make render_settings_create a polymorphic function */
+ if (STREQ(engine_name, RE_engine_id_BLENDER_CLAY)) {
+ ms->data = CLAY_material_settings_create();
+ }
+ else {
+ /* No engine matched */
+ BLI_assert(false);
+ }
+
+ BLI_addtail(&ma->engines_settings, ms);
+ }
+#else
+ return NULL;
+#endif
+
+ return ms->data;
+}
+
+/* If scene is NULL, use context scene */
+void *DRW_render_settings_get(Scene *scene, const char *engine_name)
+{
+ RenderEngineSettings *rs = NULL;
+
+ if (scene == NULL)
+ scene = CTX_data_scene(DST.context);
+
+ rs = BLI_findstring(&scene->engines_settings, engine_name, offsetof(RenderEngineSettings, name));
+
+#ifdef WITH_CLAY_ENGINE
+ /* If the settings does not exists yet, create it */
+ if (rs == NULL) {
+ rs = MEM_callocN(sizeof(RenderEngineSettings), "RenderEngineSettings");
+
+ BLI_strncpy(rs->name, engine_name, 32);
+
+ /* TODO make render_settings_create a polymorphic function */
+ if (STREQ(engine_name, RE_engine_id_BLENDER_CLAY)) {
+ rs->data = CLAY_render_settings_create();
+ }
+ else {
+ /* No engine matched */
+ BLI_assert(false);
+ }
+
+ BLI_addtail(&scene->engines_settings, rs);
+ }
+#else
+ return NULL;
+#endif
+
+ return rs->data;
+}
+/* ****************************************** Framebuffers ******************************************/
+
+void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX],
+ int texnbr)
+{
+ if (!*fb) {
+ int color_attachment = -1;
+ *fb = GPU_framebuffer_create();
+
+ for (int i = 0; i < texnbr; ++i) {
+ DRWFboTexture fbotex = textures[i];
+
+ if (!*fbotex.tex) {
+ /* TODO refine to opengl formats */
+ if (fbotex.format == DRW_BUF_DEPTH_16 ||
+ fbotex.format == DRW_BUF_DEPTH_24)
+ {
+ *fbotex.tex = GPU_texture_create_depth(width, height, NULL);
+ GPU_texture_compare_mode(*fbotex.tex, false);
+ GPU_texture_filter_mode(*fbotex.tex, false);
+ }
+ else {
+ *fbotex.tex = GPU_texture_create_2D(width, height, NULL, NULL);
+ ++color_attachment;
+ }
+ }
+
+ GPU_framebuffer_texture_attach(*fb, *fbotex.tex, color_attachment);
+ }
+
+ if (!GPU_framebuffer_check_valid(*fb, NULL)) {
+ printf("Error invalid framebuffer\n");
+ }
+
+ GPU_framebuffer_bind(DST.default_framebuffer);
+ }
+}
+
+void DRW_framebuffer_bind(struct GPUFrameBuffer *fb)
+{
+ GPU_framebuffer_bind(fb);
+}
+
+void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot)
+{
+ GPU_framebuffer_texture_attach(fb, tex, slot);
+}
+
+void DRW_framebuffer_texture_detach(GPUTexture *tex)
+{
+ GPU_framebuffer_texture_detach(tex);
+}
+
+void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth)
+{
+ GPU_framebuffer_blit(fb_read, 0, fb_write, 0, depth);
+}
+
+/* ****************************************** Viewport ******************************************/
+
+float *DRW_viewport_size_get(void)
+{
+ return &DST.size[0];
+}
+
+float *DRW_viewport_screenvecs_get(void)
+{
+ return &DST.screenvecs[0][0];
+}
+
+float *DRW_viewport_pixelsize_get(void)
+{
+ return &DST.pixsize;
+}
+
+void DRW_viewport_init(const bContext *C)
+{
+ RegionView3D *rv3d = CTX_wm_region_view3d(C);
+ GPUViewport *viewport = rv3d->viewport;
+
+ GPU_viewport_get_engine_data(viewport, &DST.fbl, &DST.txl, &DST.psl, &DST.stl);
+ GPU_viewport_get_mode_data(viewport, &DST.fbl_mode, &DST.txl_mode, &DST.psl_mode, &DST.stl_mode);
+
+ /* Refresh DST.size */
+ DefaultTextureList *txl = (DefaultTextureList *)DST.txl;
+ DST.size[0] = (float)GPU_texture_width(txl->color);
+ DST.size[1] = (float)GPU_texture_height(txl->color);
+
+ DefaultFramebufferList *fbl = (DefaultFramebufferList *)DST.fbl;
+ DST.default_framebuffer = fbl->default_fb;
+
+ /* Refresh DST.screenvecs */
+ copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
+ copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
+ normalize_v3(DST.screenvecs[0]);
+ normalize_v3(DST.screenvecs[1]);
+
+ /* Refresh DST.pixelsize */
+ DST.pixsize = rv3d->pixsize;
+
+ /* Save context for all later needs */
+ DST.context = C;
+}
+
+void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
+{
+ RegionView3D *rv3d = CTX_wm_region_view3d(DST.context);
+
+ if (type == DRW_MAT_PERS)
+ copy_m4_m4(mat, rv3d->persmat);
+ else if (type == DRW_MAT_WIEW)
+ copy_m4_m4(mat, rv3d->viewmat);
+ else if (type == DRW_MAT_WIN)
+ copy_m4_m4(mat, rv3d->winmat);
+}
+
+bool DRW_viewport_is_persp_get(void)
+{
+ RegionView3D *rv3d = CTX_wm_region_view3d(DST.context);
+ return rv3d->is_persp;
+}
+
+bool DRW_viewport_cache_is_dirty(void)
+{
+ /* TODO Use a dirty flag */
+ return (DST.psl->passes[0] == NULL);
+}
+
+/* ****************************************** OTHER ***************************************** */
+
+const bContext *DRW_get_context(void)
+{
+ return DST.context;
+}
+
+void *DRW_engine_pass_list_get(void)
+{
+ return DST.psl;
+}
+
+void *DRW_engine_storage_list_get(void)
+{
+ return DST.stl;
+}
+
+void *DRW_engine_texture_list_get(void)
+{
+ return DST.txl;
+}
+
+void *DRW_engine_framebuffer_list_get(void)
+{
+ return DST.fbl;
+}
+
+void *DRW_mode_pass_list_get(void)
+{
+ return DST.psl_mode;
+}
+
+void *DRW_mode_storage_list_get(void)
+{
+ return DST.stl_mode;
+}
+
+void *DRW_mode_texture_list_get(void)
+{
+ return DST.txl_mode;
+}
+
+void *DRW_mode_framebuffer_list_get(void)
+{
+ return DST.fbl_mode;
+}
+
+/* ****************************************** INIT ***************************************** */
+
+void DRW_engines_init(void)
+{
+#ifdef WITH_CLAY_ENGINE
+ RE_engines_register(NULL, &viewport_clay_type);
+#endif
+}
+
+void DRW_engines_free(void)
+{
+#ifdef WITH_CLAY_ENGINE
+ clay_engine_free();
+
+ DRW_shape_cache_free();
+
+ BLI_remlink(&R_engines, &viewport_clay_type);
+#endif
+}
diff --git a/source/blender/draw/intern/draw_mode_pass.c b/source/blender/draw/intern/draw_mode_pass.c
new file mode 100644
index 00000000000..8b5bfbf9f82
--- /dev/null
+++ b/source/blender/draw/intern/draw_mode_pass.c
@@ -0,0 +1,713 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/intern/draw_mode_pass.c
+ * \ingroup draw
+ */
+
+#include "DNA_userdef_types.h"
+
+#include "GPU_shader.h"
+
+#include "UI_resources.h"
+
+#include "BKE_global.h"
+
+#include "DRW_render.h"
+
+#include "draw_mode_pass.h"
+
+/* ************************** OBJECT MODE ******************************* */
+
+/* Store list of shading group for easy access*/
+
+/* Empties */
+static DRWShadingGroup *plain_axes;
+static DRWShadingGroup *cube;
+static DRWShadingGroup *circle;
+static DRWShadingGroup *sphere;
+static DRWShadingGroup *cone;
+static DRWShadingGroup *single_arrow;
+static DRWShadingGroup *single_arrow_line;
+static DRWShadingGroup *arrows;
+static DRWShadingGroup *axis_names;
+
+/* Speaker */
+static DRWShadingGroup *speaker;
+
+/* Lamps */
+static DRWShadingGroup *lamp_center;
+static DRWShadingGroup *lamp_center_group;
+static DRWShadingGroup *lamp_groundpoint;
+static DRWShadingGroup *lamp_groundline;
+static DRWShadingGroup *lamp_circle;
+static DRWShadingGroup *lamp_circle_shadow;
+static DRWShadingGroup *lamp_sunrays;
+
+/* Helpers */
+static DRWShadingGroup *relationship_lines;
+
+/* Objects Centers */
+static DRWShadingGroup *center_active;
+static DRWShadingGroup *center_selected;
+static DRWShadingGroup *center_deselected;
+
+/* Colors & Constant */
+static float colorWire[4], colorWireEdit[4];
+static float colorActive[4], colorSelect[4], colorTransform[4], colorGroup[4], colorGroupActive[4];
+static float colorEmpty[4], colorLamp[4], colorCamera[4], colorSpeaker[4];
+static float lampCenterSize, lampCircleRad, lampCircleShadowRad, colorLampNoAlpha[4];
+
+/* Store list of passes for easy access */
+static DRWPass *wire_overlay;
+static DRWPass *wire_overlay_hidden_wire;
+static DRWPass *wire_outline;
+static DRWPass *non_meshes;
+static DRWPass *ob_center;
+static DRWPass *bone_solid;
+static DRWPass *bone_wire;
+
+static DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_uniform_float(grp, "size", size, 1);
+ DRW_shgroup_state_set(grp, DRW_STATE_POINT);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_state_set(grp, DRW_STATE_POINT);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Batch *geom, float *size)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "world_pos", 3);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_uniform_float(grp, "size", size, 1);
+ DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
+ DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_instance_objspace_solid(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
+{
+ static float light[3] = {0.0f, 0.0f, 1.0f};
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+ DRW_shgroup_attrib_float(grp, "color", 4);
+ DRW_shgroup_uniform_mat4(grp, "ModelMatrix", (float *)obmat);
+ DRW_shgroup_uniform_vec3(grp, "light", light, 1);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_instance_objspace_wire(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+ DRW_shgroup_attrib_float(grp, "color", 4);
+ DRW_shgroup_uniform_mat4(grp, "ModelMatrix", (float *)obmat);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_instance_axis_names(DRWPass *pass, struct Batch *geom)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_attrib_float(grp, "size", 1);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_attrib_float(grp, "size", 1);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+
+ return grp;
+}
+
+/* This Function setup the passes needed for the mode rendering.
+ * The passes are populated by the rendering engines using the DRW_shgroup_* functions.
+ * If a pass is not needed use NULL instead of the pass pointer */
+void DRW_mode_passes_setup(DRWPass **psl_wire_overlay,
+ DRWPass **psl_wire_overlay_hidden_wire,
+ DRWPass **psl_wire_outline,
+ DRWPass **psl_non_meshes,
+ DRWPass **psl_ob_center,
+ DRWPass **psl_bone_solid,
+ DRWPass **psl_bone_wire)
+{
+ UI_GetThemeColor4fv(TH_WIRE, colorWire);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, colorWireEdit);
+ UI_GetThemeColor4fv(TH_ACTIVE, colorActive);
+ UI_GetThemeColor4fv(TH_SELECT, colorSelect);
+ UI_GetThemeColor4fv(TH_TRANSFORM, colorTransform);
+ UI_GetThemeColor4fv(TH_GROUP_ACTIVE, colorGroupActive);
+ UI_GetThemeColor4fv(TH_GROUP, colorGroup);
+ UI_GetThemeColor4fv(TH_LAMP, colorLamp);
+ UI_GetThemeColor4fv(TH_LAMP, colorLampNoAlpha);
+ UI_GetThemeColor4fv(TH_SPEAKER, colorSpeaker);
+ UI_GetThemeColor4fv(TH_CAMERA, colorCamera);
+ UI_GetThemeColor4fv(TH_EMPTY, colorEmpty);
+
+ colorLampNoAlpha[3] = 1.0f;
+
+ if (psl_wire_overlay) {
+ /* This pass can draw mesh edges top of Shaded Meshes without any Z fighting */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND;
+ *psl_wire_overlay = DRW_pass_create("Wire Overlays Pass", state);
+ }
+
+ if (psl_wire_overlay_hidden_wire) {
+ /* This pass can draw mesh edges top of Shaded Meshes without any Z fighting */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
+ *psl_wire_overlay_hidden_wire = DRW_pass_create("Wire Overlays Pass", state);
+ }
+
+ if (psl_wire_outline) {
+ /* This pass can draw mesh outlines and/or fancy wireframe */
+ /* Fancy wireframes are not meant to be occluded (without Z offset) */
+ /* Outlines and Fancy Wires use the same VBO */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ *psl_wire_outline = DRW_pass_create("Wire + Outlines Pass", state);
+ }
+
+ if (psl_bone_solid) {
+ /* Solid bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ *psl_bone_solid = DRW_pass_create("Bone Solid Pass", state);
+ }
+
+ if (psl_bone_wire) {
+ /* Wire bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ *psl_bone_wire = DRW_pass_create("Bone Wire Pass", state);
+ }
+
+ if (psl_non_meshes) {
+ /* Non Meshes Pass (Camera, empties, lamps ...) */
+ struct Batch *geom;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ state |= DRW_STATE_WIRE;
+ *psl_non_meshes = DRW_pass_create("Non Meshes Pass", state);
+
+ /* Empties */
+ geom = DRW_cache_plain_axes_get();
+ plain_axes = shgroup_instance(*psl_non_meshes, geom);
+
+ geom = DRW_cache_cube_get();
+ cube = shgroup_instance(*psl_non_meshes, geom);
+
+ geom = DRW_cache_circle_get();
+ circle = shgroup_instance(*psl_non_meshes, geom);
+
+ geom = DRW_cache_empty_sphere_get();
+ sphere = shgroup_instance(*psl_non_meshes, geom);
+
+ geom = DRW_cache_empty_cone_get();
+ cone = shgroup_instance(*psl_non_meshes, geom);
+
+ geom = DRW_cache_single_arrow_get();
+ single_arrow = shgroup_instance(*psl_non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ single_arrow_line = shgroup_instance(*psl_non_meshes, geom);
+
+ geom = DRW_cache_arrows_get();
+ arrows = shgroup_instance(*psl_non_meshes, geom);
+
+ geom = DRW_cache_axis_names_get();
+ axis_names = shgroup_instance_axis_names(*psl_non_meshes, geom);
+
+ /* Speaker */
+ geom = DRW_cache_speaker_get();
+ speaker = shgroup_instance(*psl_non_meshes, geom);
+
+ /* Lamps */
+ lampCenterSize = (U.obcenter_dia + 1.5f) * U.pixelsize;
+ lampCircleRad = U.pixelsize * 9.0f;
+ lampCircleShadowRad = lampCircleRad + U.pixelsize * 3.0f;
+ /* TODO
+ * for now we create 3 times the same VBO with only lamp center coordinates
+ * but ideally we would only create it once */
+ lamp_center = shgroup_dynpoints_uniform_color(*psl_non_meshes, colorLampNoAlpha, &lampCenterSize);
+ lamp_center_group = shgroup_dynpoints_uniform_color(*psl_non_meshes, colorGroup, &lampCenterSize);
+
+ geom = DRW_cache_lamp_get();
+ lamp_circle = shgroup_instance_screenspace(*psl_non_meshes, geom, &lampCircleRad);
+ lamp_circle_shadow = shgroup_instance_screenspace(*psl_non_meshes, geom, &lampCircleShadowRad);
+
+ geom = DRW_cache_lamp_sunrays_get();
+ lamp_sunrays = shgroup_instance_screenspace(*psl_non_meshes, geom, &lampCircleRad);
+
+ lamp_groundline = shgroup_groundlines_uniform_color(*psl_non_meshes, colorLamp);
+ lamp_groundpoint = shgroup_groundpoints_uniform_color(*psl_non_meshes, colorLamp);
+
+ /* Relationship Lines */
+ relationship_lines = shgroup_dynlines_uniform_color(*psl_non_meshes, colorWire);
+ DRW_shgroup_state_set(relationship_lines, DRW_STATE_STIPPLE_3);
+ }
+
+ if (psl_ob_center) {
+ /* Object Center pass grouped by State */
+ DRWShadingGroup *grp;
+ static float colorDeselect[4], outlineColor[4];
+ static float outlineWidth, size;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
+ *psl_ob_center = DRW_pass_create("Obj Center Pass", state);
+
+ outlineWidth = 1.0f * U.pixelsize;
+ size = U.obcenter_dia * U.pixelsize + outlineWidth;
+ //UI_GetThemeColorShadeAlpha4fv(TH_ACTIVE, 0, -80, colorActive);
+ //UI_GetThemeColorShadeAlpha4fv(TH_SELECT, 0, -80, colorSelect);
+ UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, colorDeselect);
+ UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor);
+
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
+
+ /* Active */
+ grp = DRW_shgroup_point_batch_create(sh, *psl_ob_center);
+ DRW_shgroup_uniform_float(grp, "size", &size, 1);
+ DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
+ DRW_shgroup_uniform_vec4(grp, "color", colorActive, 1);
+ DRW_shgroup_uniform_vec4(grp, "outlineColor", outlineColor, 1);
+ center_active = grp;
+
+ /* Select */
+ grp = DRW_shgroup_point_batch_create(sh, *psl_ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", colorSelect, 1);
+ center_selected = grp;
+
+ /* Deselect */
+ grp = DRW_shgroup_point_batch_create(sh, *psl_ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", colorDeselect, 1);
+ center_deselected = grp;
+ }
+
+ /* Save passes refs */
+ wire_overlay = (psl_wire_overlay) ? *psl_wire_overlay : NULL;
+ wire_overlay_hidden_wire = (psl_wire_overlay_hidden_wire) ? *psl_wire_overlay_hidden_wire : NULL;
+ wire_outline = (psl_wire_outline) ? *psl_wire_outline : NULL;
+ non_meshes = (psl_non_meshes) ? *psl_non_meshes : NULL;
+ ob_center = (psl_ob_center) ? *psl_ob_center : NULL;
+ bone_solid = (psl_bone_solid) ? *psl_bone_solid : NULL;
+ bone_wire = (psl_bone_wire) ? *psl_bone_wire : NULL;
+}
+
+/* ******************************************** WIRES *********************************************** */
+
+/* TODO FINISH */
+/* Get the wire color theme_id of an object based on it's state
+ * **color is a way to get a pointer to the static color var associated */
+static int draw_object_wire_theme(Object *ob, float **color)
+{
+ const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
+ /* confusing logic here, there are 2 methods of setting the color
+ * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
+ *
+ * note: no theme yet for 'colindex' */
+ int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
+
+ if (//(scene->obedit == NULL) &&
+ ((G.moving & G_TRANSFORM_OBJ) != 0) &&
+ ((ob->base_flag & BASE_SELECTED) != 0))
+ {
+ theme_id = TH_TRANSFORM;
+ }
+ else {
+ /* Sets the 'theme_id' or fallback to wire */
+ if ((ob->flag & OB_FROMGROUP) != 0) {
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ /* uses darker active color for non-active + selected */
+ theme_id = TH_GROUP_ACTIVE;
+
+ // if (scene->basact != base) {
+ // theme_shade = -16;
+ // }
+ }
+ else {
+ theme_id = TH_GROUP;
+ }
+ }
+ else {
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ theme_id = //scene->basact == base ? TH_ACTIVE :
+ TH_SELECT;
+ }
+ else {
+ if (ob->type == OB_LAMP) theme_id = TH_LAMP;
+ else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
+ else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
+ else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
+ /* fallback to TH_WIRE */
+ }
+ }
+ }
+
+ if (color != NULL) {
+ switch (theme_id) {
+ case TH_WIRE_EDIT: *color = colorTransform; break;
+ case TH_ACTIVE: *color = colorActive; break;
+ case TH_SELECT: *color = colorSelect; break;
+ case TH_GROUP: *color = colorGroup; break;
+ case TH_GROUP_ACTIVE: *color = colorGroupActive; break;
+ case TH_TRANSFORM: *color = colorTransform; break;
+ case OB_SPEAKER: *color = colorSpeaker; break;
+ case OB_CAMERA: *color = colorCamera; break;
+ case OB_EMPTY: *color = colorEmpty; break;
+ case OB_LAMP: *color = colorLamp; break;
+ default: *color = colorWire; break;
+ }
+ }
+
+ return theme_id;
+}
+
+void DRW_shgroup_wire_overlay(Object *ob)
+{
+#if 1
+ struct Batch *geom = DRW_cache_wire_overlay_get(ob);
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_overlay);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+#else
+ static float col[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ struct Batch *geom = DRW_cache_wire_overlay_get(ob);
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_overlay);
+ DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+#endif
+}
+
+void DRW_shgroup_wire_outline(Object *ob, const bool do_front, const bool do_back, const bool do_outline)
+{
+ GPUShader *sh;
+ struct Batch *geom = DRW_cache_wire_outline_get(ob);
+
+ float *color;
+ draw_object_wire_theme(ob, &color);
+
+#if 1 /* New wire */
+
+ bool is_perps = DRW_viewport_is_persp_get();
+ static bool bTrue = true;
+ static bool bFalse = false;
+
+ /* Note (TODO) : this requires cache to be discarded on ortho/perp switch
+ * It may be preferable (or not depending on performance implication)
+ * to introduce a shader uniform switch */
+ if (is_perps) {
+ sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_FRONT_BACK_PERSP);
+ }
+ else {
+ sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
+ }
+
+ if (do_front || do_back) {
+ bool *bFront = (do_front) ? &bTrue : &bFalse;
+ bool *bBack = (do_back) ? &bTrue : &bFalse;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
+ DRW_shgroup_state_set(grp, DRW_STATE_WIRE);
+ DRW_shgroup_uniform_vec4(grp, "frontColor", color, 1);
+ DRW_shgroup_uniform_vec4(grp, "backColor", color, 1);
+ DRW_shgroup_uniform_bool(grp, "drawFront", bFront, 1);
+ DRW_shgroup_uniform_bool(grp, "drawBack", bBack, 1);
+ DRW_shgroup_uniform_bool(grp, "drawSilhouette", &bFalse, 1);
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+ }
+
+ if (do_outline) {
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
+ DRW_shgroup_state_set(grp, DRW_STATE_WIRE_LARGE);
+ DRW_shgroup_uniform_vec4(grp, "silhouetteColor", color, 1);
+ DRW_shgroup_uniform_bool(grp, "drawFront", &bFalse, 1);
+ DRW_shgroup_uniform_bool(grp, "drawBack", &bFalse, 1);
+ DRW_shgroup_uniform_bool(grp, "drawSilhouette", &bTrue, 1);
+
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+ }
+
+#else /* Old (flat) wire */
+
+ sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
+ DRW_shgroup_state_set(grp, DRW_STATE_WIRE_LARGE);
+ DRW_shgroup_uniform_vec4(grp, "color", frontcol, 1);
+
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+#endif
+
+}
+
+/* ***************************** NON MESHES ********************** */
+
+void DRW_shgroup_lamp(Object *ob)
+{
+ Lamp *la = ob->data;
+ float *color;
+ int theme_id = draw_object_wire_theme(ob, &color);
+
+ /* Don't draw the center if it's selected or active */
+ if (theme_id == TH_GROUP)
+ DRW_shgroup_dynamic_call_add(lamp_center_group, ob->obmat[3]);
+ else if (theme_id == TH_LAMP)
+ DRW_shgroup_dynamic_call_add(lamp_center, ob->obmat[3]);
+
+ /* First circle */
+ DRW_shgroup_dynamic_call_add(lamp_circle, ob->obmat[3], color);
+
+ /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
+ if (la->type != LA_HEMI) {
+ DRW_shgroup_dynamic_call_add(lamp_circle_shadow, ob->obmat[3], color);
+ }
+
+ /* Sunrays */
+ if (la->type == LA_SUN) {
+ DRW_shgroup_dynamic_call_add(lamp_sunrays, ob->obmat[3], color);
+ }
+
+ /* Line and point going to the ground */
+ DRW_shgroup_dynamic_call_add(lamp_groundline, ob->obmat[3]);
+ DRW_shgroup_dynamic_call_add(lamp_groundpoint, ob->obmat[3]);
+}
+
+void DRW_shgroup_empty(Object *ob)
+{
+ float *color;
+ draw_object_wire_theme(ob, &color);
+
+ switch (ob->empty_drawtype) {
+ case OB_PLAINAXES:
+ DRW_shgroup_dynamic_call_add(plain_axes, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_SINGLE_ARROW:
+ DRW_shgroup_dynamic_call_add(single_arrow, color, &ob->empty_drawsize, ob->obmat);
+ DRW_shgroup_dynamic_call_add(single_arrow_line, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_CUBE:
+ DRW_shgroup_dynamic_call_add(cube, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_CIRCLE:
+ DRW_shgroup_dynamic_call_add(circle, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_SPHERE:
+ DRW_shgroup_dynamic_call_add(sphere, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_CONE:
+ DRW_shgroup_dynamic_call_add(cone, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_ARROWS:
+ DRW_shgroup_dynamic_call_add(arrows, color, &ob->empty_drawsize, ob->obmat);
+ DRW_shgroup_dynamic_call_add(axis_names, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ }
+}
+
+void DRW_shgroup_speaker(Object *ob)
+{
+ float *color;
+ static float one = 1.0f;
+ draw_object_wire_theme(ob, &color);
+
+ DRW_shgroup_dynamic_call_add(speaker, color, &one, ob->obmat);
+}
+
+void DRW_shgroup_relationship_lines(Object *ob)
+{
+ if (ob->parent) {
+ DRW_shgroup_dynamic_call_add(relationship_lines, ob->obmat[3]);
+ DRW_shgroup_dynamic_call_add(relationship_lines, ob->parent->obmat[3]);
+ }
+}
+
+/* ***************************** COMMON **************************** */
+
+void DRW_shgroup_object_center(Object *ob)
+{
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ DRW_shgroup_dynamic_call_add(center_selected, ob->obmat[3]);
+ }
+ else if (0) {
+ DRW_shgroup_dynamic_call_add(center_deselected, ob->obmat[3]);
+ }
+}
+
+/* *************************** ARMATURES ***************************** */
+
+static Object *current_armature;
+/* Reset when changing current_armature */
+static DRWShadingGroup *bone_octahedral_solid;
+static DRWShadingGroup *bone_octahedral_wire;
+static DRWShadingGroup *bone_point_solid;
+static DRWShadingGroup *bone_point_wire;
+static DRWShadingGroup *bone_axes;
+
+/* this function set the object space to use
+ * for all subsequent DRW_shgroup_bone_*** calls */
+static void DRW_shgroup_armature(Object *ob)
+{
+ current_armature = ob;
+ bone_octahedral_solid = NULL;
+ bone_octahedral_wire = NULL;
+ bone_point_solid = NULL;
+ bone_point_wire = NULL;
+ bone_axes = NULL;
+}
+
+void DRW_shgroup_armature_object(Object *ob)
+{
+ float *color;
+ draw_object_wire_theme(ob, &color);
+
+ DRW_shgroup_armature(ob);
+ draw_armature_pose(ob, color);
+}
+
+void DRW_shgroup_armature_pose(Object *ob)
+{
+ DRW_shgroup_armature(ob);
+ draw_armature_pose(ob, NULL);
+}
+
+void DRW_shgroup_armature_edit(Object *ob)
+{
+ DRW_shgroup_armature(ob);
+ draw_armature_edit(ob);
+}
+
+/* Octahedral */
+void DRW_shgroup_bone_octahedral_solid(const float (*bone_mat)[4], const float color[4])
+{
+ if (bone_octahedral_solid == NULL) {
+ struct Batch *geom = DRW_cache_bone_octahedral_get();
+ bone_octahedral_solid = shgroup_instance_objspace_solid(bone_solid, geom, current_armature->obmat);
+ }
+
+ DRW_shgroup_dynamic_call_add(bone_octahedral_solid, bone_mat, color);
+}
+
+void DRW_shgroup_bone_octahedral_wire(const float (*bone_mat)[4], const float color[4])
+{
+ if (bone_octahedral_wire == NULL) {
+ struct Batch *geom = DRW_cache_bone_octahedral_wire_outline_get();
+ bone_octahedral_wire = shgroup_instance_objspace_wire(bone_wire, geom, current_armature->obmat);
+ }
+
+ DRW_shgroup_dynamic_call_add(bone_octahedral_wire, bone_mat, color);
+}
+
+/* Head and tail sphere */
+void DRW_shgroup_bone_point_solid(const float (*bone_mat)[4], const float color[4])
+{
+ if (bone_point_solid == NULL) {
+ struct Batch *geom = DRW_cache_bone_point_get();
+ bone_point_solid = shgroup_instance_objspace_solid(bone_solid, geom, current_armature->obmat);
+ }
+
+ DRW_shgroup_dynamic_call_add(bone_point_solid, bone_mat, color);
+}
+
+void DRW_shgroup_bone_point_wire(const float (*bone_mat)[4], const float color[4])
+{
+ if (bone_point_wire == NULL) {
+ struct Batch *geom = DRW_cache_bone_point_wire_outline_get();
+ bone_point_wire = shgroup_instance_objspace_wire(bone_wire, geom, current_armature->obmat);
+ }
+
+ DRW_shgroup_dynamic_call_add(bone_point_wire, bone_mat, color);
+}
+
+/* Axes */
+void DRW_shgroup_bone_axes(const float (*bone_mat)[4], const float color[4])
+{
+ if (bone_axes == NULL) {
+ struct Batch *geom = DRW_cache_bone_arrows_get();
+ bone_axes = shgroup_instance_objspace_wire(bone_wire, geom, current_armature->obmat);
+ }
+
+ DRW_shgroup_dynamic_call_add(bone_axes, bone_mat, color);
+}
+
+
+void DRW_shgroup_bone_relationship_lines(const float head[3], const float tail[3])
+{
+ DRW_shgroup_dynamic_call_add(relationship_lines, head);
+ DRW_shgroup_dynamic_call_add(relationship_lines, tail);
+}
diff --git a/source/blender/draw/intern/draw_mode_pass.h b/source/blender/draw/intern/draw_mode_pass.h
new file mode 100644
index 00000000000..53322729f0c
--- /dev/null
+++ b/source/blender/draw/intern/draw_mode_pass.h
@@ -0,0 +1,64 @@
+/*
+ * 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
+ *
+ */
+
+/** \file draw_mode_pass.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_MODE_PASS_H__
+#define __DRAW_MODE_PASS_H__
+
+struct DRWPass;
+struct Batch;
+struct Object;
+
+void DRW_mode_passes_setup(struct DRWPass **psl_wire_overlay,
+ struct DRWPass **psl_wire_overlay_hidden_wire,
+ struct DRWPass **psl_wire_outline,
+ struct DRWPass **psl_non_meshes,
+ struct DRWPass **psl_ob_center,
+ struct DRWPass **psl_bone_solid,
+ struct DRWPass **psl_bone_wire);
+
+void DRW_shgroup_wire_overlay(struct Object *ob);
+void DRW_shgroup_wire_outline(struct Object *ob, const bool do_front, const bool do_back, const bool do_outline);
+void DRW_shgroup_lamp(struct Object *ob);
+void DRW_shgroup_empty(struct Object *ob);
+void DRW_shgroup_speaker(struct Object *ob);
+void DRW_shgroup_relationship_lines(struct Object *ob);
+void DRW_shgroup_object_center(struct Object *ob);
+
+void DRW_shgroup_armature_object(struct Object *ob);
+void DRW_shgroup_armature_edit(struct Object *ob);
+void DRW_shgroup_armature_pose(struct Object *ob);
+
+void DRW_shgroup_bone_octahedral_solid(const float (*arm_mat)[4], const float color[4]);
+void DRW_shgroup_bone_octahedral_wire(const float (*arm_mat)[4], const float color[4]);
+void DRW_shgroup_bone_point_solid(const float (*arm_mat)[4], const float color[4]);
+void DRW_shgroup_bone_point_wire(const float (*arm_mat)[4], const float color[4]);
+void DRW_shgroup_bone_relationship_lines(const float head[3], const float tail[3]);
+void DRW_shgroup_bone_axes(const float (*arm_mat)[4], const float color[4]);
+
+/* draw_armature.c */
+void draw_armature_edit(struct Object *ob);
+void draw_armature_pose(struct Object *ob, const float const_color[4]);
+
+#endif /* __DRAW_MODE_PASS_H__ */ \ No newline at end of file
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
new file mode 100644
index 00000000000..1983c1cd6ed
--- /dev/null
+++ b/source/blender/draw/intern/draw_view.c
@@ -0,0 +1,701 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/intern/draw_view.c
+ * \ingroup draw
+ *
+ * Contains dynamic drawing using immediate mode
+ */
+
+#include "DNA_brush_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+
+#include "ED_screen.h"
+#include "ED_transform.h"
+#include "ED_view3d.h"
+
+#include "GPU_draw.h"
+#include "GPU_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+
+#include "UI_resources.h"
+
+#include "BKE_global.h"
+#include "BKE_object.h"
+#include "BKE_paint.h"
+#include "BKE_unit.h"
+
+#include "DRW_render.h"
+
+#include "view3d_intern.h"
+
+#include "draw_view.h"
+
+/* ******************** region info ***************** */
+
+void DRW_draw_region_info(void)
+{
+ const bContext *C = DRW_get_context();
+ ARegion *ar = CTX_wm_region(C);
+
+ DRW_draw_cursor();
+ view3d_draw_region_info(C, ar);
+}
+
+/* ************************* Grid ************************** */
+
+static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
+{
+ /* 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 */
+
+ int first = (int)ceil(-x0 / dx);
+ int last = (int)floor((max - x0) / dx);
+
+ if (first <= last) {
+ *r_first = first;
+ *r_count = last - first + 1;
+ }
+ else {
+ *r_first = 0;
+ *r_count = 0;
+ }
+}
+
+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 */
+
+ int first, x_ct, y_ct;
+
+ gridline_range(x0, dx, ar->winx, &first, &x_ct);
+ gridline_range(y0, dx, ar->winy, &first, &y_ct);
+
+ int total_ct = x_ct + y_ct;
+
+ return total_ct;
+}
+
+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! */
+
+ const float x_max = (float)ar->winx;
+ const float y_max = (float)ar->winy;
+
+ int first, ct;
+ int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
+ int lines_skipped_for_next_unit = 0;
+
+ /* draw vertical lines */
+ gridline_range(x0, dx, x_max, &first, &ct);
+
+ 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;
+ }
+
+ if (x_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
+
+ float x = (float)(x0 + i * dx);
+ immVertex2f(pos, x, 0.0f);
+ immVertex2f(pos, x, y_max);
+ ++x_ct;
+ }
+
+ /* draw horizontal lines */
+ gridline_range(y0, dx, y_max, &first, &ct);
+
+ 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;
+ }
+
+ if (x_ct + y_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
+
+ float y = (float)(y0 + i * dx);
+ immVertex2f(pos, 0.0f, y);
+ immVertex2f(pos, x_max, y);
+ ++y_ct;
+ }
+
+ return lines_skipped_for_next_unit > 0;
+}
+
+#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)
+{
+ RegionView3D *rv3d = ar->regiondata;
+
+ double fx = rv3d->persmat[3][0];
+ double fy = rv3d->persmat[3][1];
+ double fw = rv3d->persmat[3][3];
+
+ const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
+ const double wy = 0.5 * ar->winy;
+
+ 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];
+
+ double dx = fabs(x - wx * fx / fw);
+ if (dx == 0) dx = fabs(y - wy * fy / fw);
+
+ x += wx;
+ y += wy;
+
+ /* 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 */
+
+ glLineWidth(1.0f);
+
+#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer */
+#endif
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+
+ unsigned char col[3], col2[3];
+ UI_GetThemeColor3ubv(TH_GRID, col);
+
+ if (unit->system) {
+ const void *usys;
+ int len;
+
+ bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
+
+ bool first = true;
+
+ 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;
+ }
+
+ if (first) {
+ first = false;
+
+ /* 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);
+
+ int gridline_ct = gridline_count(ar, x, y, dx_scalar);
+ if (gridline_ct == 0)
+ goto drawgrid_cleanup; /* nothing to draw */
+
+ immBegin(GL_LINES, gridline_ct * 2);
+ }
+
+ 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);
+
+ UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
+
+ const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar);
+ 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 (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 {
+ 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;
+ }
+ }
+ }
+ }
+
+ 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);
+ }
+ }
+
+ /* 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);
+ }
+
+ /* 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);
+ }
+
+ immEnd();
+
+drawgrid_cleanup:
+ immUnbindProgram();
+
+#if 0 /* depth write is left enabled above */
+ glDepthMask(GL_TRUE); /* enable write in zbuffer */
+#endif
+}
+
+#undef DEBUG_GRID
+#undef GRID_MIN_PX_D
+#undef GRID_MIN_PX_F
+
+static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
+{
+ /* 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;
+
+ const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1;
+
+ 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;
+
+ unsigned char col_grid[3], col_axis[3];
+
+ glLineWidth(1.0f);
+
+ UI_GetThemeColor3ubv(TH_GRID, col_grid);
+
+ if (show_floor) {
+ const unsigned vertex_ct = 2 * (gridlines * 4 + 2);
+ const int sublines = v3d->gridsubdiv;
+
+ unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
+ immBegin(GL_LINES, vertex_ct);
+
+ /* draw normal grid lines */
+ UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
+
+ for (int a = 1; a <= gridlines; a++) {
+ /* skip emphasised divider lines */
+ if (a % sublines != 0) {
+ const float line = a * grid_scale;
+
+ immAttrib3ubv(color, col_grid_light);
+
+ immVertex2f(pos, -grid, -line);
+ immVertex2f(pos, +grid, -line);
+ immVertex2f(pos, -grid, +line);
+ immVertex2f(pos, +grid, +line);
+
+ immVertex2f(pos, -line, -grid);
+ immVertex2f(pos, -line, +grid);
+ immVertex2f(pos, +line, -grid);
+ immVertex2f(pos, +line, +grid);
+ }
+ }
+
+ /* 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 (sublines <= gridlines) {
+ immAttrib3ubv(color, col_grid_emphasise);
+
+ for (int a = sublines; a <= gridlines; a += sublines) {
+ const float line = a * grid_scale;
+
+ immVertex2f(pos, -grid, -line);
+ immVertex2f(pos, +grid, -line);
+ immVertex2f(pos, -grid, +line);
+ immVertex2f(pos, +grid, +line);
+
+ immVertex2f(pos, -line, -grid);
+ immVertex2f(pos, -line, +grid);
+ immVertex2f(pos, +line, -grid);
+ immVertex2f(pos, +line, +grid);
+ }
+ }
+
+ /* 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);
+
+ /* 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);
+ }
+ else
+ immAttrib3ubv(color, col_grid_emphasise);
+
+ immVertex2f(pos, 0.0f, -grid);
+ immVertex2f(pos, 0.0f, +grid);
+
+ immEnd();
+ immUnbindProgram();
+
+ /* done with XY plane */
+ }
+
+ 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 */
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
+
+ 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 (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 (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();
+ }
+ }
+}
+
+void DRW_draw_grid(void)
+{
+ /* 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.
+ *
+ * \note #BKE_camera_params_compute_viewplane' also calculates a pixel-size value,
+ * passed to #RE_SetPixelSize, in ortho mode this is compatible with this value,
+ * but in perspective mode its offset by the near-clip.
+ *
+ * 'RegionView3D.pixsize' is used for viewport drawing, not rendering.
+ */
+ const bContext *C = DRW_get_context();
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ ARegion *ar = CTX_wm_region(C);
+ RegionView3D *rv3d = ar->regiondata;
+
+ 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
+ * 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);
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+
+ if (!draw_floor) {
+ /* Do not get in front of overlays */
+ glDepthMask(GL_FALSE);
+
+ ED_region_pixelspace(ar);
+ *(&grid_unit) = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
+ drawgrid(&scene->unit, ar, v3d, &grid_unit);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf((float *)rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf((float *)rv3d->viewmat);
+ }
+ else {
+ glDepthMask(GL_TRUE);
+ drawfloor(scene, v3d, &grid_unit);
+ }
+}
+
+/* ************************* Background ************************** */
+
+void DRW_draw_background(void)
+{
+ /* Just to make sure */
+ glDepthMask(GL_TRUE);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
+ /* Gradient background Color */
+ gpuMatrixBegin3D(); /* TODO: finish 2D API */
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ 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];
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
+ UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
+ UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
+
+ immBegin(GL_QUADS, 4);
+ immAttrib3ubv(color, col_lo);
+ immVertex2f(pos, -1.0f, -1.0f);
+ immVertex2f(pos, 1.0f, -1.0f);
+
+ immAttrib3ubv(color, col_hi);
+ immVertex2f(pos, 1.0f, 1.0f);
+ immVertex2f(pos, -1.0f, 1.0f);
+ immEnd();
+
+ immUnbindProgram();
+
+ gpuMatrixEnd();
+ }
+ else {
+ /* Solid background Color */
+ UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+}
+
+/* **************************** 3D Cursor ******************************** */
+
+static bool is_cursor_visible(Scene *scene)
+{
+ 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;
+ }
+ }
+ }
+
+ /* no exception met? then don't draw cursor! */
+ return false;
+ }
+
+ return true;
+}
+
+void DRW_draw_cursor(void)
+{
+ const bContext *C = DRW_get_context();
+ View3D *v3d = CTX_wm_view3d(C);
+ RegionView3D *rv3d = CTX_wm_region_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glLineWidth(1.0f);
+
+ if (is_cursor_visible(scene)) {
+ float *co = ED_view3d_cursor3d_get(scene, v3d);
+ unsigned char crosshair_color[3];
+
+ const float f5 = 0.25f;
+ const float f10 = 0.5f;
+ const float f20 = 1.0f;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int wpos = add_attrib(format, "world_pos", COMP_F32, 3, KEEP_FLOAT);
+
+ /* XXX Using instance shader without instance */
+ immBindBuiltinProgram(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
+ immUniform1f("size", U.widget_unit);
+ immUniform1f("pixel_size", *DRW_viewport_pixelsize_get());
+ immUniformArray3fv("screen_vecs", DRW_viewport_screenvecs_get(), 2);
+ immUniformMatrix4fv("ViewProjectionMatrix", rv3d->persmat);
+
+ const int segments = 16;
+
+ immBegin(GL_LINE_LOOP, segments);
+ immAttrib3fv(wpos, co);
+
+ for (int i = 0; i < segments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)segments);
+ float x = f10 * cosf(angle);
+ float y = f10 * sinf(angle);
+
+ if (i % 2 == 0)
+ immAttrib3ub(color, 255, 0, 0);
+ else
+ immAttrib3ub(color, 255, 255, 255);
+
+ immVertex2f(pos, x, y);
+ }
+ immEnd();
+
+ UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
+
+ immBegin(GL_LINES, 8);
+ immAttrib3ubv(color, crosshair_color);
+ immAttrib3fv(wpos, co);
+
+ immVertex2f(pos, -f20, 0);
+ immVertex2f(pos, -f5, 0);
+ immVertex2f(pos, +f5, 0);
+ immVertex2f(pos, +f20, 0);
+ immVertex2f(pos, 0, -f20);
+ immVertex2f(pos, 0, -f5);
+ immVertex2f(pos, 0, +f5);
+ immVertex2f(pos, 0, +f20);
+ immEnd();
+
+ immUnbindProgram();
+ }
+}
+
+/* **************************** 3D Manipulator ******************************** */
+
+void DRW_draw_manipulator(void)
+{
+ const bContext *C = DRW_get_context();
+ View3D *v3d = CTX_wm_view3d(C);
+ v3d->zbuf = false;
+ BIF_draw_manipulator(C);
+}
diff --git a/source/blender/draw/intern/draw_view.h b/source/blender/draw/intern/draw_view.h
new file mode 100644
index 00000000000..b400ceeffa2
--- /dev/null
+++ b/source/blender/draw/intern/draw_view.h
@@ -0,0 +1,35 @@
+/*
+ * 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
+ *
+ */
+
+/** \file draw_view.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_VIEW_H__
+#define __DRAW_VIEW_H__
+
+void DRW_draw_grid(void);
+void DRW_draw_region_info(void);
+void DRW_draw_background(void);
+void DRW_draw_cursor(void);
+void DRW_draw_manipulator(void);
+
+#endif /* __DRAW_VIEW_H__ */ \ No newline at end of file
diff --git a/source/blender/draw/modes/edit_armature_mode.c b/source/blender/draw/modes/edit_armature_mode.c
new file mode 100644
index 00000000000..e55a368c9be
--- /dev/null
+++ b/source/blender/draw/modes/edit_armature_mode.c
@@ -0,0 +1,114 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/modes/edit_armature_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_armature_types.h"
+
+#include "draw_mode_pass.h"
+
+#include "edit_armature_mode.h"
+
+/* keep it under MAX_PASSES */
+typedef struct EDIT_ARMATURE_PassList {
+ struct DRWPass *non_meshes_pass;
+ struct DRWPass *ob_center_pass;
+ struct DRWPass *wire_outline_pass;
+ struct DRWPass *bone_solid_pass;
+ struct DRWPass *bone_wire_pass;
+} EDIT_ARMATURE_PassList;
+
+void EDIT_ARMATURE_cache_init(void)
+{
+ EDIT_ARMATURE_PassList *psl = DRW_mode_pass_list_get();
+ static struct GPUShader *depth_sh;
+
+ if (!depth_sh) {
+ depth_sh = DRW_shader_create_3D_depth_only();
+ }
+
+ DRW_mode_passes_setup(NULL,
+ NULL,
+ &psl->wire_outline_pass,
+ &psl->non_meshes_pass,
+ &psl->ob_center_pass,
+ &psl->bone_solid_pass,
+ &psl->bone_wire_pass);
+}
+
+void EDIT_ARMATURE_cache_populate(Object *ob)
+{
+ bArmature *arm = ob->data;
+
+ switch (ob->type) {
+ case OB_ARMATURE:
+ /* detect Edit Armature mode */
+ if (arm->edbo)
+ DRW_shgroup_armature_edit(ob);
+ else
+ DRW_shgroup_armature_object(ob);
+ break;
+ case OB_MESH:
+ break;
+ case OB_LAMP:
+ DRW_shgroup_lamp(ob);
+ break;
+ case OB_CAMERA:
+ case OB_EMPTY:
+ DRW_shgroup_empty(ob);
+ break;
+ case OB_SPEAKER:
+ DRW_shgroup_speaker(ob);
+ break;
+ default:
+ break;
+ }
+
+ DRW_shgroup_object_center(ob);
+ DRW_shgroup_relationship_lines(ob);
+}
+
+void EDIT_ARMATURE_cache_finish(void)
+{
+ /* Do nothing */
+}
+
+void EDIT_ARMATURE_draw(void)
+{
+ EDIT_ARMATURE_PassList *psl = DRW_mode_pass_list_get();
+
+ DRW_draw_pass(psl->bone_solid_pass);
+ DRW_draw_pass(psl->bone_wire_pass);
+ DRW_draw_pass(psl->wire_outline_pass);
+ DRW_draw_pass(psl->non_meshes_pass);
+ DRW_draw_pass(psl->ob_center_pass);
+}
+
+void EDIT_ARMATURE_collection_settings_create(CollectionEngineSettings *ces)
+{
+ BLI_assert(ces);
+ //BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
+}
diff --git a/source/blender/draw/modes/edit_armature_mode.h b/source/blender/draw/modes/edit_armature_mode.h
new file mode 100644
index 00000000000..89354cdf938
--- /dev/null
+++ b/source/blender/draw/modes/edit_armature_mode.h
@@ -0,0 +1,37 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/modes/edit_armature_mode.h
+ * \ingroup draw
+ */
+
+#ifndef __EDIT_ARMATURE_MODE_H__
+#define __EDIT_ARMATURE_MODE_H__
+
+struct Object;
+
+void EDIT_ARMATURE_cache_init(void);
+void EDIT_ARMATURE_cache_populate(struct Object *ob);
+void EDIT_ARMATURE_cache_finish(void);
+
+void EDIT_ARMATURE_draw(void);
+
+#endif /* __EDIT_ARMATURE_MODE_H__ */ \ No newline at end of file
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
new file mode 100644
index 00000000000..d894cbbe870
--- /dev/null
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -0,0 +1,140 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/modes/edit_mesh_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "GPU_shader.h"
+
+#include "draw_mode_pass.h"
+
+#include "edit_mesh_mode.h"
+
+/* keep it under MAX_PASSES */
+typedef struct EDIT_MESH_PassList {
+ struct DRWPass *non_meshes_pass;
+ struct DRWPass *ob_center_pass;
+ struct DRWPass *wire_outline_pass;
+ struct DRWPass *depth_pass_hidden_wire;
+ struct DRWPass *edit_face_overlay_pass;
+} EDIT_MESH_PassList;
+
+static DRWShadingGroup *depth_shgrp_hidden_wire;
+static DRWShadingGroup *face_overlay_shgrp;
+
+void EDIT_MESH_cache_init(void)
+{
+ EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
+ static struct GPUShader *depth_sh;
+ static struct GPUShader *overlay_sh;
+
+ if (!depth_sh) {
+ depth_sh = DRW_shader_create_3D_depth_only();
+ }
+
+ if (!overlay_sh) {
+ overlay_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT);
+ }
+
+ psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
+ depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
+
+ psl->edit_face_overlay_pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND);
+ face_overlay_shgrp = DRW_shgroup_create(overlay_sh, psl->edit_face_overlay_pass);
+ DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ DRW_mode_passes_setup(NULL,
+ NULL,
+ &psl->wire_outline_pass,
+ &psl->non_meshes_pass,
+ &psl->ob_center_pass,
+ NULL,
+ NULL);
+}
+
+void EDIT_MESH_cache_populate(Object *ob)
+{
+ struct Batch *geom, *geom_overlay;
+ const struct bContext *C = DRW_get_context();
+ Scene *scene = CTX_data_scene(C);
+ Object *obedit = scene->obedit;
+
+ CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
+ bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
+
+ switch (ob->type) {
+ case OB_MESH:
+ geom = DRW_cache_surface_get(ob);
+ if (ob == obedit) {
+ geom_overlay = DRW_cache_wire_overlay_get(ob);
+ DRW_shgroup_call_add(face_overlay_shgrp, geom_overlay, ob->obmat);
+ }
+ if (do_occlude_wire) {
+ DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat);
+ DRW_shgroup_wire_outline(ob, true, false, true);
+ }
+ break;
+ case OB_LAMP:
+ DRW_shgroup_lamp(ob);
+ break;
+ case OB_CAMERA:
+ case OB_EMPTY:
+ DRW_shgroup_empty(ob);
+ break;
+ case OB_SPEAKER:
+ DRW_shgroup_speaker(ob);
+ break;
+ case OB_ARMATURE:
+ DRW_shgroup_armature_object(ob);
+ break;
+ default:
+ break;
+ }
+
+ DRW_shgroup_object_center(ob);
+ DRW_shgroup_relationship_lines(ob);
+}
+
+void EDIT_MESH_cache_finish(void)
+{
+ /* Do nothing */
+}
+
+void EDIT_MESH_draw(void)
+{
+ EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
+
+ DRW_draw_pass(psl->depth_pass_hidden_wire);
+ DRW_draw_pass(psl->edit_face_overlay_pass);
+ DRW_draw_pass(psl->wire_outline_pass);
+ DRW_draw_pass(psl->non_meshes_pass);
+ DRW_draw_pass(psl->ob_center_pass);
+}
+
+void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces)
+{
+ BLI_assert(ces);
+ BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
+}
diff --git a/source/blender/draw/modes/edit_mesh_mode.h b/source/blender/draw/modes/edit_mesh_mode.h
new file mode 100644
index 00000000000..bb1794a5ed3
--- /dev/null
+++ b/source/blender/draw/modes/edit_mesh_mode.h
@@ -0,0 +1,37 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/modes/edit_mesh_mode.h
+ * \ingroup draw
+ */
+
+#ifndef __EDIT_MESH_MODE_H__
+#define __EDIT_MESH_MODE_H__
+
+struct Object;
+
+void EDIT_MESH_cache_init(void);
+void EDIT_MESH_cache_populate(struct Object *ob);
+void EDIT_MESH_cache_finish(void);
+
+void EDIT_MESH_draw(void);
+
+#endif /* __EDIT_MESH_MODE_H__ */ \ No newline at end of file
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
new file mode 100644
index 00000000000..e9fec871528
--- /dev/null
+++ b/source/blender/draw/modes/object_mode.c
@@ -0,0 +1,108 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/modes/object_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "draw_mode_pass.h"
+
+#include "object_mode.h"
+
+/* keep it under MAX_PASSES */
+typedef struct OBJECT_PassList {
+ struct DRWPass *non_meshes_pass;
+ struct DRWPass *ob_center_pass;
+ struct DRWPass *wire_outline_pass;
+ struct DRWPass *bone_solid_pass;
+ struct DRWPass *bone_wire_pass;
+} OBJECT_PassList;
+
+void OBJECT_cache_init(void)
+{
+ OBJECT_PassList *psl = DRW_mode_pass_list_get();
+
+ DRW_mode_passes_setup(NULL,
+ NULL,
+ &psl->wire_outline_pass,
+ &psl->non_meshes_pass,
+ &psl->ob_center_pass,
+ &psl->bone_solid_pass,
+ &psl->bone_wire_pass);
+}
+
+void OBJECT_cache_populate(Object *ob)
+{
+ CollectionEngineSettings *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, "");
+
+ bool do_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_wire");
+ bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0) || do_wire;
+
+ switch (ob->type) {
+ case OB_MESH:
+ DRW_shgroup_wire_outline(ob, do_wire, false, do_outlines);
+ break;
+ case OB_LAMP:
+ DRW_shgroup_lamp(ob);
+ break;
+ case OB_CAMERA:
+ case OB_EMPTY:
+ DRW_shgroup_empty(ob);
+ break;
+ case OB_SPEAKER:
+ DRW_shgroup_speaker(ob);
+ break;
+ case OB_ARMATURE:
+ DRW_shgroup_armature_object(ob);
+ break;
+ default:
+ break;
+ }
+
+ DRW_shgroup_object_center(ob);
+ DRW_shgroup_relationship_lines(ob);
+}
+
+void OBJECT_cache_finish(void)
+{
+ /* Do nothing */
+}
+
+void OBJECT_draw(void)
+{
+ OBJECT_PassList *psl = DRW_mode_pass_list_get();
+
+ DRW_draw_pass(psl->bone_wire_pass);
+ DRW_draw_pass(psl->bone_solid_pass);
+ DRW_draw_pass(psl->wire_outline_pass);
+ DRW_draw_pass(psl->non_meshes_pass);
+ DRW_draw_pass(psl->ob_center_pass);
+}
+
+void OBJECT_collection_settings_create(CollectionEngineSettings *ces)
+{
+ BLI_assert(ces);
+ BKE_collection_engine_property_add_int(ces, "show_wire", false);
+ BKE_collection_engine_property_add_int(ces, "show_backface_culling", false);
+}
diff --git a/source/blender/draw/modes/object_mode.h b/source/blender/draw/modes/object_mode.h
new file mode 100644
index 00000000000..fda9096203d
--- /dev/null
+++ b/source/blender/draw/modes/object_mode.h
@@ -0,0 +1,37 @@
+/*
+ * 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
+ *
+ */
+
+/** \file blender/draw/modes/object_mode.h
+ * \ingroup draw
+ */
+
+#ifndef __OBJECT_MODE_H__
+#define __OBJECT_MODE_H__
+
+struct Object;
+
+void OBJECT_cache_init(void);
+void OBJECT_cache_populate(struct Object *ob);
+void OBJECT_cache_finish(void);
+
+void OBJECT_draw(void);
+
+#endif /* __OBJECT_MODE_H__ */ \ No newline at end of file
diff --git a/source/blender/editors/animation/anim_channels_defines.c b/source/blender/editors/animation/anim_channels_defines.c
index 4d4f8c1298a..57379ccb4a1 100644
--- a/source/blender/editors/animation/anim_channels_defines.c
+++ b/source/blender/editors/animation/anim_channels_defines.c
@@ -68,6 +68,8 @@
#include "BKE_nla.h"
#include "BKE_context.h"
+#include "GPU_immediate.h"
+
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
@@ -119,11 +121,10 @@ 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_TRIANGLE_FAN, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
}
@@ -141,13 +142,19 @@ static void acf_generic_dataexpand_backdrop(bAnimContext *ac, bAnimListElem *ale
View2D *v2d = &ac->ar->v2d;
short offset = (acf->get_offset) ? acf->get_offset(ac, ale) : 0;
float color[3];
-
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- glColor3fv(color);
-
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3fv(color);
+
/* no rounded corner - just rectangular box */
- glRectf(offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc);
+ immRectf(pos, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc);
+
+ immUnbindProgram();
}
/* helper method to test if group colors should be drawn */
@@ -224,13 +231,19 @@ static void acf_generic_channel_backdrop(bAnimContext *ac, bAnimListElem *ale, f
View2D *v2d = &ac->ar->v2d;
short offset = (acf->get_offset) ? acf->get_offset(ac, ale) : 0;
float color[3];
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- glColor3fv(color);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3fv(color);
/* no rounded corners - just rectangular box */
- glRectf(offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc);
+ immRectf(pos, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc);
+
+ immUnbindProgram();
}
/* Indention + Offset ------------------------------------------- */
@@ -421,14 +434,13 @@ 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_TRIANGLE_FAN, 0, yminc - 2, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
}
/* name for summary entries */
@@ -617,7 +629,7 @@ static bAnimChannelType ACF_SCENE =
static int acf_object_icon(bAnimListElem *ale)
{
- Base *base = (Base *)ale->data;
+ BaseLegacy *base = (BaseLegacy *)ale->data;
Object *ob = base->object;
/* icon depends on object-type */
@@ -652,7 +664,7 @@ static int acf_object_icon(bAnimListElem *ale)
/* name for object */
static void acf_object_name(bAnimListElem *ale, char *name)
{
- Base *base = (Base *)ale->data;
+ BaseLegacy *base = (BaseLegacy *)ale->data;
Object *ob = base->object;
/* just copy the name... */
@@ -672,7 +684,7 @@ static bool acf_object_name_prop(bAnimListElem *ale, PointerRNA *ptr, PropertyRN
/* check if some setting exists for this channel */
static bool acf_object_setting_valid(bAnimContext *ac, bAnimListElem *ale, eAnimChannel_Settings setting)
{
- Base *base = (Base *)ale->data;
+ BaseLegacy *base = (BaseLegacy *)ale->data;
Object *ob = base->object;
switch (setting) {
@@ -729,7 +741,7 @@ static int acf_object_setting_flag(bAnimContext *UNUSED(ac), eAnimChannel_Settin
/* get pointer to the setting */
static void *acf_object_setting_ptr(bAnimListElem *ale, eAnimChannel_Settings setting, short *type)
{
- Base *base = (Base *)ale->data;
+ BaseLegacy *base = (BaseLegacy *)ale->data;
Object *ob = base->object;
/* clear extra return data first */
@@ -814,11 +826,10 @@ 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_TRIANGLE_FAN, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 8, color, 1.0f);
}
/* name for group entries */
@@ -1071,11 +1082,10 @@ 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_TRIANGLE_FAN, offset, yminc, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc, 5, color, 1.0f);
}
/* name for nla controls expander entries */
@@ -2018,7 +2028,7 @@ static int acf_dspart_setting_flag(bAnimContext *UNUSED(ac), eAnimChannel_Settin
switch (setting) {
case ACHANNEL_SETTING_EXPAND: /* expanded */
- return PART_DS_EXPAND;
+ return 0;
case ACHANNEL_SETTING_MUTE: /* mute (only in NLA) */
return ADT_NLA_EVAL_OFF;
@@ -2036,22 +2046,18 @@ static int acf_dspart_setting_flag(bAnimContext *UNUSED(ac), eAnimChannel_Settin
}
/* get pointer to the setting */
-static void *acf_dspart_setting_ptr(bAnimListElem *ale, eAnimChannel_Settings setting, short *type)
+static void *acf_dspart_setting_ptr(bAnimListElem *UNUSED(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);
+ return NULL;
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 */
@@ -3420,24 +3426,20 @@ 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_TRIANGLE_FAN, offset, yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8, color);
}
/* name for nla action entries */
@@ -3861,15 +3863,20 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
/* for F-Curves, draw color-preview of curve behind checkbox */
if (ELEM(ale->type, ANIMTYPE_FCURVE, ANIMTYPE_NLACURVE)) {
FCurve *fcu = (FCurve *)ale->data;
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* F-Curve channels need to have a special 'color code' box drawn, which is colored with whatever
* color the curve has stored
*/
- glColor3fv(fcu->color);
+ immUniformColor3fv(fcu->color);
/* just a solid color rect
*/
- glRectf(offset, yminc, offset + ICON_WIDTH, ymaxc);
+ immRectf(pos, offset, yminc, offset + ICON_WIDTH, ymaxc);
+
+ immUnbindProgram();
}
/* icon is drawn as widget now... */
if (acf->has_setting(ac, ale, ACHANNEL_SETTING_VISIBLE)) {
@@ -3894,27 +3901,39 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
if (acf->name && !achannel_is_being_renamed(ac, acf, channel_index)) {
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
char name[ANIM_CHAN_NAME_SIZE]; /* hopefully this will be enough! */
-
+ unsigned char col[4];
+
/* set text color */
/* XXX: if active, highlight differently? */
+
if (selected)
- UI_ThemeColor(TH_TEXT_HI);
+ UI_GetThemeColor4ubv(TH_TEXT_HI, col);
else
- UI_ThemeColor(TH_TEXT);
-
+ UI_GetThemeColor4ubv(TH_TEXT, col);
+
/* get name */
acf->name(ale, name);
offset += 3;
- UI_fontstyle_draw_simple(fstyle, offset, ytext, name);
+ UI_fontstyle_draw_simple(fstyle, offset, ytext, name, col);
/* draw red underline if channel is disabled */
if (ELEM(ale->type, ANIMTYPE_FCURVE, ANIMTYPE_NLACURVE) && (ale->flag & FCURVE_DISABLED)) {
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* FIXME: replace hardcoded color here, and check on extents! */
- glColor3f(1.0f, 0.0f, 0.0f);
- glLineWidth(2.0);
- fdrawline((float)(offset), yminc,
- (float)(v2d->cur.xmax), yminc);
+ immUniformColor3f(1.0f, 0.0f, 0.0f);
+
+ glLineWidth(2.0f);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, (float)offset, yminc);
+ immVertex2f(pos, (float)v2d->cur.xmax, yminc);
+ immEnd();
+
+ immUnbindProgram();
}
}
@@ -3928,10 +3947,13 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
short draw_sliders = 0;
float ymin_ofs = 0.0f;
float color[3];
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* get and set backdrop color */
acf->get_backdrop_color(ac, ale, color);
- glColor3fv(color);
+ immUniformColor3fv(color);
/* check if we need to show the sliders */
if ((ac->sl) && ELEM(ac->spacetype, SPACE_ACTION, SPACE_IPO)) {
@@ -3989,7 +4011,9 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
* - starts from the point where the first toggle/slider starts,
* - ends past the space that might be reserved for a scroller
*/
- glRectf(v2d->cur.xmax - (float)offset, yminc + ymin_ofs, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc);
+ immRectf(pos, v2d->cur.xmax - (float)offset, yminc + ymin_ofs, v2d->cur.xmax + EXTRA_SCROLL_PAD, ymaxc);
+
+ immUnbindProgram();
}
}
diff --git a/source/blender/editors/animation/anim_channels_edit.c b/source/blender/editors/animation/anim_channels_edit.c
index 117b8549712..22578b6a518 100644
--- a/source/blender/editors/animation/anim_channels_edit.c
+++ b/source/blender/editors/animation/anim_channels_edit.c
@@ -57,6 +57,7 @@
#include "BKE_context.h"
#include "BKE_mask.h"
#include "BKE_global.h"
+#include "BKE_scene.h"
#include "UI_view2d.h"
@@ -2682,31 +2683,31 @@ static int mouse_anim_channels(bContext *C, bAnimContext *ac, int channel_index,
{
bDopeSheet *ads = (bDopeSheet *)ac->data;
Scene *sce = (Scene *)ads->source;
- Base *base = (Base *)ale->data;
+ BaseLegacy *base = (BaseLegacy *)ale->data;
Object *ob = base->object;
AnimData *adt = ob->adt;
/* set selection status */
if (selectmode == SELECT_INVERT) {
/* swap select */
- base->flag ^= SELECT;
- ob->flag = base->flag;
+ base->flag_legacy ^= SELECT;
+ BKE_scene_base_flag_sync_from_base(base);
if (adt) adt->flag ^= ADT_UI_SELECTED;
}
else {
- Base *b;
+ BaseLegacy *b;
/* deselect all */
/* TODO: should this deselect all other types of channels too? */
for (b = sce->base.first; b; b = b->next) {
- b->flag &= ~SELECT;
- b->object->flag = b->flag;
+ b->flag_legacy &= ~SELECT;
+ BKE_scene_base_flag_sync_from_base(b);
if (b->object->adt) b->object->adt->flag &= ~(ADT_UI_SELECTED | ADT_UI_ACTIVE);
}
/* select object now */
- base->flag |= SELECT;
+ base->flag_legacy |= SELECT;
ob->flag |= SELECT;
if (adt) adt->flag |= ADT_UI_SELECTED;
}
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index 98900812bb2..1d71ba8dc34 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -64,6 +64,8 @@
#include "UI_resources.h"
#include "UI_view2d.h"
+#include "GPU_immediate.h"
+
/* *************************************************** */
/* CURRENT FRAME DRAWING */
@@ -71,6 +73,9 @@
static void draw_cfra_number(Scene *scene, View2D *v2d, const float cfra, const bool time)
{
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned char col[4];
float xscale, yscale, x, y;
char numstr[32] = " t"; /* t is the character to start replacing from */
int slen;
@@ -96,15 +101,19 @@ static void draw_cfra_number(Scene *scene, View2D *v2d, const float cfra, const
/* get starting coordinates for drawing */
x = cfra * xscale;
y = 0.9f * U.widget_unit;
-
+
+ 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);
- UI_fontstyle_draw_simple(fstyle, x - 0.25f * U.widget_unit, y + 0.15f * U.widget_unit, numstr);
-
+ UI_GetThemeColor4ubv(TH_TEXT, col);
+ UI_fontstyle_draw_simple(fstyle, x - 0.25f * U.widget_unit, y + 0.15f * U.widget_unit, numstr, col);
+
/* restore view transform */
glScalef(xscale, 1.0, 1.0);
}
@@ -114,18 +123,24 @@ 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 time = scene->r.cfra + scene->r.subframe;
const float x = (float)(time * 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) {
@@ -147,17 +162,24 @@ 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/animation/anim_filter.c b/source/blender/editors/animation/anim_filter.c
index 2f73eb6b71c..5b4d217b97a 100644
--- a/source/blender/editors/animation/anim_filter.c
+++ b/source/blender/editors/animation/anim_filter.c
@@ -74,6 +74,7 @@
#include "DNA_gpencil_types.h"
#include "DNA_object_types.h"
#include "DNA_userdef_types.h"
+#include "DNA_layer_types.h"
#include "MEM_guardedalloc.h"
@@ -90,6 +91,7 @@
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_key.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
@@ -378,8 +380,9 @@ bool ANIM_animdata_get_context(const bContext *C, bAnimContext *ac)
ac->scene = scene;
if (scene) {
ac->markers = ED_context_get_markers(C);
- ac->obact = (scene->basact) ? scene->basact->object : NULL;
}
+ ac->scene_layer = CTX_data_scene_layer(C);
+ ac->obact = (ac->scene_layer->basact) ? ac->scene_layer->basact->object : NULL;
ac->sa = sa;
ac->ar = ar;
ac->sl = sl;
@@ -1683,15 +1686,16 @@ static size_t animdata_filter_gpencil(bAnimContext *ac, ListBase *anim_data, voi
if (ads->filterflag & ADS_FILTER_GP_3DONLY) {
Scene *scene = (Scene *)ads->source;
+ SceneLayer *sl = (SceneLayer *)ac->scene_layer;
Base *base;
-
+
/* Active scene's GPencil block first - No parent item needed... */
if (scene->gpd) {
items += animdata_filter_gpencil_data(anim_data, ads, scene->gpd, filter_mode);
}
/* Objects in the scene */
- for (base = scene->base.first; base; base = base->next) {
+ for (base = sl->object_bases.first; base; base = base->next) {
/* Only consider this object if it has got some GP data (saving on all the other tests) */
if (base->object && base->object->gpd) {
Object *ob = base->object;
@@ -1707,14 +1711,14 @@ static size_t animdata_filter_gpencil(bAnimContext *ac, ListBase *anim_data, voi
*/
if ((filter_mode & ANIMFILTER_DATA_VISIBLE) && !(ads->filterflag & ADS_FILTER_INCL_HIDDEN)) {
/* layer visibility - we check both object and base, since these may not be in sync yet */
- if ((scene->lay & (ob->lay | base->lay)) == 0) continue;
+ if ((base->flag & BASE_VISIBLED) == 0) continue;
/* outliner restrict-flag */
if (ob->restrictflag & OB_RESTRICT_VIEW) continue;
}
/* check selection and object type filters */
- if ( (ads->filterflag & ADS_FILTER_ONLYSEL) && !((base->flag & SELECT) /*|| (base == scene->basact)*/) ) {
+ if ( (ads->filterflag & ADS_FILTER_ONLYSEL) && !((base->flag & BASE_SELECTED) /*|| (base == scene->basact)*/) ) {
/* only selected should be shown */
continue;
}
@@ -2629,7 +2633,7 @@ static size_t animdata_filter_dopesheet_ob(bAnimContext *ac, ListBase *anim_data
if (filter_mode & ANIMFILTER_LIST_CHANNELS) {
/* check if filtering by selection */
// XXX: double-check on this - most of the time, a lot of tools need to filter out these channels!
- if (ANIMCHANNEL_SELOK((base->flag & SELECT))) {
+ if (ANIMCHANNEL_SELOK((base->flag & BASE_SELECTED))) {
/* check if filtering by active status */
if (ANIMCHANNEL_ACTIVEOK(ob)) {
ANIMCHANNEL_NEW_CHANNEL(base, ANIMTYPE_OBJECT, ob);
@@ -2853,7 +2857,7 @@ static size_t animdata_filter_dopesheet_movieclips(bAnimContext *ac, ListBase *a
}
/* Helper for animdata_filter_dopesheet() - For checking if an object should be included or not */
-static bool animdata_filter_base_is_ok(bDopeSheet *ads, Scene *scene, Base *base, int filter_mode)
+static bool animdata_filter_base_is_ok(bDopeSheet *ads, Base *base, int filter_mode)
{
Object *ob = base->object;
@@ -2871,7 +2875,7 @@ static bool animdata_filter_base_is_ok(bDopeSheet *ads, Scene *scene, Base *base
*/
if ((filter_mode & ANIMFILTER_DATA_VISIBLE) && !(ads->filterflag & ADS_FILTER_INCL_HIDDEN)) {
/* layer visibility - we check both object and base, since these may not be in sync yet */
- if ((scene->lay & (ob->lay | base->lay)) == 0)
+ if ((base->flag & BASE_VISIBLED) == 0)
return false;
/* outliner restrict-flag */
@@ -2906,7 +2910,7 @@ static bool animdata_filter_base_is_ok(bDopeSheet *ads, Scene *scene, Base *base
}
/* check selection and object type filters */
- if ((ads->filterflag & ADS_FILTER_ONLYSEL) && !((base->flag & SELECT) /*|| (base == sce->basact)*/)) {
+ if ((ads->filterflag & ADS_FILTER_ONLYSEL) && !((base->flag & BASE_SELECTED) /*|| (base == sce->basact)*/)) {
/* only selected should be shown */
return false;
}
@@ -2934,15 +2938,15 @@ static int ds_base_sorting_cmp(const void *base1_ptr, const void *base2_ptr)
}
/* Get a sorted list of all the bases - for inclusion in dopesheet (when drawing channels) */
-static Base **animdata_filter_ds_sorted_bases(bDopeSheet *ads, Scene *scene, int filter_mode, size_t *r_usable_bases)
+static Base **animdata_filter_ds_sorted_bases(bDopeSheet *ads, SceneLayer *sl, int filter_mode, size_t *r_usable_bases)
{
/* Create an array with space for all the bases, but only containing the usable ones */
- size_t tot_bases = BLI_listbase_count(&scene->base);
+ size_t tot_bases = BLI_listbase_count(&sl->object_bases);
size_t num_bases = 0;
Base **sorted_bases = MEM_mallocN(sizeof(Base *) * tot_bases, "Dopesheet Usable Sorted Bases");
- for (Base *base = scene->base.first; base; base = base->next) {
- if (animdata_filter_base_is_ok(ads, scene, base, filter_mode)) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if (animdata_filter_base_is_ok(ads, base, filter_mode)) {
sorted_bases[num_bases++] = base;
}
}
@@ -2960,8 +2964,9 @@ static Base **animdata_filter_ds_sorted_bases(bDopeSheet *ads, Scene *scene, int
static size_t animdata_filter_dopesheet(bAnimContext *ac, ListBase *anim_data, bDopeSheet *ads, int filter_mode)
{
Scene *scene = (Scene *)ads->source;
+ SceneLayer *sl = (SceneLayer *)ac->scene_layer;
size_t items = 0;
-
+
/* check that we do indeed have a scene */
if ((ads->source == NULL) || (GS(ads->source->name) != ID_SCE)) {
printf("Dope Sheet Error: No scene!\n");
@@ -2998,14 +3003,14 @@ static size_t animdata_filter_dopesheet(bAnimContext *ac, ListBase *anim_data, b
* - Don't do this if there's just a single object
*/
if ((filter_mode & ANIMFILTER_LIST_CHANNELS) && !(ads->flag & ADS_FLAG_NO_DB_SORT) &&
- (scene->base.first != scene->base.last))
+ (sl->object_bases.first != sl->object_bases.last))
{
/* Filter list of bases (i.e. objects), sort them, then add their contents normally... */
// TODO: Cache the old sorted order - if the set of bases hasn't changed, don't re-sort...
Base **sorted_bases;
size_t num_bases;
- sorted_bases = animdata_filter_ds_sorted_bases(ads, scene, filter_mode, &num_bases);
+ sorted_bases = animdata_filter_ds_sorted_bases(ads, sl, filter_mode, &num_bases);
if (sorted_bases) {
/* Add the necessary channels for these bases... */
for (size_t i = 0; i < num_bases; i++) {
@@ -3022,8 +3027,8 @@ static size_t animdata_filter_dopesheet(bAnimContext *ac, ListBase *anim_data, b
/* Filter and add contents of each base (i.e. object) without them sorting first
* NOTE: This saves performance in cases where order doesn't matter
*/
- for (Base *base = scene->base.first; base; base = base->next) {
- if (animdata_filter_base_is_ok(ads, scene, base, filter_mode)) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if (animdata_filter_base_is_ok(ads, base, filter_mode)) {
/* since we're still here, this object should be usable */
items += animdata_filter_dopesheet_ob(ac, anim_data, ads, base, filter_mode);
}
diff --git a/source/blender/editors/animation/anim_markers.c b/source/blender/editors/animation/anim_markers.c
index 823cde75334..cc5957003b6 100644
--- a/source/blender/editors/animation/anim_markers.c
+++ b/source/blender/editors/animation/anim_markers.c
@@ -36,7 +36,7 @@
#include "DNA_object_types.h"
#include "BLI_blenlib.h"
-#include "BLI_math_base.h"
+#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
@@ -59,6 +59,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_view2d.h"
@@ -348,19 +350,24 @@ static void draw_marker(
if (flag & DRAW_MARKERS_LINES)
#endif
{
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
setlinestyle(3);
- if (marker->flag & SELECT)
- glColor4ub(255, 255, 255, 96);
- else
- glColor4ub(0, 0, 0, 96);
-
- glBegin(GL_LINES);
- glVertex2f(xpos + 0.5f, 12.0f);
- glVertex2f(xpos + 0.5f, (v2d->cur.ymax + 12.0f) * yscale);
- glEnd();
-
+ if (marker->flag & SELECT) {
+ immUniformColor4ub(255, 255, 255, 96);
+ }
+ else {
+ immUniformColor4ub(0, 0, 0, 96);
+ }
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, xpos + 0.5f, 12.0f);
+ immVertex2f(pos, xpos + 0.5f, (v2d->cur.ymax + 12.0f) * yscale);
+ immEnd();
setlinestyle(0);
+
+ immUnbindProgram();
}
/* 5 px to offset icon to align properly, space / pixels corrects for zoom */
@@ -380,19 +387,20 @@ static void draw_marker(
/* and the marker name too, shifted slightly to the top-right */
if (marker->name[0]) {
+ unsigned char text_col[4];
float x, y;
/* minimal y coordinate which wouldn't be occluded by scroll */
int min_y = 17.0f * UI_DPI_FAC;
if (marker->flag & SELECT) {
- UI_ThemeColor(TH_TEXT_HI);
+ UI_GetThemeColor4ubv(TH_TEXT_HI, text_col);
x = xpos + 4.0f * UI_DPI_FAC;
y = (ypixels <= 39.0f * UI_DPI_FAC) ? (ypixels - 10.0f * UI_DPI_FAC) : 29.0f * UI_DPI_FAC;
y = max_ii(y, min_y);
}
else {
- UI_ThemeColor(TH_TEXT);
+ UI_GetThemeColor4ubv(TH_TEXT, text_col);
if ((marker->frame <= cfra) && (marker->frame + 5 > cfra)) {
x = xpos + 8.0f * UI_DPI_FAC;
y = (ypixels <= 39.0f * UI_DPI_FAC) ? (ypixels - 10.0f * UI_DPI_FAC) : 29.0f * UI_DPI_FAC;
@@ -406,14 +414,11 @@ static void draw_marker(
#ifdef DURIAN_CAMERA_SWITCH
if (marker->camera && (marker->camera->restrictflag & OB_RESTRICT_RENDER)) {
- float col[4];
- glGetFloatv(GL_CURRENT_COLOR, col);
- col[3] = 0.4;
- glColor4fv(col);
+ text_col[3] = 100;
}
#endif
- UI_fontstyle_draw_simple(fstyle, x, y, marker->name);
+ UI_fontstyle_draw_simple(fstyle, x, y, marker->name, text_col);
}
}
@@ -440,15 +445,20 @@ void ED_markers_draw(const bContext *C, int flag)
v2d = UI_view2d_fromcontext(C);
if (flag & DRAW_MARKERS_MARGIN) {
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
const unsigned char shade[4] = {0, 0, 0, 16};
- glColor4ubv(shade);
+ immUniformColor4ubv(shade);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glRectf(v2d->cur.xmin, 0, v2d->cur.xmax, UI_MARKER_MARGIN_Y);
+ immRectf(pos, v2d->cur.xmin, 0, v2d->cur.xmax, UI_MARKER_MARGIN_Y);
glDisable(GL_BLEND);
+
+ immUnbindProgram();
}
/* no time correction for framelen! space is drawn with old values */
@@ -1124,7 +1134,7 @@ static int ed_marker_select(bContext *C, const wmEvent *event, bool extend, bool
if (camera) {
Scene *scene = CTX_data_scene(C);
- Base *base;
+ BaseLegacy *base;
TimeMarker *marker;
int sel = 0;
diff --git a/source/blender/editors/animation/keyframes_draw.c b/source/blender/editors/animation/keyframes_draw.c
index 5f675e690b9..5f96f95e95b 100644
--- a/source/blender/editors/animation/keyframes_draw.c
+++ b/source/blender/editors/animation/keyframes_draw.c
@@ -52,7 +52,8 @@
#include "BKE_fcurve.h"
-#include "BIF_gl.h"
+#include "GPU_draw.h"
+#include "GPU_immediate.h"
#include "UI_resources.h"
#include "UI_view2d.h"
@@ -463,49 +464,15 @@ bool actkeyblock_is_valid(ActKeyBlock *ab, DLRBT_Tree *keys)
/* *************************** Keyframe Drawing *************************** */
-/* coordinates for diamond shape */
-static const float _unit_diamond_shape[4][2] = {
- {0.0f, 1.0f}, /* top vert */
- {1.0f, 0.0f}, /* mid-right */
- {0.0f, -1.0f}, /* bottom vert */
- {-1.0f, 0.0f} /* mid-left */
-};
-
-/* draw a simple diamond shape with OpenGL */
-void draw_keyframe_shape(float x, float y, float xscale, float hsize, short sel, short key_type, short mode, float alpha)
+void draw_keyframe_shape(float x, float y, float size, bool sel, short key_type, short mode, float alpha,
+ unsigned int pos_id, unsigned int size_id, unsigned int color_id, unsigned int outline_color_id)
{
- static GLuint displist1 = 0;
- static GLuint displist2 = 0;
-
- /* initialize 2 display lists for diamond shape - one empty, one filled */
- if (displist1 == 0) {
- displist1 = glGenLists(1);
- glNewList(displist1, GL_COMPILE);
-
- glBegin(GL_LINE_LOOP);
- glVertex2fv(_unit_diamond_shape[0]);
- glVertex2fv(_unit_diamond_shape[1]);
- glVertex2fv(_unit_diamond_shape[2]);
- glVertex2fv(_unit_diamond_shape[3]);
- glEnd();
-
- glEndList();
- }
- if (displist2 == 0) {
- displist2 = glGenLists(1);
- glNewList(displist2, GL_COMPILE);
-
- glBegin(GL_QUADS);
- glVertex2fv(_unit_diamond_shape[0]);
- glVertex2fv(_unit_diamond_shape[1]);
- glVertex2fv(_unit_diamond_shape[2]);
- glVertex2fv(_unit_diamond_shape[3]);
- glEnd();
-
- glEndList();
- }
-
- /* tweak size of keyframe shape according to type of keyframe
+ bool draw_fill = ELEM(mode, KEYFRAME_SHAPE_INSIDE, KEYFRAME_SHAPE_BOTH);
+ bool draw_outline = ELEM(mode, KEYFRAME_SHAPE_FRAME, KEYFRAME_SHAPE_BOTH);
+
+ BLI_assert(draw_fill || draw_outline);
+
+ /* tweak size of keyframe shape according to type of keyframe
* - 'proper' keyframes have key_type = 0, so get drawn at full size
*/
switch (key_type) {
@@ -513,120 +480,93 @@ void draw_keyframe_shape(float x, float y, float xscale, float hsize, short sel,
break;
case BEZT_KEYTYPE_BREAKDOWN: /* slightly smaller than normal keyframe */
- hsize *= 0.85f;
+ size *= 0.85f;
break;
case BEZT_KEYTYPE_MOVEHOLD: /* slightly smaller than normal keyframes (but by less than for breakdowns) */
- //hsize *= 0.72f;
- hsize *= 0.95f;
+ size *= 0.925f;
break;
case BEZT_KEYTYPE_EXTREME: /* slightly larger */
- hsize *= 1.2f;
+ size *= 1.2f;
break;
default:
- hsize -= 0.5f * key_type;
- break;
+ size -= 0.5f * key_type;
}
-
- /* adjust view transform before starting */
- glTranslatef(x, y, 0.0f);
- glScalef(1.0f / xscale * hsize, hsize, 1.0f);
-
- /* anti-aliased lines for more consistent appearance */
- glEnable(GL_LINE_SMOOTH);
-
+
+ unsigned char fill_col[4];
+ unsigned char outline_col[4];
+
/* draw! */
- if (ELEM(mode, KEYFRAME_SHAPE_INSIDE, KEYFRAME_SHAPE_BOTH)) {
- float inner_col[4];
-
+ if (draw_fill) {
/* get interior colors from theme (for selected and unselected only) */
switch (key_type) {
case BEZT_KEYTYPE_BREAKDOWN: /* bluish frames (default theme) */
- {
- if (sel) UI_GetThemeColor4fv(TH_KEYTYPE_BREAKDOWN_SELECT, inner_col);
- else UI_GetThemeColor4fv(TH_KEYTYPE_BREAKDOWN, inner_col);
+ UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_BREAKDOWN_SELECT : TH_KEYTYPE_BREAKDOWN, fill_col);
break;
- }
case BEZT_KEYTYPE_EXTREME: /* reddish frames (default theme) */
- {
- if (sel) UI_GetThemeColor4fv(TH_KEYTYPE_EXTREME_SELECT, inner_col);
- else UI_GetThemeColor4fv(TH_KEYTYPE_EXTREME, inner_col);
+ UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_EXTREME_SELECT : TH_KEYTYPE_EXTREME, fill_col);
break;
- }
case BEZT_KEYTYPE_JITTER: /* greenish frames (default theme) */
- {
- if (sel) UI_GetThemeColor4fv(TH_KEYTYPE_JITTER_SELECT, inner_col);
- else UI_GetThemeColor4fv(TH_KEYTYPE_JITTER, inner_col);
+ UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_JITTER_SELECT : TH_KEYTYPE_JITTER, fill_col);
break;
- }
case BEZT_KEYTYPE_MOVEHOLD: /* similar to traditional keyframes, but different... */
- {
/* XXX: Should these get their own theme options instead? */
- if (sel) UI_GetThemeColorShade4fv(TH_STRIP_SELECT, 35, inner_col);
- else UI_GetThemeColorShade4fv(TH_STRIP, 50, inner_col);
-
- inner_col[3] = 1.0f; /* full opacity, to avoid problems with visual glitches */
+ if (sel) UI_GetThemeColorShade3ubv(TH_STRIP_SELECT, 35, fill_col);
+ else UI_GetThemeColorShade3ubv(TH_STRIP, 50, fill_col);
+ fill_col[3] = 255; /* full opacity, to avoid problems with visual glitches */
break;
- }
case BEZT_KEYTYPE_KEYFRAME: /* traditional yellowish frames (default theme) */
default:
- {
- if (sel) UI_GetThemeColor4fv(TH_KEYTYPE_KEYFRAME_SELECT, inner_col);
- else UI_GetThemeColor4fv(TH_KEYTYPE_KEYFRAME, inner_col);
- break;
- }
+ UI_GetThemeColor4ubv(sel ? TH_KEYTYPE_KEYFRAME_SELECT : TH_KEYTYPE_KEYFRAME, fill_col);
}
/* NOTE: we don't use the straight alpha from the theme, or else effects such as
* graying out protected/muted channels doesn't work correctly!
*/
- inner_col[3] *= alpha;
- glColor4fv(inner_col);
-
- /* draw the "filled in" interior poly now */
- glCallList(displist2);
+ fill_col[3] *= alpha;
+
+ if (!draw_outline) {
+ /* force outline color to match */
+ outline_col[0] = fill_col[0];
+ outline_col[1] = fill_col[1];
+ outline_col[2] = fill_col[2];
+ outline_col[3] = fill_col[3];
+ }
}
-
- if (ELEM(mode, KEYFRAME_SHAPE_FRAME, KEYFRAME_SHAPE_BOTH)) {
- float border_col[4];
-
+
+ if (draw_outline) {
/* exterior - black frame */
- if (sel) UI_GetThemeColor4fv(TH_KEYBORDER_SELECT, border_col);
- else UI_GetThemeColor4fv(TH_KEYBORDER, border_col);
-
- border_col[3] *= alpha;
- glColor4fv(border_col);
-
- glCallList(displist1);
+ UI_GetThemeColor4ubv(sel ? TH_KEYBORDER_SELECT : TH_KEYBORDER, outline_col);
+ outline_col[3] *= alpha;
+
+ if (!draw_fill) {
+ /* fill color needs to be (outline.rgb, 0) */
+ fill_col[0] = outline_col[0];
+ fill_col[1] = outline_col[1];
+ fill_col[2] = outline_col[2];
+ fill_col[3] = 0;
+ }
}
-
- glDisable(GL_LINE_SMOOTH);
-
- /* restore view transform */
- glScalef(xscale / hsize, 1.0f / hsize, 1.0f);
- glTranslatef(-x, -y, 0.0f);
+
+ immAttrib1f(size_id, size);
+ immAttrib4ubv(color_id, fill_col);
+ immAttrib4ubv(outline_color_id, outline_col);
+ immVertex2f(pos_id, x, y);
}
static void draw_keylist(View2D *v2d, DLRBT_Tree *keys, DLRBT_Tree *blocks, float ypos, float yscale_fac, bool channelLocked)
{
- ActKeyColumn *ak;
- ActKeyBlock *ab;
- float alpha;
- float xscale;
-
- const float iconsize = (U.widget_unit / 4.0f) * yscale_fac;
- const float mhsize = iconsize * 0.7f;
+ const float icon_sz = U.widget_unit * 0.5f * yscale_fac;
+ const float half_icon_sz = 0.5f * icon_sz;
+ const float smaller_sz = 0.35f * icon_sz;
glEnable(GL_BLEND);
- /* get View2D scaling factor */
- UI_view2d_scale_get(v2d, &xscale, NULL);
-
/* locked channels are less strongly shown, as feedback for locked channels in DopeSheet */
/* TODO: allow this opacity factor to be themed? */
- alpha = (channelLocked) ? 0.25f : 1.0f;
+ float alpha = channelLocked ? 0.25f : 1.0f;
/* draw keyblocks */
if (blocks) {
@@ -644,45 +584,59 @@ static void draw_keylist(View2D *v2d, DLRBT_Tree *keys, DLRBT_Tree *blocks, floa
sel_mhcol[3] *= 0.8f;
copy_v4_v4(unsel_mhcol, unsel_color);
unsel_mhcol[3] *= 0.8f;
-
+
+ unsigned int pos_id = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* NOTE: the tradeoff for changing colors between each draw is dwarfed by the cost of checking validity */
- for (ab = blocks->first; ab; ab = ab->next) {
+ for (ActKeyBlock *ab = blocks->first; ab; ab = ab->next) {
if (actkeyblock_is_valid(ab, keys)) {
if (ab->flag & ACTKEYBLOCK_FLAG_MOVING_HOLD) {
/* draw "moving hold" long-keyframe block - slightly smaller */
- if (ab->sel)
- glColor4fv(sel_mhcol);
- else
- glColor4fv(unsel_mhcol);
-
- glRectf(ab->start, ypos - mhsize, ab->end, ypos + mhsize);
+ immUniformColor4fv(ab->sel ? sel_mhcol : unsel_mhcol);
+ immRectf(pos_id, ab->start, ypos - smaller_sz, ab->end, ypos + smaller_sz);
}
else {
/* draw standard long-keyframe block */
- if (ab->sel)
- glColor4fv(sel_color);
- else
- glColor4fv(unsel_color);
-
- glRectf(ab->start, ypos - iconsize, ab->end, ypos + iconsize);
+ immUniformColor4fv(ab->sel ? sel_color : unsel_color);
+ immRectf(pos_id, ab->start, ypos - half_icon_sz, ab->end, ypos + half_icon_sz);
}
}
}
+ immUnbindProgram();
}
- /* draw keys */
if (keys) {
- for (ak = keys->first; ak; ak = ak->next) {
+ /* count keys */
+ unsigned int key_ct = 0;
+ for (ActKeyColumn *ak = keys->first; ak; ak = ak->next) {
/* optimization: if keyframe doesn't appear within 5 units (screenspace) in visible area, don't draw
* - this might give some improvements, since we current have to flip between view/region matrices
*/
- if (IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax) == 0)
- continue;
-
- /* draw using OpenGL - uglier but faster */
- /* NOTE1: a previous version of this didn't work nice for some intel cards
- * NOTE2: if we wanted to go back to icons, these are icon = (ak->sel & SELECT) ? ICON_SPACE2 : ICON_SPACE3; */
- draw_keyframe_shape(ak->cfra, ypos, xscale, iconsize, (ak->sel & SELECT), ak->key_type, KEYFRAME_SHAPE_BOTH, alpha);
+ if (IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax))
+ key_ct++;
+ }
+
+ if (key_ct > 0) {
+ /* draw keys */
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size_id = add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color_id = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int outline_color_id = add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ GPU_enable_program_point_size();
+ immBegin(PRIM_POINTS, key_ct);
+
+ for (ActKeyColumn *ak = keys->first; ak; ak = ak->next) {
+ if (IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax)) {
+ draw_keyframe_shape(ak->cfra, ypos, icon_sz, (ak->sel & SELECT), ak->key_type, KEYFRAME_SHAPE_BOTH, alpha,
+ pos_id, size_id, color_id, outline_color_id);
+ }
+ }
+
+ immEnd();
+ GPU_disable_program_point_size();
+ immUnbindProgram();
}
}
@@ -938,7 +892,7 @@ void ob_to_keylist(bDopeSheet *ads, Object *ob, DLRBT_Tree *keys, DLRBT_Tree *bl
int filter;
bAnimListElem dummychan = {NULL};
- Base dummybase = {NULL};
+ BaseLegacy dummybase = {NULL};
if (ob == NULL)
return;
diff --git a/source/blender/editors/animation/keyframes_edit.c b/source/blender/editors/animation/keyframes_edit.c
index 4571df0f077..f4922fec385 100644
--- a/source/blender/editors/animation/keyframes_edit.c
+++ b/source/blender/editors/animation/keyframes_edit.c
@@ -193,7 +193,7 @@ static short ob_keyframes_loop(KeyframeEditData *ked, bDopeSheet *ads, Object *o
int ret = 0;
bAnimListElem dummychan = {NULL};
- Base dummybase = {NULL};
+ BaseLegacy dummybase = {NULL};
if (ob == NULL)
return 0;
diff --git a/source/blender/editors/armature/armature_intern.h b/source/blender/editors/armature/armature_intern.h
index b39b4bd81ee..d75193a46ff 100644
--- a/source/blender/editors/armature/armature_intern.h
+++ b/source/blender/editors/armature/armature_intern.h
@@ -37,7 +37,7 @@ struct wmOperatorType;
struct bContext;
struct Scene;
struct Object;
-struct Base;
+struct BaseLegacy;
struct bAction;
struct bPoseChannel;
@@ -248,7 +248,7 @@ void armature_select_mirrored(struct bArmature *arm);
void armature_tag_unselect(struct bArmature *arm);
void *get_nearest_bone(struct bContext *C, short findunsel, int x, int y);
-void *get_bone_from_selectbuffer(struct Scene *scene, struct Base *base, unsigned int *buffer, short hits, short findunsel, bool do_nearest);
+void *get_bone_from_selectbuffer(struct Scene *scene, struct BaseLegacy *base, unsigned int *buffer, short hits, short findunsel, bool do_nearest);
int bone_looper(struct Object *ob, struct Bone *bone, void *data,
int (*bone_func)(struct Object *, struct Bone *, void *));
diff --git a/source/blender/editors/armature/armature_relations.c b/source/blender/editors/armature/armature_relations.c
index 1c342657eec..0dc97483dfc 100644
--- a/source/blender/editors/armature/armature_relations.c
+++ b/source/blender/editors/armature/armature_relations.c
@@ -50,6 +50,7 @@
#include "BKE_depsgraph.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_report.h"
@@ -400,7 +401,7 @@ int join_armature_exec(bContext *C, wmOperator *op)
}
/* Free the old object data */
- ED_base_object_free_and_unlink(bmain, scene, base);
+ ED_base_object_free_and_unlink(bmain, scene, base->object);
}
}
CTX_DATA_END;
@@ -579,6 +580,7 @@ static int separate_armature_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = CTX_data_edit_object(C);
Object *oldob, *newob;
Base *oldbase, *newbase;
@@ -602,14 +604,18 @@ static int separate_armature_exec(bContext *C, wmOperator *op)
/* TODO: use context iterators for this? */
CTX_DATA_BEGIN(C, Base *, base, visible_bases)
{
- if (base->object == obedit) base->flag |= SELECT;
- else base->flag &= ~SELECT;
+ if (base->object == obedit) {
+ ED_object_base_select(base, BA_SELECT);
+ }
+ else {
+ ED_object_base_select(base, BA_DESELECT);
+ }
}
CTX_DATA_END;
/* 1) store starting settings and exit editmode */
oldob = obedit;
- oldbase = BASACT;
+ oldbase = sl->basact;
oldob->mode &= ~OB_MODE_POSE;
//oldbase->flag &= ~OB_POSEMODE;
@@ -617,13 +623,13 @@ static int separate_armature_exec(bContext *C, wmOperator *op)
ED_armature_edit_free(obedit->data);
/* 2) duplicate base */
- newbase = ED_object_add_duplicate(bmain, scene, oldbase, USER_DUP_ARM); /* only duplicate linked armature */
+ newbase = ED_object_add_duplicate(bmain, scene, sl, oldbase, USER_DUP_ARM); /* only duplicate linked armature */
DAG_relations_tag_update(bmain);
newob = newbase->object;
- newbase->flag &= ~SELECT;
-
-
+ newbase->flag &= ~BASE_SELECTED;
+
+
/* 3) remove bones that shouldn't still be around on both armatures */
separate_armature_bones(oldob, 1);
separate_armature_bones(newob, 0);
diff --git a/source/blender/editors/armature/armature_select.c b/source/blender/editors/armature/armature_select.c
index e9946abba0b..1f994a7f13e 100644
--- a/source/blender/editors/armature/armature_select.c
+++ b/source/blender/editors/armature/armature_select.c
@@ -74,7 +74,7 @@ Bone *get_indexed_bone(Object *ob, int index)
/* See if there are any selected bones in this buffer */
/* only bones from base are checked on */
-void *get_bone_from_selectbuffer(Scene *scene, Base *base, unsigned int *buffer, short hits, short findunsel, bool do_nearest)
+void *get_bone_from_selectbuffer(Scene *scene, BaseLegacy *base, unsigned int *buffer, short hits, short findunsel, bool do_nearest)
{
Object *obedit = scene->obedit; // XXX get from context
Bone *bone;
diff --git a/source/blender/editors/armature/editarmature_sketch.c b/source/blender/editors/armature/editarmature_sketch.c
index f6c04e9570a..4d9ba351c3a 100644
--- a/source/blender/editors/armature/editarmature_sketch.c
+++ b/source/blender/editors/armature/editarmature_sketch.c
@@ -142,7 +142,7 @@ void BIF_makeListTemplates(const bContext *C)
Object *obedit = CTX_data_edit_object(C);
Scene *scene = CTX_data_scene(C);
ToolSettings *ts = CTX_data_tool_settings(C);
- Base *base;
+ BaseLegacy *base;
int index = 0;
if (TEMPLATES_HASH != NULL) {
diff --git a/source/blender/editors/armature/pose_select.c b/source/blender/editors/armature/pose_select.c
index 44470c1f827..903d309cb1f 100644
--- a/source/blender/editors/armature/pose_select.c
+++ b/source/blender/editors/armature/pose_select.c
@@ -132,7 +132,7 @@ void ED_pose_bone_select(Object *ob, bPoseChannel *pchan, bool select)
/* called from editview.c, for mode-less pose selection */
/* assumes scene obact and basact is still on old situation */
-int ED_do_pose_selectbuffer(Scene *scene, Base *base, unsigned int *buffer, short hits,
+int ED_do_pose_selectbuffer(Scene *scene, BaseLegacy *base, unsigned int *buffer, short hits,
bool extend, bool deselect, bool toggle, bool do_nearest)
{
Object *ob = base->object;
diff --git a/source/blender/editors/curve/editcurve.c b/source/blender/editors/curve/editcurve.c
index 47f42ab5321..f6528658490 100644
--- a/source/blender/editors/curve/editcurve.c
+++ b/source/blender/editors/curve/editcurve.c
@@ -50,6 +50,7 @@
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_key.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_report.h"
@@ -1285,6 +1286,7 @@ static int separate_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *oldob, *newob;
Base *oldbase, *newbase;
Curve *oldcu, *newcu;
@@ -1312,7 +1314,7 @@ static int separate_exec(bContext *C, wmOperator *op)
}
/* 2. duplicate the object and data */
- newbase = ED_object_add_duplicate(bmain, scene, oldbase, 0); /* 0 = fully linked */
+ newbase = ED_object_add_duplicate(bmain, scene, sl, oldbase, 0); /* 0 = fully linked */
DAG_relations_tag_update(bmain);
newob = newbase->object;
@@ -6038,7 +6040,7 @@ int join_curve_exec(bContext *C, wmOperator *op)
}
}
- ED_base_object_free_and_unlink(bmain, scene, base);
+ ED_base_object_free_and_unlink(bmain, scene, base->object);
}
}
}
diff --git a/source/blender/editors/curve/editcurve_paint.c b/source/blender/editors/curve/editcurve_paint.c
index 34e026a3ef4..c2c85e20174 100644
--- a/source/blender/editors/curve/editcurve_paint.c
+++ b/source/blender/editors/curve/editcurve_paint.c
@@ -48,6 +48,10 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_batch.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+
#include "curve_intern.h"
#include "UI_resources.h"
@@ -88,25 +92,17 @@ static float depth_read_zbuf(const ViewContext *vc, int x, int y)
}
static bool depth_unproject(
- const ARegion *ar, const bglMats *mats,
+ const ARegion *ar,
const int mval[2], const double depth,
float r_location_world[3])
{
- double p[3];
- if (gluUnProject(
- (double)ar->winrct.xmin + mval[0] + 0.5,
- (double)ar->winrct.ymin + mval[1] + 0.5,
- depth, mats->modelview, mats->projection, (const GLint *)mats->viewport,
- &p[0], &p[1], &p[2]))
- {
- copy_v3fl_v3db(r_location_world, p);
- return true;
- }
- return false;
+ float centx = (float)mval[0] + 0.5f;
+ float centy = (float)mval[1] + 0.5f;
+ return ED_view3d_unproject(ar, centx, centy, depth, r_location_world);
}
static bool depth_read_normal(
- const ViewContext *vc, const bglMats *mats, const int mval[2],
+ const ViewContext *vc, const int mval[2],
float r_normal[3])
{
/* pixels surrounding */
@@ -122,7 +118,7 @@ static bool depth_read_normal(
const double depth = (double)depth_read_zbuf(vc, mval_ofs[0], mval_ofs[1]);
if ((depth > depths->depth_range[0]) && (depth < depths->depth_range[1])) {
- if (depth_unproject(ar, mats, mval_ofs, depth, coords[i])) {
+ if (depth_unproject(ar, mval_ofs, depth, coords[i])) {
depths_valid[i] = true;
}
}
@@ -224,7 +220,6 @@ struct CurveDrawData {
} prev;
ViewContext vc;
- bglMats mats;
enum {
CURVE_DRAW_IDLE = 0,
CURVE_DRAW_PAINTING = 1,
@@ -310,7 +305,7 @@ static bool stroke_elem_project(
{
const double depth = (double)depth_read_zbuf(&cdd->vc, mval_i[0], mval_i[1]);
if ((depth > depths->depth_range[0]) && (depth < depths->depth_range[1])) {
- if (depth_unproject(ar, &cdd->mats, mval_i, depth, r_location_world)) {
+ if (depth_unproject(ar, mval_i, depth, r_location_world)) {
is_location_world_set = true;
if (r_normal_world) {
zero_v3(r_normal_world);
@@ -319,7 +314,7 @@ static bool stroke_elem_project(
if (surface_offset != 0.0f) {
const float offset = cdd->project.use_surface_offset_absolute ? 1.0f : radius;
float normal[3];
- if (depth_read_normal(&cdd->vc, &cdd->mats, mval_i, normal)) {
+ if (depth_read_normal(&cdd->vc, mval_i, normal)) {
madd_v3_v3fl(r_location_world, normal, offset * surface_offset);
if (r_normal_world) {
copy_v3_v3(r_normal_world, normal);
@@ -465,39 +460,44 @@ static void curve_draw_stroke_3d(const struct bContext *UNUSED(C), ARegion *UNUS
Object *obedit = cdd->vc.obedit;
Curve *cu = obedit->data;
- UI_ThemeColor(TH_WIRE);
-
if (cu->ext2 > 0.0f) {
- GLUquadricObj *qobj = gluNewQuadric();
-
- gluQuadricDrawStyle(qobj, GLU_FILL);
-
BLI_mempool_iter iter;
const struct StrokeElem *selem;
const float location_zero[3] = {0};
const float *location_prev = location_zero;
+ float color[3];
+ UI_GetThemeColor3fv(TH_WIRE, color);
+
+ Batch *sphere = Batch_get_sphere(0);
+ Batch_set_builtin_program(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
+ Batch_Uniform3fv(sphere, "color", color);
+
/* scale to edit-mode space */
- glPushMatrix();
- glMultMatrixf(obedit->obmat);
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+ gpuMultMatrix3D(obedit->obmat);
BLI_mempool_iternew(cdd->stroke_elem_pool, &iter);
for (selem = BLI_mempool_iterstep(&iter); selem; selem = BLI_mempool_iterstep(&iter)) {
- glTranslatef(
+ gpuTranslate3f(
selem->location_local[0] - location_prev[0],
selem->location_local[1] - location_prev[1],
selem->location_local[2] - location_prev[2]);
location_prev = selem->location_local;
+
const float radius = stroke_elem_radius(cdd, selem);
- gluSphere(qobj, radius, 12, 8);
+
+ gpuScaleUniform(radius);
+ Batch_draw(sphere);
+ gpuScaleUniform(1.0f / radius);
location_prev = selem->location_local;
}
- glPopMatrix();
-
- gluDeleteQuadric(qobj);
+ gpuPopMatrix();
+ gpuMatrixEnd();
}
if (stroke_len > 1) {
@@ -514,30 +514,45 @@ static void curve_draw_stroke_3d(const struct bContext *UNUSED(C), ARegion *UNUS
}
{
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, coord_array);
-
- cpack(0x0);
+ imm_cpack(0x0);
+ immBegin(GL_LINE_STRIP, stroke_len);
glLineWidth(3.0f);
- glDrawArrays(GL_LINE_STRIP, 0, stroke_len);
- if (v3d->zbuf)
+ if (v3d->zbuf) {
glDisable(GL_DEPTH_TEST);
+ }
+
+ for (int i = 0; i < stroke_len; i++) {
+ immVertex3fv(pos, coord_array[i]);
+ }
+
+ immEnd();
- cpack(0xffffffff);
+ imm_cpack(0xffffffff);
+ immBegin(GL_LINE_STRIP, stroke_len);
glLineWidth(1.0f);
- glDrawArrays(GL_LINE_STRIP, 0, stroke_len);
- if (v3d->zbuf)
- glEnable(GL_DEPTH_TEST);
+ for (int i = 0; i < stroke_len; i++) {
+ immVertex3fv(pos, coord_array[i]);
+ }
+
+ immEnd();
- glDisableClientState(GL_VERTEX_ARRAY);
+ if (v3d->zbuf) {
+ glEnable(GL_DEPTH_TEST);
+ }
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
+
+ immUnbindProgram();
}
MEM_freeN(coord_array);
@@ -627,7 +642,7 @@ static void curve_draw_event_add_first(wmOperator *op, const wmEvent *event)
CURVE_PAINT_SURFACE_PLANE_NORMAL_VIEW,
CURVE_PAINT_SURFACE_PLANE_NORMAL_SURFACE))
{
- if (depth_read_normal(&cdd->vc, &cdd->mats, event->mval, normal)) {
+ if (depth_read_normal(&cdd->vc, event->mval, normal)) {
if (cps->surface_plane == CURVE_PAINT_SURFACE_PLANE_NORMAL_VIEW) {
float cross_a[3], cross_b[3];
cross_v3_v3v3(cross_a, rv3d->viewinv[2], normal);
@@ -686,6 +701,7 @@ static bool curve_draw_init(bContext *C, wmOperator *op, bool is_invoke)
}
else {
cdd->vc.scene = CTX_data_scene(C);
+ cdd->vc.sl = CTX_data_scene_layer(C);
cdd->vc.obedit = CTX_data_edit_object(C);
}
@@ -1162,8 +1178,6 @@ static int curve_draw_invoke(bContext *C, wmOperator *op, const wmEvent *event)
if ((cps->depth_mode == CURVE_PAINT_PROJECT_SURFACE) &&
(v3d->drawtype > OB_WIRE))
{
- view3d_get_transformation(cdd->vc.ar, cdd->vc.rv3d, NULL, &cdd->mats);
-
/* needed or else the draw matrix can be incorrect */
view3d_operator_needs_opengl(C);
diff --git a/source/blender/editors/curve/editfont.c b/source/blender/editors/curve/editfont.c
index 57e731874b4..d86091aaa77 100644
--- a/source/blender/editors/curve/editfont.c
+++ b/source/blender/editors/curve/editfont.c
@@ -420,6 +420,7 @@ static void txt_add_object(bContext *C, TextLine *firstline, int totline, const
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Curve *cu;
Object *obedit;
Base *base;
@@ -429,8 +430,8 @@ static void txt_add_object(bContext *C, TextLine *firstline, int totline, const
int a;
float rot[3] = {0.f, 0.f, 0.f};
- obedit = BKE_object_add(bmain, scene, OB_FONT, NULL);
- base = scene->basact;
+ obedit = BKE_object_add(bmain, scene, sl, OB_FONT, NULL);
+ base = sl->basact;
/* seems to assume view align ? TODO - look into this, could be an operator option */
ED_object_base_init_transform(C, base, NULL, rot);
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index a542bf8fa11..0f0c1c9752b 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_AA);
}
else {
- float co[2];
-
- /* get coordinates of point */
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+
+ /* 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.
*
@@ -1471,89 +1537,94 @@ 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 font_id = BLF_default();
+
+ BLF_width_and_height(font_id, printable, BLF_DRAW_STR_DUMMY_MAX, &printable_size[0], &printable_size[1]);
+ 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);
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
#ifdef WITH_INTERNATIONAL
BLF_draw_default(xco, yco, 0.0f, printable, BLF_DRAW_STR_DUMMY_MAX);
#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)
@@ -1588,7 +1659,7 @@ static void gp_draw_data_all(Scene *scene, bGPdata *gpd, int offsx, int offsy, i
}
}
}
-
+
/* 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)) {
@@ -1614,28 +1685,27 @@ 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;
}
@@ -1646,7 +1716,7 @@ 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
*/
@@ -1658,77 +1728,74 @@ 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);
@@ -1740,7 +1807,7 @@ 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:
@@ -1749,28 +1816,27 @@ 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_convert.c b/source/blender/editors/gpencil/gpencil_convert.c
index d0f68c4b8f3..505114869ac 100644
--- a/source/blender/editors/gpencil/gpencil_convert.c
+++ b/source/blender/editors/gpencil/gpencil_convert.c
@@ -1128,7 +1128,7 @@ static void gp_layer_to_curve(bContext *C, ReportList *reports, bGPdata *gpd, bG
Object *ob;
Curve *cu;
Nurb *nu = NULL;
- Base *base_orig = BASACT, *base_new = NULL;
+ BaseLegacy *base_orig = BASACT, *base_new = NULL;
float minmax_weights[2] = {1.0f, 0.0f};
/* camera framing */
@@ -1217,7 +1217,8 @@ static void gp_layer_to_curve(bContext *C, ReportList *reports, bGPdata *gpd, bG
/* set the layer and select */
base_new->lay = ob->lay = base_orig ? base_orig->lay : BKE_screen_view3d_layer_active(v3d, scene);
- base_new->flag = ob->flag = base_new->flag | SELECT;
+ base_new->flag_legacy |= SELECT;
+ BKE_scene_base_flag_sync_from_base(base_new);
}
/* --- */
diff --git a/source/blender/editors/gpencil/gpencil_paint.c b/source/blender/editors/gpencil/gpencil_paint.c
index 5879306b06c..73f393537ba 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;
@@ -1840,28 +1842,28 @@ 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/gpencil/gpencil_utils.c b/source/blender/editors/gpencil/gpencil_utils.c
index 76e85f20c36..e3b6b748227 100644
--- a/source/blender/editors/gpencil/gpencil_utils.c
+++ b/source/blender/editors/gpencil/gpencil_utils.c
@@ -204,7 +204,7 @@ bGPdata *ED_gpencil_data_get_active(const bContext *C)
// XXX: this should be removed... We really shouldn't duplicate logic like this!
bGPdata *ED_gpencil_data_get_active_v3d(Scene *scene, View3D *v3d)
{
- Base *base = scene->basact;
+ BaseLegacy *base = scene->basact;
bGPdata *gpd = NULL;
/* We have to make sure active object is actually visible and selected, else we must use default scene gpd,
* to be consistent with ED_gpencil_data_get_active's behavior.
diff --git a/source/blender/editors/include/BIF_glutil.h b/source/blender/editors/include/BIF_glutil.h
index d3d2c465d46..a0e47a7a228 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 +85,72 @@ 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);
+
+/* Draw a standard checkerboard to indicate transparent backgrounds */
+void imm_draw_checker_box(float x1, float y1, float x2, float y2);
+
+/**
+* Pack color into 3 bytes
+*
+* \param x color.
+*/
+void imm_cpack(unsigned int x);
+
+/**
+* Draw a cylinder. Replacement for gluCylinder.
+* _warning_ : Slow, better use it only if you no other choices.
+*
+* \param pos The vertex attribute number for position.
+* \param nor The vertex attribute number for normal.
+* \param base Specifies the radius of the cylinder at z = 0.
+* \param top Specifies the radius of the cylinder at z = height.
+* \param height Specifies the height of the cylinder.
+* \param slices Specifies the number of subdivisions around the z axis.
+* \param stacks Specifies the number of subdivisions along the z axis.
+*/
+void imm_cylinder(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks);
/**
* Returns a float value as obtained by glGetFloatv.
@@ -109,6 +172,7 @@ int glaGetOneInt(int param);
*/
void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y);
+#if 0 /* Obsolete / unused */
/**
* Functions like a limited glDrawPixels, except ensures that
* the image is displayed onscreen even if the \a x and \a y
@@ -142,12 +206,37 @@ void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int fo
* modelview and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
*/
-
void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect);
void glaDrawPixelsTex_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y);
+#endif
+
+/* To be used before calling immDrawPixelsTex
+ * Default shader is GPU_SHADER_2D_IMAGE_COLOR
+ * Returns a shader to be able to set uniforms */
+struct GPUShader *immDrawPixelsTexSetup(int builtin);
/**
+ * immDrawPixelsTex - Functions like a limited glDrawPixels, but actually draws the
+ * image using textures, which can be tremendously faster on low-end
+ * cards, and also avoids problems with the raster position being
+ * clipped when offscreen. Pixel unpacking parameters and
+ * the glPixelZoom values are _not_ respected.
+ *
+ * \attention Use immDrawPixelsTexSetup before calling this function.
+ *
+ * \attention This routine makes many assumptions: the rect data
+ * is expected to be in RGBA byte or float format, and the
+ * modelview and projection matrices are assumed to define a
+ * 1-to-1 mapping to screen space.
+ */
+void immDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
+ float xzoom, float yzoom, float color[4]);
+void immDrawPixelsTex_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
+ float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
+ float xzoom, float yzoom, float color[4]);
+#if 0 /* Obsolete / unused */
+/**
* glaDrawPixelsAuto - Switches between texture or pixel drawing using UserDef.
* only RGBA
* needs glaDefine2DArea to be set.
@@ -160,7 +249,13 @@ void glaDrawPixelsAuto_clipping(float x, float y, int img_w, int img_h, int form
void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY);
void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y);
+#endif
+void immDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
+ float xzoom, float yzoom, float color[4]);
+void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
+ float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
+ float xzoom, float yzoom, float color[4]);
/* 2D Drawing Assistance */
/** Define a 2D area (viewport, scissor, matrices) for OpenGL rendering.
@@ -175,13 +270,11 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int
* \param screen_rect The screen rectangle to be defined for 2D drawing.
*/
void glaDefine2DArea(struct rcti *screen_rect);
+#if 0 /* UNUSED */
typedef struct gla2DDrawInfo gla2DDrawInfo;
-/* UNUSED */
-#if 0
-
-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 +283,8 @@ 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);
@@ -198,37 +292,35 @@ void setlinestyle(int nr);
/* own working polygon offset */
void bglPolygonOffset(float viewdist, float dist);
-/* For caching opengl matrices (gluProject/gluUnProject) */
-typedef struct bglMats {
- double modelview[16];
- double projection[16];
- int viewport[4];
-} bglMats;
-void bgl_get_mats(bglMats *mats);
-
/* **** Color management helper functions for GLSL display/transform ***** */
/* Draw imbuf on a screen, preferably using GLSL display transform */
void glaDrawImBuf_glsl(struct ImBuf *ibuf, float x, float y, int zoomfilter,
struct ColorManagedViewSettings *view_settings,
- struct ColorManagedDisplaySettings *display_settings);
+ struct ColorManagedDisplaySettings *display_settings,
+ float zoom_x, float zoom_y);
void glaDrawImBuf_glsl_clipping(struct ImBuf *ibuf, float x, float y, int zoomfilter,
struct ColorManagedViewSettings *view_settings,
struct ColorManagedDisplaySettings *display_settings,
float clip_min_x, float clip_min_y,
- float clip_max_x, float clip_max_y);
+ float clip_max_x, float clip_max_y,
+ float zoom_x, float zoom_y);
/* Draw imbuf on a screen, preferably using GLSL display transform */
-void glaDrawImBuf_glsl_ctx(const struct bContext *C, struct ImBuf *ibuf, float x, float y, int zoomfilter);
+void glaDrawImBuf_glsl_ctx(const struct bContext *C, struct ImBuf *ibuf, float x, float y, int zoomfilter,
+ float zoom_x, float zoom_y);
void glaDrawImBuf_glsl_ctx_clipping(const struct bContext *C,
struct ImBuf *ibuf,
float x, float y,
int zoomfilter,
float clip_min_x, float clip_min_y,
- float clip_max_x, float clip_max_y);
+ float clip_max_x, float clip_max_y,
+ float zoom_x, float zoom_y);
void glaDrawBorderCorners(const struct rcti *border, float zoomx, float zoomy);
+void immDrawBorderCorners(unsigned int pos, const struct rcti *border, float zoomx, float zoomy);
+
#endif /* __BIF_GLUTIL_H__ */
diff --git a/source/blender/editors/include/ED_anim_api.h b/source/blender/editors/include/ED_anim_api.h
index 4a4ab832b28..a65c6eec6ae 100644
--- a/source/blender/editors/include/ED_anim_api.h
+++ b/source/blender/editors/include/ED_anim_api.h
@@ -82,6 +82,7 @@ typedef struct bAnimContext {
struct bDopeSheet *ads; /* dopesheet data for editor (or which is being used) */
struct Scene *scene; /* active scene */
+ struct SceneLayer *scene_layer; /* active scene layer */
struct Object *obact; /* active object */
ListBase *markers; /* active set of markers */
diff --git a/source/blender/editors/include/ED_armature.h b/source/blender/editors/include/ED_armature.h
index 7ad61671b1b..867e85487e0 100644
--- a/source/blender/editors/include/ED_armature.h
+++ b/source/blender/editors/include/ED_armature.h
@@ -35,7 +35,7 @@ extern "C" {
#endif
struct bArmature;
-struct Base;
+struct BaseLegacy;
struct bContext;
struct Bone;
struct bPoseChannel;
@@ -44,6 +44,7 @@ struct ListBase;
struct MeshDeformModifierData;
struct DerivedMesh;
struct Object;
+struct Base;
struct ReportList;
struct Scene;
struct ViewContext;
@@ -82,6 +83,12 @@ typedef struct EditBone {
short segments;
+ /* Used for display */
+ float disp_mat[4][4]; /* in Armature space, rest pos matrix */
+ float disp_tail_mat[4][4]; /* in Armature space, rest pos matrix */
+ /* 32 == MAX_BBONE_SUBDIV */
+ float disp_bbone_mat[32][4][4]; /* in Armature space, rest pos matrix */
+
/* Used to store temporary data */
union {
struct EditBone *ebone;
@@ -130,7 +137,7 @@ void ED_armature_ebone_listbase_temp_clear(struct ListBase *lb);
void ED_armature_deselect_all(struct Object *obedit);
void ED_armature_deselect_all_visible(struct Object *obedit);
-int ED_do_pose_selectbuffer(struct Scene *scene, struct Base *base, unsigned int *buffer,
+int ED_do_pose_selectbuffer(struct Scene *scene, struct BaseLegacy *base, unsigned int *buffer,
short hits, bool extend, bool deselect, bool toggle, bool do_nearest);
bool ED_armature_select_pick(struct bContext *C, const int mval[2], bool extend, bool deselect, bool toggle);
int join_armature_exec(struct bContext *C, struct wmOperator *op);
diff --git a/source/blender/editors/include/ED_keyframes_draw.h b/source/blender/editors/include/ED_keyframes_draw.h
index c478a8b17e5..8eef016a846 100644
--- a/source/blender/editors/include/ED_keyframes_draw.h
+++ b/source/blender/editors/include/ED_keyframes_draw.h
@@ -108,8 +108,10 @@ typedef enum eKeyframeShapeDrawOpts {
KEYFRAME_SHAPE_BOTH
} eKeyframeShapeDrawOpts;
-/* draw simple diamond-shape keyframe (with OpenGL) */
-void draw_keyframe_shape(float x, float y, float xscale, float hsize, short sel, short key_type, short mode, float alpha);
+/* draw simple diamond-shape keyframe */
+/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_DIAMOND, immBegin(PRIM_POINTS, n), then call this n times */
+void draw_keyframe_shape(float x, float y, float size, bool sel, short key_type, short mode, float alpha,
+ unsigned int pos_id, unsigned int size_id, unsigned int color_id, unsigned int outline_color_id);
/* ******************************* Methods ****************************** */
diff --git a/source/blender/editors/include/ED_node.h b/source/blender/editors/include/ED_node.h
index f7b9d6b4f9e..b4cf96f27bf 100644
--- a/source/blender/editors/include/ED_node.h
+++ b/source/blender/editors/include/ED_node.h
@@ -75,7 +75,7 @@ void ED_init_custom_node_socket_type(struct bNodeSocketType *stype);
void ED_init_standard_node_socket_type(struct bNodeSocketType *stype);
void ED_init_node_socket_type_virtual(struct bNodeSocketType *stype);
void ED_node_sample_set(const float col[4]);
-void ED_node_draw_snap(struct View2D *v2d, const float cent[2], float size, NodeBorder border);
+void ED_node_draw_snap(struct View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned pos);
/* node_draw.c */
void ED_node_tree_update(const struct bContext *C);
diff --git a/source/blender/editors/include/ED_object.h b/source/blender/editors/include/ED_object.h
index 04ff5692717..f621ee7989d 100644
--- a/source/blender/editors/include/ED_object.h
+++ b/source/blender/editors/include/ED_object.h
@@ -35,14 +35,16 @@
extern "C" {
#endif
-struct Base;
+struct BaseLegacy;
struct EnumPropertyItem;
struct ID;
struct Main;
struct ModifierData;
struct Object;
+struct Base;
struct ReportList;
struct Scene;
+struct SceneLayer;
struct bConstraint;
struct bContext;
struct bPoseChannel;
@@ -89,7 +91,6 @@ bool ED_object_parent_set(struct ReportList *reports, struct Main *bmain, struct
struct Object *par, int partype, const bool xmirror, const bool keep_transform,
const int vert_par[3]);
void ED_object_parent_clear(struct Object *ob, const int type);
-struct Base *ED_object_scene_link(struct Scene *scene, struct Object *ob);
void ED_keymap_proportional_cycle(struct wmKeyConfig *keyconf, struct wmKeyMap *keymap);
void ED_keymap_proportional_obmode(struct wmKeyConfig *keyconf, struct wmKeyMap *keymap);
@@ -98,14 +99,20 @@ void ED_keymap_proportional_editmode(struct wmKeyConfig *keyconf, struct wmKeyMa
const bool do_connected);
/* send your own notifier for select! */
-void ED_base_object_select(struct Base *base, short mode);
+void ED_base_object_select(struct BaseLegacy *base, short mode);
/* includes notifier */
-void ED_base_object_activate(struct bContext *C, struct Base *base);
+void ED_base_object_activate(struct bContext *C, struct BaseLegacy *base);
+
+void ED_object_base_select(struct Base *base, short mode);
+void ED_object_base_activate(struct bContext *C, struct Base *base);
-void ED_base_object_free_and_unlink(struct Main *bmain, struct Scene *scene, struct Base *base);
+void ED_base_object_free_and_unlink(struct Main *bmain, struct Scene *scene, struct Object *ob);
+
+void ED_base_object_sync_from_base(struct BaseLegacy *base, struct Object *ob);
+void ED_base_object_sync_from_object(struct BaseLegacy *base, struct Object *ob);
/* single object duplicate, if (dupflag == 0), fully linked, else it uses the flags given */
-struct Base *ED_object_add_duplicate(struct Main *bmain, struct Scene *scene, struct Base *base, int dupflag);
+struct Base *ED_object_add_duplicate(struct Main *bmain, struct Scene *scene, struct SceneLayer *sl, struct Base *base, int dupflag);
void ED_object_parent(struct Object *ob, struct Object *parent, const int type, const char *substr);
@@ -191,7 +198,7 @@ void ED_object_modifier_clear(struct Main *bmain, struct Object *ob);
int ED_object_modifier_move_down(struct ReportList *reports, struct Object *ob, struct ModifierData *md);
int ED_object_modifier_move_up(struct ReportList *reports, struct Object *ob, struct ModifierData *md);
int ED_object_modifier_convert(struct ReportList *reports, struct Main *bmain, struct Scene *scene,
- struct Object *ob, struct ModifierData *md);
+ struct SceneLayer *sl, struct Object *ob, struct ModifierData *md);
int ED_object_modifier_apply(struct ReportList *reports, struct Scene *scene,
struct Object *ob, struct ModifierData *md, int mode);
int ED_object_modifier_copy(struct ReportList *reports, struct Object *ob, struct ModifierData *md);
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/ED_sculpt.h b/source/blender/editors/include/ED_sculpt.h
index 6daaac5bb42..a81d63d9f25 100644
--- a/source/blender/editors/include/ED_sculpt.h
+++ b/source/blender/editors/include/ED_sculpt.h
@@ -39,8 +39,7 @@ struct rcti;
/* sculpt.c */
void ED_operatortypes_sculpt(void);
-void ED_sculpt_redraw_planes_get(float planes[4][4], struct ARegion *ar,
- struct RegionView3D *rv3d, struct Object *ob);
+void ED_sculpt_redraw_planes_get(float planes[4][4], struct ARegion *ar, struct Object *ob);
int ED_sculpt_mask_box_select(struct bContext *C, struct ViewContext *vc, const struct rcti *rect, bool select, bool extend);
#endif /* __ED_SCULPT_H__ */
diff --git a/source/blender/editors/include/ED_transform.h b/source/blender/editors/include/ED_transform.h
index ebd2a3dcb7a..898eecd3e42 100644
--- a/source/blender/editors/include/ED_transform.h
+++ b/source/blender/editors/include/ED_transform.h
@@ -109,7 +109,7 @@ enum TfmMode {
bool calculateTransformCenter(struct bContext *C, int centerMode, float cent3d[3], float cent2d[2]);
struct TransInfo;
-struct Base;
+struct BaseLegacy;
struct Scene;
struct Object;
struct wmOperator;
diff --git a/source/blender/editors/include/ED_uvedit.h b/source/blender/editors/include/ED_uvedit.h
index 535683823bf..8d68fba84f5 100644
--- a/source/blender/editors/include/ED_uvedit.h
+++ b/source/blender/editors/include/ED_uvedit.h
@@ -41,6 +41,7 @@ struct MTexPoly;
struct Main;
struct Object;
struct Scene;
+struct SceneLayer;
struct SpaceImage;
struct bNode;
struct wmKeyConfig;
@@ -109,7 +110,7 @@ void ED_unwrap_lscm(struct Scene *scene, struct Object *obedit, const short sel)
/* uvedit_draw.c */
void ED_image_draw_cursor(struct ARegion *ar, const float cursor[2]);
-void ED_uvedit_draw_main(struct SpaceImage *sima, struct ARegion *ar, struct Scene *scene, struct Object *obedit, struct Object *obact);
+void ED_uvedit_draw_main(struct SpaceImage *sima, struct ARegion *ar, struct Scene *scene, struct SceneLayer *sl, struct Object *obedit, struct Object *obact);
/* uvedit_buttons.c */
void ED_uvedit_buttons_register(struct ARegionType *art);
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 79176d9e9cf..4863604bf63 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -37,7 +37,7 @@ struct BMEdge;
struct BMFace;
struct BMVert;
struct BPoint;
-struct Base;
+struct BaseLegacy;
struct BezTriple;
struct BoundBox;
struct EditBone;
@@ -49,13 +49,13 @@ struct Nurb;
struct Object;
struct RegionView3D;
struct Scene;
+struct SceneLayer;
struct ScrArea;
struct View3D;
struct ViewContext;
struct bContext;
struct bPoseChannel;
struct bScreen;
-struct bglMats;
struct rctf;
struct rcti;
struct wmOperator;
@@ -70,6 +70,7 @@ enum eGPUFXFlags;
/* for derivedmesh drawing callbacks, for view3d_select, .... */
typedef struct ViewContext {
struct Scene *scene;
+ struct SceneLayer *sl;
struct Object *obact;
struct Object *obedit;
struct ARegion *ar;
@@ -187,7 +188,7 @@ void pose_foreachScreenBone(
void ED_view3d_project_float_v2_m4(const struct ARegion *ar, const float co[3], float r_co[2], float mat[4][4]);
void ED_view3d_project_float_v3_m4(const struct ARegion *ar, const float co[3], float r_co[3], float mat[4][4]);
-eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base);
+eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct BaseLegacy *base);
/* *** short *** */
eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local,
@@ -231,7 +232,9 @@ bool ED_view3d_win_to_segment(const struct ARegion *ar, struct View3D *v3d, cons
float r_ray_start[3], float r_ray_end[3], const bool do_clip);
void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d, float obmat[4][4], float pmat[4][4]);
-void ED_view3d_unproject(struct bglMats *mats, float out[3], const float x, const float y, const float z);
+
+void ED_view3d_project(const struct ARegion *ar, const float world[3], float region[3]);
+bool ED_view3d_unproject(const struct ARegion *ar, float regionx, float regiony, float regionz, float world[3]);
/* end */
@@ -260,7 +263,8 @@ bool ED_view3d_calc_render_border(struct Scene *scene, struct View3D *v3d,
struct ARegion *ar, struct rcti *rect);
void ED_view3d_clipping_calc_from_boundbox(float clip[6][4], const struct BoundBox *clipbb, const bool is_flip);
-void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);
+void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4],
+ const struct ARegion *ar, const struct Object *ob, const struct rcti *rect);
void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[4][4]);
bool ED_view3d_clipping_test(const struct RegionView3D *rv3d, const float co[3], const bool is_local);
void ED_view3d_clipping_set(struct RegionView3D *rv3d);
@@ -277,6 +281,7 @@ float ED_view3d_radius_to_dist(
const float radius);
void drawcircball(int mode, const float cent[3], float rad, const float tmat[4][4]);
+void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos);
/* backbuffer select and draw support */
void ED_view3d_backbuf_validate(struct ViewContext *vc);
@@ -309,7 +314,6 @@ void view3d_set_viewcontext(struct bContext *C, struct ViewContext *vc);
void view3d_operator_needs_opengl(const struct bContext *C);
void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);
void view3d_opengl_read_pixels(struct ARegion *ar, int x, int y, int w, int h, int format, int type, void *data);
-void view3d_get_transformation(const struct ARegion *ar, struct RegionView3D *rv3d, struct Object *ob, struct bglMats *mats);
/* XXX should move to BLI_math */
bool edge_inside_circle(const float cent[2], float radius, const float screen_co_a[2], const float screen_co_b[2]);
@@ -352,7 +356,7 @@ struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
int alpha_mode, int samples, bool full_samples, const char *viewname,
struct GPUFX *fx, struct GPUOffScreen *ofs, char err_out[256]);
-struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
+struct BaseLegacy *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip);
void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[4][4], float winmat[4][4]);
bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
diff --git a/source/blender/editors/include/UI_interface.h b/source/blender/editors/include/UI_interface.h
index 9fbce7dd203..69d15859407 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_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad, const float color[4]);
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_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_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, const float col[4]);
+void UI_draw_roundbox_shade_y(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeleft, float shaderight, const float col[4]);
+void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4]);
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 */
@@ -1042,20 +1044,22 @@ void UI_context_active_but_prop_get_templateID(
/* Styled text draw */
void UI_fontstyle_set(const struct uiFontStyle *fs);
-void UI_fontstyle_draw_ex(
- const struct uiFontStyle *fs, const struct rcti *rect, const char *str,
- size_t len, float *r_xofs, float *r_yofs);
-void UI_fontstyle_draw(const struct uiFontStyle *fs, const struct rcti *rect, const char *str);
-void UI_fontstyle_draw_rotated(const struct uiFontStyle *fs, const struct rcti *rect, const char *str);
-void UI_fontstyle_draw_simple(const struct uiFontStyle *fs, float x, float y, const char *str);
+void UI_fontstyle_draw_ex(const struct uiFontStyle *fs, const struct rcti *rect, const char *str,
+ const unsigned char col[4], size_t len, float *r_xofs, float *r_yofs);
+void UI_fontstyle_draw(const struct uiFontStyle *fs, const struct rcti *rect, const char *str,
+ const unsigned char col[4]);
+void UI_fontstyle_draw_rotated(const struct uiFontStyle *fs, const struct rcti *rect, const char *str,
+ const unsigned char col[4]);
+void UI_fontstyle_draw_simple(const struct uiFontStyle *fs, float x, float y, const char *str,
+ const unsigned char col[4]);
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);
-void UI_draw_icon_tri(float x, float y, char dir);
+void UI_draw_icon_tri(float x, float y, char dir, const float[4]);
struct uiStyle *UI_style_get(void); /* use for fonts etc */
struct uiStyle *UI_style_get_dpi(void); /* DPI scaled settings for drawing */
diff --git a/source/blender/editors/include/UI_interface_icons.h b/source/blender/editors/include/UI_interface_icons.h
index 945ac1b6db9..cee68ed361c 100644
--- a/source/blender/editors/include/UI_interface_icons.h
+++ b/source/blender/editors/include/UI_interface_icons.h
@@ -66,6 +66,7 @@ void UI_id_icon_render(
int UI_preview_render_size(enum eIconSizes size);
void UI_icon_draw(float x, float y, int icon_id);
+void UI_icon_draw_alpha(float x, float y, int icon_id, float alpha);
void UI_icon_draw_preview(float x, float y, int icon_id);
void UI_icon_draw_preview_aspect(float x, float y, int icon_id, float aspect);
void UI_icon_draw_preview_aspect_size(float x, float y, int icon_id, float aspect, float alpha, int size);
diff --git a/source/blender/editors/include/UI_resources.h b/source/blender/editors/include/UI_resources.h
index f8a5f30a596..2fc76ae9563 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);
@@ -347,11 +347,22 @@ void UI_GetThemeColorBlend3ubv(int colorid1, int colorid2, float fac, unsigne
// get the color, range 0.0-1.0, complete with shading offset
void UI_GetThemeColorShade3fv(int colorid, int offset, float col[3]);
void UI_GetThemeColorShade3ubv(int colorid, int offset, unsigned char col[3]);
+void UI_GetThemeColorShade4ubv(int colorid, int offset, unsigned char col[4]);
+
+// get three color values, range 0-255, complete with shading offset for the RGB components and blending
+void UI_GetThemeColorBlendShade3ubv(int colorid1, int colorid2, float fac, int offset, unsigned char col[3]);
// get four color values, scaled to 0.0-1.0 range
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 colour values ranged between 0 and 255; includes the alpha channel
+void UI_GetThemeColorShadeAlpha4ubv(int colorid, int coloffset, int alphaoffset, unsigned char 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]);
@@ -369,6 +380,10 @@ void UI_GetColorPtrShade3ubv(const unsigned char cp1[3], unsigned char col[3]
// get a 3 byte color, blended and shaded between two other char color pointers
void UI_GetColorPtrBlendShade3ubv(const unsigned char cp1[3], const unsigned char cp2[3], unsigned char col[3], float fac, int offset);
+// sets the font color
+// (for anything fancy use UI_GetThemeColor[Fancy] then BLF_color)
+void UI_FontThemeColor(int fontid, int colorid);
+
// clear the openGL ClearColor using the input colorid
void UI_ThemeClearColor(int colorid);
diff --git a/source/blender/editors/interface/interface.c b/source/blender/editors/interface/interface.c
index 682db20af55..fe9b3054ea7 100644
--- a/source/blender/editors/interface/interface.c
+++ b/source/blender/editors/interface/interface.c
@@ -499,6 +499,7 @@ static int ui_but_calc_float_precision(uiBut *but, double value)
static void ui_draw_linkline(uiLinkLine *line, int highlightActiveLines, int dashInactiveLines)
{
rcti rect;
+ float color[4] = {1.0f};
if (line->from == NULL || line->to == NULL) return;
@@ -508,15 +509,15 @@ static void ui_draw_linkline(uiLinkLine *line, int highlightActiveLines, int das
rect.ymax = BLI_rctf_cent_y(&line->to->rect);
if (dashInactiveLines)
- UI_ThemeColor(TH_GRID);
+ UI_GetThemeColor4fv(TH_GRID, color);
else if (line->flag & UI_SELECT)
- glColor3ub(100, 100, 100);
+ rgba_float_args_set_ch(color, 100, 100, 100, 255);
else if (highlightActiveLines && ((line->from->flag & UI_ACTIVE) || (line->to->flag & UI_ACTIVE)))
- UI_ThemeColor(TH_TEXT_HI);
+ UI_GetThemeColor4fv(TH_TEXT_HI, color);
else
- glColor3ub(0, 0, 0);
+ rgba_float_args_set_ch(color, 0, 0, 0, 255);
- ui_draw_link_bezier(&rect);
+ ui_draw_link_bezier(&rect, color);
}
static void ui_draw_links(uiBlock *block)
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 01ea1e953fa..71d16328374 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -50,13 +50,13 @@
#include "IMB_imbuf_types.h"
#include "IMB_colormanagement.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
-#include "GPU_draw.h"
-#include "GPU_basic_shader.h"
+#include "GPU_batch.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "UI_interface.h"
@@ -79,325 +79,387 @@ 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);
+ BLI_assert(mode != GL_POLYGON);
+
+ 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)
+static void round_box_shade_col(unsigned attrib, const float col1[3], float const col2[3], const float fac)
{
- float col[3] = {
+ float col[4] = {
fac * col1[0] + (1.0f - fac) * col2[0],
fac * col1[1] + (1.0f - fac) * col2[1],
- fac * col1[2] + (1.0f - fac) * col2[2]
+ fac * col1[2] + (1.0f - fac) * col2[2],
+ 1.0f
};
- glColor3fv(col);
+ immAttrib4fv(attrib, col);
}
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
void UI_draw_roundbox_shade_x(
int mode, float minx, float miny, float maxx, float maxy,
- float rad, float shadetop, float shadedown)
+ float rad, float shadetop, float shadedown, const 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}};
const float div = maxy - miny;
const float idiv = 1.0f / div;
- float coltop[3], coldown[3], color[4];
+ float coltop[3], coldown[3];
+ int vert_count = 0;
int a;
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
- /* get current color, needs to be outside of glBegin/End */
- glGetFloatv(GL_CURRENT_COLOR, color);
+
+ BLI_assert(mode != GL_POLYGON);
/* 'shade' defines strength of shading */
- coltop[0] = min_ff(1.0f, color[0] + shadetop);
- coltop[1] = min_ff(1.0f, color[1] + shadetop);
- coltop[2] = min_ff(1.0f, color[2] + shadetop);
- coldown[0] = max_ff(0.0f, color[0] + shadedown);
- coldown[1] = max_ff(0.0f, color[1] + shadedown);
- coldown[2] = max_ff(0.0f, color[2] + shadedown);
+ coltop[0] = min_ff(1.0f, col[0] + shadetop);
+ coltop[1] = min_ff(1.0f, col[1] + shadetop);
+ coltop[2] = min_ff(1.0f, col[2] + shadetop);
+ coldown[0] = max_ff(0.0f, col[0] + shadedown);
+ coldown[1] = max_ff(0.0f, col[1] + shadedown);
+ coldown[2] = max_ff(0.0f, col[2] + shadedown);
+
+ vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
- glBegin(mode);
+ immBegin(mode, vert_count);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
- round_box_shade_col(coltop, coldown, 0.0);
- glVertex2f(maxx - rad, miny);
+ round_box_shade_col(color, coltop, coldown, 0.0);
+ immVertex2f(pos, maxx - rad, miny);
for (a = 0; a < 7; a++) {
- round_box_shade_col(coltop, coldown, vec[a][1] * idiv);
- glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
+ round_box_shade_col(color, coltop, coldown, vec[a][1] * idiv);
+ immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
}
- round_box_shade_col(coltop, coldown, rad * idiv);
- glVertex2f(maxx, miny + rad);
+ round_box_shade_col(color, coltop, coldown, rad * idiv);
+ immVertex2f(pos, maxx, miny + rad);
}
else {
- round_box_shade_col(coltop, coldown, 0.0);
- glVertex2f(maxx, miny);
+ round_box_shade_col(color, coltop, coldown, 0.0);
+ immVertex2f(pos, maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
- round_box_shade_col(coltop, coldown, (div - rad) * idiv);
- glVertex2f(maxx, maxy - rad);
+ round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
+ immVertex2f(pos, maxx, maxy - rad);
for (a = 0; a < 7; a++) {
- round_box_shade_col(coltop, coldown, (div - rad + vec[a][1]) * idiv);
- glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
+ round_box_shade_col(color, coltop, coldown, (div - rad + vec[a][1]) * idiv);
+ immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
}
- round_box_shade_col(coltop, coldown, 1.0);
- glVertex2f(maxx - rad, maxy);
+ round_box_shade_col(color, coltop, coldown, 1.0);
+ immVertex2f(pos, maxx - rad, maxy);
}
else {
- round_box_shade_col(coltop, coldown, 1.0);
- glVertex2f(maxx, maxy);
+ round_box_shade_col(color, coltop, coldown, 1.0);
+ immVertex2f(pos, maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
- round_box_shade_col(coltop, coldown, 1.0);
- glVertex2f(minx + rad, maxy);
+ round_box_shade_col(color, coltop, coldown, 1.0);
+ immVertex2f(pos, minx + rad, maxy);
for (a = 0; a < 7; a++) {
- round_box_shade_col(coltop, coldown, (div - vec[a][1]) * idiv);
- glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
+ round_box_shade_col(color, coltop, coldown, (div - vec[a][1]) * idiv);
+ immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
}
- round_box_shade_col(coltop, coldown, (div - rad) * idiv);
- glVertex2f(minx, maxy - rad);
+ round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
+ immVertex2f(pos, minx, maxy - rad);
}
else {
- round_box_shade_col(coltop, coldown, 1.0);
- glVertex2f(minx, maxy);
+ round_box_shade_col(color, coltop, coldown, 1.0);
+ immVertex2f(pos, minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
- round_box_shade_col(coltop, coldown, rad * idiv);
- glVertex2f(minx, miny + rad);
+ round_box_shade_col(color, coltop, coldown, rad * idiv);
+ immVertex2f(pos, minx, miny + rad);
for (a = 0; a < 7; a++) {
- round_box_shade_col(coltop, coldown, (rad - vec[a][1]) * idiv);
- glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
+ round_box_shade_col(color, coltop, coldown, (rad - vec[a][1]) * idiv);
+ immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
}
- round_box_shade_col(coltop, coldown, 0.0);
- glVertex2f(minx + rad, miny);
+ round_box_shade_col(color, coltop, coldown, 0.0);
+ immVertex2f(pos, minx + rad, miny);
}
else {
- round_box_shade_col(coltop, coldown, 0.0);
- glVertex2f(minx, miny);
+ round_box_shade_col(color, coltop, coldown, 0.0);
+ immVertex2f(pos, minx, miny);
}
-
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
}
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
void UI_draw_roundbox_shade_y(
int mode, float minx, float miny, float maxx, float maxy,
- float rad, float shadeLeft, float shadeRight)
+ float rad, float shadeleft, float shaderight, const 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}};
const float div = maxx - minx;
const float idiv = 1.0f / div;
- float colLeft[3], colRight[3], color[4];
+ float colLeft[3], colRight[3];
+ int vert_count = 0;
int a;
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
- /* get current color, needs to be outside of glBegin/End */
- glGetFloatv(GL_CURRENT_COLOR, color);
+
+ BLI_assert(mode != GL_POLYGON);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
/* 'shade' defines strength of shading */
- colLeft[0] = min_ff(1.0f, color[0] + shadeLeft);
- colLeft[1] = min_ff(1.0f, color[1] + shadeLeft);
- colLeft[2] = min_ff(1.0f, color[2] + shadeLeft);
- colRight[0] = max_ff(0.0f, color[0] + shadeRight);
- colRight[1] = max_ff(0.0f, color[1] + shadeRight);
- colRight[2] = max_ff(0.0f, color[2] + shadeRight);
+ colLeft[0] = min_ff(1.0f, col[0] + shadeleft);
+ colLeft[1] = min_ff(1.0f, col[1] + shadeleft);
+ colLeft[2] = min_ff(1.0f, col[2] + shadeleft);
+ colRight[0] = max_ff(0.0f, col[0] + shaderight);
+ colRight[1] = max_ff(0.0f, col[1] + shaderight);
+ colRight[2] = max_ff(0.0f, col[2] + shaderight);
+
- glBegin(mode);
+ vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
+ vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
+
+ immBegin(mode, vert_count);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
- round_box_shade_col(colLeft, colRight, 0.0);
- glVertex2f(maxx - rad, miny);
+ round_box_shade_col(color, colLeft, colRight, 0.0);
+ immVertex2f(pos, maxx - rad, miny);
for (a = 0; a < 7; a++) {
- round_box_shade_col(colLeft, colRight, vec[a][0] * idiv);
- glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
+ round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv);
+ immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
}
- round_box_shade_col(colLeft, colRight, rad * idiv);
- glVertex2f(maxx, miny + rad);
+ round_box_shade_col(color, colLeft, colRight, rad * idiv);
+ immVertex2f(pos, maxx, miny + rad);
}
else {
- round_box_shade_col(colLeft, colRight, 0.0);
- glVertex2f(maxx, miny);
+ round_box_shade_col(color, colLeft, colRight, 0.0);
+ immVertex2f(pos, maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
- round_box_shade_col(colLeft, colRight, 0.0);
- glVertex2f(maxx, maxy - rad);
+ round_box_shade_col(color, colLeft, colRight, 0.0);
+ immVertex2f(pos, maxx, maxy - rad);
for (a = 0; a < 7; a++) {
- round_box_shade_col(colLeft, colRight, (div - rad - vec[a][0]) * idiv);
- glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
+ round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv);
+ immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
}
- round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
- glVertex2f(maxx - rad, maxy);
+ round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
+ immVertex2f(pos, maxx - rad, maxy);
}
else {
- round_box_shade_col(colLeft, colRight, 0.0);
- glVertex2f(maxx, maxy);
+ round_box_shade_col(color, colLeft, colRight, 0.0);
+ immVertex2f(pos, maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
- round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
- glVertex2f(minx + rad, maxy);
+ round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
+ immVertex2f(pos, minx + rad, maxy);
for (a = 0; a < 7; a++) {
- round_box_shade_col(colLeft, colRight, (div - rad + vec[a][0]) * idiv);
- glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
+ round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv);
+ immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
}
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx, maxy - rad);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx, maxy - rad);
}
else {
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx, maxy);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx, miny + rad);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx, miny + rad);
for (a = 0; a < 7; a++) {
- round_box_shade_col(colLeft, colRight, (vec[a][0]) * idiv);
- glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
+ round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv);
+ immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
}
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx + rad, miny);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx + rad, miny);
}
else {
- round_box_shade_col(colLeft, colRight, 1.0);
- glVertex2f(minx, miny);
+ round_box_shade_col(color, colLeft, colRight, 1.0);
+ immVertex2f(pos, minx, miny);
}
-
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
}
/* plain antialiased unfilled rectangle */
-void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad)
+void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad, const float color[4])
{
- float color[4];
-
+ float col[4];
+
+ copy_v4_v4(col, color);
+
if (roundboxtype & UI_RB_ALPHA) {
- glGetFloatv(GL_CURRENT_COLOR, color);
- color[3] = 0.5;
- glColor4fv(color);
- glEnable(GL_BLEND);
+ col[3] = 0.5;
}
/* 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, col);
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_TRIANGLE_FAN, 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)
+void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4])
{
int ofs_y = 4 * U.pixelsize;
- glRecti(pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize));
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(color);
+
+ immRecti(pos, pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize));
+ immUnbindProgram();
}
/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
@@ -411,6 +473,9 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(w
ImBuf *ibuf = (ImBuf *)but->poin;
if (!ibuf) return;
+
+ float facx = 1.0f;
+ float facy = 1.0f;
int w = BLI_rcti_size_x(rect);
int h = BLI_rcti_size_y(rect);
@@ -427,16 +492,15 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(w
#endif
glEnable(GL_BLEND);
- glColor4f(0.0, 0.0, 0.0, 0.0);
if (w != ibuf->x || h != ibuf->y) {
- float facx = (float)w / (float)ibuf->x;
- float facy = (float)h / (float)ibuf->y;
- glPixelZoom(facx, facy);
+ facx = (float)w / (float)ibuf->x;
+ facy = (float)h / (float)ibuf->y;
}
- glaDrawPixelsAuto((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect);
-
- glPixelZoom(1.0f, 1.0f);
+
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect,
+ facx, facy, NULL);
glDisable(GL_BLEND);
@@ -451,43 +515,36 @@ 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);
}
}
}
@@ -501,52 +558,60 @@ 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(
float r, float g, float b, float alpha,
- float x, float y, float w, float h, const float *data, int res, const bool is_line)
+ float x, float y, float w, float h, const float *data, int res, const bool is_line,
+ unsigned int pos_attrib)
{
+ float color[4] = {r, g, b, alpha};
+
+ /* that can happen */
+ if (res == 0)
+ return;
+
glEnable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glColor4f(r, g, b, alpha);
+
+ immUniformColor4fv(color);
if (is_line) {
/* curve outline */
glLineWidth(1.5);
- glBegin(GL_LINE_STRIP);
+ immBegin(GL_LINE_STRIP, res);
for (int i = 0; i < res; i++) {
float x2 = x + i * (w / (float)res);
- glVertex2f(x2, y + (data[i] * h));
+ immVertex2f(pos_attrib, x2, y + (data[i] * h));
}
- glEnd();
+ immEnd();
}
else {
/* under the curve */
- glBegin(GL_TRIANGLE_STRIP);
- glVertex2f(x, y);
- glVertex2f(x, y + (data[0] * h));
+ immBegin(GL_TRIANGLE_STRIP, res * 2);
+ immVertex2f(pos_attrib, x, y);
+ immVertex2f(pos_attrib, x, y + (data[0] * h));
for (int i = 1; i < res; i++) {
float x2 = x + i * (w / (float)res);
- glVertex2f(x2, y + (data[i] * h));
- glVertex2f(x2, y);
+ immVertex2f(pos_attrib, x2, y + (data[i] * h));
+ immVertex2f(pos_attrib, x2, y);
}
- glEnd();
+ immEnd();
/* curve outline */
- glColor4f(0.f, 0.f, 0.f, 0.25f);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBegin(GL_LINE_STRIP);
+ immBegin(GL_LINE_STRIP, res);
for (int i = 0; i < res; i++) {
float x2 = x + i * (w / (float)res);
- glVertex2f(x2, y + (data[i] * h));
+ immVertex2f(pos_attrib, x2, y + (data[i] * h));
}
- glEnd();
+ immEnd();
}
glDisable(GL_LINE_SMOOTH);
@@ -559,7 +624,7 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
Histogram *hist = (Histogram *)but->poin;
int res = hist->x_resolution;
const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0;
-
+
rctf rect = {
.xmin = (float)recti->xmin + 1,
.xmax = (float)recti->xmax - 1,
@@ -573,9 +638,10 @@ 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_TRIANGLE_FAN, 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];
@@ -585,34 +651,48 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
- glColor4f(1.f, 1.f, 1.f, 0.08f);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
/* draw grid lines here */
for (int i = 1; i <= HISTOGRAM_TOT_GRID_LINES; i++) {
const float fac = (float)i / (float)HISTOGRAM_TOT_GRID_LINES;
/* so we can tell the 1.0 color point */
if (i == HISTOGRAM_TOT_GRID_LINES) {
- glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
}
- fdrawline(rect.xmin, rect.ymin + fac * h, rect.xmax, rect.ymin + fac * h);
- fdrawline(rect.xmin + fac * w, rect.ymin, rect.xmin + fac * w, rect.ymax);
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, rect.xmin, rect.ymin + fac * h);
+ immVertex2f(pos, rect.xmax, rect.ymin + fac * h);
+
+ immVertex2f(pos, rect.xmin + fac * w, rect.ymin);
+ immVertex2f(pos, rect.xmin + fac * w, rect.ymax);
+
+ immEnd();
}
-
+
if (hist->mode == HISTO_MODE_LUMA) {
- histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res, is_line);
+ histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res, is_line, pos);
}
else if (hist->mode == HISTO_MODE_ALPHA) {
- histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_a, res, is_line);
+ histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_a, res, is_line, pos);
}
else {
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R)
- histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res, is_line);
+ histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res, is_line, pos);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G)
- histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res, is_line);
+ histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res, is_line, pos);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B)
- histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res, is_line);
+ histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res, is_line, pos);
}
+
+ immUnbindProgram();
/* outline */
draw_scope_end(&rect, scissor);
@@ -620,6 +700,25 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
#undef HISTOGRAM_TOT_GRID_LINES
+static void waveform_draw_one(float *waveform, int nbr, const float col[3])
+{
+ VertexFormat format = {0};
+ unsigned int pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, nbr);
+
+ fillAttrib(vbo, pos_id, waveform);
+
+ /* TODO store the Batch inside the scope */
+ Batch *batch = Batch_create(GL_POINTS, vbo, NULL);
+ Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
+ Batch_Uniform4f(batch, "color", col[0], col[1], col[2], 1.0f);
+ Batch_draw(batch);
+
+ Batch_discard_all(batch);
+}
+
void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
{
Scopes *scopes = (Scopes *)but->poin;
@@ -642,7 +741,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
scopes->wavefrm_yfac = 0.98f;
float w = BLI_rctf_size_x(&rect) - 7;
float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac;
- float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) / 2.0f;
+ float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f;
float w3 = w / 3.0f;
/* log scale for alpha */
@@ -660,9 +759,10 @@ 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_TRIANGLE_FAN, 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);
@@ -671,94 +771,120 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
- glColor4f(1.f, 1.f, 1.f, 0.08f);
- /* draw grid lines here */
+ /* draw scale numbers first before binding any shader */
for (int i = 0; i < 6; i++) {
char str[4];
BLI_snprintf(str, sizeof(str), "%-3d", i * 20);
str[3] = '\0';
- fdrawline(rect.xmin + 22, yofs + (i / 5.f) * h, rect.xmax + 1, yofs + (i / 5.f) * h);
- BLF_draw_default(rect.xmin + 1, yofs - 5 + (i / 5.f) * h, 0, str, sizeof(str) - 1);
- /* in the loop because blf_draw reset it */
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ BLF_color4f(BLF_default(), 1.0f, 1.0f, 1.0f, 0.08f);
+ BLF_draw_default(rect.xmin + 1, yofs - 5 + (i * 0.2f) * h, 0, str, sizeof(str) - 1);
+ }
+
+ 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);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
+
+ /* draw grid lines here */
+ immBegin(GL_LINES, 12);
+
+ for (int i = 0; i < 6; i++) {
+ immVertex2f(pos, rect.xmin + 22, yofs + (i * 0.2f) * h);
+ immVertex2f(pos, rect.xmax + 1, yofs + (i * 0.2f) * h);
}
+
+ immEnd();
+
/* 3 vertical separation */
if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) {
+ immBegin(GL_LINES, 4);
+
for (int i = 1; i < 3; i++) {
- fdrawline(rect.xmin + i * w3, rect.ymin, rect.xmin + i * w3, rect.ymax);
+ immVertex2f(pos, rect.xmin + i * w3, rect.ymin);
+ immVertex2f(pos, rect.xmin + i * w3, rect.ymax);
}
+
+ immEnd();
}
/* separate min max zone on the right */
- fdrawline(rect.xmin + w, rect.ymin, rect.xmin + w, rect.ymax);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, rect.xmin + w, rect.ymin);
+ immVertex2f(pos, rect.xmin + w, rect.ymax);
+ immEnd();
+
/* 16-235-240 level in case of ITU-R BT601/709 */
- glColor4f(1.f, 0.4f, 0.f, 0.2f);
+ immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) {
- fdrawline(rect.xmin + 22, yofs + h * 16.0f / 255.0f, rect.xmax + 1, yofs + h * 16.0f / 255.0f);
- fdrawline(rect.xmin + 22, yofs + h * 235.0f / 255.0f, rect.xmin + w3, yofs + h * 235.0f / 255.0f);
- fdrawline(rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f, rect.xmax + 1, yofs + h * 235.0f / 255.0f);
- fdrawline(rect.xmin + w3, yofs + h * 240.0f / 255.0f, rect.xmax + 1, yofs + h * 240.0f / 255.0f);
+ immBegin(GL_LINES, 8);
+
+ immVertex2f(pos, rect.xmin + 22, yofs + h * 16.0f / 255.0f);
+ immVertex2f(pos, rect.xmax + 1, yofs + h * 16.0f / 255.0f);
+
+ immVertex2f(pos, rect.xmin + 22, yofs + h * 235.0f / 255.0f);
+ immVertex2f(pos, rect.xmin + w3, yofs + h * 235.0f / 255.0f);
+
+ immVertex2f(pos, rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f);
+ immVertex2f(pos, rect.xmax + 1, yofs + h * 235.0f / 255.0f);
+
+ immVertex2f(pos, rect.xmin + w3, yofs + h * 240.0f / 255.0f);
+ immVertex2f(pos, rect.xmax + 1, yofs + h * 240.0f / 255.0f);
+
+ immEnd();
}
/* 7.5 IRE black point level for NTSC */
- if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA)
- fdrawline(rect.xmin, yofs + h * 0.075f, rect.xmax + 1, yofs + h * 0.075f);
+ if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, rect.xmin, yofs + h * 0.075f);
+ immVertex2f(pos, rect.xmax + 1, yofs + h * 0.075f);
+ immEnd();
+ }
if (scopes->ok && scopes->waveform_1 != NULL) {
-
- /* LUMA (1 channel) */
+ gpuMatrixBegin3D_legacy();
glBlendFunc(GL_ONE, GL_ONE);
- glColor3f(alpha, alpha, alpha);
glPointSize(1.0);
+ /* LUMA (1 channel) */
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
+ float col[3] = {alpha, alpha, alpha};
- glBlendFunc(GL_ONE, GL_ONE);
-
- glPushMatrix();
- glEnableClientState(GL_VERTEX_ARRAY);
-
- glTranslatef(rect.xmin, yofs, 0.f);
- glScalef(w, h, 0.f);
- glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
- glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
+ gpuPushMatrix();
+ gpuTranslate3f(rect.xmin, yofs, 0.0f);
+ gpuScale3f(w, h, 0.0f);
- glDisableClientState(GL_VERTEX_ARRAY);
- glPopMatrix();
+ waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col);
+
+ gpuPopMatrix();
/* min max */
- glColor3f(0.5f, 0.5f, 0.5f);
+ immUniformColor3f(0.5f, 0.5f, 0.5f);
min = yofs + scopes->minmax[0][0] * h;
max = yofs + scopes->minmax[0][1] * h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
- fdrawline(rect.xmax - 3, min, rect.xmax - 3, max);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, rect.xmax - 3, min);
+ immVertex2f(pos, rect.xmax - 3, max);
+ immEnd();
}
/* RGB (3 channel) */
else if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) {
- glBlendFunc(GL_ONE, GL_ONE);
-
- glEnableClientState(GL_VERTEX_ARRAY);
-
- glPushMatrix();
-
- glTranslatef(rect.xmin, yofs, 0.f);
- glScalef(w, h, 0.f);
-
- glColor3fv( colors_alpha[0] );
- glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
- glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
+ gpuPushMatrix();
+ gpuTranslate3f(rect.xmin, yofs, 0.0f);
+ gpuScale3f(w, h, 0.0f);
- glColor3fv( colors_alpha[1] );
- glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_2);
- glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
+ waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, colors_alpha[0]);
+ waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, colors_alpha[1]);
+ waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, colors_alpha[2]);
- glColor3fv( colors_alpha[2] );
- glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_3);
- glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glPopMatrix();
+ gpuPopMatrix();
}
/* PARADE / YCC (3 channels) */
else if (ELEM(scopes->wavefrm_mode,
@@ -770,49 +896,48 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
{
int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB_PARADE);
- glBlendFunc(GL_ONE, GL_ONE);
-
- glPushMatrix();
- glEnableClientState(GL_VERTEX_ARRAY);
-
- glTranslatef(rect.xmin, yofs, 0.f);
- glScalef(w3, h, 0.f);
+ gpuPushMatrix();
+ gpuTranslate3f(rect.xmin, yofs, 0.0f);
+ gpuScale3f(w3, h, 0.0f);
- glColor3fv((rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
- glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
- glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
+ waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
- glTranslatef(1.f, 0.f, 0.f);
- glColor3fv((rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
- glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_2);
- glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
+ gpuTranslate3f(1.0f, 0.0f, 0.0f);
+ waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
- glTranslatef(1.f, 0.f, 0.f);
- glColor3fv((rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
- glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_3);
- glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
+ gpuTranslate3f(1.0f, 0.0f, 0.0f);
+ waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
- glDisableClientState(GL_VERTEX_ARRAY);
- glPopMatrix();
+ gpuPopMatrix();
}
+
/* min max */
if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA ) {
for (int c = 0; c < 3; c++) {
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB_PARADE, SCOPES_WAVEFRM_RGB))
- glColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f);
+ immUniformColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f);
else
- glColor3f(colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f);
+ immUniformColor3f(colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f);
min = yofs + scopes->minmax[c][0] * h;
max = yofs + scopes->minmax[c][1] * h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
- fdrawline(rect.xmin + w + 2 + c * 2, min, rect.xmin + w + 2 + c * 2, max);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, rect.xmin + w + 2 + c * 2, min);
+ immVertex2f(pos, rect.xmin + w + 2 + c * 2, max);
+ immEnd();
}
}
+ gpuMatrixEnd();
}
-
+
+ immUnbindProgram();
+
/* outline */
draw_scope_end(&rect, scissor);
+
+ glDisable(GL_BLEND);
}
static float polar_to_x(float center, float diam, float ampli, float angle)
@@ -825,10 +950,10 @@ static float polar_to_y(float center, float diam, float ampli, float angle)
return center + diam * ampli * sinf(angle);
}
-static void vectorscope_draw_target(float centerx, float centery, float diam, const float colf[3])
+static void vectorscope_draw_target(unsigned int pos, float centerx, float centery, float diam, const float colf[3])
{
float y, u, v;
- float tangle = 0.f, tampli;
+ float tangle = 0.0f, tampli;
float dangle, dampli, dangle2, dampli2;
rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v);
@@ -840,41 +965,41 @@ static void vectorscope_draw_target(float centerx, float centery, float diam, co
tampli = sqrtf(u * u + v * v);
/* small target vary by 2.5 degree and 2.5 IRE unit */
- glColor4f(1.0f, 1.0f, 1.0, 0.12f);
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f);
dangle = DEG2RADF(2.5f);
dampli = 2.5f / 200.0f;
- glBegin(GL_LINE_LOOP);
- glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
- glEnd();
+ immBegin(GL_LINE_LOOP, 4);
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
+ immEnd();
/* big target vary by 10 degree and 20% amplitude */
- glColor4f(1.0f, 1.0f, 1.0, 0.12f);
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f);
dangle = DEG2RADF(10.0f);
dampli = 0.2f * tampli;
dangle2 = DEG2RADF(5.0f);
dampli2 = 0.5f * dampli;
- glBegin(GL_LINE_STRIP);
- glVertex2f(polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2));
- glEnd();
- glBegin(GL_LINE_STRIP);
- glVertex2f(polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2));
- glEnd();
- glBegin(GL_LINE_STRIP);
- glVertex2f(polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2));
- glEnd();
- glBegin(GL_LINE_STRIP);
- glVertex2f(polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
- glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2));
- glEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2));
+ immEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2));
+ immEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2));
+ immEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
+ immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2));
+ immEnd();
}
void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
@@ -895,8 +1020,8 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
float w = BLI_rctf_size_x(&rect);
float h = BLI_rctf_size_y(&rect);
- float centerx = rect.xmin + w / 2;
- float centery = rect.ymin + h / 2;
+ float centerx = rect.xmin + w * 0.5f;
+ float centery = rect.ymin + h * 0.5f;
float diam = (w < h) ? w : h;
float alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha;
@@ -904,9 +1029,10 @@ 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_TRIANGLE_FAN, 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];
@@ -916,93 +1042,111 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
- glColor4f(1.f, 1.f, 1.f, 0.08f);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
/* draw grid elements */
/* cross */
- fdrawline(centerx - (diam / 2) - 5, centery, centerx + (diam / 2) + 5, centery);
- fdrawline(centerx, centery - (diam / 2) - 5, centerx, centery + (diam / 2) + 5);
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, centerx - (diam * 0.5f) - 5, centery);
+ immVertex2f(pos, centerx + (diam * 0.5f) + 5, centery);
+
+ immVertex2f(pos, centerx, centery - (diam * 0.5f) - 5);
+ immVertex2f(pos, centerx, centery + (diam * 0.5f) + 5);
+
+ immEnd();
+
/* circles */
for (int j = 0; j < 5; j++) {
- glBegin(GL_LINE_LOOP);
const int increment = 15;
+ immBegin(GL_LINE_LOOP, (int)(360 / increment));
for (int i = 0; i <= 360 - increment; i += increment) {
const float a = DEG2RADF((float)i);
- const float r = (j + 1) / 10.0f;
- glVertex2f(polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
+ const float r = (j + 1) * 0.1f;
+ immVertex2f(pos, polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
}
- glEnd();
+ immEnd();
}
/* skin tone line */
- glColor4f(1.f, 0.4f, 0.f, 0.2f);
- fdrawline(polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5, skin_rad),
- polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1, skin_rad));
+ immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad));
+ immVertex2f(pos, polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad));
+ immEnd();
+
/* saturation points */
for (int i = 0; i < 6; i++)
- vectorscope_draw_target(centerx, centery, diam, colors[i]);
+ vectorscope_draw_target(pos, centerx, centery, diam, colors[i]);
if (scopes->ok && scopes->vecscope != NULL) {
/* pixel point cloud */
+ float col[3] = {alpha, alpha, alpha};
+
glBlendFunc(GL_ONE, GL_ONE);
- glColor3f(alpha, alpha, alpha);
+ glPointSize(1.0);
- glPushMatrix();
- glEnableClientState(GL_VERTEX_ARRAY);
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+ gpuTranslate3f(centerx, centery, 0.0f);
+ gpuScale3f(diam, diam, 0.0f);
- glTranslatef(centerx, centery, 0.f);
- glScalef(diam, diam, 0.f);
+ waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col);
- glVertexPointer(2, GL_FLOAT, 0, scopes->vecscope);
- glPointSize(1.0);
- glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glPopMatrix();
+ gpuPopMatrix();
+ gpuMatrixEnd();
}
+ immUnbindProgram();
+
/* outline */
draw_scope_end(&rect, scissor);
glDisable(GL_BLEND);
}
-static void ui_draw_colorband_handle_tri_hlight(float x1, float y1, float halfwidth, float height)
+static void ui_draw_colorband_handle_tri_hlight(unsigned int pos, float x1, float y1, float halfwidth, float height)
{
glEnable(GL_LINE_SMOOTH);
- glBegin(GL_LINE_STRIP);
- glVertex2f(x1 + halfwidth, y1);
- glVertex2f(x1, y1 + height);
- glVertex2f(x1 - halfwidth, y1);
- glEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, x1 + halfwidth, y1);
+ immVertex2f(pos, x1, y1 + height);
+ immVertex2f(pos, x1 - halfwidth, y1);
+ immEnd();
glDisable(GL_LINE_SMOOTH);
}
-static void ui_draw_colorband_handle_tri(float x1, float y1, float halfwidth, float height, bool fill)
+static void ui_draw_colorband_handle_tri(unsigned int pos, float x1, float y1, float halfwidth, float height, bool fill)
{
glEnable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH);
- glBegin(fill ? GL_TRIANGLES : GL_LINE_LOOP);
- glVertex2f(x1 + halfwidth, y1);
- glVertex2f(x1, y1 + height);
- glVertex2f(x1 - halfwidth, y1);
- glEnd();
+ immBegin(fill ? GL_TRIANGLES : GL_LINE_LOOP, 3);
+ immVertex2f(pos, x1 + halfwidth, y1);
+ immVertex2f(pos, x1, y1 + height);
+ immVertex2f(pos, x1 - halfwidth, y1);
+ immEnd();
glDisable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH);
}
-static void ui_draw_colorband_handle_box(float x1, float y1, float x2, float y2, bool fill)
+static void ui_draw_colorband_handle_box(unsigned int pos, float x1, float y1, float x2, float y2, bool fill)
{
- glBegin(fill ? GL_QUADS : GL_LINE_LOOP);
- glVertex2f(x1, y1);
- glVertex2f(x1, y2);
- glVertex2f(x2, y2);
- glVertex2f(x2, y1);
- glEnd();
+ immBegin(fill ? GL_QUADS : GL_LINE_LOOP, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x2, y1);
+ immEnd();
}
static void ui_draw_colorband_handle(
- const rcti *rect, float x,
+ unsigned int pos, const rcti *rect, float x,
const float rgb[3], struct ColorManagedDisplay *display,
bool active)
{
@@ -1021,17 +1165,18 @@ static void ui_draw_colorband_handle(
y1 = floorf(y1 + 0.5f);
if (active || half_width < min_width) {
- glBegin(GL_LINES);
- glColor3ub(0, 0, 0);
- glVertex2f(x, y1);
- glVertex2f(x, y2);
- glEnd();
+ immUniformColor3ub(0, 0, 0);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, x, y1);
+ immVertex2f(pos, x, y2);
+ immEnd();
+
setlinestyle(active ? 2 : 1);
- glBegin(GL_LINES);
- glColor3ub(200, 200, 200);
- glVertex2f(x, y1);
- glVertex2f(x, y2);
- glEnd();
+ immUniformColor3ub(200, 200, 200);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, x, y1);
+ immVertex2f(pos, x, y2);
+ immEnd();
setlinestyle(0);
/* hide handles when zoomed out too far */
@@ -1043,45 +1188,46 @@ static void ui_draw_colorband_handle(
/* shift handle down */
y1 -= half_width;
- glColor3ub(0, 0, 0);
- ui_draw_colorband_handle_box(x - half_width, y1 - 1, x + half_width, y1 + height, false);
+ immUniformColor3ub(0, 0, 0);
+ ui_draw_colorband_handle_box(pos, x - half_width, y1 - 1, x + half_width, y1 + height, false);
/* draw all triangles blended */
glEnable(GL_BLEND);
- ui_draw_colorband_handle_tri(x, y1 + height, half_width, half_width, true);
+ ui_draw_colorband_handle_tri(pos, x, y1 + height, half_width, half_width, true);
if (active)
- glColor3ub(196, 196, 196);
+ immUniformColor3ub(196, 196, 196);
else
- glColor3ub(96, 96, 96);
- ui_draw_colorband_handle_tri(x, y1 + height, half_width, half_width, true);
+ immUniformColor3ub(96, 96, 96);
+ ui_draw_colorband_handle_tri(pos, x, y1 + height, half_width, half_width, true);
if (active)
- glColor3ub(255, 255, 255);
+ immUniformColor3ub(255, 255, 255);
else
- glColor3ub(128, 128, 128);
- ui_draw_colorband_handle_tri_hlight(x, y1 + height - 1, (half_width - 1), (half_width - 1));
+ immUniformColor3ub(128, 128, 128);
+ ui_draw_colorband_handle_tri_hlight(pos, x, y1 + height - 1, (half_width - 1), (half_width - 1));
- glColor3ub(0, 0, 0);
- ui_draw_colorband_handle_tri_hlight(x, y1 + height, half_width, half_width);
+ immUniformColor3ub(0, 0, 0);
+ ui_draw_colorband_handle_tri_hlight(pos, x, y1 + height, half_width, half_width);
glDisable(GL_BLEND);
- glColor3ub(128, 128, 128);
- ui_draw_colorband_handle_box(x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true);
+ immUniformColor3ub(128, 128, 128);
+ ui_draw_colorband_handle_box(pos, x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true);
if (display) {
IMB_colormanagement_scene_linear_to_display_v3(colf, display);
}
- glColor3fv(colf);
- ui_draw_colorband_handle_box(x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true);
+ immUniformColor3fv(colf);
+ ui_draw_colorband_handle_box(pos, x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true);
}
void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *rect)
{
struct ColorManagedDisplay *display = NULL;
+ unsigned int position, color;
ColorBand *coba = (ColorBand *)(but->editcoba ? but->editcoba : but->poin);
if (coba == NULL) return;
@@ -1092,20 +1238,25 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
float x1 = rect->xmin;
float sizex = rect->xmax - x1;
float sizey = BLI_rcti_size_y(rect);
- float sizey_solid = sizey / 4;
+ float sizey_solid = sizey * 0.25f;
float y1 = rect->ymin;
- /* Drawing the checkerboard.
- * This could be optimized with a single checkerboard shader,
- * instead of drawing twice and using stippling the second time. */
- /* layer: background, to show tranparency */
- glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
- glRectf(x1, y1, x1 + sizex, rect->ymax);
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_CHECKER_8PX);
- glRectf(x1, y1, x1 + sizex, rect->ymax);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ VertexFormat *format = immVertexFormat();
+ position = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
+
+ /* Drawing the checkerboard. */
+ immUniform4f("color1", UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, 1.0f);
+ immUniform4f("color2", UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, 1.0f);
+ immUniform1i("size", 8);
+ immRectf(position, x1, y1, x1 + sizex, rect->ymax);
+ immUnbindProgram();
+
+ /* New format */
+ format = immVertexFormat();
+ position = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
/* layer: color ramp */
glEnable(GL_BLEND);
@@ -1118,7 +1269,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
v1[1] = y1 + sizey_solid;
v2[1] = rect->ymax;
- glBegin(GL_TRIANGLE_STRIP);
+ immBegin(GL_TRIANGLE_STRIP, (sizex + 1) * 2);
for (int a = 0; a <= sizex; a++) {
float pos = ((float)a) / sizex;
do_colorband(coba, pos, colf);
@@ -1127,17 +1278,17 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
v1[0] = v2[0] = x1 + a;
- glColor4fv(colf);
- glVertex2fv(v1);
- glVertex2fv(v2);
+ immAttrib4fv(color, colf);
+ immVertex2fv(position, v1);
+ immVertex2fv(position, v2);
}
- glEnd();
+ immEnd();
/* layer: color ramp without alpha for reference when manipulating ramp properties */
v1[1] = y1;
v2[1] = y1 + sizey_solid;
- glBegin(GL_TRIANGLE_STRIP);
+ immBegin(GL_TRIANGLE_STRIP, (sizex + 1) * 2);
for (int a = 0; a <= sizex; a++) {
float pos = ((float)a) / sizex;
do_colorband(coba, pos, colf);
@@ -1146,31 +1297,48 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
v1[0] = v2[0] = x1 + a;
- glColor4f(colf[0], colf[1], colf[2], 1.0f);
- glVertex2fv(v1);
- glVertex2fv(v2);
+ immAttrib4f(color, colf[0], colf[1], colf[2], 1.0f);
+ immVertex2fv(position, v1);
+ immVertex2fv(position, v2);
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
glDisable(GL_BLEND);
+ /* New format */
+ format = immVertexFormat();
+ position = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* layer: box outline */
- glColor4f(0.0, 0.0, 0.0, 1.0);
- fdrawbox(x1, y1, x1 + sizex, rect->ymax);
-
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+ imm_draw_line_box(position, x1, y1, x1 + sizex, rect->ymax);
+
/* layer: box outline */
glEnable(GL_BLEND);
- glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
- fdrawline(x1, y1, x1 + sizex, y1);
- glColor4f(1.0f, 1.0f, 1.0f, 0.25f);
- fdrawline(x1, y1 - 1, x1 + sizex, y1 - 1);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(position, x1, y1);
+ immVertex2f(position, x1 + sizex, y1);
+ immEnd();
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(position, x1, y1 - 1);
+ immVertex2f(position, x1 + sizex, y1 - 1);
+ immEnd();
+
glDisable(GL_BLEND);
/* layer: draw handles */
for (int a = 0; a < coba->tot; a++, cbd++) {
if (a != coba->cur) {
float pos = x1 + cbd->pos * (sizex - 1) + 1;
- ui_draw_colorband_handle(rect, pos, &cbd->r, display, false);
+ ui_draw_colorband_handle(position, rect, pos, &cbd->r, display, false);
}
}
@@ -1178,117 +1346,102 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
if (coba->tot != 0) {
cbd = &coba->data[coba->cur];
float pos = x1 + cbd->pos * (sizex - 1) + 1;
- ui_draw_colorband_handle(rect, pos, &cbd->r, display, true);
+ ui_draw_colorband_handle(position, rect, pos, &cbd->r, display, true);
}
+
+ immUnbindProgram();
}
void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
{
- static GLuint displist = 0;
+ /* sphere color */
float diffuse[3] = {1.0f, 1.0f, 1.0f};
+ float light[3];
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_TRIANGLE_FAN, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (unsigned char *)wcol->inner, 255);
- /* sphere color */
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
/* setup lights */
- GPULightData light = {0};
- light.type = GPU_LIGHT_SUN;
- copy_v3_v3(light.diffuse, diffuse);
- zero_v3(light.specular);
- ui_but_v3_get(but, light.direction);
-
- GPU_basic_shader_light_set(0, &light);
- for (int a = 1; a < 8; a++)
- GPU_basic_shader_light_set(a, NULL);
-
- /* setup shader */
- GPU_basic_shader_colors(diffuse, NULL, 0, 1.0f);
- GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
+ ui_but_v3_get(but, light);
/* transform to button */
- glPushMatrix();
- glTranslatef(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect), 0.0f);
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect))
- size = BLI_rcti_size_x(rect) / 200.f;
+ size = 0.5f * BLI_rcti_size_x(rect);
else
- size = BLI_rcti_size_y(rect) / 200.f;
-
- glScalef(size, size, MIN2(size, 1.0f));
+ size = 0.5f * BLI_rcti_size_y(rect);
- if (displist == 0) {
- GLUquadricObj *qobj;
+ gpuTranslate3f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect), 0.0f);
+ gpuScale3f(size, size, size);
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_FILL);
- GPU_basic_shader_bind(GPU_basic_shader_bound_options());
- gluSphere(qobj, 100.0, 32, 24);
- gluDeleteQuadric(qobj);
-
- glEndList();
- }
-
- glCallList(displist);
+ Batch *sphere = Batch_get_sphere(2);
+ Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f);
+ Batch_Uniform3fv(sphere, "light", light);
+ Batch_draw(sphere);
/* restore */
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- GPU_default_lights();
glDisable(GL_CULL_FACE);
/* AA circle */
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3ubv((unsigned char *)wcol->inner);
+
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
- glColor3ubv((unsigned char *)wcol->inner);
- glutil_draw_lined_arc(0.0f, M_PI * 2.0, 100.0f, 32);
+ imm_draw_lined_circle(pos, 0.0f, 0.0f, 1.0f, 32);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
/* matrix after circle */
- glPopMatrix();
+ gpuPopMatrix();
+ gpuMatrixEnd();
- /* We disabled all blender lights above, so restore them here. */
- GPU_default_lights();
+ immUnbindProgram();
}
-static void ui_draw_but_curve_grid(const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
+static void ui_draw_but_curve_grid(unsigned int pos, const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
{
- glBegin(GL_LINES);
float dx = step * zoomx;
float fx = rect->xmin + zoomx * (-offsx);
if (fx > rect->xmin) fx -= dx * (floorf(fx - rect->xmin));
- while (fx < rect->xmax) {
- glVertex2f(fx, rect->ymin);
- glVertex2f(fx, rect->ymax);
- fx += dx;
- }
float dy = step * zoomy;
float fy = rect->ymin + zoomy * (-offsy);
if (fy > rect->ymin) fy -= dy * (floorf(fy - rect->ymin));
+
+ float line_count = floorf((rect->xmax - fx) / dx) + 1.0f +
+ floorf((rect->ymax - fy) / dy) + 1.0f;
+
+ immBegin(GL_LINES, (int)line_count * 2);
+ while (fx < rect->xmax) {
+ immVertex2f(pos, fx, rect->ymin);
+ immVertex2f(pos, fx, rect->ymax);
+ fx += dx;
+ }
while (fy < rect->ymax) {
- glVertex2f(rect->xmin, fy);
- glVertex2f(rect->xmax, fy);
+ immVertex2f(pos, rect->xmin, fy);
+ immVertex2f(pos, rect->xmax, fy);
fy += dy;
}
- glEnd();
+ immEnd();
}
static void gl_shaded_color(unsigned char *col, int shade)
{
- glColor3ub(col[0] - shade > 0 ? col[0] - shade : 0,
- col[1] - shade > 0 ? col[1] - shade : 0,
- col[2] - shade > 0 ? col[2] - shade : 0);
+ immUniformColor3ub(col[0] - shade > 0 ? col[0] - shade : 0,
+ col[1] - shade > 0 ? col[1] - shade : 0,
+ col[2] - shade > 0 ? col[2] - shade : 0);
}
void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti *rect)
@@ -1324,10 +1477,8 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&cumap->curr);
float offsx = cumap->curr.xmin - (1.0f / zoomx);
float offsy = cumap->curr.ymin - (1.0f / zoomy);
-
- glLineWidth(1.0f);
- /* backdrop */
+ /* Do this first to not mess imm context */
if (but->a1 == UI_GRAD_H) {
/* magic trigger for curve backgrounds */
float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */
@@ -1340,96 +1491,105 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
};
ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f);
+ }
+
+ glLineWidth(1.0f);
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ /* backdrop */
+ if (but->a1 == UI_GRAD_H) {
/* grid, hsv uses different grid */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4ub(0, 0, 0, 48);
- ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.1666666f);
+ immUniformColor4ub(0, 0, 0, 48);
+ ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f);
glDisable(GL_BLEND);
}
else {
if (cumap->flag & CUMA_DO_CLIP) {
gl_shaded_color((unsigned char *)wcol->inner, -20);
- glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
- glColor3ubv((unsigned char *)wcol->inner);
- glRectf(rect->xmin + zoomx * (cumap->clipr.xmin - offsx),
- rect->ymin + zoomy * (cumap->clipr.ymin - offsy),
- rect->xmin + zoomx * (cumap->clipr.xmax - offsx),
- rect->ymin + zoomy * (cumap->clipr.ymax - offsy));
+ immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+ immUniformColor3ubv((unsigned char *)wcol->inner);
+ immRectf(pos, rect->xmin + zoomx * (cumap->clipr.xmin - offsx),
+ rect->ymin + zoomy * (cumap->clipr.ymin - offsy),
+ rect->xmin + zoomx * (cumap->clipr.xmax - offsx),
+ rect->ymin + zoomy * (cumap->clipr.ymax - offsy));
}
else {
- glColor3ubv((unsigned char *)wcol->inner);
- glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+ immUniformColor3ubv((unsigned char *)wcol->inner);
+ immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
/* grid, every 0.25 step */
gl_shaded_color((unsigned char *)wcol->inner, -16);
- ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.25f);
+ ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
gl_shaded_color((unsigned char *)wcol->inner, -24);
- ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 1.0f);
+ ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
gl_shaded_color((unsigned char *)wcol->inner, -50);
- glBegin(GL_LINES);
- glVertex2f(rect->xmin, rect->ymin + zoomy * (-offsy));
- glVertex2f(rect->xmax, rect->ymin + zoomy * (-offsy));
- glVertex2f(rect->xmin + zoomx * (-offsx), rect->ymin);
- glVertex2f(rect->xmin + zoomx * (-offsx), rect->ymax);
- glEnd();
+ immBegin(GL_LINES, 4);
+ immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (-offsy));
+ immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (-offsy));
+ immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymin);
+ immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymax);
+ immEnd();
}
/* cfra option */
/* XXX 2.48 */
#if 0
if (cumap->flag & CUMA_DRAW_CFRA) {
- glColor3ub(0x60, 0xc0, 0x40);
- glBegin(GL_LINES);
- glVertex2f(rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
- glVertex2f(rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
- glEnd();
+ immUniformColor3ub(0x60, 0xc0, 0x40);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
+ immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
+ immEnd();
}
#endif
/* sample option */
if (cumap->flag & CUMA_DRAW_SAMPLE) {
- glBegin(GL_LINES); /* will draw one of the following 3 lines */
+ immBegin(GL_LINES, 2); /* will draw one of the following 3 lines */
if (but->a1 == UI_GRAD_H) {
float tsample[3];
float hsv[3];
linearrgb_to_srgb_v3_v3(tsample, cumap->sample);
rgb_to_hsv_v(tsample, hsv);
- glColor3ub(240, 240, 240);
+ immUniformColor3ub(240, 240, 240);
- glVertex2f(rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin);
- glVertex2f(rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax);
+ immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin);
+ immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax);
}
else if (cumap->cur == 3) {
float lum = IMB_colormanagement_get_luminance(cumap->sample);
- glColor3ub(240, 240, 240);
+ immUniformColor3ub(240, 240, 240);
- glVertex2f(rect->xmin + zoomx * (lum - offsx), rect->ymin);
- glVertex2f(rect->xmin + zoomx * (lum - offsx), rect->ymax);
+ immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymin);
+ immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymax);
}
else {
if (cumap->cur == 0)
- glColor3ub(240, 100, 100);
+ immUniformColor3ub(240, 100, 100);
else if (cumap->cur == 1)
- glColor3ub(100, 240, 100);
+ immUniformColor3ub(100, 240, 100);
else
- glColor3ub(100, 100, 240);
+ immUniformColor3ub(100, 100, 240);
- glVertex2f(rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin);
- glVertex2f(rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax);
+ immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin);
+ immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax);
}
- glEnd();
+ immEnd();
}
/* the curve */
- glColor3ubv((unsigned char *)wcol->item);
+ immUniformColor3ubv((unsigned char *)wcol->item);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- glBegin(GL_LINE_STRIP);
+ immBegin(GL_LINE_STRIP, (CM_TABLE+1) + 2);
if (cuma->table == NULL)
curvemapping_changed(cumap, false);
@@ -1438,52 +1598,67 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
/* first point */
if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
- glVertex2f(rect->xmin, rect->ymin + zoomy * (cmp[0].y - offsy));
+ immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (cmp[0].y - offsy));
}
else {
float fx = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]);
float fy = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]);
- glVertex2f(fx, fy);
+ immVertex2f(pos, fx, fy);
}
for (int a = 0; a <= CM_TABLE; a++) {
float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
- glVertex2f(fx, fy);
+ immVertex2f(pos, fx, fy);
}
/* last point */
if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
- glVertex2f(rect->xmax, rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy));
+ immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy));
}
else {
float fx = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]);
float fy = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]);
- glVertex2f(fx, fy);
+ immVertex2f(pos, fx, fy);
}
- glEnd();
+ immEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
+ immUnbindProgram();
/* the points, use aspect to make them visible on edges */
+ format = immVertexFormat();
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+
cmp = cuma->curve;
glPointSize(3.0f);
- glBegin(GL_POINTS);
+ immBegin(GL_POINTS, cuma->totpoint);
for (int a = 0; a < cuma->totpoint; a++) {
+ float color[4];
if (cmp[a].flag & CUMA_SELECT)
- UI_ThemeColor(TH_TEXT_HI);
+ UI_GetThemeColor4fv(TH_TEXT_HI, color);
else
- UI_ThemeColor(TH_TEXT);
+ UI_GetThemeColor4fv(TH_TEXT, color);
float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
- glVertex2f(fx, fy);
+ immAttrib4fv(col, color);
+ immVertex2f(pos, fx, fy);
}
- glEnd();
+ immEnd();
+ immUnbindProgram();
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
/* outline */
- glColor3ubv((unsigned char *)wcol->outline);
- fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+ format = immVertexFormat();
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3ubv((unsigned char *)wcol->outline);
+ imm_draw_line_box(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+
+ immUnbindProgram();
}
void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
@@ -1513,9 +1688,9 @@ 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_TRIANGLE_FAN, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
ok = true;
}
@@ -1542,62 +1717,74 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
}
if (!ok && scopes->track_preview) {
- glPushMatrix();
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
/* draw content of pattern area */
glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin, scissor[2], scissor[3]);
if (width > 0 && height > 0) {
ImBuf *drawibuf = scopes->track_preview;
+ float col_sel[4], col_outline[4];
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_TRIANGLE_FAN, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
}
- glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
- drawibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, drawibuf->rect);
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, NULL);
/* draw cross for pixel position */
- glTranslatef(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1], 0.f);
+ gpuTranslate3f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1], 0.0f);
glScissor(ar->winrct.xmin + rect.xmin,
ar->winrct.ymin + rect.ymin,
BLI_rctf_size_x(&rect),
BLI_rctf_size_y(&rect));
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE);
-
- for (int a = 0; a < 2; a++) {
- if (a == 1) {
- GPU_basic_shader_bind_enable(GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(3, 0xAAAA);
- UI_ThemeColor(TH_SEL_MARKER);
- }
- else {
- UI_ThemeColor(TH_MARKER_OUTLINE);
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+
+ UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel);
+ UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline);
+
+ /* Do stipple cross with geometry */
+ immBegin(GL_LINES, 7*2*2);
+ float pos_sel[8] = {-10.0f, -7.0f, -4.0f, -1.0f, 2.0f, 5.0f, 8.0f, 11.0f};
+ for (int axe = 0; axe < 2; ++axe) {
+ for (int i = 0; i < 7; ++i) {
+ float x1 = pos_sel[i] * (1 - axe);
+ float y1 = pos_sel[i] * axe;
+ float x2 = pos_sel[i+1] * (1 - axe);
+ float y2 = pos_sel[i+1] * axe;
+
+ if (i % 2 == 1)
+ immAttrib4fv(col, col_sel);
+ else
+ immAttrib4fv(col, col_outline);
+
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
}
-
- glBegin(GL_LINES);
- glVertex2f(-10.0f, 0.0f);
- glVertex2f(10.0f, 0.0f);
- glVertex2f(0.0f, -10.0f);
- glVertex2f(0.0f, 10.0f);
- glEnd();
}
+ immEnd();
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+ immUnbindProgram();
}
- glPopMatrix();
+ gpuPopMatrix();
+ gpuMatrixEnd();
ok = true;
}
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_TRIANGLE_FAN, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
}
/* outline */
@@ -1643,26 +1830,31 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol
BLI_rcti_size_x(&scissor_new),
BLI_rcti_size_y(&scissor_new));
- glColor4ubv(but->col);
-
float x = 0.5f * (recti->xmin + recti->xmax);
float y = 0.5f * (recti->ymin + recti->ymax);
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv(but->col);
+
glEnable(GL_BLEND);
- glBegin(GL_POLYGON);
+ immBegin(GL_TRIANGLE_FAN, 16);
for (int a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
+ immVertex2f(pos, x + size * si[a], y + size * co[a]);
+ immEnd();
- glColor4ub(0, 0, 0, 150);
+ immUniformColor4ub(0, 0, 0, 150);
glLineWidth(1);
glEnable(GL_LINE_SMOOTH);
- glBegin(GL_LINE_LOOP);
+ immBegin(GL_LINE_LOOP, 16);
for (int a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
+ immVertex2f(pos, x + size * si[a], y + size * co[a]);
+ immEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
+
+ immUnbindProgram();
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
@@ -1671,46 +1863,54 @@ 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);
}
@@ -1719,8 +1919,8 @@ void ui_draw_dropshadow(const rctf *rct, float radius, float aspect, float alpha
{
float rad;
- if (radius > (BLI_rctf_size_y(rct) - 10.0f) / 2.0f)
- rad = (BLI_rctf_size_y(rct) - 10.0f) / 2.0f;
+ if (radius > (BLI_rctf_size_y(rct) - 10.0f) * 0.5f)
+ rad = (BLI_rctf_size_y(rct) - 10.0f) * 0.5f;
else
rad = radius;
@@ -1741,16 +1941,15 @@ 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_TRIANGLE_FAN, 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..a50c0f5a4f4 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);
}
@@ -597,7 +597,7 @@ static void datadropper_id_sample_pt(bContext *C, DataDropper *ddr, int mx, int
const int mval[2] = {
mx - ar->winrct.xmin,
my - ar->winrct.ymin};
- Base *base;
+ BaseLegacy *base;
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
diff --git a/source/blender/editors/interface/interface_handlers.c b/source/blender/editors/interface/interface_handlers.c
index 734cd02a056..9bdc4d29807 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..cc7f1532b9d 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -33,8 +33,8 @@
#include "MEM_guardedalloc.h"
-#include "GPU_extensions.h"
-#include "GPU_basic_shader.h"
+#include "GPU_draw.h"
+#include "GPU_immediate.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
@@ -59,7 +59,6 @@
#include "IMB_imbuf_types.h"
#include "IMB_thumbs.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "ED_datafiles.h"
@@ -224,13 +223,17 @@ static void vicon_small_tri_right_draw(int x, int y, int w, int UNUSED(h), float
viconutil_set_point(pts[1], cx - d2, cy - d);
viconutil_set_point(pts[2], cx + d2, cy);
- glColor4f(0.2f, 0.2f, 0.2f, alpha);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4f(0.2f, 0.2f, 0.2f, alpha);
- glBegin(GL_TRIANGLES);
- glVertex2iv(pts[0]);
- glVertex2iv(pts[1]);
- glVertex2iv(pts[2]);
- glEnd();
+ immBegin(PRIM_TRIANGLES, 3);
+ immVertex2iv(pos, pts[0]);
+ immVertex2iv(pos, pts[1]);
+ immVertex2iv(pos, pts[2]);
+ immEnd();
+
+ immUnbindProgram();
}
static void vicon_keytype_draw_wrapper(int x, int y, int w, int h, float alpha, short key_type)
@@ -239,7 +242,6 @@ static void vicon_keytype_draw_wrapper(int x, int y, int w, int h, float alpha,
* (since we're doing this offscreen, free from any particular space_id)
*/
struct bThemeState theme_state;
- int xco, yco;
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_ACTION, RGN_TYPE_WINDOW);
@@ -248,16 +250,30 @@ static void vicon_keytype_draw_wrapper(int x, int y, int w, int h, float alpha,
* while the draw_keyframe_shape() function needs the midpoint for
* the keyframe
*/
- xco = x + w / 2;
- yco = y + h / 2;
-
+ int xco = x + w / 2;
+ int yco = y + h / 2;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size_id = add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color_id = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int outline_color_id = add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ GPU_enable_program_point_size();
+ immBegin(PRIM_POINTS, 1);
+
/* draw keyframe
- * - xscale: 1.0 (since there's no timeline scaling to compensate for)
- * - yscale: 0.3 * h (found out experimentally... dunno why!)
+ * - size: 0.6 * h (found out experimentally... dunno why!)
* - sel: true (so that "keyframe" state shows the iconic yellow icon)
*/
- draw_keyframe_shape(xco, yco, 1.0f, 0.3f * h, true, key_type, KEYFRAME_SHAPE_BOTH, alpha);
-
+ draw_keyframe_shape(xco, yco, 0.6f * h, true, key_type, KEYFRAME_SHAPE_BOTH, alpha,
+ pos_id, size_id, color_id, outline_color_id);
+
+ immEnd();
+ GPU_disable_program_point_size();
+ immUnbindProgram();
+
UI_Theme_Restore(&theme_state);
}
@@ -290,7 +306,7 @@ static void vicon_colorset_draw(int index, int x, int y, int w, int h, float UNU
{
bTheme *btheme = UI_GetTheme();
ThemeWireColor *cs = &btheme->tarm[index];
-
+
/* Draw three bands of color: One per color
* x-----a-----b-----c
* | N | S | A |
@@ -299,19 +315,24 @@ static void vicon_colorset_draw(int index, int x, int y, int w, int h, float UNU
const int a = x + w / 3;
const int b = x + w / 3 * 2;
const int c = x + w;
-
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* XXX: Include alpha into this... */
/* normal */
- glColor3ubv((unsigned char *)cs->solid);
- glRecti(x, y, a, y + h);
-
+ immUniformColor3ubv((unsigned char *)cs->solid);
+ immRecti(pos, x, y, a, y + h);
+
/* selected */
- glColor3ubv((unsigned char *)cs->select);
- glRecti(a, y, b, y + h);
-
+ immUniformColor3ubv((unsigned char *)cs->select);
+ immRecti(pos, a, y, b, y + h);
+
/* active */
- glColor3ubv((unsigned char *)cs->active);
- glRecti(b, y, c, y + h);
+ immUniformColor3ubv((unsigned char *)cs->active);
+ immRecti(pos, b, y, c, y + h);
+
+ immUnbindProgram();
}
#define DEF_VICON_COLORSET_DRAW_NTH(prefix, index) \
@@ -504,8 +525,12 @@ 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 +558,6 @@ 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 +871,15 @@ 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;
@@ -936,7 +959,7 @@ PreviewImage *UI_icon_to_preview(int icon_id)
}
static void icon_draw_rect(float x, float y, int w, int h, float UNUSED(aspect), int rw, int rh,
- unsigned int *rect, float alpha, const float rgb[3], const bool is_preview)
+ unsigned int *rect, float alpha, const float rgb[3], const bool UNUSED(is_preview))
{
ImBuf *ima = NULL;
int draw_w = w;
@@ -950,15 +973,13 @@ static void icon_draw_rect(float x, float y, int w, int h, float UNUSED(aspect),
BLI_assert(!"invalid icon size");
return;
}
-
/* modulate color */
- if (alpha != 1.0f)
- glPixelTransferf(GL_ALPHA_SCALE, alpha);
+ float col[4] = {1.0f, 1.0f, 1.0f, alpha};
if (rgb) {
- glPixelTransferf(GL_RED_SCALE, rgb[0]);
- glPixelTransferf(GL_GREEN_SCALE, rgb[1]);
- glPixelTransferf(GL_BLUE_SCALE, rgb[2]);
+ col[0] = rgb[0];
+ col[1] = rgb[1];
+ col[2] = rgb[2];
}
/* rect contains image in 'rendersize', we only scale if needed */
@@ -984,31 +1005,12 @@ static void icon_draw_rect(float x, float y, int w, int h, float UNUSED(aspect),
}
/* draw */
- if (is_preview) {
- glaDrawPixelsSafe(draw_x, draw_y, draw_w, draw_h, draw_w, GL_RGBA, GL_UNSIGNED_BYTE, rect);
- }
- else {
- int bound_options;
- GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options);
-
- glRasterPos2f(draw_x, draw_y);
- glDrawPixels(draw_w, draw_h, GL_RGBA, GL_UNSIGNED_BYTE, rect);
-
- GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options);
- }
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(draw_x, draw_y, draw_w, draw_h, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect,
+ 1.0f, 1.0f, col);
if (ima)
IMB_freeImBuf(ima);
-
- /* restore color */
- if (alpha != 0.0f)
- glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
-
- if (rgb) {
- glPixelTransferf(GL_RED_SCALE, 1.0f);
- glPixelTransferf(GL_GREEN_SCALE, 1.0f);
- glPixelTransferf(GL_BLUE_SCALE, 1.0f);
- }
}
static void icon_draw_texture(
@@ -1017,38 +1019,44 @@ 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 int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+ if (rgb) immUniformColor3fvAlpha(rgb, alpha);
+ else immUniformColor4f(alpha, alpha, alpha, alpha);
- glTexCoord2f(x2, y1);
- glVertex2f(x + w, y);
+ immUniform1i("image", 0);
- glTexCoord2f(x2, y2);
- glVertex2f(x + w, y + h);
+ immBegin(GL_TRIANGLE_STRIP, 4);
+ immAttrib2f(texCoord, x1, y2);
+ immVertex2f(pos, x, y + h);
- glTexCoord2f(x1, y2);
- glVertex2f(x, y + h);
- glEnd();
+ 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);
glBindTexture(GL_TEXTURE_2D, 0);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
/* Drawing size for preview images */
@@ -1162,7 +1170,7 @@ 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 +1182,7 @@ 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 +1195,7 @@ 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 +1242,15 @@ 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 +1269,9 @@ 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;
}
@@ -1388,6 +1408,11 @@ void UI_icon_draw(float x, float y, int icon_id)
UI_icon_draw_aspect(x, y, icon_id, 1.0f / UI_DPI_FAC, 1.0f);
}
+void UI_icon_draw_alpha(float x, float y, int icon_id, float alpha)
+{
+ UI_icon_draw_aspect(x, y, icon_id, 1.0f / UI_DPI_FAC, alpha);
+}
+
void UI_icon_draw_size(float x, float y, int size, int icon_id, float alpha)
{
icon_draw_size(x, y, icon_id, 1.0f, alpha, NULL, ICON_SIZE_ICON, size, true, false);
diff --git a/source/blender/editors/interface/interface_intern.h b/source/blender/editors/interface/interface_intern.h
index d8f9fdcbaae..9179f8039cd 100644
--- a/source/blender/editors/interface/interface_intern.h
+++ b/source/blender/editors/interface/interface_intern.h
@@ -681,15 +681,16 @@ struct wmIMEData *ui_but_ime_data_get(uiBut *but);
#endif
/* 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_tria(float x1, float y1, float x2, float y2, float x3, float y3, const float color[4]);
+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);
void ui_draw_tooltip_background(uiStyle *UNUSED(style), uiBlock *block, rcti *rect);
void ui_draw_search_back(struct uiStyle *style, uiBlock *block, rcti *rect);
bool ui_link_bezier_points(const rcti *rect, float coord_array[][2], int resol);
-void ui_draw_link_bezier(const rcti *rect);
+void ui_draw_link_bezier(const rcti *rect, const float color[4]);
extern void ui_draw_but(const struct bContext *C, ARegion *ar, struct uiStyle *style, uiBut *but, rcti *rect);
/* theme color init */
diff --git a/source/blender/editors/interface/interface_panel.c b/source/blender/editors/interface/interface_panel.c
index c131bcb8e14..f1ab4b0934c 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 ************************/
@@ -410,37 +412,40 @@ static void uiPanelPop(uiBlock *UNUSED(block))
#endif
/* triangle 'icon' for panel header */
-void UI_draw_icon_tri(float x, float y, char dir)
+void UI_draw_icon_tri(float x, float y, char dir, const float color[4])
{
float f3 = 0.15 * U.widget_unit;
float f5 = 0.25 * U.widget_unit;
float f7 = 0.35 * U.widget_unit;
if (dir == 'h') {
- ui_draw_anti_tria(x - f3, y - f5, x - f3, y + f5, x + f7, y);
+ ui_draw_anti_tria(x - f3, y - f5, x - f3, y + f5, x + f7, y, color);
}
else if (dir == 't') {
- ui_draw_anti_tria(x - f5, y - f7, x + f5, y - f7, x, y + f3);
+ ui_draw_anti_tria(x - f5, y - f7, x + f5, y - f7, x, y + f3, color);
}
else { /* 'v' = vertical, down */
- ui_draw_anti_tria(x - f5, y + f3, x + f5, y + f3, x, y - f7);
+ ui_draw_anti_tria(x - f5, y + f3, x + f5, y + f3, x, y - f7, color);
}
}
/* triangle 'icon' inside rect */
static void ui_draw_tria_rect(const rctf *rect, char dir)
{
+ float color[4];
+ UI_GetThemeColor4fv(TH_TITLE, color);
+
if (dir == 'h') {
float half = 0.5f * BLI_rctf_size_y(rect);
- ui_draw_anti_tria(rect->xmin, rect->ymin, rect->xmin, rect->ymax, rect->xmax, rect->ymin + half);
+ ui_draw_anti_tria(rect->xmin, rect->ymin, rect->xmin, rect->ymax, rect->xmax, rect->ymin + half, color);
}
else {
float half = 0.5f * BLI_rctf_size_x(rect);
- ui_draw_anti_tria(rect->xmin, rect->ymax, rect->xmax, rect->ymax, rect->xmin + half, rect->ymin);
+ ui_draw_anti_tria(rect->xmin, rect->ymax, rect->xmax, rect->ymax, rect->xmin + half, rect->ymin, color);
}
}
-static void ui_draw_anti_x(float x1, float y1, float x2, float y2)
+static void ui_draw_anti_x(unsigned int pos, float x1, float y1, float x2, float y2)
{
/* set antialias line */
@@ -448,9 +453,16 @@ static void ui_draw_anti_x(float x1, float y1, float x2, float y2)
glEnable(GL_BLEND);
glLineWidth(2.0);
-
- fdrawline(x1, y1, x2, y2);
- fdrawline(x1, y2, x2, y1);
+
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
+
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y1);
+
+ immEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
@@ -458,16 +470,16 @@ static void ui_draw_anti_x(float x1, float y1, float x2, float y2)
}
/* x 'icon' for panel header */
-static void ui_draw_x_icon(float x, float y)
+static void ui_draw_x_icon(unsigned int pos, float x, float y)
{
- ui_draw_anti_x(x, y, x + 9.375f, y + 9.375f);
+ ui_draw_anti_x(pos, x, y, x + 9.375f, y + 9.375f);
}
#define PNL_ICON UI_UNIT_X /* could be UI_UNIT_Y too */
-static void ui_draw_panel_scalewidget(const rcti *rect)
+static void ui_draw_panel_scalewidget(unsigned int pos, const rcti *rect)
{
float xmin, xmax, dx;
float ymin, ymax, dy;
@@ -481,16 +493,33 @@ static void ui_draw_panel_scalewidget(const rcti *rect)
dy = 0.5f * (ymax - ymin);
glEnable(GL_BLEND);
- glColor4ub(255, 255, 255, 50);
- fdrawline(xmin, ymin, xmax, ymax);
- fdrawline(xmin + dx, ymin, xmax, ymax - dy);
+ immUniformColor4ub(255, 255, 255, 50);
+
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, xmin, ymin);
+ immVertex2f(pos, xmax, ymax);
+
+ immVertex2f(pos, xmin + dx, ymin);
+ immVertex2f(pos, xmax, ymax - dy);
+
+ immEnd();
- glColor4ub(0, 0, 0, 50);
- fdrawline(xmin, ymin + 1, xmax, ymax + 1);
- fdrawline(xmin + dx, ymin + 1, xmax, ymax - dy + 1);
+ immUniformColor4ub(0, 0, 0, 50);
+
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, xmin, ymin + 1);
+ immVertex2f(pos, xmax, ymax + 1);
+
+ immVertex2f(pos, xmin + dx, ymin + 1);
+ immVertex2f(pos, xmax, ymax - dy + 1);
+
+ immEnd();
+
glDisable(GL_BLEND);
}
-static void ui_draw_panel_dragwidget(const rctf *rect)
+static void ui_draw_panel_dragwidget(unsigned int pos, const rctf *rect)
{
unsigned char col_back[3], col_high[3], col_dark[3];
const int col_tint = 84;
@@ -519,10 +548,10 @@ static void ui_draw_panel_dragwidget(const rctf *rect)
const int x_co = (x_min + x_ofs) + (i_x * (box_size + box_margin));
const int y_co = (y_min + y_ofs) + (i_y * (box_size + box_margin));
- glColor3ubv(col_dark);
- glRectf(x_co - box_size, y_co - px_zoom, x_co, (y_co + box_size) - px_zoom);
- glColor3ubv(col_high);
- glRectf(x_co - box_size, y_co, x_co, y_co + box_size);
+ immUniformColor3ubv(col_dark);
+ immRectf(pos, x_co - box_size, y_co - px_zoom, x_co, (y_co + box_size) - px_zoom);
+ immUniformColor3ubv(col_high);
+ immRectf(pos, x_co - box_size, y_co, x_co, y_co + box_size);
}
}
}
@@ -534,29 +563,29 @@ static void ui_draw_aligned_panel_header(uiStyle *style, uiBlock *block, const r
rcti hrect;
int pnl_icons;
const char *activename = panel->drawname[0] ? panel->drawname : panel->panelname;
+ unsigned char col_title[4];
/* + 0.001f to avoid flirting with float inaccuracy */
if (panel->control & UI_PNL_CLOSE)
pnl_icons = (panel->labelofs + 2 * PNL_ICON + 5) / block->aspect + 0.001f;
else
pnl_icons = (panel->labelofs + PNL_ICON + 5) / block->aspect + 0.001f;
-
- /* active tab */
+
/* draw text label */
- UI_ThemeColor(TH_TITLE);
-
+ UI_GetThemeColor4ubv(TH_TITLE, col_title);
+
hrect = *rect;
if (dir == 'h') {
hrect.xmin = rect->xmin + pnl_icons;
hrect.ymin += 2.0f / block->aspect;
- UI_fontstyle_draw(&style->paneltitle, &hrect, activename);
+ UI_fontstyle_draw(&style->paneltitle, &hrect, activename, col_title);
}
else {
/* ignore 'pnl_icons', otherwise the text gets offset horizontally
* + 0.001f to avoid flirting with float inaccuracy
*/
hrect.xmin = rect->xmin + (PNL_ICON + 5) / block->aspect + 0.001f;
- UI_fontstyle_draw_rotated(&style->paneltitle, &hrect, activename);
+ UI_fontstyle_draw_rotated(&style->paneltitle, &hrect, activename, col_title);
}
}
@@ -567,6 +596,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
rcti headrect;
rctf itemrect;
int ofsx;
+ float color[4];
const bool is_closed_x = (panel->flag & PNL_CLOSEDX) ? true : false;
const bool is_closed_y = (panel->flag & PNL_CLOSEDY) ? true : false;
@@ -579,6 +609,9 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
headrect.ymin = headrect.ymax;
headrect.ymax = headrect.ymin + floor(PNL_HEADER / block->aspect + 0.001f);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
{
float minx = rect->xmin;
float maxx = is_closed_x ? (minx + PNL_HEADER / block->aspect) : rect->xmax;
@@ -588,11 +621,18 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
if (UI_GetThemeValue(TH_PANEL_SHOW_HEADER)) {
/* draw with background color */
- UI_ThemeColor4(TH_PANEL_HEADER);
- glRectf(minx, headrect.ymin + 1, maxx, y);
+ immUniformThemeColor(TH_PANEL_HEADER);
+ immRectf(pos, minx, headrect.ymin + 1, maxx, y);
+
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, minx, y);
+ immVertex2f(pos, maxx, y);
- fdrawline(minx, y, maxx, y);
- fdrawline(minx, y, maxx, y);
+ immVertex2f(pos, minx, y);
+ immVertex2f(pos, maxx, y);
+
+ immEnd();
}
else if (!(panel->runtime_flag & PNL_FIRST)) {
/* draw embossed separator */
@@ -602,15 +642,26 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
maxx -= 5.0f / block->aspect;
}
- glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
- fdrawline(minx, y, maxx, y);
- glColor4f(1.0f, 1.0f, 1.0f, 0.25f);
- fdrawline(minx, y - 1, maxx, y - 1);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, minx, y);
+ immVertex2f(pos, maxx, y);
+ immEnd();
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, minx, y - 1);
+ immVertex2f(pos, maxx, y - 1);
+ immEnd();
}
glDisable(GL_BLEND);
}
+ immUnbindProgram();
+
/* draw optional pin icon */
#ifdef USE_PIN_HIDDEN
@@ -626,9 +677,11 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
glDisable(GL_BLEND);
}
+
/* horizontal title */
if (is_closed_x == false) {
ui_draw_aligned_panel_header(style, block, &headrect, 'h');
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
/* itemrect smaller */
itemrect.xmax = headrect.xmax - 5.0f / block->aspect;
@@ -637,7 +690,9 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
itemrect.ymax = headrect.ymax;
BLI_rctf_scale(&itemrect, 0.7f);
- ui_draw_panel_dragwidget(&itemrect);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ ui_draw_panel_dragwidget(pos, &itemrect);
+ immUnbindProgram();
}
/* if the panel is minimized vertically:
@@ -649,6 +704,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
else if (is_closed_x) {
/* draw vertical title */
ui_draw_aligned_panel_header(style, block, &headrect, 'v');
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
}
/* an open panel */
else {
@@ -657,33 +713,38 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
if (panel->control & UI_PNL_SOLID) UI_draw_roundbox_corner_set(UI_CNR_ALL);
else UI_draw_roundbox_corner_set(UI_CNR_NONE);
- UI_ThemeColorShade(TH_BACK, -120);
- UI_draw_roundbox_unfilled(0.5f + rect->xmin, 0.5f + rect->ymin, 0.5f + rect->xmax, 0.5f + headrect.ymax + 1, 8);
+ UI_GetThemeColorShade4fv(TH_BACK, -120, color);
+ UI_draw_roundbox_unfilled(0.5f + rect->xmin, 0.5f + rect->ymin, 0.5f + rect->xmax, 0.5f + headrect.ymax + 1, 8, color);
}
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* panel backdrop */
if (UI_GetThemeValue(TH_PANEL_SHOW_BACK)) {
/* draw with background color */
glEnable(GL_BLEND);
- UI_ThemeColor4(TH_PANEL_BACK);
- glRecti(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+ immUniformThemeColor(TH_PANEL_BACK);
+ immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
if (panel->control & UI_PNL_SCALE)
- ui_draw_panel_scalewidget(rect);
+ ui_draw_panel_scalewidget(pos, rect);
+
+ immUnbindProgram();
}
/* draw optional close icon */
ofsx = 6;
if (panel->control & UI_PNL_CLOSE) {
- UI_ThemeColor(TH_TITLE);
- ui_draw_x_icon(rect->xmin + 2 + ofsx, rect->ymax + 2);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_TITLE);
+ ui_draw_x_icon(pos, rect->xmin + 2 + ofsx, rect->ymax + 2);
ofsx = 22;
+ immUnbindProgram();
}
/* draw collapse icon */
- UI_ThemeColor(TH_TITLE);
/* itemrect smaller */
itemrect.xmin = headrect.xmin + 5.0f / block->aspect;
@@ -700,6 +761,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
else
ui_draw_tria_rect(&itemrect, 'v');
+
(void)ofsx;
}
@@ -1518,7 +1580,8 @@ 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 +1590,84 @@ 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);
+ 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();
}
@@ -1717,21 +1790,26 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
/* begin drawing */
glEnable(GL_LINE_SMOOTH);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* draw the background */
if (is_alpha) {
glEnable(GL_BLEND);
- glColor4ubv(theme_col_tab_bg);
+ immUniformColor4ubv(theme_col_tab_bg);
}
else {
- glColor3ubv(theme_col_tab_bg);
+ immUniformColor3ubv(theme_col_tab_bg);
}
- glRecti(v2d->mask.xmin, v2d->mask.ymin, v2d->mask.xmin + category_tabs_width, v2d->mask.ymax);
+ immRecti(pos, v2d->mask.xmin, v2d->mask.ymin, v2d->mask.xmin + category_tabs_width, v2d->mask.ymax);
if (is_alpha) {
glDisable(GL_BLEND);
}
+ immUnbindProgram();
+
for (pc_dyn = ar->panels_category.first; pc_dyn; pc_dyn = pc_dyn->next) {
const rcti *rct = &pc_dyn->rect;
const char *category_id = pc_dyn->idname;
@@ -1754,28 +1832,33 @@ 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);
+ ui_panel_category_draw_tab(GL_TRIANGLE_FAN, rct->xmin, rct->ymin, rct->xmax, rct->ymax,
+ 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 */
if (!is_active) {
- glColor3ubv(theme_col_tab_divider);
- glRecti(v2d->mask.xmin + category_tabs_width - px,
- rct->ymin - tab_v_pad,
- v2d->mask.xmin + category_tabs_width,
- rct->ymax + tab_v_pad);
+ pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3ubv(theme_col_tab_divider);
+ immRecti(pos, v2d->mask.xmin + category_tabs_width - px,
+ rct->ymin - tab_v_pad,
+ v2d->mask.xmin + category_tabs_width,
+ rct->ymax + tab_v_pad);
+
+ immUnbindProgram();
}
if (do_scaletabs) {
@@ -1788,7 +1871,7 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
/* tab titles */
/* draw white shadow to give text more depth */
- glColor3ubv(theme_col_text);
+ BLF_color3ubv(fontid, theme_col_text);
/* main tab title */
BLF_draw(fontid, category_id_draw, category_draw_len);
@@ -1796,33 +1879,36 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
glDisable(GL_BLEND);
/* tab blackline remaining (last tab) */
+ pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (pc_dyn->prev == NULL) {
- glColor3ubv(theme_col_tab_divider);
- glRecti(v2d->mask.xmin + category_tabs_width - px,
- rct->ymax + px,
- v2d->mask.xmin + category_tabs_width,
- v2d->mask.ymax);
+ immUniformColor3ubv(theme_col_tab_divider);
+ immRecti(pos, v2d->mask.xmin + category_tabs_width - px,
+ rct->ymax + px,
+ v2d->mask.xmin + category_tabs_width,
+ v2d->mask.ymax);
}
if (pc_dyn->next == NULL) {
- glColor3ubv(theme_col_tab_divider);
- glRecti(v2d->mask.xmin + category_tabs_width - px,
- 0,
- v2d->mask.xmin + category_tabs_width,
- rct->ymin);
+ immUniformColor3ubv(theme_col_tab_divider);
+ immRecti(pos, v2d->mask.xmin + category_tabs_width - px,
+ 0,
+ v2d->mask.xmin + category_tabs_width,
+ rct->ymin);
}
#ifdef USE_FLAT_INACTIVE
/* draw line between inactive tabs */
if (is_active == false && is_active_prev == false && pc_dyn->prev) {
- glColor3ubv(theme_col_tab_divider);
- glRecti(v2d->mask.xmin + (category_tabs_width / 5),
- rct->ymax + px,
- (v2d->mask.xmin + category_tabs_width) - (category_tabs_width / 5),
- rct->ymax + (px * 3));
+ immUniformColor3ubv(theme_col_tab_divider);
+ immRecti(pos, v2d->mask.xmin + (category_tabs_width / 5),
+ rct->ymax + px,
+ (v2d->mask.xmin + category_tabs_width) - (category_tabs_width / 5),
+ rct->ymax + (px * 3));
}
is_active_prev = is_active;
#endif
+ immUnbindProgram();
/* not essential, but allows events to be handled right up until the region edge [#38171] */
pc_dyn->rect.xmin = v2d->mask.xmin;
diff --git a/source/blender/editors/interface/interface_regions.c b/source/blender/editors/interface/interface_regions.c
index 466978272bc..b78fa0706c0 100644
--- a/source/blender/editors/interface/interface_regions.c
+++ b/source/blender/editors/interface/interface_regions.c
@@ -194,6 +194,7 @@ static void ui_tooltip_region_draw_cb(const bContext *UNUSED(C), ARegion *ar)
uiWidgetColors *theme = ui_tooltip_get_theme();
rcti bbox = data->bbox;
float tip_colors[UI_TIP_LC_MAX][3];
+ unsigned char drawcol[4] = {0, 0, 0, 255}; /* to store color in while drawing (alpha is always 255) */
float *main_color = tip_colors[UI_TIP_LC_MAIN]; /* the color from the theme */
float *value_color = tip_colors[UI_TIP_LC_VALUE];
@@ -260,9 +261,9 @@ static void ui_tooltip_region_draw_cb(const bContext *UNUSED(C), ARegion *ar)
fstyle_header.shadowalpha = 1.0f;
fstyle_header.word_wrap = true;
+ rgb_float_to_uchar(drawcol, tip_colors[UI_TIP_LC_MAIN]);
UI_fontstyle_set(&fstyle_header);
- glColor3fv(tip_colors[UI_TIP_LC_MAIN]);
- UI_fontstyle_draw(&fstyle_header, &bbox, data->header);
+ UI_fontstyle_draw(&fstyle_header, &bbox, data->header, drawcol);
/* offset to the end of the last line */
xofs = data->line_geom[i].x_pos;
@@ -270,9 +271,9 @@ static void ui_tooltip_region_draw_cb(const bContext *UNUSED(C), ARegion *ar)
bbox.xmin += xofs;
bbox.ymax -= yofs;
- glColor3fv(tip_colors[UI_TIP_LC_ACTIVE]);
+ rgb_float_to_uchar(drawcol, tip_colors[UI_TIP_LC_ACTIVE]);
fstyle_header.shadow = 0;
- UI_fontstyle_draw(&fstyle_header, &bbox, data->active_info);
+ UI_fontstyle_draw(&fstyle_header, &bbox, data->active_info, drawcol);
/* undo offset */
bbox.xmin -= xofs;
@@ -280,14 +281,15 @@ static void ui_tooltip_region_draw_cb(const bContext *UNUSED(C), ARegion *ar)
}
else if (data->format[i].style == UI_TIP_STYLE_MONO) {
uiFontStyle fstyle_mono = data->fstyle;
+
fstyle_mono.uifont_id = blf_mono_font;
fstyle_mono.word_wrap = true;
UI_fontstyle_set(&fstyle_mono);
/* XXX, needed because we dont have mono in 'U.uifonts' */
BLF_size(fstyle_mono.uifont_id, fstyle_mono.points * U.pixelsize, U.dpi);
- glColor3fv(tip_colors[data->format[i].color_id]);
- UI_fontstyle_draw(&fstyle_mono, &bbox, data->lines[i]);
+ rgb_float_to_uchar(drawcol, tip_colors[data->format[i].color_id]);
+ UI_fontstyle_draw(&fstyle_mono, &bbox, data->lines[i], drawcol);
}
else {
uiFontStyle fstyle_normal = data->fstyle;
@@ -296,8 +298,8 @@ static void ui_tooltip_region_draw_cb(const bContext *UNUSED(C), ARegion *ar)
/* draw remaining data */
UI_fontstyle_set(&fstyle_normal);
- glColor3fv(tip_colors[data->format[i].color_id]);
- UI_fontstyle_draw(&fstyle_normal, &bbox, data->lines[i]);
+ rgb_float_to_uchar(drawcol, tip_colors[data->format[i].color_id]);
+ UI_fontstyle_draw(&fstyle_normal, &bbox, data->lines[i], drawcol);
}
bbox.ymax -= data->lineh * data->line_geom[i].lines;
@@ -1059,7 +1061,7 @@ 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 +1079,9 @@ 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..01bce9d7bdc 100644
--- a/source/blender/editors/interface/interface_style.c
+++ b/source/blender/editors/interface/interface_style.c
@@ -149,7 +149,7 @@ static uiFont *uifont_to_blfont(int id)
void UI_fontstyle_draw_ex(
- const uiFontStyle *fs, const rcti *rect, const char *str,
+ const uiFontStyle *fs, const rcti *rect, const char *str, const unsigned char col[4],
size_t len, float *r_xofs, float *r_yofs)
{
int xofs = 0, yofs;
@@ -196,6 +196,7 @@ void UI_fontstyle_draw_ex(
/* clip is very strict, so we give it some space */
BLF_clipping(fs->uifont_id, rect->xmin - 2, rect->ymin - 4, rect->xmax + 1, rect->ymax + 4);
BLF_position(fs->uifont_id, rect->xmin + xofs, rect->ymin + yofs, 0.0f);
+ BLF_color4ubv(fs->uifont_id, col);
BLF_draw(fs->uifont_id, str, len);
@@ -205,17 +206,17 @@ void UI_fontstyle_draw_ex(
*r_yofs = yofs;
}
-void UI_fontstyle_draw(const uiFontStyle *fs, const rcti *rect, const char *str)
+void UI_fontstyle_draw(const uiFontStyle *fs, const rcti *rect, const char *str, const unsigned char col[4])
{
float xofs, yofs;
UI_fontstyle_draw_ex(
- fs, rect, str,
+ fs, rect, str, col,
BLF_DRAW_STR_DUMMY_MAX, &xofs, &yofs);
}
/* drawn same as above, but at 90 degree angle */
-void UI_fontstyle_draw_rotated(const uiFontStyle *fs, const rcti *rect, const char *str)
+void UI_fontstyle_draw_rotated(const uiFontStyle *fs, const rcti *rect, const char *str, const unsigned char col[4])
{
float height;
int xofs, yofs;
@@ -249,6 +250,7 @@ void UI_fontstyle_draw_rotated(const uiFontStyle *fs, const rcti *rect, const ch
BLF_enable(fs->uifont_id, BLF_ROTATION);
BLF_rotation(fs->uifont_id, angle);
+ BLF_color4ubv(fs->uifont_id, col);
if (fs->shadow) {
BLF_enable(fs->uifont_id, BLF_SHADOW);
@@ -275,13 +277,14 @@ void UI_fontstyle_draw_rotated(const uiFontStyle *fs, const rcti *rect, const ch
*
* For drawing on-screen labels.
*/
-void UI_fontstyle_draw_simple(const uiFontStyle *fs, float x, float y, const char *str)
+void UI_fontstyle_draw_simple(const uiFontStyle *fs, float x, float y, const char *str, const unsigned char col[4])
{
if (fs->kerning == 1)
BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);
UI_fontstyle_set(fs);
BLF_position(fs->uifont_id, x, y, 0.0f);
+ BLF_color4ubv(fs->uifont_id, col);
BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
if (fs->kerning == 1)
@@ -293,7 +296,7 @@ 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 +310,6 @@ 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(
@@ -315,13 +317,12 @@ void UI_fontstyle_draw_simple_backdrop(
(y + decent) - margin,
x + width + margin,
(y + decent) + height + margin,
- margin);
-
- glColor4ubv(fg);
+ margin, col_bg);
}
BLF_position(fs->uifont_id, x, y, 0.0f);
+ BLF_color4fv(fs->uifont_id, col_fg);
BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
if (fs->kerning == 1)
diff --git a/source/blender/editors/interface/interface_templates.c b/source/blender/editors/interface/interface_templates.c
index 131584dd405..99d21064a4c 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 6e871b8ec92..74eef14fda1 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -58,6 +58,8 @@
#include "interface_intern.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#ifdef WITH_INPUT_IME
# include "WM_types.h"
@@ -186,47 +188,54 @@ static const unsigned int check_tria_face[4][3] = {
/* ************************************************* */
-void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3)
+void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3,
+ const float color[4])
{
float tri_arr[3][2] = {{x1, y1}, {x2, y2}, {x3, y3}};
- float color[4];
- int j;
-
+ float draw_color[4];
+
+ copy_v4_v4(draw_color, color);
+ draw_color[3] *= 0.125f;
+
glEnable(GL_BLEND);
- glGetFloatv(GL_CURRENT_COLOR, color);
- color[3] *= 0.125f;
- glColor4fv(color);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, tri_arr);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4fv(draw_color);
+ immBegin(GL_TRIANGLES, 3 * WIDGET_AA_JITTER);
/* for each AA step */
- for (j = 0; j < WIDGET_AA_JITTER; j++) {
- glTranslate2fv(jit[j]);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glTranslatef(-jit[j][0], -jit[j][1], 0.0f);
+ for (int j = 0; j < WIDGET_AA_JITTER; j++) {
+ immVertex2f(pos, tri_arr[0][0] + jit[j][0], tri_arr[0][1] + jit[j][1]);
+ immVertex2f(pos, tri_arr[1][0] + jit[j][0], tri_arr[1][1] + jit[j][1]);
+ immVertex2f(pos, tri_arr[2][0] + jit[j][0], tri_arr[2][1] + jit[j][1]);
}
- glDisableClientState(GL_VERTEX_ARRAY);
+ immEnd();
+
+ immUnbindProgram();
+
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);
}
@@ -537,12 +546,27 @@ static void widget_scroll_circle(uiWidgetTrias *tria, const rcti *rect, float tr
scroll_circle_face, ARRAY_SIZE(scroll_circle_face));
}
-static void widget_trias_draw(uiWidgetTrias *tria)
+static void widget_trias_draw(uiWidgetTrias *tria, unsigned int pos)
{
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, tria->vec);
- glDrawElements(GL_TRIANGLES, tria->tot * 3, GL_UNSIGNED_INT, tria->index);
- glDisableClientState(GL_VERTEX_ARRAY);
+ immBegin(GL_TRIANGLES, tria->tot * 3);
+ for (int i = 0; i < tria->tot; ++i)
+ for (int j = 0; j < 3; ++j)
+ immVertex2fv(pos, tria->vec[tria->index[i][j]]);
+ immEnd();
+}
+
+static void widget_draw_vertex_buffer(unsigned int pos, unsigned int col, int mode,
+ const float quads_pos[WIDGET_SIZE_MAX][2],
+ const unsigned char quads_col[WIDGET_SIZE_MAX][4],
+ unsigned int totvert)
+{
+ immBegin(mode, totvert);
+ for (int i = 0; i < totvert; ++i) {
+ if (quads_col)
+ immAttrib4ubv(col, quads_col[i]);
+ immVertex2fv(pos, quads_pos[i]);
+ }
+ immEnd();
}
static void widget_menu_trias(uiWidgetTrias *tria, const rcti *rect)
@@ -631,21 +655,18 @@ static void widget_verts_to_triangle_strip_open(uiWidgetBase *wtb, const int tot
}
}
-static void widgetbase_outline(uiWidgetBase *wtb)
+static void widgetbase_outline(uiWidgetBase *wtb, unsigned int pos)
{
float triangle_strip[WIDGET_SIZE_MAX * 2 + 2][2]; /* + 2 because the last pair is wrapped */
widget_verts_to_triangle_strip(wtb, wtb->totvert, triangle_strip);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, triangle_strip);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, wtb->totvert * 2 + 2);
- glDisableClientState(GL_VERTEX_ARRAY);
+ widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip, NULL, wtb->totvert * 2 + 2);
}
static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
{
int j, a;
-
+
glEnable(GL_BLEND);
/* backdrop non AA */
@@ -655,78 +676,76 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
float inner_v_half[WIDGET_SIZE_MAX][2];
float x_mid = 0.0f; /* used for dumb clamping of values */
- /* dark checkers */
- glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
- glDrawArrays(GL_POLYGON, 0, wtb->totvert);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
- /* light checkers */
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_CHECKER_8PX);
+ /* checkers */
+ immUniform4f("color1", UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, 1.0f);
+ immUniform4f("color2", UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, 1.0f);
+ immUniform1i("size", 8);
- glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
- glDrawArrays(GL_POLYGON, 0, wtb->totvert);
+ widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_FAN, wtb->inner_v, NULL, wtb->totvert);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immUnbindProgram();
/* alpha fill */
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv((unsigned char *)wcol->inner);
- glColor4ubv((unsigned char *)wcol->inner);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (a = 0; a < wtb->totvert; a++) {
x_mid += wtb->inner_v[a][0];
}
x_mid /= wtb->totvert;
- glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
- glDrawArrays(GL_POLYGON, 0, wtb->totvert);
+ widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_FAN, wtb->inner_v, NULL, wtb->totvert);
/* 1/2 solid color */
- glColor4ub(wcol->inner[0], wcol->inner[1], wcol->inner[2], 255);
+ immUniformColor4ub(wcol->inner[0], wcol->inner[1], wcol->inner[2], 255);
for (a = 0; a < wtb->totvert; a++) {
inner_v_half[a][0] = MIN2(wtb->inner_v[a][0], x_mid);
inner_v_half[a][1] = wtb->inner_v[a][1];
}
- glVertexPointer(2, GL_FLOAT, 0, inner_v_half);
- glDrawArrays(GL_POLYGON, 0, wtb->totvert);
- glDisableClientState(GL_VERTEX_ARRAY);
+ widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_FAN, inner_v_half, NULL, wtb->totvert);
+
+ immUnbindProgram();
}
else {
/* simple fill */
- glColor4ubv((unsigned char *)wcol->inner);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv((unsigned char *)wcol->inner);
+
+ widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_FAN, wtb->inner_v, NULL, wtb->totvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
- glDrawArrays(GL_POLYGON, 0, wtb->totvert);
- glDisableClientState(GL_VERTEX_ARRAY);
+ immUnbindProgram();
}
}
else {
char col1[4], col2[4];
- unsigned char col_array[WIDGET_SIZE_MAX * 4];
- unsigned char *col_pt = col_array;
-
+ unsigned char col_array[WIDGET_SIZE_MAX][4];
+ unsigned char *col_pt = &col_array[0][0];
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
shadecolors4(col1, col2, wcol->inner, wcol->shadetop, wcol->shadedown);
for (a = 0; a < wtb->totvert; a++, col_pt += 4) {
round_box_shade_col4_r(col_pt, col1, col2, wtb->inner_uv[a][wtb->draw_shadedir ? 1 : 0]);
}
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, col_array);
- glDrawArrays(GL_POLYGON, 0, wtb->totvert);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
+ widget_draw_vertex_buffer(pos, col, GL_TRIANGLE_FAN, wtb->inner_v, col_array, wtb->totvert);
+ immUnbindProgram();
}
}
-
+
/* for each AA step */
if (wtb->draw_outline) {
float triangle_strip[WIDGET_SIZE_MAX * 2 + 2][2]; /* + 2 because the last pair is wrapped */
@@ -745,52 +764,63 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
UI_GetThemeColor4ubv(TH_WIDGET_EMBOSS, emboss);
}
- glEnableClientState(GL_VERTEX_ARRAY);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ gpuMatrixBegin3D_legacy();
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
for (j = 0; j < WIDGET_AA_JITTER; j++) {
- glTranslate2fv(jit[j]);
+ gpuTranslate3f(jit[j][0], jit[j][1], 0.0f);
/* outline */
- glColor4ubv(tcol);
+ immUniformColor4ubv(tcol);
- glVertexPointer(2, GL_FLOAT, 0, triangle_strip);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, wtb->totvert * 2 + 2);
+ widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip, NULL, wtb->totvert * 2 + 2);
/* emboss bottom shadow */
if (wtb->draw_emboss) {
if (emboss[3]) {
- glColor4ubv(emboss);
- glVertexPointer(2, GL_FLOAT, 0, triangle_strip_emboss);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, wtb->halfwayvert * 2);
+ immUniformColor4ubv(emboss);
+ widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip_emboss, NULL, wtb->halfwayvert * 2);
}
}
- glTranslatef(-jit[j][0], -jit[j][1], 0.0f);
+ gpuTranslate3f(-jit[j][0], -jit[j][1], 0.0f);
}
+ immUnbindProgram();
- glDisableClientState(GL_VERTEX_ARRAY);
+ gpuMatrixEnd();
}
-
+
/* decoration */
if (wtb->tria1.tot || wtb->tria2.tot) {
const unsigned char tcol[4] = {wcol->item[0],
wcol->item[1],
wcol->item[2],
(unsigned char)((float)wcol->item[3] / WIDGET_AA_JITTER)};
- glColor4ubv(tcol);
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv(tcol);
+
+ gpuMatrixBegin3D_legacy();
/* for each AA step */
for (j = 0; j < WIDGET_AA_JITTER; j++) {
- glTranslate2fv(jit[j]);
+ gpuTranslate3f(jit[j][0], jit[j][1], 0.0f);
if (wtb->tria1.tot)
- widget_trias_draw(&wtb->tria1);
+ widget_trias_draw(&wtb->tria1, pos);
if (wtb->tria2.tot)
- widget_trias_draw(&wtb->tria2);
+ widget_trias_draw(&wtb->tria2, pos);
- glTranslatef(-jit[j][0], -jit[j][1], 0.0f);
+ gpuTranslate3f(-jit[j][0], -jit[j][1], 0.0f);
}
+
+ gpuMatrixEnd();
+
+ immUnbindProgram();
}
glDisable(GL_BLEND);
@@ -1249,6 +1279,7 @@ static void widget_draw_text_ime_underline(
int ofs_x, width;
int rect_x = BLI_rcti_size_x(rect);
int sel_start = ime_data->sel_start, sel_end = ime_data->sel_end;
+ float fcol[4];
if (drawstr[0] != 0) {
if (but->pos >= but->ofs) {
@@ -1261,8 +1292,8 @@ static void widget_draw_text_ime_underline(
width = BLF_width(fstyle->uifont_id, drawstr + but->ofs,
ime_data->composite_len + but->pos - but->ofs);
- glColor4ubv((unsigned char *)wcol->text);
- UI_draw_text_underline(rect->xmin + ofs_x, rect->ymin + 6 * U.pixelsize, min_ii(width, rect_x - 2) - ofs_x, 1);
+ rgba_uchar_to_float(fcol, wcol->text);
+ UI_draw_text_underline(rect->xmin + ofs_x, rect->ymin + 6 * U.pixelsize, min_ii(width, rect_x - 2) - ofs_x, 1, fcol);
/* draw the thick line */
if (sel_start != -1 && sel_end != -1) {
@@ -1279,7 +1310,7 @@ static void widget_draw_text_ime_underline(
width = BLF_width(fstyle->uifont_id, drawstr + but->ofs,
sel_end + sel_start - but->ofs);
- UI_draw_text_underline(rect->xmin + ofs_x, rect->ymin + 6 * U.pixelsize, min_ii(width, rect_x - 2) - ofs_x, 2);
+ UI_draw_text_underline(rect->xmin + ofs_x, rect->ymin + 6 * U.pixelsize, min_ii(width, rect_x - 2) - ofs_x, 2, fcol);
}
}
}
@@ -1363,11 +1394,16 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
selwidth_draw = BLF_width(fstyle->uifont_id, drawstr + but->ofs, but->selend - but->ofs);
- glColor4ubv((unsigned char *)wcol->item);
- glRecti(rect->xmin + selsta_draw,
- rect->ymin + 2,
- min_ii(rect->xmin + selwidth_draw, rect->xmax - 2),
- rect->ymax - 2);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4ubv((unsigned char *)wcol->item);
+ immRecti(pos, rect->xmin + selsta_draw,
+ rect->ymin + 2,
+ min_ii(rect->xmin + selwidth_draw, rect->xmax - 2),
+ rect->ymax - 2);
+
+ immUnbindProgram();
}
}
@@ -1390,13 +1426,18 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
t = 0;
}
- glColor3f(0.2, 0.6, 0.9);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3f(0.2f, 0.6f, 0.9f);
tx = rect->xmin + t + 2;
ty = rect->ymin + 2;
/* draw cursor */
- glRecti(rect->xmin + t, ty, tx, rect->ymax - 2);
+ immRecti(pos, rect->xmin + t, ty, tx, rect->ymax - 2);
+
+ immUnbindProgram();
}
#ifdef WITH_INPUT_IME
@@ -1455,43 +1496,46 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
}
#endif
- glColor4ubv((unsigned char *)wcol->text);
-
if (!use_right_only) {
/* 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, (unsigned char *)wcol->text,
+ 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_color4ubv(fstyle->uifont_id, (unsigned char *)wcol->text);
+ 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);
+ }
}
}
}
@@ -1501,7 +1545,7 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
if (drawstr_right) {
fstyle->align = UI_STYLE_TEXT_RIGHT;
rect->xmax -= UI_TEXT_CLIP_MARGIN;
- UI_fontstyle_draw(fstyle, rect, drawstr_right);
+ UI_fontstyle_draw(fstyle, rect, drawstr_right, (unsigned char *)wcol->text);
}
}
@@ -2158,23 +2202,24 @@ static void widget_softshadow(const rcti *rect, int roundboxalign, const float r
/* we draw a number of increasing size alpha quad strips */
alphastep = 3.0f * btheme->tui.menu_shadow_fac / radout;
-
- glEnableClientState(GL_VERTEX_ARRAY);
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
for (step = 1; step <= (int)radout; step++) {
float expfac = sqrtf(step / radout);
round_box_shadow_edges(wtb.outer_v, &rect1, radin, UI_CNR_ALL, (float)step);
- glColor4f(0.0f, 0.0f, 0.0f, alphastep * (1.0f - expfac));
+ immUniformColor4f(0.0f, 0.0f, 0.0f, alphastep * (1.0f - expfac));
widget_verts_to_triangle_strip(&wtb, totvert, triangle_strip);
- glVertexPointer(2, GL_FLOAT, 0, triangle_strip);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, totvert * 2); /* add + 2 for getting a complete soft rect. Now it skips top edge to allow transparent menus */
+ widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip, NULL, totvert * 2);
}
- glDisableClientState(GL_VERTEX_ARRAY);
+ immUnbindProgram();
}
static void widget_menu_back(uiWidgetColors *wcol, rcti *rect, int flag, int direction)
@@ -2211,20 +2256,21 @@ static void widget_menu_back(uiWidgetColors *wcol, rcti *rect, int flag, int dir
static void ui_hsv_cursor(float x, float y)
{
- glPushMatrix();
- glTranslatef(x, y, 0.0f);
-
- glColor3f(1.0f, 1.0f, 1.0f);
- glutil_draw_filled_arc(0.0f, M_PI * 2.0, 3.0f * U.pixelsize, 8);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
+ imm_draw_filled_circle(pos, x, y, 3.0f * U.pixelsize, 8);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
- glColor3f(0.0f, 0.0f, 0.0f);
- glutil_draw_lined_arc(0.0f, M_PI * 2.0, 3.0f * U.pixelsize, 12);
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+ imm_draw_lined_circle(pos, x, y, 3.0f * U.pixelsize, 12);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
-
- glPopMatrix();
+
+ immUnbindProgram();
}
void ui_hsvcircle_vals_from_pos(float *val_rad, float *val_dist, const rcti *rect,
@@ -2264,18 +2310,17 @@ 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 +2351,18 @@ 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 int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int 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 +2370,32 @@ 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);
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
- glPopMatrix();
/* cursor */
+ float xpos, ypos;
ui_hsvcircle_pos_from_vals(but, rect, hsvo, &xpos, &ypos);
-
ui_hsv_cursor(xpos, ypos);
}
@@ -2346,7 +2405,8 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, const float alpha)
{
/* allows for 4 steps (red->yellow) */
- const float color_step = 1.0f / 48.0f;
+ const int steps = 48;
+ const float color_step = 1.0f / steps;
int a;
float h = hsv[0], s = hsv[1], v = hsv[2];
float dx, dy, sx1, sx2, sy;
@@ -2400,9 +2460,14 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
copy_v3_v3(col1[3], col1[2]);
break;
}
-
+
/* old below */
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBegin(GL_TRIANGLES, steps * 3 * 6);
for (dx = 0.0f; dx < 0.999f; dx += color_step) { /* 0.999 = prevent float inaccuracy for steps */
const float dx_next = dx + color_step;
@@ -2460,22 +2525,29 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
sy = rect->ymin;
dy = (float)BLI_rcti_size_y(rect) / 3.0f;
- glBegin(GL_QUADS);
for (a = 0; a < 3; a++, sy += dy) {
- glColor4f(col0[a][0], col0[a][1], col0[a][2], alpha);
- glVertex2f(sx1, sy);
+ immAttrib4f(col, col0[a][0], col0[a][1], col0[a][2], alpha);
+ immVertex2f(pos, sx1, sy);
- glColor4f(col1[a][0], col1[a][1], col1[a][2], alpha);
- glVertex2f(sx2, sy);
+ immAttrib4f(col, col1[a][0], col1[a][1], col1[a][2], alpha);
+ immVertex2f(pos, sx2, sy);
- glColor4f(col1[a + 1][0], col1[a + 1][1], col1[a + 1][2], alpha);
- glVertex2f(sx2, sy + dy);
+ immAttrib4f(col, col1[a + 1][0], col1[a + 1][1], col1[a + 1][2], alpha);
+ immVertex2f(pos, sx2, sy + dy);
+
+ immAttrib4f(col, col0[a][0], col0[a][1], col0[a][2], alpha);
+ immVertex2f(pos, sx1, sy);
+
+ immAttrib4f(col, col1[a + 1][0], col1[a + 1][1], col1[a + 1][2], alpha);
+ immVertex2f(pos, sx2, sy + dy);
- glColor4f(col0[a + 1][0], col0[a + 1][1], col0[a + 1][2], alpha);
- glVertex2f(sx1, sy + dy);
+ immAttrib4f(col, col0[a + 1][0], col0[a + 1][1], col0[a + 1][2], alpha);
+ immVertex2f(pos, sx1, sy + dy);
}
- glEnd();
}
+ immEnd();
+
+ immUnbindProgram();
}
bool ui_but_is_colorpicker_display_space(uiBut *but)
@@ -2551,8 +2623,11 @@ static void ui_draw_but_HSVCUBE(uiBut *but, const rcti *rect)
ui_hsv_cursor(x, y);
/* outline */
- glColor3ub(0, 0, 0);
- fdrawbox((rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3ub(0, 0, 0);
+ imm_draw_line_box(pos, (rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
+ immUnbindProgram();
}
/* vertical 'value' slider, using new widget code */
@@ -2620,12 +2695,22 @@ static void ui_draw_separator(const rcti *rect, uiWidgetColors *wcol)
wcol->text[2],
30
};
-
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glEnable(GL_BLEND);
- glColor4ubv(col);
+ immUniformColor4ubv(col);
glLineWidth(1.0f);
- sdrawline(rect->xmin, y, rect->xmax, y);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, rect->xmin, y);
+ immVertex2f(pos, rect->xmax, y);
+ immEnd();
+
glDisable(GL_BLEND);
+
+ immUnbindProgram();
}
/* ************ button callbacks, draw ***************** */
@@ -2697,11 +2782,14 @@ bool ui_link_bezier_points(const rcti *rect, float coord_array[][2], int resol)
}
#define LINK_RESOL 24
-void ui_draw_link_bezier(const rcti *rect)
+void ui_draw_link_bezier(const rcti *rect, const float color[4])
{
float coord_array[LINK_RESOL + 1][2];
if (ui_link_bezier_points(rect, coord_array, LINK_RESOL)) {
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
#if 0 /* unused */
/* we can reuse the dist variable here to increment the GL curve eval amount*/
const float dist = 1.0f / (float)LINK_RESOL;
@@ -2709,13 +2797,17 @@ void ui_draw_link_bezier(const rcti *rect)
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, coord_array);
- glDrawArrays(GL_LINE_STRIP, 0, LINK_RESOL + 1);
- glDisableClientState(GL_VERTEX_ARRAY);
+ immUniformColor4fv(color);
+
+ immBegin(GL_LINE_STRIP, LINK_RESOL + 1);
+ for (int i = 0; i <= LINK_RESOL; ++i)
+ immVertex2fv(pos, coord_array[i]);
+ immEnd();
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
+
+ immUnbindProgram();
}
}
@@ -2897,15 +2989,16 @@ static void widget_link(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect, in
if (but->flag & UI_SELECT) {
rcti rectlink;
+ float color[4];
- UI_ThemeColor(TH_TEXT_HI);
+ UI_GetThemeColor4fv(TH_TEXT_HI, color);
rectlink.xmin = BLI_rcti_cent_x(rect);
rectlink.ymin = BLI_rcti_cent_y(rect);
rectlink.xmax = but->linkto[0];
rectlink.ymax = but->linkto[1];
- ui_draw_link_bezier(&rectlink);
+ ui_draw_link_bezier(&rectlink, color);
}
}
@@ -3057,13 +3150,18 @@ static void widget_swatch(uiBut *but, uiWidgetColors *wcol, rcti *rect, int stat
float bw = rgb_to_grayscale(col);
bw += (bw < 0.5f) ? 0.5f : -0.5f;
-
- glColor4f(bw, bw, bw, 1.0);
- glBegin(GL_TRIANGLES);
- glVertex2f(rect->xmin + 0.1f * width, rect->ymin + 0.9f * height);
- glVertex2f(rect->xmin + 0.1f * width, rect->ymin + 0.5f * height);
- glVertex2f(rect->xmin + 0.5f * width, rect->ymin + 0.9f * height);
- glEnd();
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4f(bw, bw, bw, 1.0f);
+ immBegin(GL_TRIANGLES, 3);
+ immVertex2f(pos, rect->xmin + 0.1f * width, rect->ymin + 0.9f * height);
+ immVertex2f(pos, rect->xmin + 0.1f * width, rect->ymin + 0.5f * height);
+ immVertex2f(pos, rect->xmin + 0.5f * width, rect->ymin + 0.9f * height);
+ immEnd();
+
+ immUnbindProgram();
}
}
@@ -3364,7 +3462,7 @@ static void widget_draw_extra_mask(const bContext *C, uiBut *but, uiWidgetType *
uiWidgetBase wtb;
const float rad = 0.25f * U.widget_unit;
unsigned char col[4];
-
+
/* state copy! */
wt->wcol = *(wt->wcol_theme);
@@ -3374,12 +3472,17 @@ static void widget_draw_extra_mask(const bContext *C, uiBut *but, uiWidgetType *
/* note: drawextra can change rect +1 or -1, to match round errors of existing previews */
but->block->drawextra(C, but->poin, but->block->drawextra_arg1, but->block->drawextra_arg2, rect);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* make mask to draw over image */
UI_GetThemeColor3ubv(TH_BACK, col);
- glColor3ubv(col);
-
+ immUniformColor3ubv(col);
+
round_box__edges(&wtb, UI_CNR_ALL, rect, 0.0f, rad);
- widgetbase_outline(&wtb);
+ widgetbase_outline(&wtb, pos);
+
+ immUnbindProgram();
}
/* outline */
@@ -3888,15 +3991,21 @@ void ui_draw_menu_back(uiStyle *UNUSED(style), uiBlock *block, rcti *rect)
wt->draw(&wt->wcol, rect, 0, 0);
if (block) {
+ float draw_color[4];
+ unsigned char *color = (unsigned char *)wt->wcol.text;
+
+ draw_color[0] = ((float)color[0]) / 255.0f;
+ draw_color[1] = ((float)color[1]) / 255.0f;
+ draw_color[2] = ((float)color[2]) / 255.0f;
+ draw_color[3] = 1.0f;
+
if (block->flag & UI_BLOCK_CLIPTOP) {
/* XXX no scaling for UI here yet */
- glColor3ubv((unsigned char *)wt->wcol.text);
- UI_draw_icon_tri(BLI_rcti_cent_x(rect), rect->ymax - 8, 't');
+ UI_draw_icon_tri(BLI_rcti_cent_x(rect), rect->ymax - 8, 't', draw_color);
}
if (block->flag & UI_BLOCK_CLIPBOTTOM) {
/* XXX no scaling for UI here yet */
- glColor3ubv((unsigned char *)wt->wcol.text);
- UI_draw_icon_tri(BLI_rcti_cent_x(rect), rect->ymin + 10, 'v');
+ UI_draw_icon_tri(BLI_rcti_cent_x(rect), rect->ymin + 10, 'v', draw_color);
}
}
}
@@ -3914,33 +4023,21 @@ static void draw_disk_shaded(
float y1, y2;
float fac;
unsigned char r_col[4];
+ unsigned int pos, col;
- glBegin(GL_TRIANGLE_STRIP);
-
- s = sinf(start);
- c = cosf(start);
-
- y1 = s * radius_int;
- y2 = s * radius_ext;
-
+ VertexFormat *format = immVertexFormat();
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
if (shaded) {
- fac = (y1 + radius_ext) * radius_ext_scale;
- round_box_shade_col4_r(r_col, col1, col2, fac);
-
- glColor4ubv(r_col);
+ col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
}
-
- glVertex2f(c * radius_int, s * radius_int);
-
- if (shaded) {
- fac = (y2 + radius_ext) * radius_ext_scale;
- round_box_shade_col4_r(r_col, col1, col2, fac);
-
- glColor4ubv(r_col);
+ else {
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv((unsigned char *)col1);
}
- glVertex2f(c * radius_ext, s * radius_ext);
- for (i = 1; i < subd; i++) {
+ immBegin(GL_TRIANGLE_STRIP, subd * 2);
+ for (i = 0; i < subd; i++) {
float a;
a = start + ((i) / (float)(subd - 1)) * angle;
@@ -3952,20 +4049,20 @@ static void draw_disk_shaded(
if (shaded) {
fac = (y1 + radius_ext) * radius_ext_scale;
round_box_shade_col4_r(r_col, col1, col2, fac);
-
- glColor4ubv(r_col);
+ immAttrib4ubv(col, r_col);
}
- glVertex2f(c * radius_int, s * radius_int);
+ immVertex2f(pos, c * radius_int, s * radius_int);
if (shaded) {
fac = (y2 + radius_ext) * radius_ext_scale;
round_box_shade_col4_r(r_col, col1, col2, fac);
-
- glColor4ubv(r_col);
+ immAttrib4ubv(col, r_col);
}
- glVertex2f(c * radius_ext, s * radius_ext);
+ immVertex2f(pos, c * radius_ext, s * radius_ext);
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
void ui_draw_pie_center(uiBlock *block)
@@ -3984,8 +4081,9 @@ void ui_draw_pie_center(uiBlock *block)
float angle = atan2f(pie_dir[1], pie_dir[0]);
float range = (block->pie_data.flags & UI_PIE_DEGREES_RANGE_LARGE) ? M_PI_2 : M_PI_4;
- glPushMatrix();
- glTranslatef(cx, cy, 0.0f);
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+ gpuTranslate3f(cx, cy, 0.0f);
glEnable(GL_BLEND);
if (btheme->tui.wcol_pie_menu.shaded) {
@@ -3994,8 +4092,7 @@ void ui_draw_pie_center(uiBlock *block)
draw_disk_shaded(0.0f, (float)(M_PI * 2.0), pie_radius_internal, pie_radius_external, subd, col1, col2, true);
}
else {
- glColor4ubv((GLubyte *)btheme->tui.wcol_pie_menu.inner);
- draw_disk_shaded(0.0f, (float)(M_PI * 2.0), pie_radius_internal, pie_radius_external, subd, NULL, NULL, false);
+ draw_disk_shaded(0.0f, (float)(M_PI * 2.0), pie_radius_internal, pie_radius_external, subd, btheme->tui.wcol_pie_menu.inner, NULL, false);
}
if (!(block->pie_data.flags & UI_PIE_INVALID_DIR)) {
@@ -4005,25 +4102,35 @@ void ui_draw_pie_center(uiBlock *block)
draw_disk_shaded(angle - range / 2.0f, range, pie_radius_internal, pie_radius_external, subd, col1, col2, true);
}
else {
- glColor4ubv((GLubyte *)btheme->tui.wcol_pie_menu.inner_sel);
- draw_disk_shaded(angle - range / 2.0f, range, pie_radius_internal, pie_radius_external, subd, NULL, NULL, false);
+ draw_disk_shaded(angle - range / 2.0f, range, pie_radius_internal, pie_radius_external, subd, btheme->tui.wcol_pie_menu.inner_sel, NULL, false);
}
}
- glColor4ubv((GLubyte *)btheme->tui.wcol_pie_menu.outline);
- glutil_draw_lined_arc(0.0f, (float)M_PI * 2.0f, pie_radius_internal, subd);
- glutil_draw_lined_arc(0.0f, (float)M_PI * 2.0f, pie_radius_external, subd);
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv((unsigned char *)btheme->tui.wcol_pie_menu.outline);
+
+ imm_draw_lined_circle(pos, 0.0f, 0.0f, pie_radius_internal, subd);
+ imm_draw_lined_circle(pos, 0.0f, 0.0f, pie_radius_external, subd);
+
+ immUnbindProgram();
if (U.pie_menu_confirm > 0 && !(block->pie_data.flags & (UI_PIE_INVALID_DIR | UI_PIE_CLICK_STYLE))) {
float pie_confirm_radius = U.pixelsize * (pie_radius_internal + U.pie_menu_confirm);
float pie_confirm_external = U.pixelsize * (pie_radius_internal + U.pie_menu_confirm + 7.0f);
- glColor4ub(btheme->tui.wcol_pie_menu.text_sel[0], btheme->tui.wcol_pie_menu.text_sel[1], btheme->tui.wcol_pie_menu.text_sel[2], 64);
- draw_disk_shaded(angle - range / 2.0f, range, pie_confirm_radius, pie_confirm_external, subd, NULL, NULL, false);
+ const char col[4] = {btheme->tui.wcol_pie_menu.text_sel[0],
+ btheme->tui.wcol_pie_menu.text_sel[1],
+ btheme->tui.wcol_pie_menu.text_sel[2],
+ 64};
+
+ draw_disk_shaded(angle - range / 2.0f, range, pie_confirm_radius, pie_confirm_external, subd, col, NULL, false);
}
glDisable(GL_BLEND);
- glPopMatrix();
+ gpuPopMatrix();
+ gpuMatrixEnd();
}
@@ -4107,8 +4214,7 @@ void ui_draw_menu_item(uiFontStyle *fstyle, rcti *rect, const char *name, int ic
UI_text_clip_middle_ex(fstyle, drawstr, okwidth, minwidth, max_len, '\0');
}
- glColor4ubv((unsigned char *)wt->wcol.text);
- UI_fontstyle_draw(fstyle, rect, drawstr);
+ UI_fontstyle_draw(fstyle, rect, drawstr, (unsigned char *)wt->wcol.text);
}
/* part text right aligned */
@@ -4116,7 +4222,7 @@ void ui_draw_menu_item(uiFontStyle *fstyle, rcti *rect, const char *name, int ic
if (cpoin) {
fstyle->align = UI_STYLE_TEXT_RIGHT;
rect->xmax = _rect.xmax - 5;
- UI_fontstyle_draw(fstyle, rect, cpoin + 1);
+ UI_fontstyle_draw(fstyle, rect, cpoin + 1, (unsigned char *)wt->wcol.text);
*cpoin = UI_SEP_CHAR;
}
}
@@ -4174,7 +4280,6 @@ void ui_draw_preview_item(uiFontStyle *fstyle, rcti *rect, const char *name, int
BLI_strncpy(drawstr, name, sizeof(drawstr));
UI_text_clip_middle_ex(fstyle, drawstr, okwidth, minwidth, max_len, '\0');
- glColor4ubv((unsigned char *)wt->wcol.text);
- UI_fontstyle_draw(fstyle, &trect, drawstr);
+ UI_fontstyle_draw(fstyle, &trect, drawstr, (unsigned char *)wt->wcol.text);
}
}
diff --git a/source/blender/editors/interface/resources.c b/source/blender/editors/interface/resources.c
index 539284030c2..a6235a8d26d 100644
--- a/source/blender/editors/interface/resources.c
+++ b/source/blender/editors/interface/resources.c
@@ -53,6 +53,8 @@
#include "BIF_gl.h"
+#include "BLF_api.h"
+
#include "UI_interface.h"
#include "UI_interface_icons.h"
@@ -1272,25 +1274,35 @@ void UI_ThemeColor4(int colorid)
cp = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid);
glColor4ubv(cp);
-
}
/* set the color with offset for shades */
void UI_ThemeColorShade(int colorid, int offset)
{
- int r, g, b;
+ unsigned char col[4];
+ UI_GetThemeColorShade4ubv(colorid, offset, col);
+ glColor4ubv(col);
+}
+
+void UI_ThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
+{
+ int r, g, b, a;
const unsigned char *cp;
cp = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid);
- r = offset + (int) cp[0];
+ r = coloffset + (int) cp[0];
CLAMP(r, 0, 255);
- g = offset + (int) cp[1];
+ g = coloffset + (int) cp[1];
CLAMP(g, 0, 255);
- b = offset + (int) cp[2];
+ b = coloffset + (int) cp[2];
CLAMP(b, 0, 255);
- glColor4ub(r, g, b, cp[3]);
+ a = alphaoffset + (int) cp[3];
+ CLAMP(a, 0, 255);
+
+ glColor4ub(r, g, b, a);
}
-void UI_ThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
+
+void UI_GetThemeColorShadeAlpha4ubv(int colorid, int coloffset, int alphaoffset, unsigned char col[4])
{
int r, g, b, a;
const unsigned char *cp;
@@ -1304,7 +1316,11 @@ 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);
+
+ col[0] = r;
+ col[1] = g;
+ col[2] = b;
+ col[3] = a;
}
void UI_GetThemeColorBlend3ubv(int colorid1, int colorid2, float fac, unsigned char col[3])
@@ -1372,6 +1388,12 @@ void UI_ThemeColorBlendShadeAlpha(int colorid1, int colorid2, float fac, int off
glColor4ub(r, g, b, a);
}
+void UI_FontThemeColor(int fontid, int colorid)
+{
+ unsigned char color[4];
+ UI_GetThemeColor4ubv(colorid, color);
+ BLF_color4ubv(fontid, color);
+}
/* get individual values, not scaled */
float UI_GetThemeValuef(int colorid)
@@ -1470,6 +1492,89 @@ void UI_GetThemeColorShade3ubv(int colorid, int offset, unsigned char col[3])
col[2] = b;
}
+void UI_GetThemeColorBlendShade3ubv(int colorid1, int colorid2, float fac, int offset, unsigned char col[3])
+{
+ 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);
+ col[0] = offset + floorf((1.0f - fac) * cp1[0] + fac * cp2[0]);
+ col[1] = offset + floorf((1.0f - fac) * cp1[1] + fac * cp2[1]);
+ col[2] = offset + floorf((1.0f - fac) * cp1[2] + fac * cp2[2]);
+
+ CLAMP(col[0], 0, 255);
+ CLAMP(col[1], 0, 255);
+ CLAMP(col[2], 0, 255);
+}
+
+void UI_GetThemeColorShade4ubv(int colorid, int offset, unsigned char col[4])
+{
+ 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);
+ g = offset + (int) cp[1];
+ CLAMP(g, 0, 255);
+ b = offset + (int) cp[2];
+ CLAMP(b, 0, 255);
+
+ col[0] = r;
+ col[1] = g;
+ col[2] = b;
+ col[3] = cp[3];
+}
+
+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 +1769,8 @@ 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..5c2d4cafd84 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 int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int 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;
@@ -1728,16 +1839,23 @@ 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);
/* scale indicators */
if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
+ const int font_id = BLF_default();
View2DGrid *grid = vs->grid;
float fac, dfac, fac2, val;
@@ -1752,7 +1870,7 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
dfac = dfac * BLI_rcti_size_x(&hor);
/* set starting value, and text color */
- UI_ThemeColor(TH_TEXT);
+ UI_FontThemeColor(font_id, TH_TEXT);
val = grid->startx;
/* if we're clamping to whole numbers only, make sure entries won't be repeated */
@@ -1764,7 +1882,7 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
}
if (vs->xunits == V2D_UNIT_FRAMES)
grid->powerx = 1;
-
+
/* draw numbers in the appropriate range */
if (dfac > 0.0f) {
float h = 0.1f * UI_UNIT_Y + (float)(hor.ymin);
@@ -1805,7 +1923,6 @@ 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 +1946,16 @@ 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);
@@ -1856,7 +1979,8 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
dfac = dfac * BLI_rcti_size_y(&vert);
/* set starting value, and text color */
- UI_ThemeColor(TH_TEXT);
+ const int font_id = BLF_default();
+ UI_FontThemeColor(font_id, TH_TEXT);
val = grid->starty;
/* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
@@ -1865,9 +1989,8 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
/* draw vertical steps */
if (dfac > 0.0f) {
-
- BLF_rotation_default(M_PI_2);
- BLF_enable_default(BLF_ROTATION);
+ BLF_rotation(font_id, M_PI_2);
+ BLF_enable(font_id, BLF_ROTATION);
for (; fac < vert.ymax - 10; fac += dfac, val += grid->dy) {
@@ -1878,7 +2001,7 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
scroll_printstr(scene, (float)(vert.xmax) - 2.0f, fac, val, grid->powery, vs->yunits, 'v');
}
- BLF_disable_default(BLF_ROTATION);
+ BLF_disable(font_id, BLF_ROTATION);
}
}
}
@@ -2392,7 +2515,8 @@ void UI_view2d_text_cache_draw(ARegion *ar)
int col_pack_prev = 0;
/* investigate using BLF_ascender() */
- const float default_height = g_v2d_strings ? BLF_height_default("28", 3) : 0.0f;
+ const int font_id = BLF_default();
+ const float default_height = g_v2d_strings ? BLF_height(font_id, "28", 3) : 0.0f;
wmOrtho2_region_pixelspace(ar);
@@ -2403,7 +2527,7 @@ void UI_view2d_text_cache_draw(ARegion *ar)
if (yofs < 1) yofs = 1;
if (col_pack_prev != v2s->col.pack) {
- glColor3ubv(v2s->col.ub);
+ BLF_color3ubv(font_id, v2s->col.ub);
col_pack_prev = v2s->col.pack;
}
@@ -2411,11 +2535,11 @@ void UI_view2d_text_cache_draw(ARegion *ar)
BLF_draw_default((float)(v2s->mval[0] + xofs), (float)(v2s->mval[1] + yofs), 0.0,
v2s->str, BLF_DRAW_STR_DUMMY_MAX);
else {
- BLF_clipping_default(v2s->rect.xmin - 4, v2s->rect.ymin - 4, v2s->rect.xmax + 4, v2s->rect.ymax + 4);
- BLF_enable_default(BLF_CLIPPING);
+ BLF_enable(font_id, BLF_CLIPPING);
+ BLF_clipping(font_id, v2s->rect.xmin - 4, v2s->rect.ymin - 4, v2s->rect.xmax + 4, v2s->rect.ymax + 4);
BLF_draw_default(v2s->rect.xmin + xofs, v2s->rect.ymin + yofs, 0.0f,
v2s->str, BLF_DRAW_STR_DUMMY_MAX);
- BLF_disable_default(BLF_CLIPPING);
+ BLF_disable(font_id, BLF_CLIPPING);
}
}
g_v2d_strings = NULL;
@@ -2424,11 +2548,6 @@ 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/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index 2b4f94a37ef..7a30cefd9f8 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -36,6 +36,7 @@
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_task.h"
+#include "BLI_listbase.h"
#include "BKE_context.h"
#include "BKE_mask.h"
@@ -48,10 +49,12 @@
#include "ED_clip.h"
#include "ED_mask.h" /* own include */
#include "ED_space_api.h"
-#include "BIF_gl.h"
+
#include "BIF_glutil.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
+#include "GPU_shader.h"
#include "UI_resources.h"
#include "UI_view2d.h"
@@ -93,40 +96,6 @@ static void mask_spline_feather_color_get(MaskLayer *UNUSED(masklay), MaskSpline
r_rgb[3] = 255;
}
-#if 0
-static void draw_spline_parents(MaskLayer *UNUSED(masklay), MaskSpline *spline)
-{
- int i;
- MaskSplinePoint *points_array = BKE_mask_spline_point_array(spline);
-
- if (!spline->tot_point)
- return;
-
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(1, 0xAAAA);
-
- glColor3ub(0, 0, 0);
- glBegin(GL_LINES);
-
- for (i = 0; i < spline->tot_point; i++) {
- MaskSplinePoint *point = &points_array[i];
- BezTriple *bezt = &point->bezt;
-
- if (point->parent.id) {
- glVertex2f(bezt->vec[1][0],
- bezt->vec[1][1]);
-
- glVertex2f(bezt->vec[1][0] - point->parent.offset[0],
- bezt->vec[1][1] - point->parent.offset[1]);
- }
- }
-
- glEnd();
-
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
-}
-#endif
-
static void mask_point_undistort_pos(SpaceClip *sc, float r_co[2], const float co[2])
{
BKE_mask_coord_to_movieclip(sc->clip, &sc->user, r_co, co);
@@ -134,46 +103,9 @@ static void mask_point_undistort_pos(SpaceClip *sc, float r_co[2], const float c
BKE_mask_coord_from_movieclip(sc->clip, &sc->user, r_co, r_co);
}
-static void draw_circle(const float x, const float y,
- const float size, const bool fill,
- const float xscale, const float yscale)
-{
- static GLuint wire_displist = 0;
- static GLuint fill_displist = 0;
- GLuint displist = fill ? fill_displist : wire_displist;
-
- /* Initialize round circle shape. */
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, fill ? GLU_FILL : GLU_SILHOUETTE);
- gluDisk(qobj, 0, 0.7, 8, 1);
- gluDeleteQuadric(qobj);
-
- glEndList();
-
- if (fill) {
- fill_displist = displist;
- }
- else {
- wire_displist = displist;
- }
- }
-
- glPushMatrix();
- glTranslatef(x, y, 0.0f);
- glScalef(1.0f / xscale * size, 1.0f / yscale * size, 1.0f);
- glCallList(displist);
- glPopMatrix();
-}
-
static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoint *point,
const eMaskWhichHandle which_handle, const int draw_type,
- const float handle_size, const float xscale, const float yscale,
+ const float handle_size,
const float point_pos[2], const float handle_pos[2])
{
const BezTriple *bezt = &point->bezt;
@@ -190,54 +122,70 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
return;
}
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ const unsigned char rgb_gray[4] = {0x60, 0x60, 0x60, 0xff};
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3ubv(rgb_gray);
+
/* this could be split into its own loop */
if (draw_type == MASK_DT_OUTLINE) {
- const unsigned char rgb_gray[4] = {0x60, 0x60, 0x60, 0xff};
- glLineWidth(3);
- glColor4ubv(rgb_gray);
- glBegin(GL_LINES);
- glVertex2fv(point_pos);
- glVertex2fv(handle_pos);
- glEnd();
+ glLineWidth(3.0f);
+ immBegin(PRIM_LINES, 2);
+ immVertex2fv(pos, point_pos);
+ immVertex2fv(pos, handle_pos);
+ immEnd();
}
switch (handle_type) {
case HD_FREE:
- UI_ThemeColor(TH_HANDLE_FREE);
+ immUniformThemeColor(TH_HANDLE_FREE);
break;
case HD_AUTO:
- UI_ThemeColor(TH_HANDLE_AUTO);
+ immUniformThemeColor(TH_HANDLE_AUTO);
break;
case HD_ALIGN:
case HD_ALIGN_DOUBLESIDE:
- UI_ThemeColor(TH_HANDLE_ALIGN);
+ immUniformThemeColor(TH_HANDLE_ALIGN);
break;
}
- glLineWidth(1);
- glBegin(GL_LINES);
- glVertex2fv(point_pos);
- glVertex2fv(handle_pos);
- glEnd();
+ glLineWidth(1.0f);
+ immBegin(PRIM_LINES, 2);
+ immVertex2fv(pos, point_pos);
+ immVertex2fv(pos, handle_pos);
+ immEnd();
+ immUnbindProgram();
/* draw handle points */
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
+ immUniform1f("size", handle_size);
+ immUniform1f("outlineWidth", 1.5f);
+
+ float point_color[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; /* active color by default */
if (MASKPOINT_ISSEL_HANDLE(point, which_handle)) {
- if (point == mask_layer->act_point)
- glColor3f(1.0f, 1.0f, 1.0f);
- else
- UI_ThemeColor(TH_HANDLE_VERTEX_SELECT);
+ if (point != mask_layer->act_point) {
+ UI_GetThemeColor3fv(TH_HANDLE_VERTEX_SELECT, point_color);
+ }
}
else {
- UI_ThemeColor(TH_HANDLE_VERTEX);
+ UI_GetThemeColor3fv(TH_HANDLE_VERTEX, point_color);
}
- draw_circle(handle_pos[0], handle_pos[1], handle_size, false, xscale, yscale);
+ immUniform4fv("outlineColor", point_color);
+ immUniformColor3fvAlpha(point_color, 0.25f);
+
+ immBegin(PRIM_POINTS, 1);
+ immVertex2fv(pos, handle_pos);
+ immEnd();
+
+ immUnbindProgram();
}
/* return non-zero if spline is selected */
static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline *spline,
- const char draw_flag, const char draw_type,
- const float xscale, const float yscale)
+ const char draw_flag, const char draw_type)
{
const bool is_spline_sel = (spline->flag & SELECT) && (masklay->restrictflag & MASK_RESTRICT_SELECT) == 0;
const bool is_smooth = (draw_flag & MASK_DRAWFLAG_SMOOTH) != 0;
@@ -247,7 +195,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
SpaceClip *sc = CTX_wm_space_clip(C);
bool undistort = false;
- int i, handle_size, tot_feather_point;
+ int tot_feather_point;
float (*feather_points)[2], (*fp)[2];
float min[2], max[2];
@@ -258,22 +206,24 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
undistort = sc->clip && (sc->user.render_flag & MCLIP_PROXY_RENDER_UNDISTORT);
/* TODO, add this to sequence editor */
- handle_size = UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) * U.pixelsize;
-
- glPointSize(handle_size);
+ float handle_size = 2.0f * UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) * U.pixelsize;
mask_spline_color_get(masklay, spline, is_spline_sel, rgb_spline);
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+ immUniform1f("size", 0.7f * handle_size);
+
/* feather points */
feather_points = fp = BKE_mask_spline_feather_points(spline, &tot_feather_point);
- for (i = 0; i < spline->tot_point; i++) {
+ for (int i = 0; i < spline->tot_point; i++) {
/* watch it! this is intentionally not the deform array, only check for sel */
MaskSplinePoint *point = &spline->points[i];
- int j;
-
- for (j = 0; j <= point->tot_uw; j++) {
+ for (int j = 0; j <= point->tot_uw; j++) {
float feather_point[2];
bool sel = false;
@@ -291,32 +241,32 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
if (sel) {
if (point == masklay->act_point)
- glColor3f(1.0f, 1.0f, 1.0f);
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
else
- UI_ThemeColor(TH_HANDLE_VERTEX_SELECT);
+ immUniformThemeColor(TH_HANDLE_VERTEX_SELECT);
}
else {
- UI_ThemeColor(TH_HANDLE_VERTEX);
+ immUniformThemeColor(TH_HANDLE_VERTEX);
}
- glBegin(GL_POINTS);
- glVertex2fv(feather_point);
- glEnd();
+ immBegin(PRIM_POINTS, 1);
+ immVertex2fv(pos, feather_point);
+ immEnd();
fp++;
}
}
MEM_freeN(feather_points);
+ immUnbindProgram();
+
if (is_smooth) {
glEnable(GL_LINE_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
/* control points */
INIT_MINMAX2(min, max);
- for (i = 0; i < spline->tot_point; i++) {
+ for (int i = 0; i < spline->tot_point; i++) {
/* watch it! this is intentionally not the deform array, only check for sel */
MaskSplinePoint *point = &spline->points[i];
@@ -339,7 +289,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
mask_point_undistort_pos(sc, handle, handle);
}
draw_single_handle(masklay, point, MASK_WHICH_HANDLE_STICK,
- draw_type, handle_size, xscale, yscale, vert, handle);
+ draw_type, handle_size, vert, handle);
}
else {
float handle_left[2], handle_right[2];
@@ -350,53 +300,62 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
mask_point_undistort_pos(sc, handle_left, handle_left);
}
draw_single_handle(masklay, point, MASK_WHICH_HANDLE_LEFT,
- draw_type, handle_size, xscale, yscale, vert, handle_left);
+ draw_type, handle_size, vert, handle_left);
draw_single_handle(masklay, point, MASK_WHICH_HANDLE_RIGHT,
- draw_type, handle_size, xscale, yscale, vert, handle_right);
+ draw_type, handle_size, vert, handle_right);
}
+ /* bind program in loop so it does not interfere with draw_single_handle */
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+
/* draw CV point */
if (MASKPOINT_ISSEL_KNOT(point)) {
if (point == masklay->act_point)
- glColor3f(1.0f, 1.0f, 1.0f);
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
else
- UI_ThemeColor(TH_HANDLE_VERTEX_SELECT);
+ immUniformThemeColor(TH_HANDLE_VERTEX_SELECT);
}
else
- UI_ThemeColor(TH_HANDLE_VERTEX);
+ immUniformThemeColor(TH_HANDLE_VERTEX);
+
+ immBegin(PRIM_POINTS, 1);
+ immVertex2fv(pos, vert);
+ immEnd();
- glBegin(GL_POINTS);
- glVertex2fv(vert);
- glEnd();
+ immUnbindProgram();
minmax_v2v2_v2(min, max, vert);
}
+ if (is_smooth) {
+ glDisable(GL_LINE_SMOOTH);
+ }
+
if (is_spline_sel) {
- float x = (min[0] + max[0]) / 2.0f;
- float y = (min[1] + max[1]) / 2.0f;
- /* TODO(sergey): Remove hardcoded colors. */
+ float x = (min[0] + max[0]) * 0.5f;
+ float y = (min[1] + max[1]) * 0.5f;
+
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
+ immUniform1f("outlineWidth", 1.5f);
+
if (masklay->act_spline == spline) {
- glColor3ub(255, 255, 255);
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
}
else {
- glColor3ub(255, 255, 0);
+ immUniformColor3f(1.0f, 1.0f, 0.0f);
}
- draw_circle(x, y, 6.0f, true, xscale, yscale);
+ immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 1.0f);
+ immUniform1f("size", 12.0f);
- glColor3ub(0, 0, 0);
- draw_circle(x, y, 6.0f, false, xscale, yscale);
- }
+ immBegin(PRIM_POINTS, 1);
+ immVertex2f(pos, x, y);
+ immEnd();
- if (is_smooth) {
- glDisable(GL_LINE_SMOOTH);
- glDisable(GL_BLEND);
+ immUnbindProgram();
}
}
-/* #define USE_XOR */
-
static void mask_color_active_tint(unsigned char r_rgb[4], const unsigned char rgb[4], const bool is_active)
{
if (!is_active) {
@@ -410,13 +369,21 @@ static void mask_color_active_tint(unsigned char r_rgb[4], const unsigned char r
}
}
+static void mask_draw_array(unsigned int pos, PrimitiveType prim_type, const float (*points)[2], unsigned int vertex_ct)
+{
+ immBegin(prim_type, vertex_ct);
+ for (unsigned int i = 0; i < vertex_ct; ++i) {
+ immVertex2fv(pos, points[i]);
+ }
+ immEnd();
+}
+
static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*orig_points)[2], int tot_point,
- const bool is_feather, const bool is_smooth, const bool is_active,
+ const bool is_feather, const bool is_active,
const unsigned char rgb_spline[4], const char draw_type)
{
- const int draw_method = (spline->flag & MASK_SPLINE_CYCLIC) ? GL_LINE_LOOP : GL_LINE_STRIP;
+ const PrimitiveType draw_method = (spline->flag & MASK_SPLINE_CYCLIC) ? PRIM_LINE_LOOP : PRIM_LINE_STRIP;
const unsigned char rgb_black[4] = {0x00, 0x00, 0x00, 0xff};
-// const unsigned char rgb_white[4] = {0xff, 0xff, 0xff, 0xff};
unsigned char rgb_tmp[4];
SpaceClip *sc = CTX_wm_space_clip(C);
float (*points)[2] = orig_points;
@@ -425,65 +392,45 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
const bool undistort = sc->clip && (sc->user.render_flag & MCLIP_PROXY_RENDER_UNDISTORT);
if (undistort) {
- int i;
-
points = MEM_callocN(2 * tot_point * sizeof(float), "undistorthed mask curve");
- for (i = 0; i < tot_point; i++) {
+ for (int i = 0; i < tot_point; i++) {
mask_point_undistort_pos(sc, points[i], orig_points[i]);
}
}
}
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, points);
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
switch (draw_type) {
case MASK_DT_OUTLINE:
- glLineWidth(3);
+ /* TODO(merwin): use fancy line shader here
+ * probably better with geometry shader (after core profile switch)
+ */
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- mask_color_active_tint(rgb_tmp, rgb_black, is_active);
- glColor4ubv(rgb_tmp);
-
- glDrawArrays(draw_method, 0, tot_point);
-
- glLineWidth(1);
- mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
- glColor4ubv(rgb_tmp);
- glDrawArrays(draw_method, 0, tot_point);
+ glLineWidth(3.0f);
- break;
+ mask_color_active_tint(rgb_tmp, rgb_black, is_active);
+ immUniformColor4ubv(rgb_tmp);
+ mask_draw_array(pos, draw_method, points, tot_point);
- case MASK_DT_DASH:
- default:
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(3, 0xAAAA);
+ glLineWidth(1.0f);
-#ifdef USE_XOR
- glEnable(GL_COLOR_LOGIC_OP);
- glLogicOp(GL_OR);
-#endif
mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
- glColor4ubv(rgb_tmp);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, points);
- glDrawArrays(draw_method, 0, tot_point);
+ immUniformColor4ubv(rgb_tmp);
+ mask_draw_array(pos, draw_method, points, tot_point);
-#ifdef USE_XOR
- glDisable(GL_COLOR_LOGIC_OP);
-#endif
- mask_color_active_tint(rgb_tmp, rgb_black, is_active);
- glColor4ubv(rgb_tmp);
- GPU_basic_shader_line_stipple(3, 0x5555);
- glDrawArrays(draw_method, 0, tot_point);
-
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+ immUnbindProgram();
break;
-
case MASK_DT_BLACK:
case MASK_DT_WHITE:
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ glLineWidth(1.0f);
+
if (draw_type == MASK_DT_BLACK) { rgb_tmp[0] = rgb_tmp[1] = rgb_tmp[2] = 0; }
else { rgb_tmp[0] = rgb_tmp[1] = rgb_tmp[2] = 255; }
/* alpha values seem too low but gl draws many points that compensate for it */
@@ -496,26 +443,39 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
rgb_tmp[2] = (unsigned char)(((short)rgb_tmp[2] + (short)rgb_spline[2]) / 2);
}
- if (is_smooth == false && is_feather) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
mask_color_active_tint(rgb_tmp, rgb_tmp, is_active);
- glColor4ubv(rgb_tmp);
+ immUniformColor4ubv(rgb_tmp);
+ mask_draw_array(pos, draw_method, points, tot_point);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, points);
- glDrawArrays(draw_method, 0, tot_point);
+ immUnbindProgram();
+ break;
- if (is_smooth == false && is_feather) {
- glDisable(GL_BLEND);
- }
+ case MASK_DT_DASH:
+ /* TODO(merwin): use dashed line shader here
+ * probably better with geometry shader (after core profile switch)
+ */
+#if 0
+ glLineWidth(1.0f);
+
+ GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+ GPU_basic_shader_line_stipple(3, 0xAAAA);
+
+ mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
+ immUniformColor4ubv(rgb_tmp);
+ mask_draw_array(pos, draw_method, points, tot_point);
+
+ mask_color_active_tint(rgb_tmp, rgb_black, is_active);
+ immUniformColor4ubv(rgb_tmp);
+ GPU_basic_shader_line_stipple(3, 0x5555);
+ mask_draw_array(pos, draw_method, points, tot_point);
+ GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+#endif
break;
- }
- glDisableClientState(GL_VERTEX_ARRAY);
+ default:
+ BLI_assert(false);
+ }
if (points != orig_points)
MEM_freeN(points);
@@ -548,8 +508,6 @@ static void draw_spline_curve(const bContext *C, MaskLayer *masklay, MaskSpline
if (is_smooth) {
glEnable(GL_LINE_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
feather_points = BKE_mask_spline_feather_differentiated_points_with_resolution(spline, &tot_feather_point, resol, (is_fill != false));
@@ -557,26 +515,24 @@ static void draw_spline_curve(const bContext *C, MaskLayer *masklay, MaskSpline
/* draw feather */
mask_spline_feather_color_get(masklay, spline, is_spline_sel, rgb_tmp);
mask_draw_curve_type(C, spline, feather_points, tot_feather_point,
- true, is_smooth, is_active,
+ true, is_active,
rgb_tmp, draw_type);
if (!is_fill) {
-
const float *fp = &diff_points[0][0];
float *fp_feather = &feather_points[0][0];
- float tvec[2];
- int i;
BLI_assert(tot_diff_point == tot_feather_point);
- for (i = 0; i < tot_diff_point; i++, fp += 2, fp_feather += 2) {
+ for (int i = 0; i < tot_diff_point; i++, fp += 2, fp_feather += 2) {
+ float tvec[2];
sub_v2_v2v2(tvec, fp, fp_feather);
add_v2_v2v2(fp_feather, fp, tvec);
}
/* same as above */
mask_draw_curve_type(C, spline, feather_points, tot_feather_point,
- true, is_smooth, is_active,
+ true, is_active,
rgb_tmp, draw_type);
}
@@ -585,21 +541,22 @@ static void draw_spline_curve(const bContext *C, MaskLayer *masklay, MaskSpline
/* draw main curve */
mask_spline_color_get(masklay, spline, is_spline_sel, rgb_tmp);
mask_draw_curve_type(C, spline, diff_points, tot_diff_point,
- false, is_smooth, is_active,
+ false, is_active,
rgb_tmp, draw_type);
MEM_freeN(diff_points);
- if (draw_flag & MASK_DRAWFLAG_SMOOTH) {
+ if (is_smooth) {
glDisable(GL_LINE_SMOOTH);
- glDisable(GL_BLEND);
}
-
- (void)draw_type;
}
static void draw_masklays(const bContext *C, Mask *mask, const char draw_flag, const char draw_type,
- const int width, const int height, const float xscale, const float yscale)
+ const int width, const int height)
{
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GPU_enable_program_point_size();
+
MaskLayer *masklay;
int i;
@@ -616,11 +573,9 @@ static void draw_masklays(const bContext *C, Mask *mask, const char draw_flag, c
/* draw curve itself first... */
draw_spline_curve(C, masklay, spline, draw_flag, draw_type, is_active, width, height);
-// draw_spline_parents(masklay, spline);
-
if (!(masklay->restrictflag & MASK_RESTRICT_SELECT)) {
/* ...and then handles over the curve so they're nicely visible */
- draw_spline_points(C, masklay, spline, draw_flag, draw_type, xscale, yscale);
+ draw_spline_points(C, masklay, spline, draw_flag, draw_type);
}
/* show undeform for testing */
@@ -629,33 +584,29 @@ static void draw_masklays(const bContext *C, Mask *mask, const char draw_flag, c
spline->points_deform = NULL;
draw_spline_curve(C, masklay, spline, draw_flag, draw_type, is_active, width, height);
-// draw_spline_parents(masklay, spline);
- draw_spline_points(C, masklay, spline, draw_flag, draw_type, xscale, yscale);
+ draw_spline_points(C, masklay, spline, draw_flag, draw_type);
spline->points_deform = back;
}
}
}
+
+ GPU_disable_program_point_size();
+ glDisable(GL_BLEND);
}
void ED_mask_draw(const bContext *C,
const char draw_flag, const char draw_type)
{
ScrArea *sa = CTX_wm_area(C);
- ARegion *ar = CTX_wm_region(C);
-
Mask *mask = CTX_data_edit_mask(C);
int width, height;
- float aspx, aspy;
- float xscale, yscale;
if (!mask)
return;
ED_mask_get_size(sa, &width, &height);
- ED_mask_get_aspect(sa, ar, &aspx, &aspy);
- UI_view2d_scale_get(&ar->v2d, &xscale, &yscale);
- draw_masklays(C, mask, draw_flag, draw_type, width, height, xscale * aspx, yscale * aspy);
+ draw_masklays(C, mask, draw_flag, draw_type, width, height);
}
typedef struct ThreadedMaskRasterizeState {
@@ -802,27 +753,25 @@ void ED_mask_draw_region(Mask *mask, ARegion *ar,
}
if (draw_flag & MASK_DRAWFLAG_OVERLAY) {
+ float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
float *buffer = threaded_mask_rasterize(mask, width, height);
- int format;
- if (overlay_mode == MASK_OVERLAY_ALPHACHANNEL) {
- glColor3f(1.0f, 1.0f, 1.0f);
- format = GL_LUMINANCE;
- }
- else {
+ if (overlay_mode != MASK_OVERLAY_ALPHACHANNEL) {
/* More blending types could be supported in the future. */
glEnable(GL_BLEND);
- glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
- format = GL_ALPHA;
+ glBlendFunc(GL_DST_COLOR, GL_ZERO);
}
glPushMatrix();
glTranslatef(x, y, 0);
glScalef(zoomx, zoomy, 0);
if (stabmat) {
- glMultMatrixf(stabmat);
+ glMultMatrixf((const float *) stabmat);
}
- glaDrawPixelsTex(0.0f, 0.0f, width, height, format, GL_FLOAT, GL_NEAREST, buffer);
+ GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, red);
+ immDrawPixelsTex(0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
+
glPopMatrix();
if (overlay_mode != MASK_OVERLAY_ALPHACHANNEL) {
@@ -836,7 +785,7 @@ void ED_mask_draw_region(Mask *mask, ARegion *ar,
glPushMatrix();
if (stabmat) {
- glMultMatrixf(stabmat);
+ glMultMatrixf((const float *) stabmat);
}
glTranslatef(x + xofs, y + yofs, 0);
@@ -847,7 +796,7 @@ void ED_mask_draw_region(Mask *mask, ARegion *ar,
}
/* draw! */
- draw_masklays(C, mask, draw_flag, draw_type, width, height, maxdim * zoomx, maxdim * zoomy);
+ draw_masklays(C, mask, draw_flag, draw_type, width, height);
if (do_draw_cb) {
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
@@ -862,25 +811,31 @@ void ED_mask_draw_frames(Mask *mask, ARegion *ar, const int cfra, const int sfra
MaskLayer *masklay = BKE_mask_layer_active(mask);
- glBegin(GL_LINES);
- glColor4ub(255, 175, 0, 255);
-
if (masklay) {
- MaskLayerShape *masklay_shape;
-
- for (masklay_shape = masklay->splines_shapes.first;
- masklay_shape;
- masklay_shape = masklay_shape->next)
- {
- int frame = masklay_shape->frame;
-
- /* draw_keyframe(i, CFRA, sfra, framelen, 1); */
- int height = (frame == cfra) ? 22 : 10;
- int x = (frame - sfra) * framelen;
- glVertex2i(x, 0);
- glVertex2i(x, height);
+ unsigned int num_lines = BLI_listbase_count(&masklay->splines_shapes);
+
+ if (num_lines > 0) {
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ub(255, 175, 0, 255);
+
+ immBegin(PRIM_LINES, 2 * num_lines);
+
+ for (MaskLayerShape *masklay_shape = masklay->splines_shapes.first;
+ masklay_shape;
+ masklay_shape = masklay_shape->next)
+ {
+ int frame = masklay_shape->frame;
+
+ /* draw_keyframe(i, CFRA, sfra, framelen, 1); */
+ int height = (frame == cfra) ? 22 : 10;
+ int x = (frame - sfra) * framelen;
+ immVertex2i(pos, x, 0);
+ immVertex2i(pos, x, height);
+ }
+ immEnd();
+ immUnbindProgram();
}
}
-
- glEnd();
}
diff --git a/source/blender/editors/mesh/editmesh_knife.c b/source/blender/editors/mesh/editmesh_knife.c
index bf59693b856..f320943d68a 100644
--- a/source/blender/editors/mesh/editmesh_knife.c
+++ b/source/blender/editors/mesh/editmesh_knife.c
@@ -57,6 +57,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h" /* for paint cursor */
+#include "GPU_immediate.h"
+
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_view3d.h"
@@ -1002,12 +1004,18 @@ static void knifetool_draw_angle_snapping(const KnifeTool_OpData *kcd)
copy_v3_v3(v2, ray_hit_best[1]);
}
- UI_ThemeColor(TH_TRANSFORM);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_TRANSFORM);
glLineWidth(2.0);
- glBegin(GL_LINES);
- glVertex3fv(v1);
- glVertex3fv(v2);
- glEnd();
+
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immEnd();
+
+ immUnbindProgram();
}
static void knife_init_colors(KnifeColors *colors)
@@ -1038,63 +1046,66 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
glPushMatrix();
glMultMatrixf(kcd->ob->obmat);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
if (kcd->mode == MODE_DRAGGING) {
if (kcd->is_angle_snapping)
knifetool_draw_angle_snapping(kcd);
- glColor3ubv(kcd->colors.line);
-
+ immUniformColor3ubv(kcd->colors.line);
glLineWidth(2.0);
- glBegin(GL_LINES);
- glVertex3fv(kcd->prev.cage);
- glVertex3fv(kcd->curr.cage);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, kcd->prev.cage);
+ immVertex3fv(pos, kcd->curr.cage);
+ immEnd();
}
if (kcd->prev.vert) {
- glColor3ubv(kcd->colors.point);
+ immUniformColor3ubv(kcd->colors.point);
glPointSize(11);
- glBegin(GL_POINTS);
- glVertex3fv(kcd->prev.cage);
- glEnd();
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, kcd->prev.cage);
+ immEnd();
}
if (kcd->prev.bmface) {
- glColor3ubv(kcd->colors.curpoint);
+ immUniformColor3ubv(kcd->colors.curpoint);
glPointSize(9);
- glBegin(GL_POINTS);
- glVertex3fv(kcd->prev.cage);
- glEnd();
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, kcd->prev.cage);
+ immEnd();
}
if (kcd->curr.edge) {
- glColor3ubv(kcd->colors.edge);
+ immUniformColor3ubv(kcd->colors.edge);
glLineWidth(2.0);
- glBegin(GL_LINES);
- glVertex3fv(kcd->curr.edge->v1->cageco);
- glVertex3fv(kcd->curr.edge->v2->cageco);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, kcd->curr.edge->v1->cageco);
+ immVertex3fv(pos, kcd->curr.edge->v2->cageco);
+ immEnd();
}
else if (kcd->curr.vert) {
- glColor3ubv(kcd->colors.point);
+ immUniformColor3ubv(kcd->colors.point);
glPointSize(11);
- glBegin(GL_POINTS);
- glVertex3fv(kcd->curr.cage);
- glEnd();
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, kcd->curr.cage);
+ immEnd();
}
if (kcd->curr.bmface) {
- glColor3ubv(kcd->colors.curpoint);
+ immUniformColor3ubv(kcd->colors.curpoint);
glPointSize(9);
- glBegin(GL_POINTS);
- glVertex3fv(kcd->curr.cage);
- glEnd();
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, kcd->curr.cage);
+ immEnd();
}
if (kcd->totlinehit > 0) {
@@ -1105,26 +1116,35 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* draw any snapped verts first */
- glColor4ubv(kcd->colors.point_a);
+ immUniformColor4ubv(kcd->colors.point_a);
glPointSize(11);
- glBegin(GL_POINTS);
+
+ immBeginAtMost(GL_POINTS, kcd->totlinehit);
+
lh = kcd->linehits;
for (i = 0; i < kcd->totlinehit; i++, lh++) {
- if (lh->v)
- glVertex3fv(lh->cagehit);
+ if (lh->v) {
+ immVertex3fv(pos, lh->cagehit);
+ }
}
- glEnd();
+
+ immEnd();
/* now draw the rest */
- glColor4ubv(kcd->colors.curpoint_a);
+ immUniformColor4ubv(kcd->colors.curpoint_a);
glPointSize(7);
- glBegin(GL_POINTS);
+
+ immBeginAtMost(GL_POINTS, kcd->totlinehit);
+
lh = kcd->linehits;
for (i = 0; i < kcd->totlinehit; i++, lh++) {
- if (!lh->v)
- glVertex3fv(lh->cagehit);
+ if (!lh->v) {
+ immVertex3fv(pos, lh->cagehit);
+ }
}
- glEnd();
+
+ immEnd();
+
glDisable(GL_BLEND);
}
@@ -1132,43 +1152,45 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
BLI_mempool_iter iter;
KnifeEdge *kfe;
+ immUniformColor3ubv(kcd->colors.line);
glLineWidth(1.0);
- glBegin(GL_LINES);
+
+ immBeginAtMost(GL_LINES, BLI_mempool_count(kcd->kedges) * 2);
BLI_mempool_iternew(kcd->kedges, &iter);
for (kfe = BLI_mempool_iterstep(&iter); kfe; kfe = BLI_mempool_iterstep(&iter)) {
if (!kfe->is_cut)
continue;
- glColor3ubv(kcd->colors.line);
-
- glVertex3fv(kfe->v1->cageco);
- glVertex3fv(kfe->v2->cageco);
+ immVertex3fv(pos, kfe->v1->cageco);
+ immVertex3fv(pos, kfe->v2->cageco);
}
- glEnd();
+ immEnd();
}
if (kcd->totkvert > 0) {
BLI_mempool_iter iter;
KnifeVert *kfv;
+ immUniformColor3ubv(kcd->colors.point);
glPointSize(5.0);
- glBegin(GL_POINTS);
+ immBeginAtMost(GL_POINTS, BLI_mempool_count(kcd->kverts));
+
BLI_mempool_iternew(kcd->kverts, &iter);
for (kfv = BLI_mempool_iterstep(&iter); kfv; kfv = BLI_mempool_iterstep(&iter)) {
if (!kfv->is_cut)
continue;
- glColor3ubv(kcd->colors.point);
-
- glVertex3fv(kfv->cageco);
+ immVertex3fv(pos, kfv->cageco);
}
- glEnd();
+ immEnd();
}
+ immUnbindProgram();
+
glPopMatrix();
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -1396,7 +1418,7 @@ static bool bm_ray_cast_cb_elem_not_in_face_check(BMFace *f, void *user_data)
* intersecting faces matching this face (or connected when an vert/edge) will be ignored.
*/
static bool point_is_visible(
- KnifeTool_OpData *kcd, const float p[3], const float s[2], bglMats *mats,
+ KnifeTool_OpData *kcd, const float p[3], const float s[2],
BMElem *ele_test)
{
BMFace *f_hit;
@@ -1414,7 +1436,7 @@ static bool point_is_visible(
float view[3], p_ofs[3];
/* TODO: I think there's a simpler way to get the required raycast ray */
- ED_view3d_unproject(mats, view, s[0], s[1], 0.0f);
+ ED_view3d_unproject(kcd->vc.ar, s[0], s[1], 0.0f, view);
mul_m4_v3(kcd->ob->imat, view);
@@ -1487,7 +1509,6 @@ static void set_linehit_depth(KnifeTool_OpData *kcd, KnifeLineHit *lh)
/* Finds visible (or all, if cutting through) edges that intersects the current screen drag line */
static void knife_find_line_hits(KnifeTool_OpData *kcd)
{
- bglMats mats;
SmallHash faces, kfes, kfvs;
float v1[3], v2[3], v3[3], v4[3], s1[2], s2[2];
BVHTree *planetree, *tree;
@@ -1517,8 +1538,6 @@ static void knife_find_line_hits(KnifeTool_OpData *kcd)
const bool use_hit_prev = true;
const bool use_hit_curr = (kcd->is_drag_hold == false);
- bgl_get_mats(&mats);
-
if (kcd->linehits) {
MEM_freeN(kcd->linehits);
kcd->linehits = NULL;
@@ -1647,7 +1666,7 @@ static void knife_find_line_hits(KnifeTool_OpData *kcd)
knife_project_v2(kcd, v->cageco, s);
d = dist_squared_to_line_segment_v2(s, s1, s2);
if ((d <= vert_tol_sq) &&
- (point_is_visible(kcd, v->cageco, s, &mats, bm_elem_from_knife_vert(v, &kfe_hit))))
+ (point_is_visible(kcd, v->cageco, s, bm_elem_from_knife_vert(v, &kfe_hit))))
{
memset(&hit, 0, sizeof(hit));
hit.v = v;
@@ -1710,7 +1729,7 @@ static void knife_find_line_hits(KnifeTool_OpData *kcd)
* Need to find 3d intersection of ray through sint */
knife_input_ray_segment(kcd, sint, 1.0f, r1, r2);
isect_kind = isect_line_line_v3(kfe->v1->cageco, kfe->v2->cageco, r1, r2, p_cage, p_cage_tmp);
- if (isect_kind >= 1 && point_is_visible(kcd, p_cage, sint, &mats, bm_elem_from_knife_edge(kfe))) {
+ if (isect_kind >= 1 && point_is_visible(kcd, p_cage, sint, bm_elem_from_knife_edge(kfe))) {
memset(&hit, 0, sizeof(hit));
if (kcd->snap_midpoints) {
/* choose intermediate point snap too */
@@ -1739,7 +1758,7 @@ static void knife_find_line_hits(KnifeTool_OpData *kcd)
float p[3], p_cage[3];
if (use_hit_prev && knife_ray_intersect_face(kcd, s1, v1, v3, f, face_tol_sq, p, p_cage)) {
- if (point_is_visible(kcd, p_cage, s1, &mats, (BMElem *)f)) {
+ if (point_is_visible(kcd, p_cage, s1, (BMElem *)f)) {
memset(&hit, 0, sizeof(hit));
hit.f = f;
copy_v3_v3(hit.hit, p);
@@ -1751,7 +1770,7 @@ static void knife_find_line_hits(KnifeTool_OpData *kcd)
}
if (use_hit_curr && knife_ray_intersect_face(kcd, s2, v2, v4, f, face_tol_sq, p, p_cage)) {
- if (point_is_visible(kcd, p_cage, s2, &mats, (BMElem *)f)) {
+ if (point_is_visible(kcd, p_cage, s2, (BMElem *)f)) {
memset(&hit, 0, sizeof(hit));
hit.f = f;
copy_v3_v3(hit.hit, p);
@@ -1784,13 +1803,9 @@ static void knife_find_line_hits(KnifeTool_OpData *kcd)
static void knife_input_ray_segment(KnifeTool_OpData *kcd, const float mval[2], const float ofs,
float r_origin[3], float r_origin_ofs[3])
{
- bglMats mats;
-
- bgl_get_mats(&mats);
-
/* unproject to find view ray */
- ED_view3d_unproject(&mats, r_origin, mval[0], mval[1], 0.0f);
- ED_view3d_unproject(&mats, r_origin_ofs, mval[0], mval[1], ofs);
+ ED_view3d_unproject(kcd->vc.ar, mval[0], mval[1], 0.0f, r_origin);
+ ED_view3d_unproject(kcd->vc.ar, mval[0], mval[1], ofs, r_origin_ofs);
/* transform into object space */
invert_m4_m4(kcd->ob->imat, kcd->ob->obmat);
@@ -2992,7 +3007,6 @@ static bool edbm_mesh_knife_point_isect(LinkNode *polys, const float cent_ss[2])
void EDBM_mesh_knife(bContext *C, LinkNode *polys, bool use_tag, bool cut_through)
{
KnifeTool_OpData *kcd;
- bglMats mats;
view3d_operator_needs_opengl(C);
@@ -3011,10 +3025,6 @@ void EDBM_mesh_knife(bContext *C, LinkNode *polys, bool use_tag, bool cut_throug
if (use_tag) {
BM_mesh_elem_hflag_enable_all(kcd->em->bm, BM_EDGE, BM_ELEM_TAG, false);
}
-
- if (kcd->cut_through == false) {
- bgl_get_mats(&mats);
- }
}
/* execute */
@@ -3123,7 +3133,7 @@ void EDBM_mesh_knife(bContext *C, LinkNode *polys, bool use_tag, bool cut_throug
float cent[3], cent_ss[2];
BM_face_calc_point_in_face(f, cent);
knife_project_v2(kcd, cent, cent_ss);
- if ((kcd->cut_through || point_is_visible(kcd, cent, cent_ss, &mats, (BMElem *)f)) &&
+ if ((kcd->cut_through || point_is_visible(kcd, cent, cent_ss, (BMElem *)f)) &&
edbm_mesh_knife_point_isect(polys, cent_ss))
{
BM_elem_flag_enable(f, BM_ELEM_TAG);
diff --git a/source/blender/editors/mesh/editmesh_loopcut.c b/source/blender/editors/mesh/editmesh_loopcut.c
index f1c1e4105d0..6d8a220dd86 100644
--- a/source/blender/editors/mesh/editmesh_loopcut.c
+++ b/source/blender/editors/mesh/editmesh_loopcut.c
@@ -45,7 +45,8 @@
#include "BKE_DerivedMesh.h"
#include "BKE_unit.h"
-#include "BIF_gl.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "UI_interface.h"
@@ -104,27 +105,41 @@ static void ringsel_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
if (v3d && v3d->zbuf)
glDisable(GL_DEPTH_TEST);
- glPushMatrix();
- glMultMatrixf(lcd->ob->obmat);
+ gpuMatrixBegin3D_legacy();
+ gpuMultMatrix3D(lcd->ob->obmat);
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ub(255, 0, 255);
- glColor3ub(255, 0, 255);
if (lcd->totedge > 0) {
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, lcd->edges);
- glDrawArrays(GL_LINES, 0, lcd->totedge * 2);
- glDisableClientState(GL_VERTEX_ARRAY);
+ immBegin(GL_LINES, lcd->totedge * 2);
+
+ for (int i = 0; i < lcd->totedge; i++) {
+ immVertex3fv(pos, lcd->edges[i][0]);
+ immVertex3fv(pos, lcd->edges[i][1]);
+ }
+
+ immEnd();
}
if (lcd->totpoint > 0) {
glPointSize(3.0f);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, lcd->points);
- glDrawArrays(GL_POINTS, 0, lcd->totpoint);
- glDisableClientState(GL_VERTEX_ARRAY);
+ immBegin(GL_POINTS, lcd->totpoint);
+
+ for (int i = 0; i < lcd->totpoint; i++) {
+ immVertex3fv(pos, lcd->points[i]);
+ }
+
+ immEnd();
}
- glPopMatrix();
+ immUnbindProgram();
+
+ gpuMatrixEnd();
+
if (v3d && v3d->zbuf)
glEnable(GL_DEPTH_TEST);
}
diff --git a/source/blender/editors/mesh/editmesh_tools.c b/source/blender/editors/mesh/editmesh_tools.c
index 65ee097e8e1..d76dba4088a 100644
--- a/source/blender/editors/mesh/editmesh_tools.c
+++ b/source/blender/editors/mesh/editmesh_tools.c
@@ -47,6 +47,7 @@
#include "BLI_rand.h"
#include "BLI_sort_utils.h"
+#include "BKE_layer.h"
#include "BKE_material.h"
#include "BKE_context.h"
#include "BKE_deform.h"
@@ -3010,7 +3011,7 @@ enum {
MESH_SEPARATE_LOOSE = 2,
};
-static Base *mesh_separate_tagged(Main *bmain, Scene *scene, Base *base_old, BMesh *bm_old)
+static Base *mesh_separate_tagged(Main *bmain, Scene *scene, SceneLayer *sl, Base *base_old, BMesh *bm_old)
{
Base *base_new;
Object *obedit = base_old->object;
@@ -3031,11 +3032,11 @@ static Base *mesh_separate_tagged(Main *bmain, Scene *scene, Base *base_old, BMe
CustomData_bmesh_init_pool(&bm_new->ldata, bm_mesh_allocsize_default.totloop, BM_LOOP);
CustomData_bmesh_init_pool(&bm_new->pdata, bm_mesh_allocsize_default.totface, BM_FACE);
- base_new = ED_object_add_duplicate(bmain, scene, base_old, USER_DUP_MESH);
+ base_new = ED_object_add_duplicate(bmain, scene, sl, base_old, USER_DUP_MESH);
/* DAG_relations_tag_update(bmain); */ /* normally would call directly after but in this case delay recalc */
assign_matarar(base_new->object, give_matarar(obedit), *give_totcolp(obedit)); /* new in 2.5 */
- ED_base_object_select(base_new, BA_SELECT);
+ ED_object_base_select(base_new, BA_SELECT);
BMO_op_callf(bm_old, (BMO_FLAG_DEFAULTS & ~BMO_FLAG_RESPECT_HIDE),
"duplicate geom=%hvef dest=%p", BM_ELEM_TAG, bm_new);
@@ -3057,7 +3058,7 @@ static Base *mesh_separate_tagged(Main *bmain, Scene *scene, Base *base_old, BMe
return base_new;
}
-static bool mesh_separate_selected(Main *bmain, Scene *scene, Base *base_old, BMesh *bm_old)
+static bool mesh_separate_selected(Main *bmain, Scene *scene, SceneLayer *sl, Base *base_old, BMesh *bm_old)
{
/* we may have tags from previous operators */
BM_mesh_elem_hflag_disable_all(bm_old, BM_FACE | BM_EDGE | BM_VERT, BM_ELEM_TAG, false);
@@ -3065,7 +3066,7 @@ static bool mesh_separate_selected(Main *bmain, Scene *scene, Base *base_old, BM
/* sel -> tag */
BM_mesh_elem_hflag_enable_test(bm_old, BM_FACE | BM_EDGE | BM_VERT, BM_ELEM_TAG, true, false, BM_ELEM_SELECT);
- return (mesh_separate_tagged(bmain, scene, base_old, bm_old) != NULL);
+ return (mesh_separate_tagged(bmain, scene, sl, base_old, bm_old) != NULL);
}
/* flush a hflag to from verts to edges/faces */
@@ -3164,7 +3165,7 @@ static void mesh_separate_material_assign_mat_nr(Main *bmain, Object *ob, const
}
}
-static bool mesh_separate_material(Main *bmain, Scene *scene, Base *base_old, BMesh *bm_old)
+static bool mesh_separate_material(Main *bmain, Scene *scene, SceneLayer *sl, Base *base_old, BMesh *bm_old)
{
BMFace *f_cmp, *f;
BMIter iter;
@@ -3205,7 +3206,7 @@ static bool mesh_separate_material(Main *bmain, Scene *scene, Base *base_old, BM
}
/* Move selection into a separate object */
- base_new = mesh_separate_tagged(bmain, scene, base_old, bm_old);
+ base_new = mesh_separate_tagged(bmain, scene, sl, base_old, bm_old);
if (base_new) {
mesh_separate_material_assign_mat_nr(bmain, base_new->object, mat_nr);
}
@@ -3216,7 +3217,7 @@ static bool mesh_separate_material(Main *bmain, Scene *scene, Base *base_old, BM
return result;
}
-static bool mesh_separate_loose(Main *bmain, Scene *scene, Base *base_old, BMesh *bm_old)
+static bool mesh_separate_loose(Main *bmain, Scene *scene, SceneLayer *sl, Base *base_old, BMesh *bm_old)
{
int i;
BMEdge *e;
@@ -3269,7 +3270,7 @@ static bool mesh_separate_loose(Main *bmain, Scene *scene, Base *base_old, BMesh
bm_mesh_hflag_flush_vert(bm_old, BM_ELEM_TAG);
/* Move selection into a separate object */
- result |= (mesh_separate_tagged(bmain, scene, base_old, bm_old) != NULL);
+ result |= (mesh_separate_tagged(bmain, scene, sl, base_old, bm_old) != NULL);
}
return result;
@@ -3279,6 +3280,7 @@ static int edbm_separate_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
const int type = RNA_enum_get(op->ptr, "type");
int retval = 0;
@@ -3299,13 +3301,13 @@ static int edbm_separate_exec(bContext *C, wmOperator *op)
/* editmode separate */
switch (type) {
case MESH_SEPARATE_SELECTED:
- retval = mesh_separate_selected(bmain, scene, base, em->bm);
+ retval = mesh_separate_selected(bmain, scene, sl, base, em->bm);
break;
case MESH_SEPARATE_MATERIAL:
- retval = mesh_separate_material(bmain, scene, base, em->bm);
+ retval = mesh_separate_material(bmain, scene, sl, base, em->bm);
break;
case MESH_SEPARATE_LOOSE:
- retval = mesh_separate_loose(bmain, scene, base, em->bm);
+ retval = mesh_separate_loose(bmain, scene, sl, base, em->bm);
break;
default:
BLI_assert(0);
@@ -3340,10 +3342,10 @@ static int edbm_separate_exec(bContext *C, wmOperator *op)
switch (type) {
case MESH_SEPARATE_MATERIAL:
- retval_iter = mesh_separate_material(bmain, scene, base_iter, bm_old);
+ retval_iter = mesh_separate_material(bmain, scene, sl, base_iter, bm_old);
break;
case MESH_SEPARATE_LOOSE:
- retval_iter = mesh_separate_loose(bmain, scene, base_iter, bm_old);
+ retval_iter = mesh_separate_loose(bmain, scene, sl, base_iter, bm_old);
break;
default:
BLI_assert(0);
diff --git a/source/blender/editors/mesh/mesh_data.c b/source/blender/editors/mesh/mesh_data.c
index 772bb1bd308..036d084a91c 100644
--- a/source/blender/editors/mesh/mesh_data.c
+++ b/source/blender/editors/mesh/mesh_data.c
@@ -551,7 +551,7 @@ static int drop_named_image_invoke(bContext *C, wmOperator *op, const wmEvent *e
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
- Base *base;
+ BaseLegacy *base;
Image *ima = NULL;
Mesh *me;
Object *obedit;
diff --git a/source/blender/editors/mesh/mesh_navmesh.c b/source/blender/editors/mesh/mesh_navmesh.c
index b95921964eb..443f2f0baa8 100644
--- a/source/blender/editors/mesh/mesh_navmesh.c
+++ b/source/blender/editors/mesh/mesh_navmesh.c
@@ -326,7 +326,7 @@ static bool buildNavMesh(const RecastData *recastParams, int nverts, float *vert
}
static Object *createRepresentation(bContext *C, struct recast_polyMesh *pmesh, struct recast_polyMeshDetail *dmesh,
- Base *base, unsigned int lay)
+ BaseLegacy *base, unsigned int lay)
{
float co[3], rot[3];
BMEditMesh *em;
@@ -461,14 +461,15 @@ static Object *createRepresentation(bContext *C, struct recast_polyMesh *pmesh,
static int navmesh_create_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
LinkNode *obs = NULL;
- Base *navmeshBase = NULL;
+ BaseLegacy *navmeshBase = NULL;
CTX_DATA_BEGIN (C, Base *, base, selected_editable_bases)
{
if (base->object->type == OB_MESH) {
if (base->object->body_type == OB_BODY_TYPE_NAVMESH) {
- if (!navmeshBase || base == scene->basact) {
+ if (!navmeshBase || base == sl->basact) {
navmeshBase = base;
}
}
diff --git a/source/blender/editors/mesh/meshtools.c b/source/blender/editors/mesh/meshtools.c
index 743efb246ab..c8b0955c70f 100644
--- a/source/blender/editors/mesh/meshtools.c
+++ b/source/blender/editors/mesh/meshtools.c
@@ -526,7 +526,7 @@ int join_mesh_exec(bContext *C, wmOperator *op)
/* free base, now that data is merged */
if (base->object != ob) {
- ED_base_object_free_and_unlink(bmain, scene, base);
+ ED_base_object_free_and_unlink(bmain, scene, base->object);
}
}
}
diff --git a/source/blender/editors/object/object_add.c b/source/blender/editors/object/object_add.c
index ae458c722f9..f3142337f44 100644
--- a/source/blender/editors/object/object_add.c
+++ b/source/blender/editors/object/object_add.c
@@ -63,6 +63,7 @@
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_camera.h"
+#include "BKE_collection.h"
#include "BKE_context.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
@@ -74,6 +75,7 @@
#include "BKE_group.h"
#include "BKE_lamp.h"
#include "BKE_lattice.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
@@ -406,10 +408,11 @@ Object *ED_object_add_type(
bContext *C,
int type, const char *name,
const float loc[3], const float rot[3],
- bool enter_editmode, unsigned int layer)
+ bool enter_editmode, unsigned int UNUSED(layer))
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob;
/* for as long scene has editmode... */
@@ -417,13 +420,12 @@ Object *ED_object_add_type(
ED_object_editmode_exit(C, EM_FREEDATA | EM_FREEUNDO | EM_WAITCURSOR | EM_DO_UNDO); /* freedata, and undo */
/* deselects all, sets scene->basact */
- ob = BKE_object_add(bmain, scene, type, name);
- BASACT->lay = ob->lay = layer;
+ ob = BKE_object_add(bmain, scene, sl, type, name);
/* editor level activate, notifiers */
- ED_base_object_activate(C, BASACT);
+ ED_object_base_activate(C, sl->basact);
/* more editor stuff */
- ED_object_base_init_transform(C, BASACT, loc, rot);
+ ED_object_base_init_transform(C, sl->basact, loc, rot);
/* Ignore collisions by default for non-mesh objects */
if (type != OB_MESH) {
@@ -831,7 +833,7 @@ static int empty_drop_named_image_invoke(bContext *C, wmOperator *op, const wmEv
{
Scene *scene = CTX_data_scene(C);
- Base *base = NULL;
+ BaseLegacy *base = NULL;
Image *ima = NULL;
Object *ob = NULL;
@@ -1110,21 +1112,19 @@ static void object_delete_check_glsl_update(Object *ob)
/* remove base from a specific scene */
/* note: now unlinks constraints as well */
-void ED_base_object_free_and_unlink(Main *bmain, Scene *scene, Base *base)
+void ED_base_object_free_and_unlink(Main *bmain, Scene *scene, Object *ob)
{
- if (BKE_library_ID_is_indirectly_used(bmain, base->object) &&
- ID_REAL_USERS(base->object) <= 1 && ID_EXTRA_USERS(base->object) == 0)
+ if (BKE_library_ID_is_indirectly_used(bmain, ob) &&
+ ID_REAL_USERS(ob) <= 1 && ID_EXTRA_USERS(ob) == 0)
{
/* We cannot delete indirectly used object... */
printf("WARNING, undeletable object '%s', should have been catched before reaching this function!",
- base->object->id.name + 2);
+ ob->id.name + 2);
return;
}
- BKE_scene_base_unlink(scene, base);
- object_delete_check_glsl_update(base->object);
- BKE_libblock_free_us(bmain, base->object);
- MEM_freeN(base);
+ object_delete_check_glsl_update(ob);
+ BKE_collections_object_remove(bmain, scene, ob, true);
DAG_id_type_tag(bmain, ID_OB);
}
@@ -1140,56 +1140,46 @@ static int object_delete_exec(bContext *C, wmOperator *op)
if (CTX_data_edit_object(C))
return OPERATOR_CANCELLED;
- CTX_DATA_BEGIN (C, Base *, base, selected_bases)
+ CTX_DATA_BEGIN (C, Object *, ob, selected_objects)
{
- const bool is_indirectly_used = BKE_library_ID_is_indirectly_used(bmain, base->object);
- if (base->object->id.tag & LIB_TAG_INDIRECT) {
+ const bool is_indirectly_used = BKE_library_ID_is_indirectly_used(bmain, ob);
+ if (ob->id.tag & LIB_TAG_INDIRECT) {
/* Can this case ever happen? */
- BKE_reportf(op->reports, RPT_WARNING, "Cannot delete indirectly linked object '%s'", base->object->id.name + 2);
+ BKE_reportf(op->reports, RPT_WARNING, "Cannot delete indirectly linked object '%s'", ob->id.name + 2);
continue;
}
- else if (is_indirectly_used && ID_REAL_USERS(base->object) <= 1 && ID_EXTRA_USERS(base->object) == 0) {
+ else if (is_indirectly_used && ID_REAL_USERS(ob) <= 1 && ID_EXTRA_USERS(ob) == 0) {
BKE_reportf(op->reports, RPT_WARNING,
"Cannot delete object '%s' from scene '%s', indirectly used objects need at least one user",
- base->object->id.name + 2, scene->id.name + 2);
+ ob->id.name + 2, scene->id.name + 2);
continue;
}
/* remove from Grease Pencil parent */
for (bGPdata *gpd = bmain->gpencil.first; gpd; gpd = gpd->id.next) {
for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
if (gpl->parent != NULL) {
- Object *ob = gpl->parent;
- Object *curob = base->object;
- if (ob == curob) {
+ if (gpl->parent == ob) {
gpl->parent = NULL;
}
}
}
}
- /* deselect object -- it could be used in other scenes */
- base->object->flag &= ~SELECT;
-
/* remove from current scene only */
- ED_base_object_free_and_unlink(bmain, scene, base);
+ ED_base_object_free_and_unlink(bmain, scene, ob);
changed = true;
if (use_global) {
Scene *scene_iter;
- Base *base_other;
-
for (scene_iter = bmain->scene.first; scene_iter; scene_iter = scene_iter->id.next) {
if (scene_iter != scene && !ID_IS_LINKED_DATABLOCK(scene_iter)) {
- base_other = BKE_scene_base_find(scene_iter, base->object);
- if (base_other) {
- if (is_indirectly_used && ID_REAL_USERS(base->object) <= 1 && ID_EXTRA_USERS(base->object) == 0) {
- BKE_reportf(op->reports, RPT_WARNING,
- "Cannot delete object '%s' from scene '%s', indirectly used objects need at least one user",
- base->object->id.name + 2, scene_iter->id.name + 2);
- break;
- }
- ED_base_object_free_and_unlink(bmain, scene_iter, base_other);
+ if (is_indirectly_used && ID_REAL_USERS(ob) <= 1 && ID_EXTRA_USERS(ob) == 0) {
+ BKE_reportf(op->reports, RPT_WARNING,
+ "Cannot delete object '%s' from scene '%s', indirectly used objects need at least one user",
+ ob->id.name + 2, scene_iter->id.name + 2);
+ break;
}
+ ED_base_object_free_and_unlink(bmain, scene_iter, ob);
}
}
}
@@ -1330,6 +1320,7 @@ static void make_object_duplilist_real(bContext *C, Scene *scene, Base *base,
const bool use_hierarchy)
{
Main *bmain = CTX_data_main(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
ListBase *lb;
DupliObject *dob;
GHash *dupli_gh = NULL, *parent_gh = NULL;
@@ -1361,12 +1352,10 @@ static void make_object_duplilist_real(bContext *C, Scene *scene, Base *base,
*/
if (ob->mat == NULL) ob->totcol = 0;
- basen = MEM_dupallocN(base);
- basen->flag &= ~(OB_FROMDUPLI | OB_FROMGROUP);
- ob->flag = basen->flag;
- basen->lay = base->lay;
- BLI_addhead(&scene->base, basen); /* addhead: othwise eternal loop */
- basen->object = ob;
+ BKE_collection_object_add_from(scene, dob->ob, ob);
+ basen = BKE_scene_layer_base_find(sl, ob);
+
+ BKE_scene_object_base_flag_sync_from_base(basen);
/* make sure apply works */
BKE_animdata_free(&ob->id, true);
@@ -1381,7 +1370,6 @@ static void make_object_duplilist_real(bContext *C, Scene *scene, Base *base,
BKE_constraints_free(&ob->constraints);
ob->curve_cache = NULL;
ob->transflag &= ~OB_DUPLI;
- ob->lay = base->lay;
copy_m4_m4(ob->obmat, dob->mat);
BKE_object_apply_mat4(ob, ob->obmat, false, false);
@@ -1590,7 +1578,7 @@ static int convert_poll(bContext *C)
}
/* Helper for convert_exec */
-static Base *duplibase_for_convert(Main *bmain, Scene *scene, Base *base, Object *ob)
+static Base *duplibase_for_convert(Main *bmain, Scene *scene, SceneLayer *sl, Base *base, Object *ob)
{
Object *obn;
Base *basen;
@@ -1601,16 +1589,11 @@ static Base *duplibase_for_convert(Main *bmain, Scene *scene, Base *base, Object
obn = BKE_object_copy(bmain, ob);
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
+ BKE_collection_object_add_from(scene, ob, obn);
- basen = MEM_mallocN(sizeof(Base), "duplibase");
- *basen = *base;
- BLI_addhead(&scene->base, basen); /* addhead: otherwise eternal loop */
- basen->object = obn;
- basen->flag |= SELECT;
- obn->flag |= SELECT;
- base->flag &= ~SELECT;
- ob->flag &= ~SELECT;
-
+ basen = BKE_scene_layer_base_find(sl, obn);
+ ED_object_base_select(basen, BA_SELECT);
+ ED_object_base_select(basen, BA_DESELECT);
return basen;
}
@@ -1618,6 +1601,7 @@ static int convert_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Base *basen = NULL, *basact = NULL;
Object *ob, *ob1, *newob, *obact = CTX_data_active_object(C);
DerivedMesh *dm;
@@ -1632,7 +1616,7 @@ static int convert_exec(bContext *C, wmOperator *op)
/* don't forget multiple users! */
{
- Base *base;
+ BaseLegacy *base;
for (base = scene->base.first; base; base = base->next) {
ob = base->object;
@@ -1679,7 +1663,7 @@ static int convert_exec(bContext *C, wmOperator *op)
ob->flag |= OB_DONE;
if (keep_original) {
- basen = duplibase_for_convert(bmain, scene, base, NULL);
+ basen = duplibase_for_convert(bmain, scene, sl, base, NULL);
newob = basen->object;
/* decrement original mesh's usage count */
@@ -1704,7 +1688,7 @@ static int convert_exec(bContext *C, wmOperator *op)
ob->flag |= OB_DONE;
if (keep_original) {
- basen = duplibase_for_convert(bmain, scene, base, NULL);
+ basen = duplibase_for_convert(bmain, scene, sl, base, NULL);
newob = basen->object;
/* decrement original mesh's usage count */
@@ -1736,7 +1720,7 @@ static int convert_exec(bContext *C, wmOperator *op)
ob->flag |= OB_DONE;
if (keep_original) {
- basen = duplibase_for_convert(bmain, scene, base, NULL);
+ basen = duplibase_for_convert(bmain, scene, sl, base, NULL);
newob = basen->object;
/* decrement original curve's usage count */
@@ -1807,7 +1791,7 @@ static int convert_exec(bContext *C, wmOperator *op)
if (target == OB_MESH) {
if (keep_original) {
- basen = duplibase_for_convert(bmain, scene, base, NULL);
+ basen = duplibase_for_convert(bmain, scene, sl, base, NULL);
newob = basen->object;
/* decrement original curve's usage count */
@@ -1842,7 +1826,7 @@ static int convert_exec(bContext *C, wmOperator *op)
if (!(baseob->flag & OB_DONE)) {
baseob->flag |= OB_DONE;
- basen = duplibase_for_convert(bmain, scene, base, baseob);
+ basen = duplibase_for_convert(bmain, scene, sl, base, baseob);
newob = basen->object;
mb = newob->data;
@@ -1893,23 +1877,20 @@ static int convert_exec(bContext *C, wmOperator *op)
if (!keep_original) {
if (mballConverted) {
- Base *base, *base_next;
-
- for (base = scene->base.first; base; base = base_next) {
- base_next = base->next;
-
- ob = base->object;
+ FOREACH_SCENE_OBJECT(scene, ob_mball)
+ {
if (ob->type == OB_MBALL) {
if (ob->flag & OB_DONE) {
Object *ob_basis = NULL;
- if (BKE_mball_is_basis(ob) ||
- ((ob_basis = BKE_mball_basis_find(scene, ob)) && (ob_basis->flag & OB_DONE)))
+ if (BKE_mball_is_basis(ob_mball) ||
+ ((ob_basis = BKE_mball_basis_find(scene, ob_mball)) && (ob_basis->flag & OB_DONE)))
{
- ED_base_object_free_and_unlink(bmain, scene, base);
+ ED_base_object_free_and_unlink(bmain, scene, ob_mball);
}
}
}
}
+ FOREACH_SCENE_OBJECT_END
}
/* delete object should renew depsgraph */
@@ -1921,12 +1902,12 @@ static int convert_exec(bContext *C, wmOperator *op)
if (basact) {
/* active base was changed */
- ED_base_object_activate(C, basact);
- BASACT = basact;
+ ED_object_base_activate(C, basact);
+ BASACT_NEW = basact;
}
- else if (BASACT->object->flag & OB_DONE) {
- WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, BASACT->object);
- WM_event_add_notifier(C, NC_OBJECT | ND_DATA, BASACT->object);
+ else if (BASACT_NEW->object->flag & OB_DONE) {
+ WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, BASACT_NEW->object);
+ WM_event_add_notifier(C, NC_OBJECT | ND_DATA, BASACT_NEW->object);
}
DAG_relations_tag_update(bmain);
@@ -1968,18 +1949,17 @@ void OBJECT_OT_convert(wmOperatorType *ot)
/* used below, assumes id.new is correct */
/* leaves selection of base/object unaltered */
/* Does set ID->newid pointers. */
-static Base *object_add_duplicate_internal(Main *bmain, Scene *scene, Base *base, int dupflag)
+static Base *object_add_duplicate_internal(Main *bmain, Scene *scene, SceneLayer *sl, Object *ob, int dupflag)
{
#define ID_NEW_REMAP_US(a) if ( (a)->id.newid) { (a) = (void *)(a)->id.newid; (a)->id.us++; }
#define ID_NEW_REMAP_US2(a) if (((ID *)a)->newid) { (a) = ((ID *)a)->newid; ((ID *)a)->us++; }
Base *basen = NULL;
Material ***matarar;
- Object *ob, *obn;
+ Object *obn;
ID *id;
int a, didit;
- ob = base->object;
if (ob->mode & OB_MODE_POSE) {
; /* nothing? */
}
@@ -1987,20 +1967,18 @@ static Base *object_add_duplicate_internal(Main *bmain, Scene *scene, Base *base
obn = ID_NEW_SET(ob, BKE_object_copy(bmain, ob));
DAG_id_tag_update(&obn->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
- basen = MEM_mallocN(sizeof(Base), "duplibase");
- *basen = *base;
- BLI_addhead(&scene->base, basen); /* addhead: prevent eternal loop */
- basen->object = obn;
+ BKE_collection_object_add_from(scene, ob, obn);
+ basen = BKE_scene_layer_base_find(sl, obn);
/* 1) duplis should end up in same group as the original
* 2) Rigid Body sim participants MUST always be part of a group...
*/
// XXX: is 2) really a good measure here?
- if ((basen->flag & OB_FROMGROUP) || ob->rigidbody_object || ob->rigidbody_constraint) {
+ if ((ob->flag & OB_FROMGROUP) != 0 || ob->rigidbody_object || ob->rigidbody_constraint) {
Group *group;
for (group = bmain->group.first; group; group = group->id.next) {
if (BKE_group_object_exists(group, ob))
- BKE_group_object_add(group, obn, scene, basen);
+ BKE_group_object_add(group, obn);
}
}
@@ -2208,14 +2186,14 @@ static Base *object_add_duplicate_internal(Main *bmain, Scene *scene, Base *base
* note: don't call this within a loop since clear_* funcs loop over the entire database.
* note: caller must do DAG_relations_tag_update(bmain);
* this is not done automatic since we may duplicate many objects in a batch */
-Base *ED_object_add_duplicate(Main *bmain, Scene *scene, Base *base, int dupflag)
+Base *ED_object_add_duplicate(Main *bmain, Scene *scene, SceneLayer *sl, Base *base, int dupflag)
{
Base *basen;
Object *ob;
clear_sca_new_poins(); /* BGE logic */
- basen = object_add_duplicate_internal(bmain, scene, base, dupflag);
+ basen = object_add_duplicate_internal(bmain, scene, sl, base->object, dupflag);
if (basen == NULL) {
return NULL;
}
@@ -2242,6 +2220,7 @@ static int duplicate_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
const bool linked = RNA_boolean_get(op->ptr, "linked");
int dupflag = (linked) ? 0 : U.dupflag;
@@ -2249,19 +2228,19 @@ static int duplicate_exec(bContext *C, wmOperator *op)
CTX_DATA_BEGIN (C, Base *, base, selected_bases)
{
- Base *basen = object_add_duplicate_internal(bmain, scene, base, dupflag);
+ Base *basen = object_add_duplicate_internal(bmain, scene, sl, base->object, dupflag);
/* note that this is safe to do with this context iterator,
* the list is made in advance */
- ED_base_object_select(base, BA_DESELECT);
+ ED_object_base_select(base, BA_DESELECT);
if (basen == NULL) {
continue;
}
/* new object becomes active */
- if (BASACT == base)
- ED_base_object_activate(C, basen);
+ if (BASACT_NEW == base)
+ ED_object_base_activate(C, basen);
if (basen->object->data) {
DAG_id_tag_update(basen->object->data, 0);
@@ -2309,9 +2288,9 @@ static int add_named_exec(bContext *C, wmOperator *op)
wmWindow *win = CTX_wm_window(C);
const wmEvent *event = win ? win->eventstate : NULL;
Main *bmain = CTX_data_main(C);
- View3D *v3d = CTX_wm_view3d(C); /* may be NULL */
Scene *scene = CTX_data_scene(C);
- Base *basen, *base;
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Base *basen;
Object *ob;
const bool linked = RNA_boolean_get(op->ptr, "linked");
int dupflag = (linked) ? 0 : U.dupflag;
@@ -2326,22 +2305,17 @@ static int add_named_exec(bContext *C, wmOperator *op)
return OPERATOR_CANCELLED;
}
- base = MEM_callocN(sizeof(Base), "duplibase");
- base->object = ob;
- base->flag = ob->flag;
-
/* prepare dupli */
clear_sca_new_poins(); /* BGE logic */
- basen = object_add_duplicate_internal(bmain, scene, base, dupflag);
+ basen = object_add_duplicate_internal(bmain, scene, sl, ob, dupflag);
+ BKE_scene_object_base_flag_sync_from_object(basen);
if (basen == NULL) {
- MEM_freeN(base);
BKE_report(op->reports, RPT_ERROR, "Object could not be duplicated");
return OPERATOR_CANCELLED;
}
- basen->lay = basen->object->lay = BKE_screen_view3d_layer_active(v3d, scene);
basen->object->restrictflag &= ~OB_RESTRICT_VIEW;
if (event) {
@@ -2352,8 +2326,8 @@ static int add_named_exec(bContext *C, wmOperator *op)
ED_view3d_cursor3d_position(C, basen->object->loc, mval);
}
- ED_base_object_select(basen, BA_SELECT);
- ED_base_object_activate(C, basen);
+ ED_object_base_select(basen, BA_SELECT);
+ ED_object_base_activate(C, basen);
copy_object_set_idnew(C);
@@ -2361,8 +2335,6 @@ static int add_named_exec(bContext *C, wmOperator *op)
DAG_relations_tag_update(bmain);
- MEM_freeN(base);
-
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT | ND_OB_ACTIVE, scene);
return OPERATOR_FINISHED;
diff --git a/source/blender/editors/object/object_constraint.c b/source/blender/editors/object/object_constraint.c
index 59d78f13ccb..2437a6bff28 100644
--- a/source/blender/editors/object/object_constraint.c
+++ b/source/blender/editors/object/object_constraint.c
@@ -1682,14 +1682,15 @@ static bool get_new_constraint_target(bContext *C, int con_type, Object **tar_ob
if ((found == false) && (add)) {
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
- Base *base = BASACT, *newbase = NULL;
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Base *base = BASACT_NEW, *newbase = NULL;
Object *obt;
/* add new target object */
- obt = BKE_object_add(bmain, scene, OB_EMPTY, NULL);
+ obt = BKE_object_add(bmain, scene, sl, OB_EMPTY, NULL);
/* set layers OK */
- newbase = BASACT;
+ newbase = BASACT_NEW;
newbase->lay = base->lay;
obt->lay = newbase->lay;
@@ -1708,8 +1709,8 @@ static bool get_new_constraint_target(bContext *C, int con_type, Object **tar_ob
}
/* restore, BKE_object_add sets active */
- BASACT = base;
- base->flag |= SELECT;
+ BASACT_NEW = base;
+ base->flag |= BASE_SELECTED;
/* make our new target the new object */
*tar_ob = obt;
diff --git a/source/blender/editors/object/object_edit.c b/source/blender/editors/object/object_edit.c
index edd7b5dd1be..2a4557f3610 100644
--- a/source/blender/editors/object/object_edit.c
+++ b/source/blender/editors/object/object_edit.c
@@ -132,189 +132,6 @@ Object *ED_object_active_context(bContext *C)
}
-/* ********* clear/set restrict view *********/
-static int object_hide_view_clear_exec(bContext *C, wmOperator *UNUSED(op))
-{
- Main *bmain = CTX_data_main(C);
- ScrArea *sa = CTX_wm_area(C);
- View3D *v3d = sa->spacedata.first;
- Scene *scene = CTX_data_scene(C);
- Base *base;
- bool changed = false;
-
- /* XXX need a context loop to handle such cases */
- for (base = FIRSTBASE; base; base = base->next) {
- if ((base->lay & v3d->lay) && base->object->restrictflag & OB_RESTRICT_VIEW) {
- if (!(base->object->restrictflag & OB_RESTRICT_SELECT)) {
- base->flag |= SELECT;
- }
- base->object->flag = base->flag;
- base->object->restrictflag &= ~OB_RESTRICT_VIEW;
- changed = true;
- }
- }
- if (changed) {
- DAG_id_type_tag(bmain, ID_OB);
- DAG_relations_tag_update(bmain);
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
- }
-
- return OPERATOR_FINISHED;
-}
-
-void OBJECT_OT_hide_view_clear(wmOperatorType *ot)
-{
-
- /* identifiers */
- ot->name = "Clear Restrict View";
- ot->description = "Reveal the object by setting the hide flag";
- ot->idname = "OBJECT_OT_hide_view_clear";
-
- /* api callbacks */
- ot->exec = object_hide_view_clear_exec;
- ot->poll = ED_operator_view3d_active;
-
- /* flags */
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-}
-
-static int object_hide_view_set_exec(bContext *C, wmOperator *op)
-{
- Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
- bool changed = false;
- const bool unselected = RNA_boolean_get(op->ptr, "unselected");
-
- CTX_DATA_BEGIN(C, Base *, base, visible_bases)
- {
- if (!unselected) {
- if (base->flag & SELECT) {
- base->flag &= ~SELECT;
- base->object->flag = base->flag;
- base->object->restrictflag |= OB_RESTRICT_VIEW;
- changed = true;
- if (base == BASACT) {
- ED_base_object_activate(C, NULL);
- }
- }
- }
- else {
- if (!(base->flag & SELECT)) {
- base->object->restrictflag |= OB_RESTRICT_VIEW;
- changed = true;
- if (base == BASACT) {
- ED_base_object_activate(C, NULL);
- }
- }
- }
- }
- CTX_DATA_END;
-
- if (changed) {
- DAG_id_type_tag(bmain, ID_OB);
- DAG_relations_tag_update(bmain);
-
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
-
- }
-
- return OPERATOR_FINISHED;
-}
-
-void OBJECT_OT_hide_view_set(wmOperatorType *ot)
-{
- /* identifiers */
- ot->name = "Set Restrict View";
- ot->description = "Hide the object by setting the hide flag";
- ot->idname = "OBJECT_OT_hide_view_set";
-
- /* api callbacks */
- ot->exec = object_hide_view_set_exec;
- ot->poll = ED_operator_view3d_active;
-
- /* flags */
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-
- RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected objects");
-
-}
-
-/* 99% same as above except no need for scene refreshing (TODO, update render preview) */
-static int object_hide_render_clear_exec(bContext *C, wmOperator *UNUSED(op))
-{
- bool changed = false;
-
- /* XXX need a context loop to handle such cases */
- CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
- {
- if (ob->restrictflag & OB_RESTRICT_RENDER) {
- ob->restrictflag &= ~OB_RESTRICT_RENDER;
- changed = true;
- }
- }
- CTX_DATA_END;
-
- if (changed)
- WM_event_add_notifier(C, NC_SPACE | ND_SPACE_OUTLINER, NULL);
-
- return OPERATOR_FINISHED;
-}
-
-void OBJECT_OT_hide_render_clear(wmOperatorType *ot)
-{
-
- /* identifiers */
- ot->name = "Clear Restrict Render";
- ot->description = "Reveal the render object by setting the hide render flag";
- ot->idname = "OBJECT_OT_hide_render_clear";
-
- /* api callbacks */
- ot->exec = object_hide_render_clear_exec;
- ot->poll = ED_operator_view3d_active;
-
- /* flags */
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-}
-
-static int object_hide_render_set_exec(bContext *C, wmOperator *op)
-{
- const bool unselected = RNA_boolean_get(op->ptr, "unselected");
-
- CTX_DATA_BEGIN(C, Base *, base, visible_bases)
- {
- if (!unselected) {
- if (base->flag & SELECT) {
- base->object->restrictflag |= OB_RESTRICT_RENDER;
- }
- }
- else {
- if (!(base->flag & SELECT)) {
- base->object->restrictflag |= OB_RESTRICT_RENDER;
- }
- }
- }
- CTX_DATA_END;
- WM_event_add_notifier(C, NC_SPACE | ND_SPACE_OUTLINER, NULL);
- return OPERATOR_FINISHED;
-}
-
-void OBJECT_OT_hide_render_set(wmOperatorType *ot)
-{
- /* identifiers */
- ot->name = "Set Restrict Render";
- ot->description = "Hide the render object by setting the hide render flag";
- ot->idname = "OBJECT_OT_hide_render_set";
-
- /* api callbacks */
- ot->exec = object_hide_render_set_exec;
- ot->poll = ED_operator_view3d_active;
-
- /* flags */
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-
- RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected objects");
-}
-
/* ******************* toggle editmode operator ***************** */
static bool mesh_needs_keyindex(const Mesh *me)
@@ -465,31 +282,22 @@ void ED_object_editmode_exit(bContext *C, int flag)
void ED_object_editmode_enter(bContext *C, int flag)
{
Scene *scene = CTX_data_scene(C);
- Base *base = NULL;
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob;
- ScrArea *sa = CTX_wm_area(C);
- View3D *v3d = NULL;
bool ok = false;
if (ID_IS_LINKED_DATABLOCK(scene)) return;
- if (sa && sa->spacetype == SPACE_VIEW3D)
- v3d = sa->spacedata.first;
-
if ((flag & EM_IGNORE_LAYER) == 0) {
- base = CTX_data_active_base(C); /* active layer checked here for view3d */
+ ob = CTX_data_active_object(C); /* active layer checked here for view3d */
- if (base == NULL) return;
- else if (v3d && (base->lay & v3d->lay) == 0) return;
- else if (!v3d && (base->lay & scene->lay) == 0) return;
+ if (ob == NULL) return;
}
else {
- base = scene->basact;
+ ob = sl->basact->object;
}
- if (ELEM(NULL, base, base->object, base->object->data)) return;
-
- ob = base->object;
+ if (ELEM(NULL, ob, ob->data)) return;
/* this checks actual object->data, for cases when other scenes have it in editmode context */
if (BKE_object_is_in_editmode(ob))
@@ -698,7 +506,7 @@ static void copymenu_properties(Scene *scene, View3D *v3d, Object *ob)
{
//XXX no longer used - to be removed - replaced by game_properties_copy_exec
bProperty *prop;
- Base *base;
+ BaseLegacy *base;
int nr, tot = 0;
char *str;
@@ -758,7 +566,7 @@ static void copymenu_properties(Scene *scene, View3D *v3d, Object *ob)
static void copymenu_logicbricks(Scene *scene, View3D *v3d, Object *ob)
{
//XXX no longer used - to be removed - replaced by logicbricks_copy_exec
- Base *base;
+ BaseLegacy *base;
for (base = FIRSTBASE; base; base = base->next) {
if (base->object != ob) {
@@ -844,7 +652,7 @@ static void copy_texture_space(Object *to, Object *ob)
static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event)
{
Object *ob;
- Base *base;
+ BaseLegacy *base;
Curve *cu, *cu1;
Nurb *nu;
bool do_depgraph_update = false;
@@ -1512,7 +1320,7 @@ void OBJECT_OT_shade_smooth(wmOperatorType *ot)
static void UNUSED_FUNCTION(image_aspect) (Scene *scene, View3D *v3d)
{
/* all selected objects with an image map: scale in image aspect */
- Base *base;
+ BaseLegacy *base;
Object *ob;
Material *ma;
Tex *tex;
diff --git a/source/blender/editors/object/object_group.c b/source/blender/editors/object/object_group.c
index 0fe43c44d7d..b22b034ecab 100644
--- a/source/blender/editors/object/object_group.c
+++ b/source/blender/editors/object/object_group.c
@@ -128,7 +128,6 @@ static int objects_add_active_exec(bContext *C, wmOperator *op)
{
Object *ob = ED_object_context(C);
Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
int single_group_index = RNA_enum_get(op->ptr, "group");
Group *single_group = group_object_active_find_index(ob, single_group_index);
Group *group;
@@ -151,7 +150,7 @@ static int objects_add_active_exec(bContext *C, wmOperator *op)
continue;
if (!BKE_group_object_cyclic_check(bmain, base->object, group)) {
- BKE_group_object_add(group, base->object, scene, base);
+ BKE_group_object_add(group, base->object);
updated = true;
}
else {
@@ -200,8 +199,8 @@ void GROUP_OT_objects_add_active(wmOperatorType *ot)
static int objects_remove_active_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
- Object *ob = OBACT;
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Object *ob = OBACT_NEW;
int single_group_index = RNA_enum_get(op->ptr, "group");
Group *single_group = group_object_active_find_index(ob, single_group_index);
Group *group;
@@ -221,7 +220,7 @@ static int objects_remove_active_exec(bContext *C, wmOperator *op)
/* Remove groups from selected objects */
CTX_DATA_BEGIN (C, Base *, base, selected_editable_bases)
{
- BKE_group_object_unlink(group, base->object, scene, base);
+ BKE_group_object_unlink(group, base->object);
ok = 1;
}
CTX_DATA_END;
@@ -264,11 +263,10 @@ void GROUP_OT_objects_remove_active(wmOperatorType *ot)
static int group_objects_remove_all_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
CTX_DATA_BEGIN (C, Base *, base, selected_editable_bases)
{
- BKE_object_groups_clear(scene, base, base->object);
+ BKE_object_groups_clear(base->object);
}
CTX_DATA_END;
@@ -297,7 +295,6 @@ static int group_objects_remove_exec(bContext *C, wmOperator *op)
{
Object *ob = ED_object_context(C);
Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
int single_group_index = RNA_enum_get(op->ptr, "group");
Group *single_group = group_object_active_find_index(ob, single_group_index);
Group *group;
@@ -315,7 +312,7 @@ static int group_objects_remove_exec(bContext *C, wmOperator *op)
/* now remove all selected objects from the group */
CTX_DATA_BEGIN (C, Base *, base, selected_editable_bases)
{
- BKE_group_object_unlink(group, base->object, scene, base);
+ BKE_group_object_unlink(group, base->object);
updated = true;
}
CTX_DATA_END;
@@ -357,7 +354,6 @@ void GROUP_OT_objects_remove(wmOperatorType *ot)
static int group_create_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
Group *group = NULL;
char name[MAX_ID_NAME - 2]; /* id name */
@@ -367,7 +363,7 @@ static int group_create_exec(bContext *C, wmOperator *op)
CTX_DATA_BEGIN (C, Base *, base, selected_bases)
{
- BKE_group_object_add(group, base->object, scene, base);
+ BKE_group_object_add(group, base->object);
}
CTX_DATA_END;
@@ -398,7 +394,6 @@ void GROUP_OT_create(wmOperatorType *ot)
static int group_add_exec(bContext *C, wmOperator *UNUSED(op))
{
- Scene *scene = CTX_data_scene(C);
Object *ob = ED_object_context(C);
Main *bmain = CTX_data_main(C);
Group *group;
@@ -407,7 +402,7 @@ static int group_add_exec(bContext *C, wmOperator *UNUSED(op))
return OPERATOR_CANCELLED;
group = BKE_group_add(bmain, "Group");
- BKE_group_object_add(group, ob, scene, NULL);
+ BKE_group_object_add(group, ob);
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
@@ -432,7 +427,6 @@ void OBJECT_OT_group_add(wmOperatorType *ot)
static int group_link_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
Object *ob = ED_object_context(C);
Group *group = BLI_findlink(&bmain->group, RNA_enum_get(op->ptr, "group"));
@@ -457,7 +451,7 @@ static int group_link_exec(bContext *C, wmOperator *op)
return OPERATOR_CANCELLED;
}
- BKE_group_object_add(group, ob, scene, NULL);
+ BKE_group_object_add(group, ob);
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
@@ -490,14 +484,13 @@ void OBJECT_OT_group_link(wmOperatorType *ot)
static int group_remove_exec(bContext *C, wmOperator *UNUSED(op))
{
- Scene *scene = CTX_data_scene(C);
Object *ob = ED_object_context(C);
Group *group = CTX_data_pointer_get_type(C, "group", &RNA_Group).data;
if (!ob || !group)
return OPERATOR_CANCELLED;
- BKE_group_object_unlink(group, ob, scene, NULL); /* base will be used if found */
+ BKE_group_object_unlink(group, ob);
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
@@ -560,8 +553,10 @@ static int select_grouped_exec(bContext *C, wmOperator *UNUSED(op)) /* Select o
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if (!(base->flag & SELECT) && BKE_group_object_exists(group, base->object)) {
- ED_base_object_select(base, BA_SELECT);
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
+ if (BKE_group_object_exists(group, base->object)) {
+ ED_object_base_select(base, BA_SELECT);
+ }
}
}
CTX_DATA_END;
diff --git a/source/blender/editors/object/object_hook.c b/source/blender/editors/object/object_hook.c
index 438c10c51fa..f41f21f5bd4 100644
--- a/source/blender/editors/object/object_hook.c
+++ b/source/blender/editors/object/object_hook.c
@@ -445,12 +445,12 @@ static int hook_op_edit_poll(bContext *C)
return 0;
}
-static Object *add_hook_object_new(Main *bmain, Scene *scene, Object *obedit)
+static Object *add_hook_object_new(Main *bmain, Scene *scene, SceneLayer *sl, Object *obedit)
{
- Base *base, *basedit;
+ BaseLegacy *base, *basedit;
Object *ob;
- ob = BKE_object_add(bmain, scene, OB_EMPTY, NULL);
+ ob = BKE_object_add(bmain, scene, sl, OB_EMPTY, NULL);
basedit = BKE_scene_base_find(scene, obedit);
base = scene->basact;
@@ -464,7 +464,7 @@ static Object *add_hook_object_new(Main *bmain, Scene *scene, Object *obedit)
return ob;
}
-static int add_hook_object(Main *bmain, Scene *scene, Object *obedit, Object *ob, int mode, ReportList *reports)
+static int add_hook_object(Main *bmain, Scene *scene, SceneLayer *sl, Object *obedit, Object *ob, int mode, ReportList *reports)
{
ModifierData *md = NULL;
HookModifierData *hmd = NULL;
@@ -482,7 +482,7 @@ static int add_hook_object(Main *bmain, Scene *scene, Object *obedit, Object *ob
if (mode == OBJECT_ADDHOOK_NEWOB && !ob) {
- ob = add_hook_object_new(bmain, scene, obedit);
+ ob = add_hook_object_new(bmain, scene, sl, obedit);
/* transform cent to global coords for loc */
mul_v3_m4v3(ob->loc, obedit->obmat, cent);
@@ -556,6 +556,7 @@ static int object_add_hook_selob_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = CTX_data_edit_object(C);
Object *obsel = NULL;
const bool use_bone = RNA_boolean_get(op->ptr, "use_bone");
@@ -580,7 +581,7 @@ static int object_add_hook_selob_exec(bContext *C, wmOperator *op)
return OPERATOR_CANCELLED;
}
- if (add_hook_object(bmain, scene, obedit, obsel, mode, op->reports)) {
+ if (add_hook_object(bmain, scene, sl, obedit, obsel, mode, op->reports)) {
WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, obedit);
return OPERATOR_FINISHED;
}
@@ -611,9 +612,10 @@ static int object_add_hook_newob_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = CTX_data_edit_object(C);
- if (add_hook_object(bmain, scene, obedit, NULL, OBJECT_ADDHOOK_NEWOB, op->reports)) {
+ if (add_hook_object(bmain, scene, sl, obedit, NULL, OBJECT_ADDHOOK_NEWOB, op->reports)) {
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, obedit);
return OPERATOR_FINISHED;
diff --git a/source/blender/editors/object/object_intern.h b/source/blender/editors/object/object_intern.h
index b8957bdedf9..854ea9709f2 100644
--- a/source/blender/editors/object/object_intern.h
+++ b/source/blender/editors/object/object_intern.h
@@ -70,7 +70,6 @@ void OBJECT_OT_make_local(struct wmOperatorType *ot);
void OBJECT_OT_make_single_user(struct wmOperatorType *ot);
void OBJECT_OT_make_links_scene(struct wmOperatorType *ot);
void OBJECT_OT_make_links_data(struct wmOperatorType *ot);
-void OBJECT_OT_move_to_layer(struct wmOperatorType *ot);
void OBJECT_OT_drop_named_material(struct wmOperatorType *ot);
void OBJECT_OT_unlink_data(struct wmOperatorType *ot);
@@ -78,10 +77,6 @@ void OBJECT_OT_unlink_data(struct wmOperatorType *ot);
void OBJECT_OT_mode_set(struct wmOperatorType *ot);
void OBJECT_OT_editmode_toggle(struct wmOperatorType *ot);
void OBJECT_OT_posemode_toggle(struct wmOperatorType *ot);
-void OBJECT_OT_hide_view_set(struct wmOperatorType *ot);
-void OBJECT_OT_hide_view_clear(struct wmOperatorType *ot);
-void OBJECT_OT_hide_render_set(struct wmOperatorType *ot);
-void OBJECT_OT_hide_render_clear(struct wmOperatorType *ot);
void OBJECT_OT_proxy_make(struct wmOperatorType *ot);
void OBJECT_OT_shade_smooth(struct wmOperatorType *ot);
void OBJECT_OT_shade_flat(struct wmOperatorType *ot);
diff --git a/source/blender/editors/object/object_modifier.c b/source/blender/editors/object/object_modifier.c
index 38df1116cd3..271321493ef 100644
--- a/source/blender/editors/object/object_modifier.c
+++ b/source/blender/editors/object/object_modifier.c
@@ -411,7 +411,7 @@ int ED_object_modifier_move_down(ReportList *reports, Object *ob, ModifierData *
return 1;
}
-int ED_object_modifier_convert(ReportList *UNUSED(reports), Main *bmain, Scene *scene, Object *ob, ModifierData *md)
+int ED_object_modifier_convert(ReportList *UNUSED(reports), Main *bmain, Scene *scene, SceneLayer *sl, Object *ob, ModifierData *md)
{
Object *obn;
ParticleSystem *psys;
@@ -463,7 +463,7 @@ int ED_object_modifier_convert(ReportList *UNUSED(reports), Main *bmain, Scene *
if (totvert == 0) return 0;
/* add new mesh */
- obn = BKE_object_add(bmain, scene, OB_MESH, NULL);
+ obn = BKE_object_add(bmain, scene, sl, OB_MESH, NULL);
me = obn->data;
me->totvert = totvert;
@@ -1048,10 +1048,11 @@ static int modifier_convert_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob = ED_object_active_context(C);
ModifierData *md = edit_modifier_property_get(op, ob, 0);
- if (!md || !ED_object_modifier_convert(op->reports, bmain, scene, ob, md))
+ if (!md || !ED_object_modifier_convert(op->reports, bmain, scene, sl, ob, md))
return OPERATOR_CANCELLED;
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
@@ -1683,7 +1684,7 @@ static void skin_armature_bone_create(Object *skin_ob,
}
}
-static Object *modifier_skin_armature_create(Main *bmain, Scene *scene, Object *skin_ob)
+static Object *modifier_skin_armature_create(Main *bmain, Scene *scene, SceneLayer *sl, Object *skin_ob)
{
BLI_bitmap *edges_visited;
DerivedMesh *deform_dm;
@@ -1706,7 +1707,7 @@ static Object *modifier_skin_armature_create(Main *bmain, Scene *scene, Object *
NULL,
me->totvert);
- arm_ob = BKE_object_add(bmain, scene, OB_ARMATURE, NULL);
+ arm_ob = BKE_object_add(bmain, scene, sl, OB_ARMATURE, NULL);
BKE_object_transform_copy(arm_ob, skin_ob);
arm = arm_ob->data;
arm->layer = 1;
@@ -1765,6 +1766,7 @@ static int skin_armature_create_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob = CTX_data_active_object(C), *arm_ob;
Mesh *me = ob->data;
ModifierData *skin_md;
@@ -1776,7 +1778,7 @@ static int skin_armature_create_exec(bContext *C, wmOperator *op)
}
/* create new armature */
- arm_ob = modifier_skin_armature_create(bmain, scene, ob);
+ arm_ob = modifier_skin_armature_create(bmain, scene, sl, ob);
/* add a modifier to connect the new armature to the mesh */
arm_md = (ArmatureModifierData *)modifier_new(eModifierType_Armature);
diff --git a/source/blender/editors/object/object_ops.c b/source/blender/editors/object/object_ops.c
index 5fe5a884354..91950872a3d 100644
--- a/source/blender/editors/object/object_ops.c
+++ b/source/blender/editors/object/object_ops.c
@@ -67,10 +67,6 @@ void ED_operatortypes_object(void)
WM_operatortype_append(OBJECT_OT_editmode_toggle);
WM_operatortype_append(OBJECT_OT_posemode_toggle);
WM_operatortype_append(OBJECT_OT_proxy_make);
- WM_operatortype_append(OBJECT_OT_hide_view_clear);
- WM_operatortype_append(OBJECT_OT_hide_view_set);
- WM_operatortype_append(OBJECT_OT_hide_render_clear);
- WM_operatortype_append(OBJECT_OT_hide_render_set);
WM_operatortype_append(OBJECT_OT_shade_smooth);
WM_operatortype_append(OBJECT_OT_shade_flat);
WM_operatortype_append(OBJECT_OT_paths_calculate);
@@ -90,13 +86,11 @@ void ED_operatortypes_object(void)
WM_operatortype_append(OBJECT_OT_make_single_user);
WM_operatortype_append(OBJECT_OT_make_links_scene);
WM_operatortype_append(OBJECT_OT_make_links_data);
- WM_operatortype_append(OBJECT_OT_move_to_layer);
WM_operatortype_append(OBJECT_OT_select_random);
WM_operatortype_append(OBJECT_OT_select_all);
WM_operatortype_append(OBJECT_OT_select_same_group);
WM_operatortype_append(OBJECT_OT_select_by_type);
- WM_operatortype_append(OBJECT_OT_select_by_layer);
WM_operatortype_append(OBJECT_OT_select_linked);
WM_operatortype_append(OBJECT_OT_select_grouped);
WM_operatortype_append(OBJECT_OT_select_mirror);
@@ -383,25 +377,6 @@ void ED_keymap_object(wmKeyConfig *keyconf)
WM_keymap_verify_item(keymap, "OBJECT_OT_origin_clear", OKEY, KM_PRESS, KM_ALT, 0);
- WM_keymap_add_item(keymap, "OBJECT_OT_hide_view_clear", HKEY, KM_PRESS, KM_ALT, 0);
- kmi = WM_keymap_add_item(keymap, "OBJECT_OT_hide_view_set", HKEY, KM_PRESS, 0, 0);
- RNA_boolean_set(kmi->ptr, "unselected", false);
-
- kmi = WM_keymap_add_item(keymap, "OBJECT_OT_hide_view_set", HKEY, KM_PRESS, KM_SHIFT, 0);
- RNA_boolean_set(kmi->ptr, "unselected", true);
-
- /* same as above but for rendering */
- WM_keymap_add_item(keymap, "OBJECT_OT_hide_render_clear", HKEY, KM_PRESS, KM_ALT | KM_CTRL, 0);
- WM_keymap_add_item(keymap, "OBJECT_OT_hide_render_set", HKEY, KM_PRESS, KM_CTRL, 0);
-
- /* conflicts, removing */
-#if 0
- kmi = WM_keymap_add_item(keymap, "OBJECT_OT_hide_render_set", HKEY, KM_PRESS, KM_SHIFT | KM_CTRL, 0)
- RNA_boolean_set(kmi->ptr, "unselected", true);
-#endif
-
- WM_keymap_add_item(keymap, "OBJECT_OT_move_to_layer", MKEY, KM_PRESS, 0, 0);
-
kmi = WM_keymap_add_item(keymap, "OBJECT_OT_delete", XKEY, KM_PRESS, 0, 0);
RNA_boolean_set(kmi->ptr, "use_global", false);
diff --git a/source/blender/editors/object/object_relations.c b/source/blender/editors/object/object_relations.c
index b5fbe4ba586..10439d49787 100644
--- a/source/blender/editors/object/object_relations.c
+++ b/source/blender/editors/object/object_relations.c
@@ -63,6 +63,7 @@
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_camera.h"
+#include "BKE_collection.h"
#include "BKE_context.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
@@ -74,6 +75,7 @@
#include "BKE_fcurve.h"
#include "BKE_lamp.h"
#include "BKE_lattice.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
@@ -331,6 +333,7 @@ static int make_proxy_exec(bContext *C, wmOperator *op)
Object *ob, *gob = ED_object_active_context(C);
GroupObject *go;
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
if (gob->dup_group != NULL) {
go = BLI_findlink(&gob->dup_group->gobject, RNA_enum_get(op->ptr, "object"));
@@ -343,13 +346,13 @@ static int make_proxy_exec(bContext *C, wmOperator *op)
if (ob) {
Object *newob;
- Base *newbase, *oldbase = BASACT;
+ BaseLegacy *newbase, *oldbase = BASACT;
char name[MAX_ID_NAME + 4];
BLI_snprintf(name, sizeof(name), "%s_proxy", ((ID *)(gob ? gob : ob))->name + 2);
/* Add new object for the proxy */
- newob = BKE_object_add(bmain, scene, OB_EMPTY, name);
+ newob = BKE_object_add(bmain, scene, sl, OB_EMPTY, name);
/* set layers OK */
newbase = BASACT; /* BKE_object_add sets active... */
@@ -1305,119 +1308,6 @@ void OBJECT_OT_track_set(wmOperatorType *ot)
ot->prop = RNA_def_enum(ot->srna, "type", prop_make_track_types, 0, "Type", "");
}
-/************************** Move to Layer Operator *****************************/
-
-static unsigned int move_to_layer_init(bContext *C, wmOperator *op)
-{
- int values[20], a;
- unsigned int lay = 0;
-
- if (!RNA_struct_property_is_set(op->ptr, "layers")) {
- /* note: layers are set in bases, library objects work for this */
- CTX_DATA_BEGIN (C, Base *, base, selected_bases)
- {
- lay |= base->lay;
- }
- CTX_DATA_END;
-
- for (a = 0; a < 20; a++)
- values[a] = (lay & (1 << a)) != 0;
-
- RNA_boolean_set_array(op->ptr, "layers", values);
- }
- else {
- RNA_boolean_get_array(op->ptr, "layers", values);
-
- for (a = 0; a < 20; a++)
- if (values[a])
- lay |= (1 << a);
- }
-
- return lay;
-}
-
-static int move_to_layer_invoke(bContext *C, wmOperator *op, const wmEvent *event)
-{
- View3D *v3d = CTX_wm_view3d(C);
- if (v3d && v3d->localvd) {
- return WM_operator_confirm_message(C, op, "Move out of Local View");
- }
- else {
- move_to_layer_init(C, op);
- return WM_operator_props_popup(C, op, event);
- }
-}
-
-static int move_to_layer_exec(bContext *C, wmOperator *op)
-{
- Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
- View3D *v3d = CTX_wm_view3d(C);
- unsigned int lay, local;
- /* bool is_lamp = false; */ /* UNUSED */
-
- lay = move_to_layer_init(C, op);
- lay &= 0xFFFFFF;
-
- if (lay == 0) return OPERATOR_CANCELLED;
-
- if (v3d && v3d->localvd) {
- /* now we can move out of localview. */
- /* note: layers are set in bases, library objects work for this */
- CTX_DATA_BEGIN (C, Base *, base, selected_bases)
- {
- lay = base->lay & ~v3d->lay;
- base->lay = lay;
- base->object->lay = lay;
- base->object->flag &= ~SELECT;
- base->flag &= ~SELECT;
- /* if (base->object->type == OB_LAMP) is_lamp = true; */
- }
- CTX_DATA_END;
- }
- else {
- /* normal non localview operation */
- /* note: layers are set in bases, library objects work for this */
- CTX_DATA_BEGIN (C, Base *, base, selected_bases)
- {
- /* upper byte is used for local view */
- local = base->lay & 0xFF000000;
- base->lay = lay + local;
- base->object->lay = base->lay;
- /* if (base->object->type == OB_LAMP) is_lamp = true; */
- }
- CTX_DATA_END;
- }
-
- /* warning, active object may be hidden now */
-
- WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, scene);
- WM_event_add_notifier(C, NC_SCENE | ND_LAYER_CONTENT, scene);
-
- DAG_relations_tag_update(bmain);
-
- return OPERATOR_FINISHED;
-}
-
-void OBJECT_OT_move_to_layer(wmOperatorType *ot)
-{
- /* identifiers */
- ot->name = "Move to Layer";
- ot->description = "Move the object to different layers";
- ot->idname = "OBJECT_OT_move_to_layer";
-
- /* api callbacks */
- ot->invoke = move_to_layer_invoke;
- ot->exec = move_to_layer_exec;
- ot->poll = ED_operator_objectmode;
-
- /* flags */
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-
- /* properties */
- RNA_def_boolean_layer_member(ot->srna, "layers", 20, NULL, "Layer", "");
-}
-
/************************** Link to Scene Operator *****************************/
#if 0
@@ -1440,20 +1330,6 @@ static void link_to_scene(Main *UNUSED(bmain), unsigned short UNUSED(nr))
}
#endif
-Base *ED_object_scene_link(Scene *scene, Object *ob)
-{
- Base *base;
-
- if (BKE_scene_base_find(scene, ob)) {
- return NULL;
- }
-
- base = BKE_scene_base_add(scene, ob);
- id_us_plus(&ob->id);
-
- return base;
-}
-
static int make_links_scene_exec(bContext *C, wmOperator *op)
{
Scene *scene_to = BLI_findlink(&CTX_data_main(C)->scene, RNA_enum_get(op->ptr, "scene"));
@@ -1473,9 +1349,10 @@ static int make_links_scene_exec(bContext *C, wmOperator *op)
return OPERATOR_CANCELLED;
}
+ SceneCollection *sc_to = BKE_collection_master(scene_to);
CTX_DATA_BEGIN (C, Base *, base, selected_bases)
{
- ED_object_scene_link(scene_to, base->object);
+ BKE_collection_object_add(scene_to, sc_to, base->object);
}
CTX_DATA_END;
@@ -1531,7 +1408,6 @@ static bool allow_make_links_data(const int type, Object *ob_src, Object *ob_dst
static int make_links_data_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
const int type = RNA_enum_get(op->ptr, "type");
Object *ob_src;
ID *obdata_id;
@@ -1594,12 +1470,12 @@ static int make_links_data_exec(bContext *C, wmOperator *op)
LinkNode *group_node;
/* first clear groups */
- BKE_object_groups_clear(scene, base_dst, ob_dst);
+ BKE_object_groups_clear(ob_dst);
/* now add in the groups from the link nodes */
for (group_node = ob_groups; group_node; group_node = group_node->next) {
if (ob_dst->dup_group != group_node->link) {
- BKE_group_object_add(group_node->link, ob_dst, scene, base_dst);
+ BKE_group_object_add(group_node->link, ob_dst);
}
else {
is_cycle = true;
@@ -1732,48 +1608,82 @@ void OBJECT_OT_make_links_data(wmOperatorType *ot)
/**************************** Make Single User ********************************/
+static Object *single_object_users_object(Main *bmain, Scene *scene, Object *ob, const bool copy_groups)
+{
+ if (!ID_IS_LINKED_DATABLOCK(ob) && ob->id.us > 1) {
+ /* base gets copy of object */
+ Object *obn = ID_NEW_SET(ob, BKE_object_copy(bmain, ob));
+
+ if (copy_groups) {
+ if (ob->flag & OB_FROMGROUP) {
+ obn->flag |= OB_FROMGROUP;
+ }
+ }
+ else {
+ /* copy already clears */
+ }
+ /* remap gpencil parenting */
+
+ if (scene->gpd) {
+ bGPdata *gpd = scene->gpd;
+ for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
+ if (gpl->parent == ob) {
+ gpl->parent = obn;
+ }
+ }
+ }
+
+ id_us_min(&ob->id);
+ return obn;
+ }
+ return NULL;
+}
+
+static void libblock_relink_scene_collection(SceneCollection *sc)
+{
+ for (LinkData *link = sc->objects.first; link; link = link->next) {
+ BKE_libblock_relink_to_newid(link->data);
+ }
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ libblock_relink_scene_collection(nsc);
+ }
+}
+
+static void single_object_users_scene_collection(Main *bmain, Scene *scene, SceneCollection *sc, const int flag, const bool copy_groups)
+{
+ for (LinkData *link = sc->objects.first; link; link = link->next) {
+ Object *ob = link->data;
+ /* an object may be in more than one collection */
+ if ((ob->id.newid == NULL) && ((ob->flag & flag) == flag)) {
+ link->data = single_object_users_object(bmain, scene, link->data, copy_groups);
+ }
+ }
+
+ /* we reset filter objects because they should be regenerated after this */
+ BLI_freelistN(&sc->filter_objects);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ single_object_users_scene_collection(bmain, scene, nsc, flag, copy_groups);
+ }
+}
+
/* Warning, sets ID->newid pointers of objects and groups, but does not clear them. */
static void single_object_users(Main *bmain, Scene *scene, View3D *v3d, const int flag, const bool copy_groups)
{
- Base *base;
- Object *ob, *obn;
Group *group, *groupn;
GroupObject *go;
clear_sca_new_poins(); /* BGE logic */
- /* duplicate (must set newid) */
- for (base = FIRSTBASE; base; base = base->next) {
- ob = base->object;
-
- if ((base->flag & flag) == flag) {
- if (!ID_IS_LINKED_DATABLOCK(ob) && ob->id.us > 1) {
- /* base gets copy of object */
- base->object = obn = ID_NEW_SET(ob, BKE_object_copy(bmain, ob));
+ /* duplicate all the objects of the scene */
+ SceneCollection *msc = BKE_collection_master(scene);
+ single_object_users_scene_collection(bmain, scene, msc, flag, copy_groups);
- if (copy_groups) {
- if (ob->flag & OB_FROMGROUP) {
- obn->flag |= OB_FROMGROUP;
- }
- }
- else {
- /* copy already clears */
- }
- /* remap gpencil parenting */
-
- if (scene->gpd) {
- bGPdata *gpd = scene->gpd;
- for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
- if (gpl->parent == ob) {
- gpl->parent = obn;
- }
- }
- }
-
- base->flag = obn->flag;
-
- id_us_min(&ob->id);
- }
+ /* loop over SceneLayers and assign the pointers accordingly */
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ ID_NEW_REMAP(base->object);
}
}
@@ -1806,27 +1716,28 @@ static void single_object_users(Main *bmain, Scene *scene, View3D *v3d, const in
if (v3d) ID_NEW_REMAP(v3d->camera);
/* object and group pointers */
- for (base = FIRSTBASE; base; base = base->next) {
- BKE_libblock_relink_to_newid(&base->object->id);
- }
+ libblock_relink_scene_collection(msc);
set_sca_new_poins();
+
+ /* TODO redo filter */
+ TODO_LAYER_SYNC_FILTER
}
/* not an especially efficient function, only added so the single user
* button can be functional.*/
void ED_object_single_user(Main *bmain, Scene *scene, Object *ob)
{
- Base *base;
- const bool copy_groups = false;
-
- for (base = FIRSTBASE; base; base = base->next) {
- if (base->object == ob) base->flag |= OB_DONE;
- else base->flag &= ~OB_DONE;
+ FOREACH_SCENE_OBJECT(scene, ob_iter)
+ {
+ ob_iter->flag &= ~OB_DONE;
}
+ FOREACH_SCENE_OBJECT_END
- single_object_users(bmain, scene, NULL, OB_DONE, copy_groups);
+ /* tag only the one object */
+ ob->flag |= OB_DONE;
+ single_object_users(bmain, scene, NULL, OB_DONE, false);
BKE_main_id_clear_newpoins(bmain);
}
@@ -1857,15 +1768,17 @@ static void single_obdata_users(Main *bmain, Scene *scene, const int flag)
Lamp *la;
Curve *cu;
/* Camera *cam; */
- Base *base;
+ BaseLegacy *base;
Mesh *me;
Lattice *lat;
ID *id;
int a;
+ TODO_LAYER; /* need to use scene->collection base instead of scene->bases */
+
for (base = FIRSTBASE; base; base = base->next) {
ob = base->object;
- if (!ID_IS_LINKED_DATABLOCK(ob) && (base->flag & flag) == flag) {
+ if (!ID_IS_LINKED_DATABLOCK(ob) && (base->flag_legacy & flag) == flag) {
id = ob->data;
if (id && id->us > 1 && !ID_IS_LINKED_DATABLOCK(id)) {
@@ -1939,31 +1852,24 @@ static void single_obdata_users(Main *bmain, Scene *scene, const int flag)
}
}
-static void single_object_action_users(Scene *scene, const int flag)
+static void single_object_action_users(Scene *scene, SceneLayer *sl, const int flag)
{
- Object *ob;
- Base *base;
-
- for (base = FIRSTBASE; base; base = base->next) {
- ob = base->object;
- if (!ID_IS_LINKED_DATABLOCK(ob) && (flag == 0 || (base->flag & SELECT)) ) {
+ FOREACH_OBJECT_FLAG(scene, sl, flag, ob)
+ if (!ID_IS_LINKED_DATABLOCK(ob)) {
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
BKE_animdata_copy_id_action(&ob->id, false);
}
- }
+ FOREACH_OBJECT_FLAG_END
}
-static void single_mat_users(Main *bmain, Scene *scene, const int flag, const bool do_textures)
+static void single_mat_users(Main *bmain, Scene *scene, SceneLayer *sl, const int flag, const bool do_textures)
{
- Object *ob;
- Base *base;
Material *ma, *man;
Tex *tex;
int a, b;
- for (base = FIRSTBASE; base; base = base->next) {
- ob = base->object;
- if (!ID_IS_LINKED_DATABLOCK(ob) && (flag == 0 || (base->flag & SELECT)) ) {
+ FOREACH_OBJECT_FLAG(scene, sl, flag, ob)
+ if (!ID_IS_LINKED_DATABLOCK(ob)) {
for (a = 1; a <= ob->totcol; a++) {
ma = give_current_material(ob, a);
if (ma) {
@@ -1992,7 +1898,7 @@ static void single_mat_users(Main *bmain, Scene *scene, const int flag, const bo
}
}
}
- }
+ FOREACH_OBJECT_FLAG_END
}
static void do_single_tex_user(Main *bmain, Tex **from)
@@ -2096,7 +2002,7 @@ void ED_object_single_users(Main *bmain, Scene *scene, const bool full, const bo
if (full) {
single_obdata_users(bmain, scene, 0);
- single_object_action_users(scene, 0);
+ single_object_action_users(scene, NULL, 0);
single_mat_users_expand(bmain);
single_tex_users_expand(bmain);
}
@@ -2194,13 +2100,13 @@ static bool make_local_all__instance_indirect_unused(Main *bmain, Scene *scene)
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ID_IS_LINKED_DATABLOCK(ob) && (ob->id.us == 0)) {
- Base *base;
+ BaseLegacy *base;
id_us_plus(&ob->id);
base = BKE_scene_base_add(scene, ob);
- base->flag |= SELECT;
- base->object->flag = base->flag;
+ base->flag_legacy |= SELECT;
+ BKE_scene_base_flag_sync_from_base(base);
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
changed = true;
@@ -2366,13 +2272,20 @@ static int make_single_user_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
View3D *v3d = CTX_wm_view3d(C); /* ok if this is NULL */
const int flag = (RNA_enum_get(op->ptr, "type") == MAKE_SINGLE_USER_SELECTED) ? SELECT : 0;
const bool copy_groups = false;
bool update_deps = false;
if (RNA_boolean_get(op->ptr, "object")) {
- single_object_users(bmain, scene, v3d, flag, copy_groups);
+ if (flag == SELECT) {
+ BKE_scene_layer_selected_objects_tag(sl, OB_DONE);
+ single_object_users(bmain, scene, v3d, OB_DONE, copy_groups);
+ }
+ else {
+ single_object_users(bmain, scene, v3d, 0, copy_groups);
+ }
/* needed since object relationships may have changed */
update_deps = true;
@@ -2383,7 +2296,7 @@ static int make_single_user_exec(bContext *C, wmOperator *op)
}
if (RNA_boolean_get(op->ptr, "material")) {
- single_mat_users(bmain, scene, flag, RNA_boolean_get(op->ptr, "texture"));
+ single_mat_users(bmain, scene, sl, flag, RNA_boolean_get(op->ptr, "texture"));
}
#if 0 /* can't do this separate from materials */
@@ -2391,7 +2304,7 @@ static int make_single_user_exec(bContext *C, wmOperator *op)
single_mat_users(scene, flag, true);
#endif
if (RNA_boolean_get(op->ptr, "animation")) {
- single_object_action_users(scene, flag);
+ single_object_action_users(scene, sl, flag);
}
BKE_main_id_clear_newpoins(bmain);
@@ -2438,7 +2351,7 @@ void OBJECT_OT_make_single_user(wmOperatorType *ot)
static int drop_named_material_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
- Base *base = ED_view3d_give_base_under_cursor(C, event->mval);
+ BaseLegacy *base = ED_view3d_give_base_under_cursor(C, event->mval);
Material *ma;
char name[MAX_ID_NAME - 2];
diff --git a/source/blender/editors/object/object_select.c b/source/blender/editors/object/object_select.c
index b5131df3eaa..37232456f48 100644
--- a/source/blender/editors/object/object_select.c
+++ b/source/blender/editors/object/object_select.c
@@ -52,6 +52,7 @@
#include "BKE_context.h"
#include "BKE_group.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_particle.h"
@@ -86,22 +87,22 @@
/* Note: send a NC_SCENE|ND_OB_SELECT notifier yourself! (or
* or a NC_SCENE|ND_OB_VISIBLE in case of visibility toggling */
-void ED_base_object_select(Base *base, short mode)
+void ED_base_object_select(BaseLegacy *base, short mode)
{
if (base) {
if (mode == BA_SELECT) {
if (!(base->object->restrictflag & OB_RESTRICT_SELECT))
- base->flag |= SELECT;
+ base->flag_legacy |= SELECT;
}
else if (mode == BA_DESELECT) {
- base->flag &= ~SELECT;
+ base->flag_legacy &= ~SELECT;
}
- base->object->flag = base->flag;
+ BKE_scene_base_flag_sync_from_base(base);
}
}
/* also to set active NULL */
-void ED_base_object_activate(bContext *C, Base *base)
+void ED_base_object_activate(bContext *C, BaseLegacy *base)
{
Scene *scene = CTX_data_scene(C);
@@ -119,6 +120,33 @@ void ED_base_object_activate(bContext *C, Base *base)
WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, NULL);
}
+void ED_object_base_select(Base *base, short mode)
+{
+ if (base) {
+ if (mode == BA_SELECT) {
+ if ((base->flag & BASE_SELECTABLED) != 0) {
+ base->flag |= BASE_SELECTED;
+ }
+ }
+ else if (mode == BA_DESELECT) {
+ base->flag &= ~BASE_SELECTED;
+ }
+ }
+}
+
+void ED_object_base_activate(bContext *C, Base *base)
+{
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ sl->basact = base;
+
+ if (base) {
+ WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, sl);
+ }
+ else {
+ WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, NULL);
+ }
+}
+
/********************** Selection Operators **********************/
static int objects_selectable_poll(bContext *C)
@@ -147,7 +175,7 @@ static int object_select_by_type_exec(bContext *C, wmOperator *op)
if (extend == 0) {
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- ED_base_object_select(base, BA_DESELECT);
+ ED_object_base_select(base, BA_DESELECT);
}
CTX_DATA_END;
}
@@ -155,7 +183,7 @@ static int object_select_by_type_exec(bContext *C, wmOperator *op)
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
if (base->object->type == obtype) {
- ED_base_object_select(base, BA_SELECT);
+ ED_object_base_select(base, BA_SELECT);
}
}
CTX_DATA_END;
@@ -210,38 +238,15 @@ static EnumPropertyItem prop_select_linked_types[] = {
{0, NULL, 0, NULL, NULL}
};
-// XXX old animation system
-#if 0
-static int object_select_all_by_ipo(bContext *C, Ipo *ipo)
-{
- bool changed = false;
-
- CTX_DATA_BEGIN (C, Base *, base, visible_bases)
- {
- if (base->object->ipo == ipo) {
- base->flag |= SELECT;
- base->object->flag = base->flag;
-
- changed = true;
- }
- }
- CTX_DATA_END;
-
- return changed;
-}
-#endif
-
static bool object_select_all_by_obdata(bContext *C, void *obdata)
{
bool changed = false;
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if ((base->flag & SELECT) == 0) {
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
if (base->object->data == obdata) {
- base->flag |= SELECT;
- base->object->flag = base->flag;
-
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -257,7 +262,7 @@ static bool object_select_all_by_material_texture(bContext *C, int use_texture,
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if ((base->flag & SELECT) == 0) {
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
Object *ob = base->object;
Material *mat1;
int a, b;
@@ -267,7 +272,7 @@ static bool object_select_all_by_material_texture(bContext *C, int use_texture,
if (!use_texture) {
if (mat1 == mat) {
- base->flag |= SELECT;
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -275,7 +280,7 @@ static bool object_select_all_by_material_texture(bContext *C, int use_texture,
for (b = 0; b < MAX_MTEX; b++) {
if (mat1->mtex[b]) {
if (tex == mat1->mtex[b]->tex) {
- base->flag |= SELECT;
+ ED_object_base_select(base, BA_SELECT);
changed = true;
break;
}
@@ -283,8 +288,6 @@ static bool object_select_all_by_material_texture(bContext *C, int use_texture,
}
}
}
-
- base->object->flag = base->flag;
}
}
CTX_DATA_END;
@@ -299,12 +302,10 @@ static bool object_select_all_by_dup_group(bContext *C, Object *ob)
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if ((base->flag & SELECT) == 0) {
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
Group *dup_group_other = (base->object->transflag & OB_DUPLIGROUP) ? base->object->dup_group : NULL;
if (dup_group == dup_group_other) {
- base->flag |= SELECT;
- base->object->flag = base->flag;
-
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -321,23 +322,21 @@ static bool object_select_all_by_particle(bContext *C, Object *ob)
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if ((base->flag & SELECT) == 0) {
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
/* loop through other particles*/
ParticleSystem *psys;
for (psys = base->object->particlesystem.first; psys; psys = psys->next) {
if (psys->part == psys_act->part) {
- base->flag |= SELECT;
+ ED_object_base_select(base, BA_SELECT);
changed = true;
break;
}
- if (base->flag & SELECT) {
+ if (base->flag & BASE_SELECTED) {
break;
}
}
-
- base->object->flag = base->flag;
}
}
CTX_DATA_END;
@@ -351,11 +350,9 @@ static bool object_select_all_by_library(bContext *C, Library *lib)
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if ((base->flag & SELECT) == 0) {
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
if (lib == base->object->id.lib) {
- base->flag |= SELECT;
- base->object->flag = base->flag;
-
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -371,11 +368,9 @@ static bool object_select_all_by_library_obdata(bContext *C, Library *lib)
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if ((base->flag & SELECT) == 0) {
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
if (base->object->data && lib == ((ID *)base->object->data)->lib) {
- base->flag |= SELECT;
- base->object->flag = base->flag;
-
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -408,6 +403,7 @@ void ED_object_select_linked_by_id(bContext *C, ID *id)
static int object_select_linked_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob;
int nr = RNA_enum_get(op->ptr, "type");
bool changed = false, extend;
@@ -417,12 +413,12 @@ static int object_select_linked_exec(bContext *C, wmOperator *op)
if (extend == 0) {
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- ED_base_object_select(base, BA_DESELECT);
+ ED_object_base_select(base, BA_DESELECT);
}
CTX_DATA_END;
}
- ob = OBACT;
+ ob = OBACT_NEW;
if (ob == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active object");
return OPERATOR_CANCELLED;
@@ -517,7 +513,7 @@ enum {
OBJECT_GRPSEL_PARENT = 2,
OBJECT_GRPSEL_SIBLINGS = 3,
OBJECT_GRPSEL_TYPE = 4,
- OBJECT_GRPSEL_LAYER = 5,
+ /*OBJECT_GRPSEL_LAYER = 5,*/
OBJECT_GRPSEL_GROUP = 6,
OBJECT_GRPSEL_HOOK = 7,
OBJECT_GRPSEL_PASS = 8,
@@ -533,7 +529,6 @@ static EnumPropertyItem prop_select_grouped_types[] = {
{OBJECT_GRPSEL_PARENT, "PARENT", 0, "Parent", ""},
{OBJECT_GRPSEL_SIBLINGS, "SIBLINGS", 0, "Siblings", "Shared Parent"},
{OBJECT_GRPSEL_TYPE, "TYPE", 0, "Type", "Shared object type"},
- {OBJECT_GRPSEL_LAYER, "LAYER", 0, "Layer", "Shared layers"},
{OBJECT_GRPSEL_GROUP, "GROUP", 0, "Group", "Shared group"},
{OBJECT_GRPSEL_HOOK, "HOOK", 0, "Hook", ""},
{OBJECT_GRPSEL_PASS, "PASS", 0, "Pass", "Render pass Index"},
@@ -551,13 +546,14 @@ static bool select_grouped_children(bContext *C, Object *ob, const bool recursiv
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
if (ob == base->object->parent) {
- if (!(base->flag & SELECT)) {
- ED_base_object_select(base, BA_SELECT);
+ if ((base->flag & BASE_SELECTED) == 0) {
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
- if (recursive)
+ if (recursive) {
changed |= select_grouped_children(C, base->object, 1);
+ }
}
}
CTX_DATA_END;
@@ -566,20 +562,21 @@ static bool select_grouped_children(bContext *C, Object *ob, const bool recursiv
static bool select_grouped_parent(bContext *C) /* Makes parent active and de-selected OBACT */
{
- Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
View3D *v3d = CTX_wm_view3d(C);
-
- bool changed = false;
Base *baspar, *basact = CTX_data_active_base(C);
+ bool changed = false;
- if (!basact || !(basact->object->parent)) return 0; /* we know OBACT is valid */
+ if (!basact || !(basact->object->parent)) {
+ return 0; /* we know OBACT is valid */
+ }
- baspar = BKE_scene_base_find(scene, basact->object->parent);
+ baspar = BKE_scene_layer_base_find(sl, basact->object->parent);
/* can be NULL if parent in other scene */
if (baspar && BASE_SELECTABLE(v3d, baspar)) {
- ED_base_object_select(baspar, BA_SELECT);
- ED_base_object_activate(C, baspar);
+ ED_object_base_select(baspar, BA_SELECT);
+ ED_object_base_activate(C, baspar);
changed = true;
}
return changed;
@@ -608,9 +605,11 @@ static bool select_grouped_group(bContext *C, Object *ob) /* Select objects in
group = ob_groups[0];
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if (!(base->flag & SELECT) && BKE_group_object_exists(group, base->object)) {
- ED_base_object_select(base, BA_SELECT);
- changed = true;
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
+ if (BKE_group_object_exists(group, base->object)) {
+ ED_object_base_select(base, BA_SELECT);
+ changed = true;
+ }
}
}
CTX_DATA_END;
@@ -636,7 +635,7 @@ static bool select_grouped_object_hooks(bContext *C, Object *ob)
View3D *v3d = CTX_wm_view3d(C);
bool changed = false;
- Base *base;
+ BaseLegacy *base;
ModifierData *md;
HookModifierData *hmd;
@@ -663,8 +662,8 @@ static bool select_grouped_siblings(bContext *C, Object *ob)
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
- if ((base->object->parent == ob->parent) && !(base->flag & SELECT)) {
- ED_base_object_select(base, BA_SELECT);
+ if ((base->object->parent == ob->parent) && ((base->flag & BASE_SELECTED) == 0)) {
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -681,8 +680,8 @@ static bool select_grouped_lamptype(bContext *C, Object *ob)
{
if (base->object->type == OB_LAMP) {
Lamp *la_test = base->object->data;
- if ((la->type == la_test->type) && !(base->flag & SELECT)) {
- ED_base_object_select(base, BA_SELECT);
+ if ((la->type == la_test->type) && ((base->flag & BASE_SELECTED) == 0)) {
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -696,23 +695,8 @@ static bool select_grouped_type(bContext *C, Object *ob)
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
- if ((base->object->type == ob->type) && !(base->flag & SELECT)) {
- ED_base_object_select(base, BA_SELECT);
- changed = true;
- }
- }
- CTX_DATA_END;
- return changed;
-}
-
-static bool select_grouped_layer(bContext *C, Object *ob)
-{
- bool changed = false;
-
- CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
- {
- if ((base->lay & ob->lay) && !(base->flag & SELECT)) {
- ED_base_object_select(base, BA_SELECT);
+ if ((base->object->type == ob->type) && ((base->flag & BASE_SELECTED) == 0)) {
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -726,8 +710,8 @@ static bool select_grouped_index_object(bContext *C, Object *ob)
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
- if ((base->object->index == ob->index) && !(base->flag & SELECT)) {
- ED_base_object_select(base, BA_SELECT);
+ if ((base->object->index == ob->index) && ((base->flag & BASE_SELECTED) == 0)) {
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -741,8 +725,8 @@ static bool select_grouped_color(bContext *C, Object *ob)
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
- if (!(base->flag & SELECT) && (compare_v3v3(base->object->col, ob->col, 0.005f))) {
- ED_base_object_select(base, BA_SELECT);
+ if (((base->flag & BASE_SELECTED) == 0) && (compare_v3v3(base->object->col, ob->col, 0.005f))) {
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -768,8 +752,8 @@ static bool select_grouped_gameprops(bContext *C, Object *ob)
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
- if (!(base->flag & SELECT) && (objects_share_gameprop(base->object, ob))) {
- ED_base_object_select(base, BA_SELECT);
+ if (((base->flag & BASE_SELECTED) == 0) && (objects_share_gameprop(base->object, ob))) {
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -807,7 +791,7 @@ static bool select_grouped_keyingset(bContext *C, Object *UNUSED(ob), ReportList
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
/* only check for this object if it isn't selected already, to limit time wasted */
- if ((base->flag & SELECT) == 0) {
+ if ((base->flag & BASE_SELECTED) == 0) {
KS_Path *ksp;
/* this is the slow way... we could end up with > 500 items here,
@@ -816,7 +800,7 @@ static bool select_grouped_keyingset(bContext *C, Object *UNUSED(ob), ReportList
for (ksp = ks->paths.first; ksp; ksp = ksp->next) {
/* if id matches, select then stop looping (match found) */
if (ksp->id == (ID *)base->object) {
- ED_base_object_select(base, BA_SELECT);
+ ED_object_base_select(base, BA_SELECT);
changed = true;
break;
}
@@ -831,6 +815,7 @@ static bool select_grouped_keyingset(bContext *C, Object *UNUSED(ob), ReportList
static int object_select_grouped_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob;
const int type = RNA_enum_get(op->ptr, "type");
bool changed = false, extend;
@@ -840,13 +825,13 @@ static int object_select_grouped_exec(bContext *C, wmOperator *op)
if (extend == 0) {
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- ED_base_object_select(base, BA_DESELECT);
+ ED_object_base_select(base, BA_DESELECT);
changed = true;
}
CTX_DATA_END;
}
- ob = OBACT;
+ ob = OBACT_NEW;
if (ob == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active object");
return OPERATOR_CANCELLED;
@@ -868,9 +853,6 @@ static int object_select_grouped_exec(bContext *C, wmOperator *op)
case OBJECT_GRPSEL_TYPE:
changed |= select_grouped_type(C, ob);
break;
- case OBJECT_GRPSEL_LAYER:
- changed |= select_grouped_layer(C, ob);
- break;
case OBJECT_GRPSEL_GROUP:
changed |= select_grouped_group(C, ob);
break;
@@ -928,85 +910,6 @@ void OBJECT_OT_select_grouped(wmOperatorType *ot)
ot->prop = RNA_def_enum(ot->srna, "type", prop_select_grouped_types, 0, "Type", "");
}
-/************************* Select by Layer **********************/
-enum {
- OB_SEL_LAYERMATCH_EXACT = 1,
- OB_SEL_LAYERMATCH_SHARED = 2,
-};
-
-static int object_select_by_layer_exec(bContext *C, wmOperator *op)
-{
- unsigned int layernum;
- bool extend;
- int match;
-
- extend = RNA_boolean_get(op->ptr, "extend");
- layernum = RNA_int_get(op->ptr, "layers");
- match = RNA_enum_get(op->ptr, "match");
-
- if (extend == false) {
- CTX_DATA_BEGIN (C, Base *, base, visible_bases)
- {
- ED_base_object_select(base, BA_DESELECT);
- }
- CTX_DATA_END;
- }
-
- CTX_DATA_BEGIN (C, Base *, base, visible_bases)
- {
- bool ok = false;
-
- switch (match) {
- case OB_SEL_LAYERMATCH_EXACT:
- /* Mask out bits used for local view, only work on real layer ones, see T45783. */
- ok = ((base->lay & ((1 << 20) - 1)) == (1 << (layernum - 1)));
- break;
- case OB_SEL_LAYERMATCH_SHARED:
- ok = (base->lay & (1 << (layernum - 1))) != 0;
- break;
- default:
- break;
- }
-
- if (ok) {
- ED_base_object_select(base, BA_SELECT);
- }
- }
- CTX_DATA_END;
-
- /* undo? */
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, CTX_data_scene(C));
-
- return OPERATOR_FINISHED;
-}
-
-void OBJECT_OT_select_by_layer(wmOperatorType *ot)
-{
- static EnumPropertyItem match_items[] = {
- {OB_SEL_LAYERMATCH_EXACT, "EXACT", 0, "Exact Match", ""},
- {OB_SEL_LAYERMATCH_SHARED, "SHARED", 0, "Shared Layers", ""},
- {0, NULL, 0, NULL, NULL}
- };
-
- /* identifiers */
- ot->name = "Select by Layer";
- ot->description = "Select all visible objects on a layer";
- ot->idname = "OBJECT_OT_select_by_layer";
-
- /* api callbacks */
- /*ot->invoke = XXX - need a int grid popup*/
- ot->exec = object_select_by_layer_exec;
- ot->poll = objects_selectable_poll;
-
- /* flags */
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-
- /* properties */
- RNA_def_enum(ot->srna, "match", match_items, OB_SEL_LAYERMATCH_EXACT, "Match", "");
- RNA_def_boolean(ot->srna, "extend", false, "Extend", "Extend selection instead of deselecting everything first");
- RNA_def_int(ot->srna, "layers", 1, 1, 20, "Layer", "", 1, 20);
-}
-
/**************************** (De)select All ****************************/
static int object_select_all_exec(bContext *C, wmOperator *op)
@@ -1020,7 +923,7 @@ static int object_select_all_exec(bContext *C, wmOperator *op)
action = SEL_SELECT;
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if (base->flag & SELECT) {
+ if ((base->flag & BASE_SELECTED) != 0) {
action = SEL_DESELECT;
break;
}
@@ -1032,17 +935,17 @@ static int object_select_all_exec(bContext *C, wmOperator *op)
{
switch (action) {
case SEL_SELECT:
- ED_base_object_select(base, BA_SELECT);
+ ED_object_base_select(base, BA_SELECT);
break;
case SEL_DESELECT:
- ED_base_object_select(base, BA_DESELECT);
+ ED_object_base_select(base, BA_DESELECT);
break;
case SEL_INVERT:
- if (base->flag & SELECT) {
- ED_base_object_select(base, BA_DESELECT);
+ if ((base->flag & BASE_SELECTED) != 0) {
+ ED_object_base_select(base, BA_DESELECT);
}
else {
- ED_base_object_select(base, BA_SELECT);
+ ED_object_base_select(base, BA_SELECT);
}
break;
}
@@ -1092,8 +995,11 @@ static int object_select_same_group_exec(bContext *C, wmOperator *op)
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
- if (!(base->flag & SELECT) && BKE_group_object_exists(group, base->object))
- ED_base_object_select(base, BA_SELECT);
+ if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
+ if (BKE_group_object_exists(group, base->object)) {
+ ED_object_base_select(base, BA_SELECT);
+ }
+ }
}
CTX_DATA_END;
@@ -1124,6 +1030,7 @@ void OBJECT_OT_select_same_group(wmOperatorType *ot)
static int object_select_mirror_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
bool extend;
extend = RNA_boolean_get(op->ptr, "extend");
@@ -1137,15 +1044,15 @@ static int object_select_mirror_exec(bContext *C, wmOperator *op)
if (!STREQ(name_flip, primbase->object->id.name + 2)) {
Object *ob = (Object *)BKE_libblock_find_name(ID_OB, name_flip);
if (ob) {
- Base *secbase = BKE_scene_base_find(scene, ob);
+ Base *secbase = BKE_scene_layer_base_find(sl, ob);
if (secbase) {
- ED_base_object_select(secbase, BA_SELECT);
+ ED_object_base_select(secbase, BA_SELECT);
}
}
}
- if (extend == false) ED_base_object_select(primbase, BA_DESELECT);
+ if (extend == false) ED_object_base_select(primbase, BA_DESELECT);
}
CTX_DATA_END;
@@ -1180,9 +1087,9 @@ void OBJECT_OT_select_mirror(wmOperatorType *ot)
static bool object_select_more_less(bContext *C, const bool select)
{
- Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
- for (Base *base = scene->base.first; base; base = base->next) {
+ for (BaseLegacy *base = sl->object_bases.first; base; base = base->next) {
Object *ob = base->object;
ob->flag &= ~OB_DONE;
ob->id.tag &= ~LIB_TAG_DOIT;
@@ -1223,7 +1130,7 @@ static bool object_select_more_less(bContext *C, const bool select)
Base *base = ctx_base->ptr.data;
Object *ob = base->object;
if ((ob->id.tag & LIB_TAG_DOIT) && ((ob->flag & SELECT) != select_flag)) {
- ED_base_object_select(base, select_mode);
+ ED_object_base_select(base, select_mode);
changed = true;
}
}
@@ -1305,7 +1212,7 @@ static int object_select_random_exec(bContext *C, wmOperator *op)
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
if (BLI_rng_get_float(rng) < randfac) {
- ED_base_object_select(base, select);
+ ED_object_base_select(base, select);
}
}
CTX_DATA_END;
diff --git a/source/blender/editors/object/object_vgroup.c b/source/blender/editors/object/object_vgroup.c
index 3c406764157..d93275a353e 100644
--- a/source/blender/editors/object/object_vgroup.c
+++ b/source/blender/editors/object/object_vgroup.c
@@ -59,6 +59,7 @@
#include "BKE_depsgraph.h"
#include "BKE_mesh_mapping.h"
#include "BKE_editmesh.h"
+#include "BKE_layer.h"
#include "BKE_modifier.h"
#include "BKE_report.h"
#include "BKE_DerivedMesh.h"
@@ -3300,25 +3301,26 @@ void OBJECT_OT_vertex_group_mirror(wmOperatorType *ot)
static int vertex_group_copy_to_linked_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
- Object *ob = ED_object_context(C);
- Base *base;
+ Object *ob_active = ED_object_context(C);
int retval = OPERATOR_CANCELLED;
- for (base = scene->base.first; base; base = base->next) {
- if (base->object->type == ob->type) {
- if (base->object != ob && base->object->data == ob->data) {
- BLI_freelistN(&base->object->defbase);
- BLI_duplicatelist(&base->object->defbase, &ob->defbase);
- base->object->actdef = ob->actdef;
+ FOREACH_SCENE_OBJECT(scene, ob_iter)
+ {
+ if (ob_iter->type == ob_active->type) {
+ if (ob_iter != ob_active && ob_iter->data == ob_active->data) {
+ BLI_freelistN(&ob_iter->defbase);
+ BLI_duplicatelist(&ob_iter->defbase, &ob_active->defbase);
+ ob_iter->actdef = ob_active->actdef;
- DAG_id_tag_update(&base->object->id, OB_RECALC_DATA);
- WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, base->object);
- WM_event_add_notifier(C, NC_GEOM | ND_VERTEX_GROUP, base->object->data);
+ DAG_id_tag_update(&ob_iter->id, OB_RECALC_DATA);
+ WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob_iter);
+ WM_event_add_notifier(C, NC_GEOM | ND_VERTEX_GROUP, ob_iter->data);
retval = OPERATOR_FINISHED;
}
}
}
+ FOREACH_SCENE_OBJECT_END
return retval;
}
diff --git a/source/blender/editors/physics/particle_edit.c b/source/blender/editors/physics/particle_edit.c
index e22a145b3a6..ea2768624ba 100644
--- a/source/blender/editors/physics/particle_edit.c
+++ b/source/blender/editors/physics/particle_edit.c
@@ -73,6 +73,8 @@
#include "ED_particle.h"
#include "ED_view3d.h"
+#include "GPU_immediate.h"
+
#include "UI_resources.h"
#include "WM_api.h"
@@ -351,7 +353,6 @@ static int pe_x_mirror(Object *ob)
typedef struct PEData {
ViewContext vc;
- bglMats mats;
Scene *scene;
Object *ob;
@@ -397,8 +398,6 @@ static void PE_set_view3d_data(bContext *C, PEData *data)
PE_set_data(C, data);
view3d_set_viewcontext(C, &data->vc);
- /* note, the object argument means the modelview matrix does not account for the objects matrix, use viewmat rather than (obmat * viewmat) */
- view3d_get_transformation(data->vc.ar, data->vc.rv3d, NULL, &data->mats);
if (V3D_IS_ZBUF(data->vc.v3d)) {
if (data->vc.v3d->flag & V3D_INVALID_BACKBUF) {
@@ -439,7 +438,6 @@ static bool key_test_depth(PEData *data, const float co[3], const int screen_co[
{
View3D *v3d= data->vc.v3d;
ViewDepths *vd = data->vc.rv3d->depths;
- double ux, uy, uz;
float depth;
/* nothing to do */
@@ -455,9 +453,6 @@ static bool key_test_depth(PEData *data, const float co[3], const int screen_co[
}
#endif
- gluProject(co[0], co[1], co[2], data->mats.modelview, data->mats.projection,
- (GLint *)data->mats.viewport, &ux, &uy, &uz);
-
/* check if screen_co is within bounds because brush_cut uses out of screen coords */
if (screen_co[0] >= 0 && screen_co[0] < vd->w && screen_co[1] >= 0 && screen_co[1] < vd->h) {
BLI_assert(vd && vd->depths);
@@ -467,7 +462,10 @@ static bool key_test_depth(PEData *data, const float co[3], const int screen_co[
else
return 0;
- if ((float)uz - 0.00001f > depth)
+ float win[3];
+ ED_view3d_project(data->vc.ar, co, win);
+
+ if (win[2] - 0.00001f > depth)
return 0;
else
return 1;
@@ -2690,24 +2688,27 @@ static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata)
ParticleEditSettings *pset= PE_settings(scene);
ParticleBrushData *brush;
- if (pset->brushtype < 0)
+ if (pset->brushtype < 0) {
return;
+ }
- brush= &pset->brush[pset->brushtype];
+ brush = &pset->brush[pset->brushtype];
if (brush) {
- glPushMatrix();
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- glTranslatef((float)x, (float)y, 0.0f);
+ immUniformColor4ub(255, 255, 255, 128);
- glColor4ub(255, 255, 255, 128);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- glutil_draw_lined_arc(0.0, M_PI*2.0, pe_brush_size_get(scene, brush), 40);
+
+ imm_draw_lined_circle(pos, (float)x, (float)y, pe_brush_size_get(scene, brush), 40);
+
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
-
- glPopMatrix();
+
+ immUnbindProgram();
}
}
diff --git a/source/blender/editors/physics/physics_fluid.c b/source/blender/editors/physics/physics_fluid.c
index b5adf38527b..bb3375b91a6 100644
--- a/source/blender/editors/physics/physics_fluid.c
+++ b/source/blender/editors/physics/physics_fluid.c
@@ -329,7 +329,7 @@ static void free_all_fluidobject_channels(ListBase *fobjects)
static void fluid_init_all_channels(bContext *C, Object *UNUSED(fsDomain), FluidsimSettings *domainSettings, FluidAnimChannels *channels, ListBase *fobjects)
{
Scene *scene = CTX_data_scene(C);
- Base *base;
+ BaseLegacy *base;
int i;
int length = channels->length;
float eval_time;
@@ -572,7 +572,7 @@ static void export_fluid_objects(ListBase *fobjects, Scene *scene, int length)
static int fluid_validate_scene(ReportList *reports, Scene *scene, Object *fsDomain)
{
- Base *base;
+ BaseLegacy *base;
Object *newdomain = NULL;
int channelObjCount = 0;
int fluidInputCount = 0;
diff --git a/source/blender/editors/physics/physics_pointcache.c b/source/blender/editors/physics/physics_pointcache.c
index e81aa584586..5a2bb1e74c7 100644
--- a/source/blender/editors/physics/physics_pointcache.c
+++ b/source/blender/editors/physics/physics_pointcache.c
@@ -42,6 +42,7 @@
#include "BKE_context.h"
#include "BKE_screen.h"
#include "BKE_global.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
@@ -253,22 +254,23 @@ static void ptcache_bake_cancel(bContext *C, wmOperator *op)
static int ptcache_free_bake_all_exec(bContext *C, wmOperator *UNUSED(op))
{
- Scene *scene= CTX_data_scene(C);
- Base *base;
+ Scene *scene = CTX_data_scene(C);
PTCacheID *pid;
ListBase pidlist;
- for (base=scene->base.first; base; base= base->next) {
- BKE_ptcache_ids_from_object(&pidlist, base->object, scene, MAX_DUPLI_RECUR);
+ FOREACH_SCENE_OBJECT(scene, ob)
+ {
+ BKE_ptcache_ids_from_object(&pidlist, ob, scene, MAX_DUPLI_RECUR);
- for (pid=pidlist.first; pid; pid=pid->next) {
+ for (pid = pidlist.first; pid; pid = pid->next) {
ptcache_free_bake(pid->cache);
}
BLI_freelistN(&pidlist);
- WM_event_add_notifier(C, NC_OBJECT|ND_POINTCACHE, base->object);
+ WM_event_add_notifier(C, NC_OBJECT|ND_POINTCACHE, ob);
}
+ FOREACH_SCENE_OBJECT_END
WM_event_add_notifier(C, NC_SCENE|ND_FRAME, scene);
diff --git a/source/blender/editors/physics/rigidbody_constraint.c b/source/blender/editors/physics/rigidbody_constraint.c
index 1bfc162a331..b7be31602d9 100644
--- a/source/blender/editors/physics/rigidbody_constraint.c
+++ b/source/blender/editors/physics/rigidbody_constraint.c
@@ -89,7 +89,7 @@ bool ED_rigidbody_constraint_add(Main *bmain, Scene *scene, Object *ob, int type
ob->rigidbody_constraint->flag |= RBC_FLAG_NEEDS_VALIDATE;
/* add constraint to rigid body constraint group */
- BKE_group_object_add(rbw->constraints, ob, scene, NULL);
+ BKE_group_object_add(rbw->constraints, ob);
DAG_relations_tag_update(bmain);
DAG_id_tag_update(&ob->id, OB_RECALC_OB);
@@ -102,7 +102,7 @@ void ED_rigidbody_constraint_remove(Main *bmain, Scene *scene, Object *ob)
BKE_rigidbody_remove_constraint(scene, ob);
if (rbw)
- BKE_group_object_unlink(rbw->constraints, ob, scene, NULL);
+ BKE_group_object_unlink(rbw->constraints, ob);
DAG_relations_tag_update(bmain);
DAG_id_tag_update(&ob->id, OB_RECALC_OB);
diff --git a/source/blender/editors/physics/rigidbody_object.c b/source/blender/editors/physics/rigidbody_object.c
index 30597d95497..c9e32fa5194 100644
--- a/source/blender/editors/physics/rigidbody_object.c
+++ b/source/blender/editors/physics/rigidbody_object.c
@@ -119,7 +119,7 @@ bool ED_rigidbody_object_add(Main *bmain, Scene *scene, Object *ob, int type, Re
ob->rigidbody_object->flag |= RBO_FLAG_NEEDS_VALIDATE;
/* add object to rigid body group */
- BKE_group_object_add(rbw->group, ob, scene, NULL);
+ BKE_group_object_add(rbw->group, ob);
DAG_relations_tag_update(bmain);
DAG_id_tag_update(&ob->id, OB_RECALC_OB);
@@ -133,7 +133,7 @@ void ED_rigidbody_object_remove(Main *bmain, Scene *scene, Object *ob)
BKE_rigidbody_remove_object(scene, ob);
if (rbw)
- BKE_group_object_unlink(rbw->group, ob, scene, NULL);
+ BKE_group_object_unlink(rbw->group, ob);
DAG_relations_tag_update(bmain);
DAG_id_tag_update(&ob->id, OB_RECALC_OB);
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 8c5d25ad44d..a28e9e4b4a3 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -81,6 +81,7 @@
#include "IMB_colormanagement.h"
#include "IMB_imbuf_types.h"
+#include "GPU_shader.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
@@ -780,7 +781,7 @@ static void screen_render_cancel(bContext *C, wmOperator *op)
WM_jobs_kill_type(wm, scene, WM_JOB_TYPE_RENDER);
}
-static void clean_viewport_memory(Main *bmain, Scene *scene, int renderlay)
+static void clean_viewport_memory(Main *bmain, Scene *scene)
{
Object *object;
Scene *sce_iter;
@@ -791,7 +792,7 @@ static void clean_viewport_memory(Main *bmain, Scene *scene, int renderlay)
}
for (SETLOOPER(scene, sce_iter, base)) {
- if ((base->lay & renderlay) == 0) {
+ if ((base->flag & BASE_VISIBLED) == 0) {
continue;
}
if (RE_allow_render_generic_object(base->object)) {
@@ -927,8 +928,6 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
/* Lock the user interface depending on render settings. */
if (scene->r.use_lock_interface) {
- int renderlay = rj->lay_override ? rj->lay_override : scene->lay;
-
WM_set_locked_interface(CTX_wm_manager(C), true);
/* Set flag interface need to be unlocked.
@@ -942,7 +941,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
rj->interface_locked = true;
/* Clean memory used by viewport? */
- clean_viewport_memory(rj->main, scene, renderlay);
+ clean_viewport_memory(rj->main, scene);
}
/* setup job */
@@ -1539,11 +1538,10 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
if (force_fallback == false) {
if (IMB_colormanagement_setup_glsl_draw(&scene->view_settings, &scene->display_settings, dither, true)) {
glEnable(GL_BLEND);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glPixelZoom(scale_x, scale_y);
- glaDrawPixelsTex(xof, yof, rres.rectx, rres.recty,
- GL_RGBA, GL_FLOAT, GL_NEAREST, rres.rectf);
- glPixelZoom(1.0f, 1.0f);
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(xof, yof, rres.rectx, rres.recty,
+ GL_RGBA, GL_FLOAT, GL_NEAREST, rres.rectf,
+ scale_x, scale_y, NULL);;
glDisable(GL_BLEND);
IMB_colormanagement_finish_glsl_draw();
@@ -1560,12 +1558,11 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
4, dither, &scene->view_settings, &scene->display_settings);
glEnable(GL_BLEND);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glPixelZoom(scale_x, scale_y);
- glaDrawPixelsAuto(xof, yof, rres.rectx, rres.recty,
- GL_RGBA, GL_UNSIGNED_BYTE,
- GL_NEAREST, display_buffer);
- glPixelZoom(1.0f, 1.0f);
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(xof, yof, rres.rectx, rres.recty,
+ GL_RGBA, GL_UNSIGNED_BYTE,
+ GL_NEAREST, display_buffer,
+ scale_x, scale_y, NULL);
glDisable(GL_BLEND);
MEM_freeN(display_buffer);
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index 87c08dc6583..7cc3ca79b11 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -69,6 +69,7 @@
#include "BKE_image.h"
#include "BKE_icons.h"
#include "BKE_lamp.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_library_remap.h"
#include "BKE_main.h"
@@ -85,6 +86,7 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_shader.h"
#include "RE_pipeline.h"
#include "RE_engine.h"
@@ -94,6 +96,7 @@
#include "ED_datafiles.h"
#include "ED_render.h"
+#include "ED_screen.h"
#ifndef NDEBUG
/* Used for database init assert(). */
@@ -275,7 +278,7 @@ static Scene *preview_get_scene(Main *pr_main)
static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
Scene *sce;
- Base *base;
+ BaseLegacy *base;
Main *pr_main = sp->pr_main;
memcpy(pr_main->name, bmain->name, sizeof(pr_main->name));
@@ -357,29 +360,33 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
/* this only works in a specific case where the preview.blend contains
* an object starting with 'c' which has a material linked to it (not the obdata)
* and that material has a fake shadow texture in the active texture slot */
- for (base = sce->base.first; base; base = base->next) {
- if (base->object->id.name[2] == 'c') {
- Material *shadmat = give_current_material(base->object, base->object->actcol);
+ FOREACH_SCENE_OBJECT(sce, ob)
+ {
+ if (ob->id.name[2] == 'c') {
+ Material *shadmat = give_current_material(ob, ob->actcol);
if (shadmat) {
if (mat->mode2 & MA_CASTSHADOW) shadmat->septex = 0;
else shadmat->septex |= 1;
}
}
}
+ FOREACH_SCENE_OBJECT_END
/* turn off bounce lights for volume,
* doesn't make much visual difference and slows it down too */
- for (base = sce->base.first; base; base = base->next) {
- if (base->object->type == OB_LAMP) {
+ FOREACH_SCENE_OBJECT(sce, ob)
+ {
+ if (ob->type == OB_LAMP) {
/* if doesn't match 'Lamp.002' --> main key light */
- if (!STREQ(base->object->id.name + 2, "Lamp.002")) {
+ if (!STREQ(ob->id.name + 2, "Lamp.002")) {
if (mat->material_type == MA_TYPE_VOLUME)
- base->object->restrictflag |= OB_RESTRICT_RENDER;
+ ob->restrictflag |= OB_RESTRICT_RENDER;
else
- base->object->restrictflag &= ~OB_RESTRICT_RENDER;
+ ob->restrictflag &= ~OB_RESTRICT_RENDER;
}
}
}
+ FOREACH_SCENE_OBJECT_END
}
else {
/* use current scene world to light sphere */
@@ -593,7 +600,9 @@ static bool ed_preview_draw_rect(ScrArea *sa, int split, int first, rcti *rect,
if (re)
RE_AcquiredResultGet32(re, &rres, (unsigned int *)rect_byte, 0);
- glaDrawPixelsSafe(fx, fy, rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_UNSIGNED_BYTE, rect_byte);
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(fx, fy, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect_byte,
+ 1.0f, 1.0f, NULL);
MEM_freeN(rect_byte);
@@ -1022,6 +1031,12 @@ 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/render/render_shading.c b/source/blender/editors/render/render_shading.c
index 837573ad175..490182b17ed 100644
--- a/source/blender/editors/render/render_shading.c
+++ b/source/blender/editors/render/render_shading.c
@@ -54,6 +54,7 @@
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_image.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_linestyle.h"
#include "BKE_main.h"
@@ -626,11 +627,11 @@ static int render_layer_add_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
- BKE_scene_add_render_layer(scene, NULL);
- scene->r.actlay = BLI_listbase_count(&scene->r.layers) - 1;
+ BKE_scene_layer_add(scene, NULL);
+ scene->active_layer = BLI_listbase_count(&scene->render_layers) - 1;
DAG_id_tag_update(&scene->id, 0);
- WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, scene);
+ WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
return OPERATOR_FINISHED;
}
@@ -652,10 +653,11 @@ void SCENE_OT_render_layer_add(wmOperatorType *ot)
static int render_layer_remove_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
- SceneRenderLayer *rl = BLI_findlink(&scene->r.layers, scene->r.actlay);
+ SceneLayer *sl = BKE_scene_layer_context_active(scene);
- if (!BKE_scene_remove_render_layer(CTX_data_main(C), scene, rl))
+ if (!BKE_scene_layer_remove(CTX_data_main(C), scene, sl)) {
return OPERATOR_CANCELLED;
+ }
DAG_id_tag_update(&scene->id, 0);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, scene);
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..f0364735247 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"
@@ -71,7 +74,7 @@
#include "screen_intern.h"
-extern void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3); /* xxx temp */
+extern void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3, const float color[4]); /* xxx temp */
/* general area and region code */
@@ -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 int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int 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 int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int 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 int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int 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 int 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_AA);
+ 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 int 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)
@@ -314,54 +365,45 @@ 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);
-
- glEnable(GL_BLEND);
+ 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);
- 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)
{
- float col[3];
+ float col[4], black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
glEnable(GL_BLEND);
UI_GetThemeColor3fv(TH_HEADER, col);
- glColor4f(col[0], col[1], col[2], 0.5f);
-
+ col[3] = 0.5f;
+
/* add code to draw region hidden as 'too small' */
switch (az->edge) {
case AE_TOP_TO_BOTTOMRIGHT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
- glColor4ub(0, 0, 0, 255);
- UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
+ UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f, black);
break;
case AE_BOTTOM_TO_TOPLEFT:
UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_RIGHT | UI_CNR_BOTTOM_LEFT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
- glColor4ub(0, 0, 0, 255);
- UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
+ UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f, black);
break;
case AE_LEFT_TO_TOPRIGHT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
- glColor4ub(0, 0, 0, 255);
- UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
+ UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, black);
break;
case AE_RIGHT_TO_TOPLEFT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
- glColor4ub(0, 0, 0, 255);
- UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
+ UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, black);
break;
}
@@ -372,24 +414,24 @@ static void region_draw_azone_tria(AZone *az)
{
glEnable(GL_BLEND);
//UI_GetThemeColor3fv(TH_HEADER, col);
- glColor4f(0.0f, 0.0f, 0.0f, 0.35f);
+ float color[4] = {0.0f, 0.0f, 0.0f, 0.35f};
/* add code to draw region hidden as 'too small' */
switch (az->edge) {
case AE_TOP_TO_BOTTOMRIGHT:
- ui_draw_anti_tria((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y1, (float)(az->x1 + az->x2) / 2, (float)az->y2);
+ ui_draw_anti_tria((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y1, (float)(az->x1 + az->x2) / 2, (float)az->y2, color);
break;
case AE_BOTTOM_TO_TOPLEFT:
- ui_draw_anti_tria((float)az->x1, (float)az->y2, (float)az->x2, (float)az->y2, (float)(az->x1 + az->x2) / 2, (float)az->y1);
+ ui_draw_anti_tria((float)az->x1, (float)az->y2, (float)az->x2, (float)az->y2, (float)(az->x1 + az->x2) / 2, (float)az->y1, color);
break;
case AE_LEFT_TO_TOPRIGHT:
- ui_draw_anti_tria((float)az->x2, (float)az->y1, (float)az->x2, (float)az->y2, (float)az->x1, (float)(az->y1 + az->y2) / 2);
+ ui_draw_anti_tria((float)az->x2, (float)az->y1, (float)az->x2, (float)az->y2, (float)az->x1, (float)(az->y1 + az->y2) / 2, color);
break;
case AE_RIGHT_TO_TOPLEFT:
- ui_draw_anti_tria((float)az->x1, (float)az->y1, (float)az->x1, (float)az->y2, (float)az->x2, (float)(az->y1 + az->y2) / 2);
+ ui_draw_anti_tria((float)az->x1, (float)az->y1, (float)az->x1, (float)az->y2, (float)az->x2, (float)(az->y1 + az->y2) / 2, color);
break;
}
@@ -511,7 +553,7 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
UI_ThemeClearColor(TH_HEADER);
glClear(GL_COLOR_BUFFER_BIT);
- UI_ThemeColor(TH_TEXT);
+ UI_FontThemeColor(BLF_default(), TH_TEXT);
BLF_draw_default(UI_UNIT_X, 0.4f * UI_UNIT_Y, 0.0f, ar->headerstr, BLF_DRAW_STR_DUMMY_MAX);
}
else if (at->draw) {
@@ -528,9 +570,13 @@ 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 int 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 +2014,12 @@ 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 int 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 {
@@ -2098,12 +2148,16 @@ 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 int 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 */
- UI_ThemeColor(TH_TEXT_HI);
+ UI_FontThemeColor(fontid, TH_TEXT_HI);
BLF_clipping(fontid, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
BLF_enable(fontid, BLF_CLIPPING);
BLF_position(fontid, rect.xmin + 0.6f * U.widget_unit, rect.ymin + 0.3f * U.widget_unit, 0.0f);
@@ -2298,17 +2352,20 @@ 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 int 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);
- UI_ThemeColor(TH_METADATA_TEXT);
+ UI_FontThemeColor(blf_mono_font, TH_METADATA_TEXT);
metadata_draw_imbuf(ibuf, &rect, blf_mono_font, true);
BLF_disable(blf_mono_font, BLF_CLIPPING);
@@ -2320,17 +2377,20 @@ 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 int 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);
- UI_ThemeColor(TH_METADATA_TEXT);
+ UI_FontThemeColor(blf_mono_font, TH_METADATA_TEXT);
metadata_draw_imbuf(ibuf, &rect, blf_mono_font, false);
BLF_disable(blf_mono_font, BLF_CLIPPING);
@@ -2346,11 +2406,16 @@ 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 int 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 +2435,52 @@ 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);
+
+ 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;
+ }
- /* the large resolution level */
- UI_ThemeColor(TH_BACK);
+ 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;
+ }
+ }
- 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;
+ immEnd();
+ immUnbindProgram();
}
- glEnd();
}
/* If the area has overlapping regions, it returns visible rect for Region *ar */
@@ -2433,8 +2517,11 @@ 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);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_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)
@@ -2450,9 +2537,13 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
BLF_width_and_height(fontid, numstr, sizeof(numstr), &font_dims[0], &font_dims[1]);
- glRecti(x, y, x + font_dims[0] + 6.0f, y + font_dims[1] + 4.0f);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_CFRAME);
+ immRecti(pos, x, y, x + font_dims[0] + 6.0f, y + font_dims[1] + 4.0f);
+ immUnbindProgram();
- UI_ThemeColor(TH_TEXT);
+ UI_FontThemeColor(fontid, TH_TEXT);
BLF_position(fontid, x + 2.0f, y + 2.0f, 0.0f);
BLF_draw(fontid, numstr, sizeof(numstr));
}
@@ -2460,17 +2551,18 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
void ED_region_cache_draw_cached_segments(const ARegion *ar, const int num_segments, const int *points, const int sfra, const int efra)
{
if (num_segments) {
- int a;
-
- glColor4ub(128, 128, 255, 128);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ub(128, 128, 255, 128);
- for (a = 0; a < num_segments; a++) {
- float x1, x2;
+ for (int a = 0; a < num_segments; a++) {
+ float x1 = (float)(points[a * 2] - sfra) / (efra - sfra + 1) * ar->winx;
+ float x2 = (float)(points[a * 2 + 1] - sfra + 1) / (efra - sfra + 1) * ar->winx;
- x1 = (float)(points[a * 2] - sfra) / (efra - sfra + 1) * ar->winx;
- x2 = (float)(points[a * 2 + 1] - sfra + 1) / (efra - sfra + 1) * ar->winx;
-
- glRecti(x1, 0, x2, 8 * UI_DPI_FAC);
+ immRecti(pos, x1, 0, x2, 8 * UI_DPI_FAC);
+ /* TODO(merwin): use primitive restart to draw multiple rects more efficiently */
}
+
+ immUnbindProgram();
}
}
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 93bac3f6660..15e6525cd27 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -49,46 +49,11 @@
#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
-
+/* DEPRECATED: use imm_draw_line instead */
void fdrawline(float x1, float y1, float x2, float y2)
{
glBegin(GL_LINES);
@@ -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);
@@ -111,6 +77,7 @@ void fdrawbox(float x1, float y1, float x2, float y2)
void fdrawcheckerboard(float x1, float y1, float x2, float y2)
{
+ /* DEPRECATED: use imm_draw_checker_box instead */
unsigned char col1[4] = {40, 40, 40}, col2[4] = {50, 50, 50};
glColor3ubv(col1);
@@ -123,7 +90,7 @@ 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 +98,9 @@ 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);
@@ -204,120 +140,161 @@ 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);
+void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments)
+{
+ /* DEPRECATED */
+ int i;
- glBegin(GL_LINES);
- glVertex2i(x0, y0);
- glVertex2i(x1, y1);
+ glBegin(GL_TRIANGLE_FAN);
+ glVertex2f(0.0, 0.0);
+ for (i = 0; i < nsegments; i++) {
+ float t = (float) i / (nsegments - 1);
+ float cur = start + t * angle;
+
+ glVertex2f(cosf(cur) * radius, sinf(cur) * radius);
+ }
glEnd();
-
- set_inverted_drawing(0);
}
-void sdrawXORline4(int nr, int x0, int y0, int x1, int y1)
+void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments)
{
- static int old[4][2][2];
- static char flags[4] = {0, 0, 0, 0};
+ /* DEPRECATED */
+ int i;
- /* with builtin memory, max 4 lines */
-
- set_inverted_drawing(1);
+ glBegin(GL_LINE_STRIP);
+ for (i = 0; i < nsegments; i++) {
+ float t = (float) i / (nsegments - 1);
+ float cur = start + t * angle;
- 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;
- }
- }
+ glVertex2f(cosf(cur) * radius, sinf(cur) * radius);
}
- else {
- if (nr >= 0 && nr < 4) {
- if (flags[nr]) {
- glVertex2iv(old[nr][0]);
- glVertex2iv(old[nr][1]);
- }
+ glEnd();
+}
- 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);
+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));
}
- glEnd();
-
- set_inverted_drawing(0);
+ immEnd();
}
-void fdrawXORellipse(float xofs, float yofs, float hw, float hh)
+void imm_draw_lined_circle(unsigned pos, float x, float y, float rad, int nsegments)
{
- if (hw == 0) return;
+ imm_draw_circle(PRIM_LINE_LOOP, pos, x, y, rad, nsegments);
+}
- set_inverted_drawing(1);
+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);
+}
- 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();
+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();
+}
- set_inverted_drawing(0);
+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();
}
-#endif
+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 fdrawXORcirc(float xofs, float yofs, float rad)
+void imm_draw_checker_box(float x1, float y1, float x2, float y2)
{
- set_inverted_drawing(1);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
- glPushMatrix();
- glTranslatef(xofs, yofs, 0.0);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, rad, 20);
- glPopMatrix();
+ immUniform4f("color1", 0.15f, 0.15f, 0.15f, 1.0f);
+ immUniform4f("color2", 0.2f, 0.2f, 0.2f, 1.0f);
+ immUniform1i("size", 8);
- set_inverted_drawing(0);
+ immRectf(pos, x1, y1, x2, y2);
+
+ immUnbindProgram();
}
-void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments)
+void imm_cpack(unsigned int x)
{
- int i;
-
- glBegin(GL_TRIANGLE_FAN);
- glVertex2f(0.0, 0.0);
- for (i = 0; i < nsegments; i++) {
- float t = (float) i / (nsegments - 1);
- float cur = start + t * angle;
-
- glVertex2f(cosf(cur) * radius, sinf(cur) * radius);
- }
- glEnd();
+ immUniformColor3ub(((x)& 0xFF),
+ (((x) >> 8) & 0xFF),
+ (((x) >> 16) & 0xFF));
}
-void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments)
+void imm_cylinder(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks)
{
- int i;
-
- glBegin(GL_LINE_STRIP);
- for (i = 0; i < nsegments; i++) {
- float t = (float) i / (nsegments - 1);
- float cur = start + t * angle;
-
- glVertex2f(cosf(cur) * radius, sinf(cur) * radius);
+ immBegin(GL_TRIANGLES, 6 * slices * stacks);
+ for (int i = 0; i < slices; ++i) {
+ const float angle1 = 2 * M_PI * ((float)i / (float)slices);
+ const float angle2 = 2 * M_PI * ((float)(i+1) / (float)slices);
+ const float cos1 = cosf(angle1);
+ const float sin1 = sinf(angle1);
+ const float cos2 = cosf(angle2);
+ const float sin2 = sinf(angle2);
+
+ for (int j = 0; j < stacks; ++j) {
+ float fac1 = (float)j / (float)stacks;
+ float fac2 = (float)(j+1) / (float)stacks;
+ float r1 = base * (1.f - fac1) + top * fac1;
+ float r2 = base * (1.f - fac2) + top * fac2;
+ float h1 = height * ((float)j / (float)stacks);
+ float h2 = height * ((float)(j+1) / (float)stacks);
+
+ float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ float v4[3] = {r1 * cos1, r1 * sin1, h1};
+ float n1[3], n2[3];
+
+ /* calc normals */
+ sub_v3_v3v3(n1, v2, v1);
+ normalize_v3(n1);
+ n1[0] = cos1; n1[1] = sin1; n1[2] = 1-n1[2];
+
+ sub_v3_v3v3(n2, v3, v4);
+ normalize_v3(n2);
+ n2[0] = cos2; n2[1] = sin2; n2[2] = 1-n2[2];
+
+ /* first tri */
+ immAttrib3fv(nor, n2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immAttrib3fv(nor, n1);
+ immVertex3fv(pos, v3);
+
+ /* second tri */
+ immVertex3fv(pos, v3);
+ immVertex3fv(pos, v4);
+ immAttrib3fv(nor, n2);
+ immVertex3fv(pos, v1);
+ }
}
- glEnd();
+ immEnd();
}
float glaGetOneFloat(int param)
@@ -375,6 +352,8 @@ static int get_cached_work_texture(int *r_w, int *r_h)
return texid;
}
+#if 0 /* Obsolete / unused */
+/* DEPRECATED: use immDrawPixelsTexScaled_clipping instead */
void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float scaleX, float scaleY,
@@ -401,12 +380,6 @@ 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;
@@ -514,13 +487,9 @@ 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
}
+/* DEPRECATED: use immDrawPixelsTexScaled instead */
void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float scaleX, float scaleY)
@@ -529,12 +498,14 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h,
scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f);
}
+/* DEPRECATED: use immDrawPixelsTex instead */
void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect)
{
glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f);
}
+/* DEPRECATED: use immDrawPixelsTex_clipping instead */
void glaDrawPixelsTex_clipping(float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y)
@@ -647,6 +618,213 @@ void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int t
glaDrawPixelsAuto_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
0.0f, 0.0f, 0.0f, 0.0f);
}
+#endif
+
+/* To be used before calling immDrawPixelsTex
+ * Default shader is GPU_SHADER_2D_IMAGE_COLOR
+ * You can still set uniforms with :
+ * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);
+ * */
+GPUShader *immDrawPixelsTexSetup(int builtin)
+{
+ GPUShader *shader = GPU_shader_get_builtin_shader(builtin);
+ /* Shader will be unbind by immUnbindProgram in immDrawPixelsTexScaled_clipping */
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "image"), 0);
+
+ return shader;
+}
+
+/* Use the currently bound shader.
+ *
+ * Use immDrawPixelsTexSetup to bind the shader you
+ * want before calling immDrawPixelsTex.
+ *
+ * If using a special shader double check it uses the same
+ * attributes "pos" "texCoord" and uniform "image".
+ *
+ * If color is NULL then use white by default
+ *
+ * Be also aware that this function unbinds the shader when
+ * it's finished.
+ * */
+void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
+ int format, int type, int zoomfilter, void *rect,
+ float scaleX, float scaleY,
+ float clip_min_x, float clip_min_y,
+ float clip_max_x, float clip_max_y,
+ float xzoom, float yzoom, float color[4])
+{
+ unsigned char *uc_rect = (unsigned char *) rect;
+ const float *f_rect = (float *)rect;
+ int subpart_x, subpart_y, tex_w, tex_h;
+ int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
+ int texid = get_cached_work_texture(&tex_w, &tex_h);
+ int components;
+ const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y));
+ float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
+ glBindTexture(GL_TEXTURE_2D, texid);
+
+ /* don't want nasty border artifacts */
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter);
+
+ /* setup seamless 2=on, 0=off */
+ seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0;
+
+ offset_x = tex_w - seamless;
+ offset_y = tex_h - seamless;
+
+ nsubparts_x = (img_w + (offset_x - 1)) / (offset_x);
+ nsubparts_y = (img_h + (offset_y - 1)) / (offset_y);
+
+ if (format == GL_RGBA)
+ components = 4;
+ else if (format == GL_RGB)
+ components = 3;
+ else if (format == GL_RED)
+ components = 1;
+ else {
+ BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled");
+ return;
+ }
+
+ if (type == GL_FLOAT) {
+ /* need to set internal format to higher range float */
+
+ /* NOTE: this could fail on some drivers, like mesa,
+ * but currently this code is only used by color
+ * management stuff which already checks on whether
+ * it's possible to use GL_RGBA16F_ARB
+ */
+
+ /* TODO viewport : remove extension */
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
+ }
+ else {
+ /* switch to 8bit RGBA for byte buffer */
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
+ }
+
+ VertexFormat *vert_format = immVertexFormat();
+ unsigned int pos = add_attrib(vert_format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texco = add_attrib(vert_format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
+ unsigned int program = glaGetOneInt(GL_CURRENT_PROGRAM);
+
+ /* This is needed for the OCIO case.
+ * Shader program is set outside of blender and
+ * we need it in imm module to do all attrib /
+ * uniform bindings. */
+
+ /* A program is already bound.
+ * set it in imm.bound_program to be able to use imm functions */
+ BLI_assert(program);
+ immBindProgram(program);
+
+ /* optionnal */
+ if (glGetUniformLocation(program, "color") != -1)
+ immUniform4fv("color", (color) ? color : white);
+
+ for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
+ for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) {
+ int remainder_x = img_w - subpart_x * offset_x;
+ int remainder_y = img_h - subpart_y * offset_y;
+ int subpart_w = (remainder_x < tex_w) ? remainder_x : tex_w;
+ int subpart_h = (remainder_y < tex_h) ? remainder_y : tex_h;
+ int offset_left = (seamless && subpart_x != 0) ? 1 : 0;
+ int offset_bot = (seamless && subpart_y != 0) ? 1 : 0;
+ int offset_right = (seamless && remainder_x > tex_w) ? 1 : 0;
+ int offset_top = (seamless && remainder_y > tex_h) ? 1 : 0;
+ float rast_x = x + subpart_x * offset_x * xzoom;
+ float rast_y = y + subpart_y * offset_y * yzoom;
+ /* check if we already got these because we always get 2 more when doing seamless */
+ if (subpart_w <= seamless || subpart_h <= seamless)
+ continue;
+
+ if (use_clipping) {
+ if (rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX < clip_min_x ||
+ rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY < clip_min_y)
+ {
+ continue;
+ }
+ if (rast_x + (float)offset_left * xzoom > clip_max_x ||
+ rast_y + (float)offset_bot * yzoom > clip_max_y)
+ {
+ continue;
+ }
+ }
+
+ if (type == GL_FLOAT) {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
+
+ /* add an extra border of pixels so linear looks ok at edges of full image */
+ if (subpart_w < tex_w)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
+ if (subpart_h < tex_h)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
+ if (subpart_w < tex_w && subpart_h < tex_h)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
+ }
+ else {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
+
+ if (subpart_w < tex_w)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
+ if (subpart_h < tex_h)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
+ if (subpart_w < tex_w && subpart_h < tex_h)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
+ }
+
+ immBegin(GL_TRIANGLE_FAN, 4);
+ immAttrib2f(texco, (float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
+ immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
+
+ immAttrib2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h);
+ immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom);
+
+ immAttrib2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h);
+ immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
+
+ immAttrib2f(texco, (float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
+ immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
+ immEnd();
+ }
+ }
+
+ immUnbindProgram();
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+}
+
+void immDrawPixelsTexScaled(float x, float y, int img_w, int img_h,
+ int format, int type, int zoomfilter, void *rect,
+ float scaleX, float scaleY, float xzoom, float yzoom, float color[4])
+{
+ immDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
+ scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
+}
+
+void immDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
+ float xzoom, float yzoom, float color[4])
+{
+ immDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
+}
+
+void immDrawPixelsTex_clipping(float x, float y, int img_w, int img_h,
+ int format, int type, int zoomfilter, void *rect,
+ float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
+ float xzoom, float yzoom, float color[4])
+{
+ immDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y, xzoom, yzoom, color);
+}
/* 2D Drawing Assistance */
@@ -673,6 +851,8 @@ 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 {
@@ -785,35 +965,9 @@ void glaEnd2DDraw(gla2DDrawInfo *di)
MEM_freeN(di);
}
-#endif
+#endif /* UNUSED */
-/* Uses current OpenGL state to get view matrices for gluProject/gluUnProject */
-void bgl_get_mats(bglMats *mats)
-{
- const double badvalue = 1.0e-6;
-
- glGetDoublev(GL_MODELVIEW_MATRIX, mats->modelview);
- glGetDoublev(GL_PROJECTION_MATRIX, mats->projection);
- glGetIntegerv(GL_VIEWPORT, (GLint *)mats->viewport);
-
- /* Very strange code here - it seems that certain bad values in the
- * modelview matrix can cause gluUnProject to give bad results. */
- if (mats->modelview[0] < badvalue &&
- mats->modelview[0] > -badvalue)
- {
- mats->modelview[0] = 0;
- }
- if (mats->modelview[5] < badvalue &&
- mats->modelview[5] > -badvalue)
- {
- mats->modelview[5] = 0;
- }
-
- /* Set up viewport so that gluUnProject will give correct values */
- mats->viewport[0] = 0;
- mats->viewport[1] = 0;
-}
/* *************** glPolygonOffset hack ************* */
@@ -883,7 +1037,8 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
ColorManagedViewSettings *view_settings,
ColorManagedDisplaySettings *display_settings,
float clip_min_x, float clip_min_y,
- float clip_max_x, float clip_max_y)
+ float clip_max_x, float clip_max_y,
+ float zoom_x, float zoom_y)
{
bool force_fallback = false;
bool need_fallback = true;
@@ -920,8 +1075,6 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
}
if (ok) {
- glColor4f(1.0, 1.0, 1.0, 1.0);
-
if (ibuf->rect_float) {
int format = 0;
@@ -933,16 +1086,18 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
BLI_assert(!"Incompatible number of channels for GLSL display");
if (format != 0) {
- glaDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, format, GL_FLOAT,
+ immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, format, GL_FLOAT,
zoomfilter, ibuf->rect_float,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y,
+ zoom_x, zoom_y, NULL);
}
}
else if (ibuf->rect) {
/* ibuf->rect is always RGBA */
- glaDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
+ immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
zoomfilter, ibuf->rect,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y,
+ zoom_x, zoom_y, NULL);
}
IMB_colormanagement_finish_glsl_draw();
@@ -959,9 +1114,11 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
if (display_buffer) {
- glaDrawPixelsAuto_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
- zoomfilter, display_buffer,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
+ zoomfilter, display_buffer,
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y,
+ zoom_x, zoom_y, NULL);
}
IMB_display_buffer_release(cache_handle);
@@ -970,10 +1127,11 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter,
ColorManagedViewSettings *view_settings,
- ColorManagedDisplaySettings *display_settings)
+ ColorManagedDisplaySettings *display_settings,
+ float zoom_x, float zoom_y)
{
glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
- 0.0f, 0.0f, 0.0f, 0.0f);
+ 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
}
void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
@@ -981,7 +1139,8 @@ void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
float x, float y,
int zoomfilter,
float clip_min_x, float clip_min_y,
- float clip_max_x, float clip_max_y)
+ float clip_max_x, float clip_max_y,
+ float zoom_x, float zoom_y)
{
ColorManagedViewSettings *view_settings;
ColorManagedDisplaySettings *display_settings;
@@ -989,16 +1148,19 @@ void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y,
+ zoom_x, zoom_y);
}
-void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter)
+void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter,
+ float zoom_x, float zoom_y)
{
- glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f);
+ glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
}
void cpack(unsigned int x)
{
+ /* DEPRECATED: use imm_cpack */
glColor3ub(( (x) & 0xFF),
(((x) >> 8) & 0xFF),
(((x) >> 16) & 0xFF));
@@ -1006,6 +1168,7 @@ void cpack(unsigned int x)
void glaDrawBorderCorners(const rcti *border, float zoomx, float zoomy)
{
+ /* DEPRECATED: use immDrawBorderCorners */
float delta_x = 4.0f * UI_DPI_FAC / zoomx;
float delta_y = 4.0f * UI_DPI_FAC / zoomy;
@@ -1040,3 +1203,40 @@ void glaDrawBorderCorners(const rcti *border, float zoomx, float zoomy)
glVertex2f(border->xmax, border->ymax - delta_y);
glEnd();
}
+
+void immDrawBorderCorners(unsigned int pos, const rcti *border, float zoomx, float zoomy)
+{
+ float delta_x = 4.0f * UI_DPI_FAC / zoomx;
+ float delta_y = 4.0f * UI_DPI_FAC / zoomy;
+
+ delta_x = min_ff(delta_x, border->xmax - border->xmin);
+ delta_y = min_ff(delta_y, border->ymax - border->ymin);
+
+ /* left bottom corner */
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, border->xmin, border->ymin + delta_y);
+ immVertex2f(pos, border->xmin, border->ymin);
+ immVertex2f(pos, border->xmin + delta_x, border->ymin);
+ immEnd();
+
+ /* left top corner */
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, border->xmin, border->ymax - delta_y);
+ immVertex2f(pos, border->xmin, border->ymax);
+ immVertex2f(pos, border->xmin + delta_x, border->ymax);
+ immEnd();
+
+ /* right bottom corner */
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, border->xmax - delta_x, border->ymin);
+ immVertex2f(pos, border->xmax, border->ymin);
+ immVertex2f(pos, border->xmax, border->ymin + delta_y);
+ immEnd();
+
+ /* right top corner */
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, border->xmax - delta_x, border->ymax);
+ immVertex2f(pos, border->xmax, border->ymax);
+ immVertex2f(pos, border->xmax, border->ymax - delta_y);
+ immEnd();
+}
diff --git a/source/blender/editors/screen/screen_context.c b/source/blender/editors/screen/screen_context.c
index c165bbfd301..0448fba78e6 100644
--- a/source/blender/editors/screen/screen_context.c
+++ b/source/blender/editors/screen/screen_context.c
@@ -47,6 +47,7 @@
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_gpencil.h"
+#include "BKE_layer.h"
#include "BKE_screen.h"
#include "BKE_sequencer.h"
@@ -60,20 +61,8 @@
#include "screen_intern.h"
-static unsigned int context_layers(bScreen *sc, Scene *scene, ScrArea *sa_ctx)
-{
- /* needed for 'USE_ALLSELECT' define, otherwise we end up editing off-screen layers. */
- if (sc && sa_ctx && (sa_ctx->spacetype == SPACE_BUTS)) {
- const unsigned int lay = BKE_screen_view3d_layer_all(sc);
- if (lay) {
- return lay;
- }
- }
- return scene->lay;
-}
-
const char *screen_context_dir[] = {
- "scene", "visible_objects", "visible_bases", "selectable_objects", "selectable_bases",
+ "scene", "render_layer", "visible_objects", "visible_bases", "selectable_objects", "selectable_bases",
"selected_objects", "selected_bases",
"editable_objects", "editable_bases",
"selected_editable_objects", "selected_editable_bases",
@@ -95,17 +84,9 @@ int ed_screen_context(const bContext *C, const char *member, bContextDataResult
bScreen *sc = CTX_wm_screen(C);
ScrArea *sa = CTX_wm_area(C);
Scene *scene = sc->scene;
- Base *base;
-
-#if 0 /* Using the context breaks adding objects in the UI. Need to find out why - campbell */
- Object *obact = CTX_data_active_object(C);
- Object *obedit = CTX_data_edit_object(C);
- base = CTX_data_active_base(C);
-#else
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = scene->obedit;
- Object *obact = OBACT;
- base = BASACT;
-#endif
+ Object *obact = sl->basact ? sl->basact->object : NULL;
if (CTX_data_dir(member)) {
CTX_data_dir_set(result, screen_context_dir);
@@ -115,84 +96,100 @@ int ed_screen_context(const bContext *C, const char *member, bContextDataResult
CTX_data_id_pointer_set(result, &scene->id);
return 1;
}
- else if (CTX_data_equals(member, "visible_objects") || CTX_data_equals(member, "visible_bases")) {
- const unsigned int lay = context_layers(sc, scene, sa);
- const bool visible_objects = CTX_data_equals(member, "visible_objects");
-
- for (base = scene->base.first; base; base = base->next) {
- if (((base->object->restrictflag & OB_RESTRICT_VIEW) == 0) && (base->lay & lay)) {
- if (visible_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
+ else if (CTX_data_equals(member, "visible_objects")) {
+ FOREACH_VISIBLE_OBJECT(sl, ob)
+ {
+ CTX_data_id_list_add(result, &ob->id);
+ }
+ FOREACH_VISIBLE_BASE_END
+ CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
+ return 1;
+ }
+ else if (CTX_data_equals(member, "selectable_objects")) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if (((base->flag & BASE_VISIBLED) != 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
+ CTX_data_id_list_add(result, &base->object->id);
}
}
CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
return 1;
}
- else if (CTX_data_equals(member, "selectable_objects") || CTX_data_equals(member, "selectable_bases")) {
- const unsigned int lay = context_layers(sc, scene, sa);
- const bool selectable_objects = CTX_data_equals(member, "selectable_objects");
-
- for (base = scene->base.first; base; base = base->next) {
- if (base->lay & lay) {
- if ((base->object->restrictflag & OB_RESTRICT_VIEW) == 0 && (base->object->restrictflag & OB_RESTRICT_SELECT) == 0) {
- if (selectable_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
- }
+ else if (CTX_data_equals(member, "selected_objects")) {
+ FOREACH_SELECTED_OBJECT(sl, ob)
+ {
+ CTX_data_id_list_add(result, &ob->id);
+ }
+ FOREACH_SELECTED_OBJECT_END
+ CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
+ return 1;
+ }
+ else if (CTX_data_equals(member, "selected_editable_objects")) {
+ FOREACH_SELECTED_OBJECT(sl, ob)
+ {
+ if (0 == BKE_object_is_libdata(ob)) {
+ CTX_data_id_list_add(result, &ob->id);
}
}
+ FOREACH_SELECTED_OBJECT_END
CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
return 1;
}
- else if (CTX_data_equals(member, "selected_objects") || CTX_data_equals(member, "selected_bases")) {
- const unsigned int lay = context_layers(sc, scene, sa);
- const bool selected_objects = CTX_data_equals(member, "selected_objects");
-
- for (base = scene->base.first; base; base = base->next) {
- if ((base->flag & SELECT) && (base->lay & lay)) {
- if (selected_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
+ else if (CTX_data_equals(member, "editable_objects")) {
+ /* Visible + Editable, but not necessarily selected */
+ FOREACH_VISIBLE_OBJECT(sl, ob)
+ {
+ if (0 == BKE_object_is_libdata(ob)) {
+ CTX_data_id_list_add(result, &ob->id);
}
}
+ FOREACH_VISIBLE_OBJECT_END
CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
return 1;
}
- else if (CTX_data_equals(member, "selected_editable_objects") || CTX_data_equals(member, "selected_editable_bases")) {
- const unsigned int lay = context_layers(sc, scene, sa);
- const bool selected_editable_objects = CTX_data_equals(member, "selected_editable_objects");
-
- for (base = scene->base.first; base; base = base->next) {
- if ((base->flag & SELECT) && (base->lay & lay)) {
- if ((base->object->restrictflag & OB_RESTRICT_VIEW) == 0) {
- if (0 == BKE_object_is_libdata(base->object)) {
- if (selected_editable_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
- }
+ else if ( CTX_data_equals(member, "visible_bases")) {
+ FOREACH_VISIBLE_BASE(sl, base)
+ {
+ CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
+ }
+ FOREACH_VISIBLE_BASE_END
+ CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
+ return 1;
+ }
+ else if (CTX_data_equals(member, "selectable_bases")) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTABLED) != 0) {
+ CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
+ }
+ }
+ CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
+ return 1;
+ }
+ else if (CTX_data_equals(member, "selected_bases")) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTED) != 0) {
+ CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
+ }
+ }
+ CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
+ return 1;
+ }
+ else if (CTX_data_equals(member, "selected_editable_bases")) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTED) != 0) {
+ if (0 == BKE_object_is_libdata(base->object)) {
+ CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
}
}
}
CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
return 1;
}
- else if (CTX_data_equals(member, "editable_objects") || CTX_data_equals(member, "editable_bases")) {
- const unsigned int lay = context_layers(sc, scene, sa);
- const bool editable_objects = CTX_data_equals(member, "editable_objects");
-
+ else if (CTX_data_equals(member, "editable_bases")) {
/* Visible + Editable, but not necessarily selected */
- for (base = scene->base.first; base; base = base->next) {
- if (((base->object->restrictflag & OB_RESTRICT_VIEW) == 0) && (base->lay & lay)) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
if (0 == BKE_object_is_libdata(base->object)) {
- if (editable_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
+ CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
}
}
}
@@ -344,8 +341,8 @@ int ed_screen_context(const bContext *C, const char *member, bContextDataResult
}
}
else if (CTX_data_equals(member, "active_base")) {
- if (base)
- CTX_data_pointer_set(result, &scene->id, &RNA_ObjectBase, base);
+ if (sl->basact)
+ CTX_data_pointer_set(result, &scene->id, &RNA_ObjectBase, sl->basact);
return 1;
}
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
new file mode 100644
index 00000000000..7d85f9bb1c4
--- /dev/null
+++ b/source/blender/editors/screen/screen_draw.c
@@ -0,0 +1,490 @@
+/*
+ * ***** 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 horizontal shape visualizing future joining (left as well right direction of future joining).
+ */
+static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
+{
+ 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;
+ }
+ }
+
+ immBegin(GL_TRIANGLE_FAN, 5);
+
+ for (i = 0; i < 5; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
+
+ immEnd();
+
+ immBegin(GL_TRIANGLE_FAN, 5);
+
+ for (i = 4; i < 8; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
+
+ immVertex2f(pos, points[0].x, points[0].y);
+ immEnd();
+
+ immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
+ immRectf(pos, 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, unsigned int pos)
+{
+ 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;
+ }
+ }
+
+ immBegin(GL_TRIANGLE_FAN, 5);
+
+ for (i = 0; i < 5; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
+
+ immEnd();
+
+ immBegin(GL_TRIANGLE_FAN, 5);
+
+ for (i = 4; i < 8; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
+
+ immVertex2f(pos, points[0].x, points[0].y);
+ immEnd();
+
+ immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
+ immRectf(pos, 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, unsigned int pos)
+{
+ if (dir == 'u' || dir == 'd') {
+ draw_vertical_join_shape(sa, dir, pos);
+ }
+ else {
+ draw_horizontal_join_shape(sa, dir, pos);
+ }
+}
+
+/**
+ * Draw screen area darker with arrow (visualization of future joining).
+ */
+static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
+{
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ immUniformColor4ub(0, 0, 0, 50);
+
+ draw_join_shape(sa, dir, pos);
+}
+
+/**
+ * Draw screen area ligher with arrow shape ("eraser" of previous dark shape).
+ */
+static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int pos)
+{
+ glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
+ /* value 181 was hardly computed: 181~105 */
+ immUniformColor4ub(255, 255, 255, 50);
+ /* draw_join_shape(sa, dir); */
+
+ immRectf(pos, 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, unsigned int pos)
+{
+ int count = 0;
+
+ if (x2 < sizex - 1) count += 2;
+ if (x1 > 0) count += 2;
+ if (y2 < sizey - 1) count += 2;
+ if (y1 > 0) count += 2;
+
+ if (count == 0) {
+ return;
+ }
+
+ immBegin(GL_LINES, count);
+
+ /* right border area */
+ if (x2 < sizex - 1) {
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x2, y2);
+ }
+
+ /* left border area */
+ if (x1 > 0) { /* otherwise it draws the emboss of window over */
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y2);
+ }
+
+ /* top border area */
+ if (y2 < sizey - 1) {
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y2);
+ }
+
+ /* bottom border area */
+ if (y1 > 0) {
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y1);
+ }
+
+ immEnd();
+}
+
+/**
+ * \brief Screen edges drawing.
+ */
+static void drawscredge_area(ScrArea *sa, int sizex, int sizey, unsigned int pos)
+{
+ 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, pos);
+}
+
+/**
+ * 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);
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ /* 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);
+ immUniformColor3ub(0x50, 0x50, 0x50);
+
+ for (sa = win->screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y, pos);
+ }
+ }
+
+ glLineWidth(1);
+ immUniformColor3ub(0, 0, 0);
+
+ for (sa = win->screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y, pos);
+
+ /* 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;
+ }
+
+ /* 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, pos);
+ scrarea_draw_shape_light(sa1, dira, pos);
+
+ glDisable(GL_BLEND);
+ }
+
+ /* splitpoint */
+ if (sa3) {
+ glEnable(GL_BLEND);
+ immUniformColor4ub(255, 255, 255, 100);
+
+ immBegin(GL_LINES, 2);
+
+ if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
+ immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y);
+ immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y);
+
+ immEnd();
+
+ immUniformColor4ub(0, 0, 0, 100);
+
+ immBegin(GL_LINES, 2);
+
+ immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y + 1);
+ immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y + 1);
+ }
+ else {
+ immVertex2f(pos, win->eventstate->x, sa3->totrct.ymin);
+ immVertex2f(pos, win->eventstate->x, sa3->totrct.ymax);
+
+ immEnd();
+
+ immUniformColor4ub(0, 0, 0, 100);
+
+ immBegin(GL_LINES, 2);
+
+ immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymin);
+ immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymax);
+ }
+
+ immEnd();
+
+ glDisable(GL_BLEND);
+ }
+
+ immUnbindProgram();
+
+ 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..5a8ea10cb0a 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 int 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_hide.c b/source/blender/editors/sculpt_paint/paint_hide.c
index 5af6792f10f..5b5d91e8566 100644
--- a/source/blender/editors/sculpt_paint/paint_hide.c
+++ b/source/blender/editors/sculpt_paint/paint_hide.c
@@ -323,12 +323,10 @@ static void clip_planes_from_rect(bContext *C,
{
ViewContext vc;
BoundBox bb;
- bglMats mats = {{0}};
view3d_operator_needs_opengl(C);
view3d_set_viewcontext(C, &vc);
- view3d_get_transformation(vc.ar, vc.rv3d, vc.obact, &mats);
- ED_view3d_clipping_calc(&bb, clip_planes, &mats, rect);
+ ED_view3d_clipping_calc(&bb, clip_planes, vc.ar, vc.obact, rect);
negate_m4(clip_planes);
}
diff --git a/source/blender/editors/sculpt_paint/paint_image.c b/source/blender/editors/sculpt_paint/paint_image.c
index bf344e1f721..9850b2c93f0 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 int 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/sculpt_paint/paint_intern.h b/source/blender/editors/sculpt_paint/paint_intern.h
index 7e05ab929ae..69c4621945b 100644
--- a/source/blender/editors/sculpt_paint/paint_intern.h
+++ b/source/blender/editors/sculpt_paint/paint_intern.h
@@ -209,7 +209,6 @@ bool paint_convert_bb_to_rect(struct rcti *rect,
* 2D screens-space bounding box into four 3D planes) */
void paint_calc_redraw_planes(float planes[4][4],
const struct ARegion *ar,
- struct RegionView3D *rv3d,
struct Object *ob,
const struct rcti *screen_rect);
diff --git a/source/blender/editors/sculpt_paint/paint_mask.c b/source/blender/editors/sculpt_paint/paint_mask.c
index a4887c579ac..b4938e0f7d8 100644
--- a/source/blender/editors/sculpt_paint/paint_mask.c
+++ b/source/blender/editors/sculpt_paint/paint_mask.c
@@ -251,7 +251,6 @@ int ED_sculpt_mask_box_select(struct bContext *C, ViewContext *vc, const rcti *r
{
Sculpt *sd = vc->scene->toolsettings->sculpt;
BoundBox bb;
- bglMats mats = {{0}};
float clip_planes[4][4];
float clip_planes_final[4][4];
ARegion *ar = vc->ar;
@@ -269,8 +268,7 @@ int ED_sculpt_mask_box_select(struct bContext *C, ViewContext *vc, const rcti *r
value = select ? 1.0 : 0.0;
/* transform the clip planes in object space */
- view3d_get_transformation(vc->ar, vc->rv3d, vc->obact, &mats);
- ED_view3d_clipping_calc(&bb, clip_planes, &mats, rect);
+ ED_view3d_clipping_calc(&bb, clip_planes, vc->ar, vc->obact, rect);
negate_m4(clip_planes);
BKE_sculpt_update_mesh_elements(scene, sd, ob, false, true);
@@ -411,7 +409,6 @@ static int paint_mask_gesture_lasso_exec(bContext *C, wmOperator *op)
if (mcords) {
float clip_planes[4][4], clip_planes_final[4][4];
BoundBox bb;
- bglMats mats = {{0}};
Object *ob;
ViewContext vc;
LassoMaskData data;
@@ -429,7 +426,6 @@ static int paint_mask_gesture_lasso_exec(bContext *C, wmOperator *op)
* calculations done. Bounding box PBVH collision is not computed against enclosing rectangle
* of lasso */
view3d_set_viewcontext(C, &vc);
- view3d_get_transformation(vc.ar, vc.rv3d, vc.obact, &mats);
/* lasso data calculations */
data.vc = &vc;
@@ -445,7 +441,7 @@ static int paint_mask_gesture_lasso_exec(bContext *C, wmOperator *op)
mcords, mcords_tot,
mask_lasso_px_cb, &data);
- ED_view3d_clipping_calc(&bb, clip_planes, &mats, &data.rect);
+ ED_view3d_clipping_calc(&bb, clip_planes, vc.ar, vc.obact, &data.rect);
negate_m4(clip_planes);
BKE_sculpt_update_mesh_elements(scene, sd, ob, false, true);
diff --git a/source/blender/editors/sculpt_paint/paint_stroke.c b/source/blender/editors/sculpt_paint/paint_stroke.c
index 05270dbfa09..e6113f2c2c3 100644
--- a/source/blender/editors/sculpt_paint/paint_stroke.c
+++ b/source/blender/editors/sculpt_paint/paint_stroke.c
@@ -58,7 +58,7 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "ED_screen.h"
#include "ED_view3d.h"
@@ -145,9 +145,18 @@ static void paint_draw_smooth_cursor(bContext *C, int x, int y, void *customdata
if (stroke && brush) {
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- glColor4ubv(paint->paint_cursor_col);
- sdrawline(x, y, (int)stroke->last_mouse_position[0],
- (int)stroke->last_mouse_position[1]);
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv(paint->paint_cursor_col);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, x, y);
+ immVertex2f(pos, stroke->last_mouse_position[0], stroke->last_mouse_position[1]);
+ immEnd();
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
@@ -161,32 +170,46 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata)
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(3, 0xAAAA);
- GPU_basic_shader_line_width(3.0);
+ setlinestyle(3);
+ glLineWidth(3.0f);
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4ub(0, 0, 0, paint->paint_cursor_col[3]);
+
+ immBegin(GL_LINES, 2);
- glColor4ub(0, 0, 0, paint->paint_cursor_col[3]);
if (stroke->constrain_line) {
- sdrawline((int)stroke->last_mouse_position[0], (int)stroke->last_mouse_position[1],
- stroke->constrained_pos[0], stroke->constrained_pos[1]);
+ immVertex2f(pos, stroke->last_mouse_position[0], stroke->last_mouse_position[1]);
+ immVertex2f(pos, stroke->constrained_pos[0], stroke->constrained_pos[1]);
}
else {
- sdrawline((int)stroke->last_mouse_position[0], (int)stroke->last_mouse_position[1],
- x, y);
+ immVertex2f(pos, stroke->last_mouse_position[0], stroke->last_mouse_position[1]);
+ immVertex2f(pos, x, y);
}
- glColor4ub(255, 255, 255, paint->paint_cursor_col[3]);
- GPU_basic_shader_line_width(1.0);
+ immEnd();
+
+ glLineWidth(1.0f);
+ immUniformColor4ub(255, 255, 255, paint->paint_cursor_col[3]);
+
+ immBegin(GL_LINES, 2);
+
if (stroke->constrain_line) {
- sdrawline((int)stroke->last_mouse_position[0], (int)stroke->last_mouse_position[1],
- stroke->constrained_pos[0], stroke->constrained_pos[1]);
+ immVertex2f(pos, stroke->last_mouse_position[0], stroke->last_mouse_position[1]);
+ immVertex2f(pos, stroke->constrained_pos[0], stroke->constrained_pos[1]);
}
else {
- sdrawline((int)stroke->last_mouse_position[0], (int)stroke->last_mouse_position[1],
- x, y);
+ immVertex2f(pos, stroke->last_mouse_position[0], stroke->last_mouse_position[1]);
+ immVertex2f(pos, x, y);
}
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+ immEnd();
+
+ immUnbindProgram();
+
+ setlinestyle(0);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
diff --git a/source/blender/editors/sculpt_paint/paint_utils.c b/source/blender/editors/sculpt_paint/paint_utils.c
index 31c471c3517..62161d83c59 100644
--- a/source/blender/editors/sculpt_paint/paint_utils.c
+++ b/source/blender/editors/sculpt_paint/paint_utils.c
@@ -130,17 +130,12 @@ bool paint_convert_bb_to_rect(rcti *rect,
* 2D screens-space bounding box into four 3D planes) */
void paint_calc_redraw_planes(float planes[4][4],
const ARegion *ar,
- RegionView3D *rv3d,
Object *ob,
const rcti *screen_rect)
{
BoundBox bb;
- bglMats mats;
rcti rect;
- memset(&bb, 0, sizeof(BoundBox));
- view3d_get_transformation(ar, rv3d, ob, &mats);
-
/* use some extra space just in case */
rect = *screen_rect;
rect.xmin -= 2;
@@ -148,7 +143,7 @@ void paint_calc_redraw_planes(float planes[4][4],
rect.ymin -= 2;
rect.ymax += 2;
- ED_view3d_clipping_calc(&bb, planes, &mats, &rect);
+ ED_view3d_clipping_calc(&bb, planes, ar, ob, &rect);
negate_m4(planes);
}
diff --git a/source/blender/editors/sculpt_paint/sculpt.c b/source/blender/editors/sculpt_paint/sculpt.c
index 44cc2720a32..d1965d93172 100644
--- a/source/blender/editors/sculpt_paint/sculpt.c
+++ b/source/blender/editors/sculpt_paint/sculpt.c
@@ -626,8 +626,7 @@ static bool sculpt_get_redraw_rect(ARegion *ar, RegionView3D *rv3d,
return 1;
}
-void ED_sculpt_redraw_planes_get(float planes[4][4], ARegion *ar,
- RegionView3D *rv3d, Object *ob)
+void ED_sculpt_redraw_planes_get(float planes[4][4], ARegion *ar, Object *ob)
{
PBVH *pbvh = ob->sculpt->pbvh;
/* copy here, original will be used below */
@@ -635,7 +634,7 @@ void ED_sculpt_redraw_planes_get(float planes[4][4], ARegion *ar,
sculpt_extend_redraw_rect_previous(ob, &rect);
- paint_calc_redraw_planes(planes, ar, rv3d, ob, &rect);
+ paint_calc_redraw_planes(planes, ar, ob, &rect);
/* we will draw this rect, so now we can set it as the previous partial rect.
* Note that we don't update with the union of previous/current (rect), only with
@@ -2044,6 +2043,10 @@ static void do_draw_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode)
mul_v3_v3(offset, ss->cache->scale);
mul_v3_fl(offset, bstrength);
+ /* XXX - this shouldn't be necessary, but sculpting crashes in blender2.8 otherwise
+ * initialize before threads so they can do curve mapping */
+ curvemapping_initialize(brush->curve);
+
/* threaded loop over nodes */
SculptThreadedTaskData data = {
.sd = sd, .ob = ob, .brush = brush, .nodes = nodes,
diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c
index fd2a0b15cb9..d7a4ea9c950 100644
--- a/source/blender/editors/sculpt_paint/sculpt_uv.c
+++ b/source/blender/editors/sculpt_paint/sculpt_uv.c
@@ -55,6 +55,8 @@
#include "ED_image.h"
#include "ED_mesh.h"
+#include "GPU_immediate.h"
+
#include "WM_api.h"
#include "WM_types.h"
@@ -64,7 +66,6 @@
#include "paint_intern.h"
#include "uvedit_intern.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "UI_view2d.h"
@@ -212,18 +213,17 @@ static void brush_drawcursor_uvsculpt(bContext *C, int x, int y, void *UNUSED(cu
alpha *= (size - PX_SIZE_FADE_MIN) / (PX_SIZE_FADE_MAX - PX_SIZE_FADE_MIN);
}
- glPushMatrix();
-
- glTranslatef((float)x, (float)y, 0.0f);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3fvAlpha(brush->add_col, alpha);
- glColor4f(brush->add_col[0], brush->add_col[1], brush->add_col[2], alpha);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- glutil_draw_lined_arc(0, (float)(M_PI * 2.0), size, 40);
+ imm_draw_lined_circle(pos, (float)x, (float)y, size, 40);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
- glPopMatrix();
+ immUnbindProgram();
}
#undef PX_SIZE_FADE_MAX
#undef PX_SIZE_FADE_MIN
diff --git a/source/blender/editors/space_action/action_draw.c b/source/blender/editors/space_action/action_draw.c
index 0764f586de9..4c65207d9a0 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 */
@@ -156,15 +157,12 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
- int filter;
View2D *v2d = &ar->v2d;
bDopeSheet *ads = &saction->ads;
AnimData *adt = NULL;
float act_start, act_end, y;
- size_t items;
- int height;
unsigned char col1[3], col2[3];
unsigned char col1a[3], col2a[3];
@@ -194,10 +192,10 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
}
/* build list of channels to draw */
- filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
- items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
+ int filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
+ size_t items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
- height = ((items * ACHANNEL_STEP(ac)) + (ACHANNEL_HEIGHT(ac)));
+ int height = ((items * ACHANNEL_STEP(ac)) + (ACHANNEL_HEIGHT(ac)));
/* don't use totrect set, as the width stays the same
* (NOTE: this is ok here, the configuration is pretty straightforward)
*/
@@ -205,6 +203,12 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* first backdrop strips */
y = (float)(-ACHANNEL_HEIGHT(ac));
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int 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) {
@@ -223,28 +227,28 @@ 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:
{
/* reddish color from NLA */
- UI_ThemeColor4(TH_ANIM_ACTIVE);
+ immUniformThemeColor(TH_ANIM_ACTIVE);
break;
}
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:
@@ -252,17 +256,17 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
bActionGroup *agrp = ale->data;
if (show_group_colors && agrp->customCol) {
if (sel) {
- unsigned char *cp = (unsigned char *)agrp->cs.select;
- glColor4ub(cp[0], cp[1], cp[2], 0x45);
+ char *cp = agrp->cs.select;
+ immUniformColor4ub(cp[0], cp[1], cp[2], 0x45);
}
else {
- unsigned char *cp = (unsigned char *)agrp->cs.solid;
- glColor4ub(cp[0], cp[1], cp[2], 0x1D);
+ char *cp = agrp->cs.solid;
+ immUniformColor4ub(cp[0], cp[1], cp[2], 0x1D);
}
}
else {
- 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;
}
@@ -272,51 +276,51 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
if (show_group_colors && fcu->grp && fcu->grp->customCol) {
unsigned char *cp = (unsigned char *)fcu->grp->cs.active;
- if (sel) glColor4ub(cp[0], cp[1], cp[2], 0x65);
- else glColor4ub(cp[0], cp[1], cp[2], 0x0B);
+ if (sel) immUniformColor4ub(cp[0], cp[1], cp[2], 0x65);
+ else immUniformColor4ub(cp[0], cp[1], cp[2], 0x0B);
}
else {
- 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;
}
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));
}
}
}
@@ -325,18 +329,29 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
y -= ACHANNEL_STEP(ac);
}
glDisable(GL_BLEND);
-
- /* Draw keyframes
+
+ /* black line marking 'current frame' for Time-Slide transform mode */
+ if (saction->flag & SACTION_MOVING) {
+ 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();
+
+ /* Draw keyframes
* 1) Only channels that are visible in the Action Editor get drawn/evaluated.
* This is to try to optimize this for heavier data sets
* 2) Keyframes which are out of view horizontally are disregarded
*/
y = (float)(-ACHANNEL_HEIGHT(ac));
-
+
for (ale = anim_data.first; ale; ale = ale->next) {
const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
-
+
/* check if visible */
if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
@@ -344,7 +359,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* check if anything to show for this channel */
if (ale->datatype != ALE_NONE) {
adt = ANIM_nla_mapping_get(ac, ale);
-
+
/* draw 'keyframes' for each specific datatype */
switch (ale->datatype) {
case ALE_ALL:
@@ -374,20 +389,10 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
}
}
}
-
+
y -= ACHANNEL_STEP(ac);
}
-
- /* free tempolary channels used for drawing */
- ANIM_animdata_freelist(&anim_data);
- /* 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();
- }
+ /* free temporary channels used for drawing */
+ ANIM_animdata_freelist(&anim_data);
}
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_buttons/buttons_context.c b/source/blender/editors/space_buttons/buttons_context.c
index da3364d872d..3727c29d9d0 100644
--- a/source/blender/editors/space_buttons/buttons_context.c
+++ b/source/blender/editors/space_buttons/buttons_context.c
@@ -49,6 +49,7 @@
#include "BKE_context.h"
#include "BKE_action.h"
+#include "BKE_layer.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_paint.h"
@@ -180,7 +181,9 @@ static int buttons_context_path_object(ButsContextPath *path)
/* if we have a scene, use the scene's active object */
else if (buttons_context_path_scene(path)) {
scene = path->ptr[path->len - 1].data;
- ob = (scene->basact) ? scene->basact->object : NULL;
+
+ SceneLayer *sl = BKE_scene_layer_context_active(scene);
+ ob = (sl->basact) ? sl->basact->object : NULL;
if (ob) {
RNA_id_pointer_create(&ob->id, &path->ptr[path->len]);
@@ -553,6 +556,36 @@ static bool buttons_context_linestyle_pinnable(const bContext *C)
}
#endif
+static int buttons_context_path_collection(const bContext *C, ButsContextPath *path)
+{
+ PointerRNA *ptr = &path->ptr[path->len - 1];
+
+ /* if we already have a (pinned) Collection, we're done */
+ if (RNA_struct_is_a(ptr->type, &RNA_LayerCollection)) {
+ return 1;
+ }
+
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ LayerCollection *sc = BKE_layer_collection_active(sl);
+
+ if (sc) {
+ RNA_pointer_create(NULL, &RNA_LayerCollection, sc, &path->ptr[path->len]);
+ path->len++;
+
+ /* temporary object in context path to get edit mode */
+ Object *ob = CTX_data_active_object(C);
+ if (ob) {
+ RNA_id_pointer_create(&ob->id, &path->ptr[path->len]);
+ path->len++;
+ }
+
+ return 1;
+ }
+
+ /* no path to a collection possible */
+ return 0;
+}
+
static int buttons_context_path(const bContext *C, ButsContextPath *path, int mainb, int flag)
{
SpaceButs *sbuts = CTX_wm_space_buts(C);
@@ -627,7 +660,10 @@ static int buttons_context_path(const bContext *C, ButsContextPath *path, int ma
case BCONTEXT_BONE_CONSTRAINT:
found = buttons_context_path_pose_bone(path);
break;
- default:
+ case BCONTEXT_COLLECTION:
+ found = buttons_context_path_collection(C, path);
+ break;
+ default:
found = 0;
break;
}
@@ -744,7 +780,7 @@ const char *buttons_context_dir[] = {
"texture", "texture_user", "texture_user_property", "bone", "edit_bone",
"pose_bone", "particle_system", "particle_system_editable", "particle_settings",
"cloth", "soft_body", "fluid", "smoke", "collision", "brush", "dynamic_paint",
- "line_style", NULL
+ "line_style", "collection", NULL
};
int buttons_context(const bContext *C, const char *member, bContextDataResult *result)
@@ -1064,6 +1100,10 @@ int buttons_context(const bContext *C, const char *member, bContextDataResult *r
set_pointer_type(path, result, &RNA_FreestyleLineStyle);
return 1;
}
+ else if (CTX_data_equals(member, "collection")) {
+ set_pointer_type(path, result, &RNA_LayerCollection);
+ return 1;
+ }
else {
return 0; /* not found */
}
diff --git a/source/blender/editors/space_buttons/space_buttons.c b/source/blender/editors/space_buttons/space_buttons.c
index e4c23ad74f8..608287939bd 100644
--- a/source/blender/editors/space_buttons/space_buttons.c
+++ b/source/blender/editors/space_buttons/space_buttons.c
@@ -171,6 +171,8 @@ static void buttons_main_region_draw(const bContext *C, ARegion *ar)
ED_region_panels(C, ar, "constraint", sbuts->mainb, vertical);
else if (sbuts->mainb == BCONTEXT_BONE_CONSTRAINT)
ED_region_panels(C, ar, "bone_constraint", sbuts->mainb, vertical);
+ else if (sbuts->mainb == BCONTEXT_COLLECTION)
+ ED_region_panels(C, ar, "collection", sbuts->mainb, vertical);
sbuts->re_align = 0;
sbuts->mainbo = sbuts->mainb;
diff --git a/source/blender/editors/space_clip/clip_dopesheet_draw.c b/source/blender/editors/space_clip/clip_dopesheet_draw.c
index 4bf4c1e7baa..14d2ca21b0a 100644
--- a/source/blender/editors/space_clip/clip_dopesheet_draw.c
+++ b/source/blender/editors/space_clip/clip_dopesheet_draw.c
@@ -42,8 +42,6 @@
#include "ED_screen.h"
#include "ED_clip.h"
-#include "BIF_gl.h"
-
#include "WM_types.h"
#include "UI_interface.h"
@@ -54,6 +52,9 @@
#include "RNA_access.h"
+#include "GPU_draw.h"
+#include "GPU_immediate.h"
+
#include "clip_intern.h" /* own include */
static void track_channel_color(MovieTrackingTrack *track, float default_color[3], float color[3])
@@ -72,78 +73,25 @@ static void track_channel_color(MovieTrackingTrack *track, float default_color[3
}
}
-static void draw_keyframe_shape(float x, float y, float xscale, float yscale, bool sel, float alpha)
+static void draw_keyframe_shape(float x, float y, bool sel, float alpha,
+ unsigned int pos_id, unsigned int color_id)
{
- /* coordinates for diamond shape */
- static const float _unit_diamond_shape[4][2] = {
- {0.0f, 1.0f}, /* top vert */
- {1.0f, 0.0f}, /* mid-right */
- {0.0f, -1.0f}, /* bottom vert */
- {-1.0f, 0.0f} /* mid-left */
- };
- static GLuint displist1 = 0;
- static GLuint displist2 = 0;
- int hsize = STRIP_HEIGHT_HALF;
-
- /* initialize 2 display lists for diamond shape - one empty, one filled */
- if (displist1 == 0) {
- displist1 = glGenLists(1);
- glNewList(displist1, GL_COMPILE);
-
- glBegin(GL_LINE_LOOP);
- glVertex2fv(_unit_diamond_shape[0]);
- glVertex2fv(_unit_diamond_shape[1]);
- glVertex2fv(_unit_diamond_shape[2]);
- glVertex2fv(_unit_diamond_shape[3]);
- glEnd();
- glEndList();
+ float color[4] = { 0.91f, 0.91f, 0.91f, alpha };
+ if (sel) {
+ UI_GetThemeColorShadeAlpha4fv(TH_STRIP_SELECT, 50, -255 * (1.0f - alpha), color);
}
- if (displist2 == 0) {
- displist2 = glGenLists(1);
- glNewList(displist2, GL_COMPILE);
-
- glBegin(GL_QUADS);
- glVertex2fv(_unit_diamond_shape[0]);
- glVertex2fv(_unit_diamond_shape[1]);
- glVertex2fv(_unit_diamond_shape[2]);
- glVertex2fv(_unit_diamond_shape[3]);
- glEnd();
- glEndList();
- }
-
- glPushMatrix();
-
- /* adjust view transform before starting */
- glTranslatef(x, y, 0.0f);
- glScalef(1.0f / xscale * hsize, 1.0f / yscale * hsize, 1.0f);
-
- /* anti-aliased lines for more consistent appearance */
- glEnable(GL_LINE_SMOOTH);
-
- if (sel)
- UI_ThemeColorShadeAlpha(TH_STRIP_SELECT, 50, -255 * (1.0f - alpha));
- else
- glColor4f(0.91f, 0.91f, 0.91f, alpha);
-
- glCallList(displist2);
- /* exterior - black frame */
- glColor4f(0.0f, 0.0f, 0.0f, alpha);
- glCallList(displist1);
-
- glDisable(GL_LINE_SMOOTH);
-
- /* restore view transform */
- glPopMatrix();
+ immAttrib4fv(color_id, color);
+ immVertex2f(pos_id, x, y);
}
-static void clip_draw_dopesheet_background(ARegion *ar, MovieClip *clip)
+static void clip_draw_dopesheet_background(ARegion *ar, MovieClip *clip, unsigned int pos_id)
{
View2D *v2d = &ar->v2d;
MovieTracking *tracking = &clip->tracking;
MovieTrackingDopesheet *dopesheet = &tracking->dopesheet;
MovieTrackingDopesheetCoverageSegment *coverage_segment;
-
+
for (coverage_segment = dopesheet->coverage_segments.first;
coverage_segment;
coverage_segment = coverage_segment->next)
@@ -153,12 +101,13 @@ static void clip_draw_dopesheet_background(ARegion *ar, MovieClip *clip)
int end_frame = BKE_movieclip_remap_clip_to_scene_frame(clip, coverage_segment->end_frame);
if (coverage_segment->coverage == TRACKING_COVERAGE_BAD) {
- glColor4f(1.0f, 0.0f, 0.0f, 0.07f);
+ immUniformColor4f(1.0f, 0.0f, 0.0f, 0.07f);
+ }
+ else {
+ immUniformColor4f(1.0f, 1.0f, 0.0f, 0.07f);
}
- else
- glColor4f(1.0f, 1.0f, 0.0f, 0.07f);
- glRectf(start_frame, v2d->cur.ymin, end_frame, v2d->cur.ymax);
+ immRectf(pos_id, start_frame, v2d->cur.ymin, end_frame, v2d->cur.ymax);
}
}
}
@@ -175,18 +124,21 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
MovieTracking *tracking = &clip->tracking;
MovieTrackingDopesheet *dopesheet = &tracking->dopesheet;
MovieTrackingDopesheetChannel *channel;
- float y, xscale, yscale;
float strip[4], selected_strip[4];
float height = (dopesheet->tot_channel * CHANNEL_STEP) + (CHANNEL_HEIGHT);
+ unsigned int keyframe_ct = 0;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* don't use totrect set, as the width stays the same
* (NOTE: this is ok here, the configuration is pretty straightforward)
*/
v2d->tot.ymin = (float)(-height);
- y = (float) CHANNEL_FIRST;
-
- UI_view2d_scale_get(v2d, &xscale, &yscale);
+ float y = (float) CHANNEL_FIRST;
/* setup colors for regular and selected strips */
UI_GetThemeColor3fv(TH_STRIP, strip);
@@ -197,7 +149,7 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
glEnable(GL_BLEND);
- clip_draw_dopesheet_background(ar, clip);
+ clip_draw_dopesheet_background(ar, clip, pos_id);
for (channel = dopesheet->channels.first; channel; channel = channel->next) {
float yminc = (float) (y - CHANNEL_HEIGHT_HALF);
@@ -208,7 +160,6 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax))
{
MovieTrackingTrack *track = channel->track;
- float alpha;
int i;
bool sel = (track->flag & TRACK_DOPE_SEL) != 0;
@@ -218,32 +169,26 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
float default_color[4] = {0.8f, 0.93f, 0.8f, 0.3f};
track_channel_color(track, default_color, color);
- glColor4fv(color);
+ immUniformColor4fv(color);
- glRectf(v2d->cur.xmin, (float) y - CHANNEL_HEIGHT_HALF,
- v2d->cur.xmax + EXTRA_SCROLL_PAD, (float) y + CHANNEL_HEIGHT_HALF);
+ immRectf(pos_id, v2d->cur.xmin, (float) y - CHANNEL_HEIGHT_HALF,
+ v2d->cur.xmax + EXTRA_SCROLL_PAD, (float) y + CHANNEL_HEIGHT_HALF);
}
- alpha = (track->flag & TRACK_LOCKED) ? 0.5f : 1.0f;
-
/* tracked segments */
for (i = 0; i < channel->tot_segment; i++) {
int start_frame = BKE_movieclip_remap_clip_to_scene_frame(clip, channel->segments[2 * i]);
int end_frame = BKE_movieclip_remap_clip_to_scene_frame(clip, channel->segments[2 * i + 1]);
- if (sel)
- glColor4fv(selected_strip);
- else
- glColor4fv(strip);
+ immUniformColor4fv(sel ? selected_strip : strip);
if (start_frame != end_frame) {
- glRectf(start_frame, (float) y - STRIP_HEIGHT_HALF,
- end_frame, (float) y + STRIP_HEIGHT_HALF);
- draw_keyframe_shape(start_frame, y, xscale, yscale, sel, alpha);
- draw_keyframe_shape(end_frame, y, xscale, yscale, sel, alpha);
+ immRectf(pos_id, start_frame, (float) y - STRIP_HEIGHT_HALF,
+ end_frame, (float) y + STRIP_HEIGHT_HALF);
+ keyframe_ct += 2;
}
else {
- draw_keyframe_shape(start_frame, y, xscale, yscale, sel, alpha);
+ keyframe_ct++;
}
}
@@ -253,9 +198,7 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
MovieTrackingMarker *marker = &track->markers[i];
if ((marker->flag & (MARKER_DISABLED | MARKER_TRACKED)) == 0) {
- int framenr = BKE_movieclip_remap_clip_to_scene_frame(clip, marker->framenr);
-
- draw_keyframe_shape(framenr, y, xscale, yscale, sel, alpha);
+ keyframe_ct++;
}
i++;
@@ -266,6 +209,76 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
y -= CHANNEL_STEP;
}
+ immUnbindProgram();
+
+ if (keyframe_ct > 0) {
+ /* draw keyframe markers */
+ format = immVertexFormat();
+ pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size_id = add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color_id = add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ unsigned int outline_color_id = add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ GPU_enable_program_point_size();
+ immBegin(PRIM_POINTS, keyframe_ct);
+
+ /* all same size with black outline */
+ immAttrib1f(size_id, 2.0f * STRIP_HEIGHT_HALF);
+ immAttrib4ub(outline_color_id, 0, 0, 0, 255);
+
+ y = (float) CHANNEL_FIRST; /* start again at the top */
+ for (channel = dopesheet->channels.first; channel; channel = channel->next) {
+ float yminc = (float) (y - CHANNEL_HEIGHT_HALF);
+ float ymaxc = (float) (y + CHANNEL_HEIGHT_HALF);
+
+ /* check if visible */
+ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
+ IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax))
+ {
+ MovieTrackingTrack *track = channel->track;
+ int i;
+ bool sel = (track->flag & TRACK_DOPE_SEL) != 0;
+ float alpha = (track->flag & TRACK_LOCKED) ? 0.5f : 1.0f;
+
+ /* tracked segments */
+ for (i = 0; i < channel->tot_segment; i++) {
+ int start_frame = BKE_movieclip_remap_clip_to_scene_frame(clip, channel->segments[2 * i]);
+ int end_frame = BKE_movieclip_remap_clip_to_scene_frame(clip, channel->segments[2 * i + 1]);
+
+ if (start_frame != end_frame) {
+ draw_keyframe_shape(start_frame, y, sel, alpha, pos_id, color_id);
+ draw_keyframe_shape(end_frame, y, sel, alpha, pos_id, color_id);
+ }
+ else {
+ draw_keyframe_shape(start_frame, y, sel, alpha, pos_id, color_id);
+ }
+ }
+
+ /* keyframes */
+ i = 0;
+ while (i < track->markersnr) {
+ MovieTrackingMarker *marker = &track->markers[i];
+
+ if ((marker->flag & (MARKER_DISABLED | MARKER_TRACKED)) == 0) {
+ int framenr = BKE_movieclip_remap_clip_to_scene_frame(clip, marker->framenr);
+
+ draw_keyframe_shape(framenr, y, sel, alpha, pos_id, color_id);
+ }
+
+ i++;
+ }
+ }
+
+ /* adjust y-position for next one */
+ y -= CHANNEL_STEP;
+ }
+
+ immEnd();
+ GPU_disable_program_point_size();
+ immUnbindProgram();
+ }
+
glDisable(GL_BLEND);
}
@@ -279,22 +292,15 @@ void clip_draw_dopesheet_channels(const bContext *C, ARegion *ar)
SpaceClip *sc = CTX_wm_space_clip(C);
View2D *v2d = &ar->v2d;
MovieClip *clip = ED_space_clip_get_clip(sc);
- MovieTracking *tracking;
- MovieTrackingDopesheet *dopesheet;
- MovieTrackingDopesheetChannel *channel;
uiStyle *style = UI_style_get();
- uiBlock *block;
int fontid = style->widget.uifont_id;
- int height;
- float y;
- PropertyRNA *chan_prop_lock;
-
+
if (!clip)
return;
- tracking = &clip->tracking;
- dopesheet = &tracking->dopesheet;
- height = (dopesheet->tot_channel * CHANNEL_STEP) + (CHANNEL_HEIGHT);
+ MovieTracking *tracking = &clip->tracking;
+ MovieTrackingDopesheet *dopesheet = &tracking->dopesheet;
+ int height = (dopesheet->tot_channel * CHANNEL_STEP) + (CHANNEL_HEIGHT);
if (height > BLI_rcti_size_y(&v2d->mask)) {
/* don't use totrect set, as the width stays the same
@@ -309,6 +315,37 @@ void clip_draw_dopesheet_channels(const bContext *C, ARegion *ar)
/* loop through channels, and set up drawing depending on their type
* first pass: just the standard GL-drawing for backdrop + text
*/
+ float y = (float) CHANNEL_FIRST;
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ MovieTrackingDopesheetChannel *channel;
+ for (channel = dopesheet->channels.first; channel; channel = channel->next) {
+ float yminc = (float) (y - CHANNEL_HEIGHT_HALF);
+ float ymaxc = (float) (y + CHANNEL_HEIGHT_HALF);
+
+ /* check if visible */
+ if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
+ IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax))
+ {
+ MovieTrackingTrack *track = channel->track;
+ float color[3];
+ track_channel_color(track, NULL, color);
+ immUniformColor3fv(color);
+
+ immRectf(pos, v2d->cur.xmin, (float) y - CHANNEL_HEIGHT_HALF,
+ v2d->cur.xmax + EXTRA_SCROLL_PAD, (float) y + CHANNEL_HEIGHT_HALF);
+ }
+
+ /* adjust y-position for next one */
+ y -= CHANNEL_STEP;
+ }
+ immUnbindProgram();
+
+ /* second pass: text */
y = (float) CHANNEL_FIRST;
BLF_size(fontid, 11.0f * U.pixelsize, U.dpi);
@@ -322,21 +359,11 @@ void clip_draw_dopesheet_channels(const bContext *C, ARegion *ar)
IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax))
{
MovieTrackingTrack *track = channel->track;
- float font_height, color[3];
bool sel = (track->flag & TRACK_DOPE_SEL) != 0;
- track_channel_color(track, NULL, color);
- glColor3fv(color);
-
- glRectf(v2d->cur.xmin, (float) y - CHANNEL_HEIGHT_HALF,
- v2d->cur.xmax + EXTRA_SCROLL_PAD, (float) y + CHANNEL_HEIGHT_HALF);
-
- if (sel)
- UI_ThemeColor(TH_TEXT_HI);
- else
- UI_ThemeColor(TH_TEXT);
+ UI_FontThemeColor(fontid, sel ? TH_TEXT_HI : TH_TEXT);
- font_height = BLF_height(fontid, channel->name, sizeof(channel->name));
+ float font_height = BLF_height(fontid, channel->name, sizeof(channel->name));
BLF_position(fontid, v2d->cur.xmin + CHANNEL_PAD,
y - font_height / 2.0f, 0.0f);
BLF_draw(fontid, channel->name, strlen(channel->name));
@@ -346,12 +373,12 @@ void clip_draw_dopesheet_channels(const bContext *C, ARegion *ar)
y -= CHANNEL_STEP;
}
- /* second pass: widgets */
- block = UI_block_begin(C, ar, __func__, UI_EMBOSS);
+ /* third pass: widgets */
+ uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS);
y = (float) CHANNEL_FIRST;
/* get RNA properties (once) */
- chan_prop_lock = RNA_struct_type_find_property(&RNA_MovieTrackingTrack, "lock");
+ PropertyRNA *chan_prop_lock = RNA_struct_type_find_property(&RNA_MovieTrackingTrack, "lock");
BLI_assert(chan_prop_lock);
glEnable(GL_BLEND);
diff --git a/source/blender/editors/space_clip/clip_draw.c b/source/blender/editors/space_clip/clip_draw.c
index 695d04d3850..ec6eddf85a2 100644
--- a/source/blender/editors/space_clip/clip_draw.c
+++ b/source/blender/editors/space_clip/clip_draw.c
@@ -58,7 +58,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "WM_types.h"
@@ -66,26 +67,25 @@
#include "UI_resources.h"
#include "UI_view2d.h"
-
#include "BLF_api.h"
#include "clip_intern.h" // own include
/*********************** main area drawing *************************/
-static void draw_keyframe(int frame, int cfra, int sfra, float framelen, int width)
+static void draw_keyframe(int frame, int cfra, int sfra, float framelen, int width, unsigned int pos)
{
int height = (frame == cfra) ? 22 : 10;
int x = (frame - sfra) * framelen;
if (width == 1) {
- glBegin(GL_LINES);
- glVertex2i(x, 0);
- glVertex2i(x, height * UI_DPI_FAC);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex2i(pos, x, 0);
+ immVertex2i(pos, x, height * UI_DPI_FAC);
+ immEnd();
}
else {
- glRecti(x, 0, x + width, height * UI_DPI_FAC);
+ immRecti(pos, x, 0, x + width, height * UI_DPI_FAC);
}
}
@@ -166,6 +166,9 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
BKE_movieclip_get_cache_segments(clip, &sc->user, &totseg, &points);
ED_region_cache_draw_cached_segments(ar, totseg, points, sfra, efra);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* track */
if (act_track || act_plane_track) {
for (i = sfra - clip->start_frame + 1, a = 0; i <= efra - clip->start_frame + 1; i++) {
@@ -189,14 +192,17 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
if (generic_track_is_marker_enabled(act_track, act_plane_track, a)) {
framenr = generic_track_get_marker_framenr(act_track, act_plane_track, a);
- if (framenr != i)
- glColor4ub(128, 128, 0, 96);
- else if (generic_track_is_marker_keyframed(act_track, act_plane_track, a))
- glColor4ub(255, 255, 0, 196);
- else
- glColor4ub(255, 255, 0, 96);
+ if (framenr != i) {
+ immUniformColor4ub(128, 128, 0, 96);
+ }
+ else if (generic_track_is_marker_keyframed(act_track, act_plane_track, a)) {
+ immUniformColor4ub(255, 255, 0, 196);
+ }
+ else {
+ immUniformColor4ub(255, 255, 0, 96);
+ }
- glRecti((i - sfra + clip->start_frame - 1) * framelen, 0, (i - sfra + clip->start_frame) * framelen, 4 * UI_DPI_FAC);
+ immRecti(pos, (i - sfra + clip->start_frame - 1) * framelen, 0, (i - sfra + clip->start_frame) * framelen, 4 * UI_DPI_FAC);
}
}
}
@@ -206,7 +212,7 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
int n = reconstruction->camnr;
MovieReconstructedCamera *cameras = reconstruction->cameras;
- glColor4ub(255, 0, 0, 96);
+ immUniformColor4ub(255, 0, 0, 96);
for (i = sfra, a = 0; i <= efra; i++) {
bool ok = false;
@@ -223,8 +229,9 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
a++;
}
- if (!ok)
- glRecti((i - sfra + clip->start_frame - 1) * framelen, 0, (i - sfra + clip->start_frame) * framelen, 8 * UI_DPI_FAC);
+ if (!ok) {
+ immRecti(pos, (i - sfra + clip->start_frame - 1) * framelen, 0, (i - sfra + clip->start_frame) * framelen, 8 * UI_DPI_FAC);
+ }
}
}
@@ -233,15 +240,22 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
/* current frame */
x = (sc->user.framenr - sfra) / (efra - sfra + 1) * ar->winx;
- UI_ThemeColor(TH_CFRAME);
- glRecti(x, 0, x + ceilf(framelen), 8 * UI_DPI_FAC);
+ immUniformThemeColor(TH_CFRAME);
+ immRecti(pos, x, 0, x + ceilf(framelen), 8 * UI_DPI_FAC);
+
+ immUnbindProgram();
ED_region_cache_draw_curfra_label(sc->user.framenr, x, 8.0f * UI_DPI_FAC);
+ pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* solver keyframes */
- glColor4ub(175, 255, 0, 255);
- draw_keyframe(act_object->keyframe1 + clip->start_frame - 1, CFRA, sfra, framelen, 2);
- draw_keyframe(act_object->keyframe2 + clip->start_frame - 1, CFRA, sfra, framelen, 2);
+ immUniformColor4ub(175, 255, 0, 255);
+ draw_keyframe(act_object->keyframe1 + clip->start_frame - 1, CFRA, sfra, framelen, 2, pos);
+ draw_keyframe(act_object->keyframe2 + clip->start_frame - 1, CFRA, sfra, framelen, 2, pos);
+
+ immUnbindProgram();
/* movie clip animation */
if ((sc->mode == SC_MODE_MASKEDIT) && sc->mask_info.mask) {
@@ -275,11 +289,16 @@ static void draw_movieclip_muted(ARegion *ar, int width, int height, float zoomx
{
int x, y;
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* find window pixel coordinates of origin */
UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x, &y);
- glColor3f(0.0f, 0.0f, 0.0f);
- glRectf(x, y, x + zoomx * width, y + zoomy * height);
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+ immRectf(pos, x, y, x + zoomx * width, y + zoomy * height);
+
+ immUnbindProgram();
}
static void draw_movieclip_buffer(const bContext *C, SpaceClip *sc, ARegion *ar, ImBuf *ibuf,
@@ -297,7 +316,7 @@ static void draw_movieclip_buffer(const bContext *C, SpaceClip *sc, ARegion *ar,
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- fdrawcheckerboard(x, y, x + zoomx * ibuf->x, y + zoomy * ibuf->y);
+ imm_draw_checker_box(x, y, x + zoomx * ibuf->x, y + zoomy * ibuf->y);
}
/* non-scaled proxy shouldn't use filtering */
@@ -307,13 +326,7 @@ static void draw_movieclip_buffer(const bContext *C, SpaceClip *sc, ARegion *ar,
filter = GL_NEAREST;
}
- /* set zoom */
- glPixelZoom(zoomx * width / ibuf->x, zoomy * height / ibuf->y);
-
- glaDrawImBuf_glsl_ctx(C, ibuf, x, y, filter);
- /* reset zoom */
- glPixelZoom(1.0f, 1.0f);
-
+ glaDrawImBuf_glsl_ctx(C, ibuf, x, y, filter, zoomx * width / ibuf->x, zoomy * height / ibuf->y);
if (sc->flag & SC_SHOW_METADATA) {
rctf frame;
@@ -335,10 +348,7 @@ static void draw_stabilization_border(SpaceClip *sc, ARegion *ar, int width, int
/* draw boundary border for frame if stabilization is enabled */
if (sc->flag & SC_SHOW_STABLE && clip->tracking.stabilization.flag & TRACKING_2D_STABILIZATION) {
- glColor3f(0.0f, 0.0f, 0.0f);
-
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(3, 0xAAAA);
+ setlinestyle(3);
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_NOR);
@@ -349,17 +359,20 @@ static void draw_stabilization_border(SpaceClip *sc, ARegion *ar, int width, int
glScalef(zoomx, zoomy, 1.0f);
glMultMatrixf(sc->stabmat);
- glBegin(GL_LINE_LOOP);
- glVertex2f(0.0f, 0.0f);
- glVertex2f(width, 0.0f);
- glVertex2f(width, height);
- glVertex2f(0.0f, height);
- glEnd();
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+
+ imm_draw_line_box(pos, 0.0f, 0.0f, width, height);
+
+ immUnbindProgram();
glPopMatrix();
glDisable(GL_COLOR_LOGIC_OP);
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+
+ setlinestyle(0);
}
}
@@ -423,69 +436,113 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
i++;
}
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
if (!tiny) {
- UI_ThemeColor(TH_MARKER_OUTLINE);
+ immUniformThemeColor(TH_MARKER_OUTLINE);
if (TRACK_VIEW_SELECTED(sc, track)) {
- glPointSize(5.0f);
- glBegin(GL_POINTS);
- for (i = a; i < b; i++) {
- if (i != curindex)
- glVertex2f(path[i][0], path[i][1]);
+ if ((b - a - 1) >= 1) {
+ glPointSize(5.0f);
+
+ immBegin(GL_POINTS, b - a - 1);
+
+ for (i = a; i < b; i++) {
+ if (i != curindex) {
+ immVertex2f(pos, path[i][0], path[i][1]);
+ }
+ }
+
+ immEnd();
}
- glEnd();
}
- glLineWidth(3.0f);
- glBegin(GL_LINE_STRIP);
- for (i = a; i < b; i++)
- glVertex2f(path[i][0], path[i][1]);
- glEnd();
- }
+ if ((b - a) >= 2) {
+ glLineWidth(3.0f);
- UI_ThemeColor(TH_PATH_BEFORE);
+ immBegin(GL_LINE_STRIP, b - a);
+
+ for (i = a; i < b; i++) {
+ immVertex2f(pos, path[i][0], path[i][1]);
+ }
+
+ immEnd();
+ }
+ }
if (TRACK_VIEW_SELECTED(sc, track)) {
glPointSize(3.0f);
- glBegin(GL_POINTS);
- for (i = a; i < b; i++) {
- if (i == count + 1)
- UI_ThemeColor(TH_PATH_AFTER);
- if (i != curindex)
- glVertex2f(path[i][0], path[i][1]);
+ if ((curindex - a) >= 1) {
+ immUniformThemeColor(TH_PATH_BEFORE);
+
+ immBegin(GL_POINTS, curindex - a);
+
+ for (i = a; i < curindex; i++) {
+ immVertex2f(pos, path[i][0], path[i][1]);
+ }
+
+ immEnd();
}
- glEnd();
- }
- UI_ThemeColor(TH_PATH_BEFORE);
+ if ((b - curindex - 1) >= 1) {
+ immUniformThemeColor(TH_PATH_AFTER);
+
+ immBegin(GL_POINTS, b - curindex - 1);
+
+ for (i = curindex + 1; i < b; i++) {
+ immVertex2f(pos, path[i][0], path[i][1]);
+ }
+
+ immEnd();
+ }
+ }
glLineWidth(1);
- glBegin(GL_LINE_STRIP);
- for (i = a; i < b; i++) {
- if (i == count + 1)
- UI_ThemeColor(TH_PATH_AFTER);
+ if ((curindex - a + 1) >= 2) {
+ immUniformThemeColor(TH_PATH_BEFORE);
+
+ immBegin(GL_LINE_STRIP, curindex - a + 1);
+
+ for (i = a; i <= curindex; i++) {
+ immVertex2f(pos, path[i][0], path[i][1]);
+ }
+
+ immEnd();
+ }
+
+ if ((b - curindex) >= 2) {
+ immUniformThemeColor(TH_PATH_AFTER);
+
+ immBegin(GL_LINE_STRIP, b - curindex);
+
+ for (i = curindex; i < b; i++) {
+ immVertex2f(pos, path[i][0], path[i][1]);
+ }
- glVertex2f(path[i][0], path[i][1]);
+ immEnd();
}
- glEnd();
+
+ immUnbindProgram();
}
static void draw_marker_outline(SpaceClip *sc, MovieTrackingTrack *track, MovieTrackingMarker *marker,
- const float marker_pos[2], int width, int height)
+ const float marker_pos[2], int width, int height, unsigned int position)
{
int tiny = sc->flag & SC_SHOW_TINY_MARKER;
bool show_search = false;
float px[2];
- UI_ThemeColor(TH_MARKER_OUTLINE);
-
px[0] = 1.0f / width / sc->zoom;
px[1] = 1.0f / height / sc->zoom;
glLineWidth(tiny ? 1.0f : 3.0f);
+ immUniformThemeColor(TH_MARKER_OUTLINE);
+
if ((marker->flag & MARKER_DISABLED) == 0) {
float pos[2];
float p[2];
@@ -500,51 +557,56 @@ static void draw_marker_outline(SpaceClip *sc, MovieTrackingTrack *track, MovieT
marker->pattern_corners[2], marker->pattern_corners[3]))
{
glPointSize(tiny ? 3.0f : 4.0f);
- glBegin(GL_POINTS);
- glVertex2f(pos[0], pos[1]);
- glEnd();
+
+ immBegin(GL_POINTS, 1);
+ immVertex2f(position, pos[0], pos[1]);
+ immEnd();
}
else {
- glBegin(GL_LINES);
- glVertex2f(pos[0] + px[0] * 2, pos[1]);
- glVertex2f(pos[0] + px[0] * 8, pos[1]);
+ immBegin(GL_LINES, 8);
+
+ immVertex2f(position, pos[0] + px[0] * 2, pos[1]);
+ immVertex2f(position, pos[0] + px[0] * 8, pos[1]);
- glVertex2f(pos[0] - px[0] * 2, pos[1]);
- glVertex2f(pos[0] - px[0] * 8, pos[1]);
+ immVertex2f(position, pos[0] - px[0] * 2, pos[1]);
+ immVertex2f(position, pos[0] - px[0] * 8, pos[1]);
- glVertex2f(pos[0], pos[1] - px[1] * 2);
- glVertex2f(pos[0], pos[1] - px[1] * 8);
+ immVertex2f(position, pos[0], pos[1] - px[1] * 2);
+ immVertex2f(position, pos[0], pos[1] - px[1] * 8);
- glVertex2f(pos[0], pos[1] + px[1] * 2);
- glVertex2f(pos[0], pos[1] + px[1] * 8);
- glEnd();
+ immVertex2f(position, pos[0], pos[1] + px[1] * 2);
+ immVertex2f(position, pos[0], pos[1] + px[1] * 8);
+
+ immEnd();
}
}
/* pattern and search outline */
glPushMatrix();
glTranslate2fv(marker_pos);
+ gpuMatrixUpdate_legacy();
if (sc->flag & SC_SHOW_MARKER_PATTERN) {
- glBegin(GL_LINE_LOOP);
- glVertex2fv(marker->pattern_corners[0]);
- glVertex2fv(marker->pattern_corners[1]);
- glVertex2fv(marker->pattern_corners[2]);
- glVertex2fv(marker->pattern_corners[3]);
- glEnd();
+ immBegin(GL_LINE_LOOP, 4);
+ immVertex2fv(position, marker->pattern_corners[0]);
+ immVertex2fv(position, marker->pattern_corners[1]);
+ immVertex2fv(position, marker->pattern_corners[2]);
+ immVertex2fv(position, marker->pattern_corners[3]);
+ immEnd();
}
show_search = (TRACK_VIEW_SELECTED(sc, track) &&
((marker->flag & MARKER_DISABLED) == 0 || (sc->flag & SC_SHOW_MARKER_PATTERN) == 0)) != 0;
+
if (sc->flag & SC_SHOW_MARKER_SEARCH && show_search) {
- glBegin(GL_LINE_LOOP);
- glVertex2f(marker->search_min[0], marker->search_min[1]);
- glVertex2f(marker->search_max[0], marker->search_min[1]);
- glVertex2f(marker->search_max[0], marker->search_max[1]);
- glVertex2f(marker->search_min[0], marker->search_max[1]);
- glEnd();
+ imm_draw_line_box(position, marker->search_min[0],
+ marker->search_min[1],
+ marker->search_max[0],
+ marker->search_max[1]);
}
+
glPopMatrix();
+ gpuMatrixUpdate_legacy();
}
static void track_colors(MovieTrackingTrack *track, int act, float col[3], float scol[3])
@@ -568,7 +630,7 @@ static void track_colors(MovieTrackingTrack *track, int act, float col[3], float
}
static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTrackingMarker *marker,
- const float marker_pos[2], int width, int height, int act, int sel)
+ const float marker_pos[2], int width, int height, int act, int sel, unsigned int position)
{
int tiny = sc->flag & SC_SHOW_TINY_MARKER;
bool show_search = false;
@@ -586,18 +648,18 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
float pos[2], p[2];
if (track->flag & TRACK_LOCKED) {
- if (act)
- UI_ThemeColor(TH_ACT_MARKER);
- else if (track->flag & SELECT)
- UI_ThemeColorShade(TH_LOCK_MARKER, 64);
- else
- UI_ThemeColor(TH_LOCK_MARKER);
+ if (act) {
+ immUniformThemeColor(TH_ACT_MARKER);
+ }
+ else if (track->flag & SELECT) {
+ immUniformThemeColorShade(TH_LOCK_MARKER, 64);
+ }
+ else {
+ immUniformThemeColor(TH_LOCK_MARKER);
+ }
}
else {
- if (track->flag & SELECT)
- glColor3fv(scol);
- else
- glColor3fv(col);
+ immUniformColor3fv((track->flag & SELECT) ? scol : col);
}
add_v2_v2v2(pos, marker->pos, track->offset);
@@ -609,123 +671,106 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
marker->pattern_corners[2], marker->pattern_corners[3]))
{
glPointSize(tiny ? 1.0f : 2.0f);
- glBegin(GL_POINTS);
- glVertex2f(pos[0], pos[1]);
- glEnd();
+
+ immBegin(GL_POINTS, 1);
+ immVertex2f(position, pos[0], pos[1]);
+ immEnd();
}
else {
- glBegin(GL_LINES);
- glVertex2f(pos[0] + px[0] * 3, pos[1]);
- glVertex2f(pos[0] + px[0] * 7, pos[1]);
+ immBegin(GL_LINES, 8);
+
+ immVertex2f(position, pos[0] + px[0] * 3, pos[1]);
+ immVertex2f(position, pos[0] + px[0] * 7, pos[1]);
- glVertex2f(pos[0] - px[0] * 3, pos[1]);
- glVertex2f(pos[0] - px[0] * 7, pos[1]);
+ immVertex2f(position, pos[0] - px[0] * 3, pos[1]);
+ immVertex2f(position, pos[0] - px[0] * 7, pos[1]);
- glVertex2f(pos[0], pos[1] - px[1] * 3);
- glVertex2f(pos[0], pos[1] - px[1] * 7);
+ immVertex2f(position, pos[0], pos[1] - px[1] * 3);
+ immVertex2f(position, pos[0], pos[1] - px[1] * 7);
- glVertex2f(pos[0], pos[1] + px[1] * 3);
- glVertex2f(pos[0], pos[1] + px[1] * 7);
- glEnd();
+ immVertex2f(position, pos[0], pos[1] + px[1] * 3);
+ immVertex2f(position, pos[0], pos[1] + px[1] * 7);
+
+ immEnd();
+
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+ setlinestyle(3);
- glColor3f(0.0f, 0.0f, 0.0f);
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(3, 0xAAAA);
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_NOR);
- glBegin(GL_LINES);
- glVertex2fv(pos);
- glVertex2fv(marker_pos);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex2fv(position, pos);
+ immVertex2fv(position, marker_pos);
+ immEnd();
glDisable(GL_COLOR_LOGIC_OP);
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+
+ setlinestyle(0);
}
}
/* pattern */
glPushMatrix();
glTranslate2fv(marker_pos);
+ gpuMatrixUpdate_legacy();
if (tiny) {
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(3, 0xAAAA);
- }
- else {
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE);
+ setlinestyle(3);
}
- if ((track->pat_flag & SELECT) == sel && (sc->flag & SC_SHOW_MARKER_PATTERN)) {
- if (track->flag & TRACK_LOCKED) {
- if (act)
- UI_ThemeColor(TH_ACT_MARKER);
- else if (track->pat_flag & SELECT)
- UI_ThemeColorShade(TH_LOCK_MARKER, 64);
- else UI_ThemeColor(TH_LOCK_MARKER);
+ if (track->flag & TRACK_LOCKED) {
+ if (act) {
+ immUniformThemeColor(TH_ACT_MARKER);
+ }
+ else if (track->pat_flag & SELECT) {
+ immUniformThemeColorShade(TH_LOCK_MARKER, 64);
+ }
+ else {
+ immUniformThemeColor(TH_LOCK_MARKER);
+ }
+ }
+ else if (marker->flag & MARKER_DISABLED) {
+ if (act) {
+ immUniformThemeColor(TH_ACT_MARKER);
}
- else if (marker->flag & MARKER_DISABLED) {
- if (act)
- UI_ThemeColor(TH_ACT_MARKER);
- else if (track->pat_flag & SELECT)
- UI_ThemeColorShade(TH_DIS_MARKER, 128);
- else UI_ThemeColor(TH_DIS_MARKER);
+ else if (track->pat_flag & SELECT) {
+ immUniformThemeColorShade(TH_DIS_MARKER, 128);
}
else {
- if (track->pat_flag & SELECT)
- glColor3fv(scol);
- else glColor3fv(col);
+ immUniformThemeColor(TH_DIS_MARKER);
}
+ }
+ else {
+ immUniformColor3fv((track->pat_flag & SELECT) ? scol : col);
+ }
- glBegin(GL_LINE_LOOP);
- glVertex2fv(marker->pattern_corners[0]);
- glVertex2fv(marker->pattern_corners[1]);
- glVertex2fv(marker->pattern_corners[2]);
- glVertex2fv(marker->pattern_corners[3]);
- glEnd();
+ if ((track->pat_flag & SELECT) == sel && (sc->flag & SC_SHOW_MARKER_PATTERN)) {
+ immBegin(GL_LINE_LOOP, 4);
+ immVertex2fv(position, marker->pattern_corners[0]);
+ immVertex2fv(position, marker->pattern_corners[1]);
+ immVertex2fv(position, marker->pattern_corners[2]);
+ immVertex2fv(position, marker->pattern_corners[3]);
+ immEnd();
}
/* search */
show_search = (TRACK_VIEW_SELECTED(sc, track) &&
((marker->flag & MARKER_DISABLED) == 0 || (sc->flag & SC_SHOW_MARKER_PATTERN) == 0)) != 0;
- if ((track->search_flag & SELECT) == sel && (sc->flag & SC_SHOW_MARKER_SEARCH) && show_search) {
- if (track->flag & TRACK_LOCKED) {
- if (act)
- UI_ThemeColor(TH_ACT_MARKER);
- else if (track->search_flag & SELECT)
- UI_ThemeColorShade(TH_LOCK_MARKER, 64);
- else UI_ThemeColor(TH_LOCK_MARKER);
- }
- else if (marker->flag & MARKER_DISABLED) {
- if (act)
- UI_ThemeColor(TH_ACT_MARKER);
- else if (track->search_flag & SELECT)
- UI_ThemeColorShade(TH_DIS_MARKER, 128);
- else UI_ThemeColor(TH_DIS_MARKER);
- }
- else {
- if (track->search_flag & SELECT)
- glColor3fv(scol);
- else
- glColor3fv(col);
- }
- glBegin(GL_LINE_LOOP);
- glVertex2f(marker->search_min[0], marker->search_min[1]);
- glVertex2f(marker->search_max[0], marker->search_min[1]);
- glVertex2f(marker->search_max[0], marker->search_max[1]);
- glVertex2f(marker->search_min[0], marker->search_max[1]);
- glEnd();
+ if ((track->search_flag & SELECT) == sel && (sc->flag & SC_SHOW_MARKER_SEARCH) && show_search) {
+ imm_draw_line_box(position, marker->search_min[0],
+ marker->search_min[1],
+ marker->search_max[0],
+ marker->search_max[1]);
}
if (tiny) {
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- }
- else {
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE);
+ setlinestyle(0);
}
glPopMatrix();
+ gpuMatrixUpdate_legacy();
}
static float get_shortest_pattern_side(MovieTrackingMarker *marker)
@@ -746,7 +791,7 @@ static float get_shortest_pattern_side(MovieTrackingMarker *marker)
return sqrtf(len_sq);
}
-static void draw_marker_slide_square(float x, float y, float dx, float dy, int outline, float px[2])
+static void draw_marker_slide_square(float x, float y, float dx, float dy, int outline, float px[2], unsigned int pos)
{
float tdx, tdy;
@@ -758,15 +803,10 @@ static void draw_marker_slide_square(float x, float y, float dx, float dy, int o
tdy += px[1];
}
- glBegin(GL_QUADS);
- glVertex3f(x - tdx, y + tdy, 0.0f);
- glVertex3f(x + tdx, y + tdy, 0.0f);
- glVertex3f(x + tdx, y - tdy, 0.0f);
- glVertex3f(x - tdx, y - tdy, 0.0f);
- glEnd();
+ immRectf(pos, x - tdx, y - tdy, x + tdx, y + tdy);
}
-static void draw_marker_slide_triangle(float x, float y, float dx, float dy, int outline, float px[2])
+static void draw_marker_slide_triangle(float x, float y, float dx, float dy, int outline, float px[2], unsigned int pos)
{
float tdx, tdy;
@@ -778,15 +818,16 @@ static void draw_marker_slide_triangle(float x, float y, float dx, float dy, int
tdy += px[1];
}
- glBegin(GL_TRIANGLES);
- glVertex3f(x, y, 0.0f);
- glVertex3f(x - tdx, y, 0.0f);
- glVertex3f(x, y + tdy, 0.0f);
- glEnd();
+ immBegin(GL_TRIANGLES, 3);
+ immVertex2f(pos, x, y);
+ immVertex2f(pos, x - tdx, y);
+ immVertex2f(pos, x, y + tdy);
+ immEnd();
}
static void draw_marker_slide_zones(SpaceClip *sc, MovieTrackingTrack *track, MovieTrackingMarker *marker,
- const float marker_pos[2], int outline, int sel, int act, int width, int height)
+ const float marker_pos[2], int outline, int sel, int act,
+ int width, int height, unsigned int pos)
{
float dx, dy, patdx, patdy, searchdx, searchdy;
int tiny = sc->flag & SC_SHOW_TINY_MARKER;
@@ -801,11 +842,12 @@ static void draw_marker_slide_zones(SpaceClip *sc, MovieTrackingTrack *track, Mo
track_colors(track, act, col, scol);
if (outline) {
- UI_ThemeColor(TH_MARKER_OUTLINE);
+ immUniformThemeColor(TH_MARKER_OUTLINE);
}
glPushMatrix();
glTranslate2fv(marker_pos);
+ gpuMatrixUpdate_legacy();
dx = 6.0f / width / sc->zoom;
dy = 6.0f / height / sc->zoom;
@@ -822,17 +864,14 @@ static void draw_marker_slide_zones(SpaceClip *sc, MovieTrackingTrack *track, Mo
if ((sc->flag & SC_SHOW_MARKER_SEARCH) && ((track->search_flag & SELECT) == sel || outline)) {
if (!outline) {
- if (track->search_flag & SELECT)
- glColor3fv(scol);
- else
- glColor3fv(col);
+ immUniformColor3fv((track->search_flag & SELECT) ? scol : col);
}
/* search offset square */
- draw_marker_slide_square(marker->search_min[0], marker->search_max[1], searchdx, searchdy, outline, px);
+ draw_marker_slide_square(marker->search_min[0], marker->search_max[1], searchdx, searchdy, outline, px, pos);
/* search re-sizing triangle */
- draw_marker_slide_triangle(marker->search_max[0], marker->search_min[1], searchdx, searchdy, outline, px);
+ draw_marker_slide_triangle(marker->search_max[0], marker->search_min[1], searchdx, searchdy, outline, px, pos);
}
if ((sc->flag & SC_SHOW_MARKER_PATTERN) && ((track->pat_flag & SELECT) == sel || outline)) {
@@ -842,16 +881,13 @@ static void draw_marker_slide_zones(SpaceClip *sc, MovieTrackingTrack *track, Mo
float tilt_ctrl[2];
if (!outline) {
- if (track->pat_flag & SELECT)
- glColor3fv(scol);
- else
- glColor3fv(col);
+ immUniformColor3fv((track->pat_flag & SELECT) ? scol : col);
}
/* pattern's corners sliding squares */
for (i = 0; i < 4; i++) {
draw_marker_slide_square(marker->pattern_corners[i][0], marker->pattern_corners[i][1],
- patdx / 1.5f, patdy / 1.5f, outline, px);
+ patdx / 1.5f, patdy / 1.5f, outline, px, pos);
}
/* ** sliders to control overall pattern ** */
@@ -861,18 +897,17 @@ static void draw_marker_slide_zones(SpaceClip *sc, MovieTrackingTrack *track, Mo
glLineWidth(outline ? 3.0f : 1.0f);
- glBegin(GL_LINES);
- glVertex2f(0.0f, 0.0f);
- glVertex2fv(tilt_ctrl);
- glEnd();
-
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, 0.0f, 0.0f);
+ immVertex2fv(pos, tilt_ctrl);
+ immEnd();
/* slider to control pattern tilt */
- draw_marker_slide_square(tilt_ctrl[0], tilt_ctrl[1], patdx, patdy, outline, px);
+ draw_marker_slide_square(tilt_ctrl[0], tilt_ctrl[1], patdx, patdy, outline, px, pos);
}
glPopMatrix();
+ gpuMatrixUpdate_legacy();
}
static void draw_marker_texts(SpaceClip *sc, MovieTrackingTrack *track, MovieTrackingMarker *marker,
@@ -890,16 +925,17 @@ static void draw_marker_texts(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
fontsize = BLF_height_max(fontid);
if (marker->flag & MARKER_DISABLED) {
- if (act)
- UI_ThemeColor(TH_ACT_MARKER);
- else
- UI_ThemeColorShade(TH_DIS_MARKER, 128);
+ if (act) {
+ UI_FontThemeColor(fontid, TH_ACT_MARKER);
+ }
+ else {
+ unsigned char color[4];
+ UI_GetThemeColorShade4ubv(TH_DIS_MARKER, 128, color);
+ BLF_color4ubv(fontid, color);
+ }
}
else {
- if (act)
- UI_ThemeColor(TH_ACT_MARKER);
- else
- UI_ThemeColor(TH_SEL_MARKER);
+ UI_FontThemeColor(fontid, act ? TH_ACT_MARKER : TH_SEL_MARKER);
}
if ((sc->flag & SC_SHOW_MARKER_SEARCH) &&
@@ -960,10 +996,7 @@ static void plane_track_colors(bool is_active, float color[3], float selected_co
{
UI_GetThemeColor3fv(TH_MARKER, color);
- if (is_active)
- UI_GetThemeColor3fv(TH_ACT_MARKER, selected_color);
- else
- UI_GetThemeColor3fv(TH_SEL_MARKER, selected_color);
+ UI_GetThemeColor3fv(is_active ? TH_ACT_MARKER : TH_SEL_MARKER, selected_color);
}
static void getArrowEndPoint(const int width, const int height, const float zoom,
@@ -1060,9 +1093,6 @@ static void draw_plane_marker_image(Scene *scene,
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- glColor4f(1.0, 1.0, 1.0, plane_track->image_opacity);
-
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glGenTextures(1, (GLuint *)&texid);
glBindTexture(GL_TEXTURE_2D, texid);
@@ -1076,17 +1106,35 @@ static void draw_plane_marker_image(Scene *scene,
glPushMatrix();
glMultMatrixf(gl_matrix);
- glBegin(GL_QUADS);
- glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
- glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f, 0.0f);
- glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f, 1.0f);
- glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, 1.0f);
- glEnd();
+ VertexFormat *imm_format = immVertexFormat();
+ unsigned int pos = add_attrib(imm_format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texCoord = add_attrib(imm_format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+ immUniform4f("color", 1.0f, 1.0f, 1.0f, plane_track->image_opacity);
+ immUniform1i("image", GL_TEXTURE0);
+
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, 0.0f, 0.0f);
+
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, 1.0f, 0.0f);
+
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, 1.0f, 1.0f);
+
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, 0.0f, 1.0f);
+
+ immEnd();
+
+ immUnbindProgram();
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if (transparent) {
glDisable(GL_BLEND);
@@ -1109,20 +1157,7 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
BKE_image_has_ibuf(plane_track->image, NULL);
const bool draw_plane_quad = !has_image || plane_track->image_opacity == 0.0f;
float px[2];
-
- if (draw_outline) {
- UI_ThemeColor(TH_MARKER_OUTLINE);
- }
- else {
- float color[3], selected_color[3];
- plane_track_colors(is_active_track, color, selected_color);
- if (is_selected_track) {
- glColor3fv(selected_color);
- }
- else {
- glColor3fv(color);
- }
- }
+ float color[3], selected_color[3];
px[0] = 1.0f / width / sc->zoom;
px[1] = 1.0f / height / sc->zoom;
@@ -1132,66 +1167,85 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
draw_plane_marker_image(scene, plane_track, plane_marker);
}
- if (draw_plane_quad) {
+ if (draw_plane_quad || is_selected_track) {
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
- const bool stipple = !draw_outline && tiny;
- const bool thick = draw_outline && !tiny;
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- if (stipple) {
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(3, 0xAAAA);
+ if (draw_outline) {
+ immUniformThemeColor(TH_MARKER_OUTLINE);
}
else {
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE);
+ plane_track_colors(is_active_track, color, selected_color);
+
+ immUniformColor3fv(is_selected_track ? selected_color : color);
}
- GPU_basic_shader_line_width(thick ? 3.0f : 1.0f);
+ if (draw_plane_quad) {
+ const bool stipple = !draw_outline && tiny;
+ const bool thick = draw_outline && !tiny;
- /* Draw rectangle itself. */
- glBegin(GL_LINE_LOOP);
- glVertex2fv(plane_marker->corners[0]);
- glVertex2fv(plane_marker->corners[1]);
- glVertex2fv(plane_marker->corners[2]);
- glVertex2fv(plane_marker->corners[3]);
- glEnd();
+ if (stipple) {
+ setlinestyle(3);
+ }
- /* Draw axis. */
- if (!draw_outline) {
- float end_point[2];
- glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT);
+ glLineWidth(thick ? 3.0f : 1.0f);
- glBegin(GL_LINES);
+ /* Draw rectangle itself. */
+ immBegin(GL_LINE_LOOP, 4);
+ immVertex2fv(pos, plane_marker->corners[0]);
+ immVertex2fv(pos, plane_marker->corners[1]);
+ immVertex2fv(pos, plane_marker->corners[2]);
+ immVertex2fv(pos, plane_marker->corners[3]);
+ immEnd();
- getArrowEndPoint(width, height, sc->zoom, plane_marker->corners[0], plane_marker->corners[1], end_point);
- glColor3f(1.0, 0.0, 0.0f);
- glVertex2fv(plane_marker->corners[0]);
- glVertex2fv(end_point);
+ /* Draw axis. */
+ if (!draw_outline) {
+ float end_point[2];
- getArrowEndPoint(width, height, sc->zoom, plane_marker->corners[0], plane_marker->corners[3], end_point);
- glColor3f(0.0, 1.0, 0.0f);
- glVertex2fv(plane_marker->corners[0]);
- glVertex2fv(end_point);
+ immUniformColor3f(1.0f, 0.0f, 0.0f);
- glEnd();
+ immBegin(GL_LINES, 2);
- glPopAttrib();
- }
+ getArrowEndPoint(width, height, sc->zoom, plane_marker->corners[0], plane_marker->corners[1], end_point);
+ immVertex2fv(pos, plane_marker->corners[0]);
+ immVertex2fv(pos, end_point);
- if (stipple) {
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- }
- else {
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE);
+ immEnd();
+
+ immUniformColor3f(0.0f, 1.0f, 0.0f);
+
+ immBegin(GL_LINES, 2);
+
+ getArrowEndPoint(width, height, sc->zoom, plane_marker->corners[0], plane_marker->corners[3], end_point);
+ immVertex2fv(pos, plane_marker->corners[0]);
+ immVertex2fv(pos, end_point);
+
+ immEnd();
+ }
+
+ if (stipple) {
+ setlinestyle(0);
+ }
}
- }
- /* Draw sliders. */
- if (is_selected_track) {
- int i;
- for (i = 0; i < 4; i++) {
- draw_marker_slide_square(plane_marker->corners[i][0], plane_marker->corners[i][1],
- 3.0f * px[0], 3.0f * px[1], draw_outline, px);
+ /* Draw sliders. */
+ if (is_selected_track) {
+ if (draw_outline) {
+ immUniformThemeColor(TH_MARKER_OUTLINE);
+ }
+ else {
+ immUniformColor3fv(selected_color);
+ }
+
+ int i;
+ for (i = 0; i < 4; i++) {
+ draw_marker_slide_square(plane_marker->corners[i][0], plane_marker->corners[i][1],
+ 3.0f * px[0], 3.0f * px[1], draw_outline, px, pos);
+ }
}
+
+ immUnbindProgram();
}
}
@@ -1315,6 +1369,10 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
}
}
+ unsigned int position = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* markers outline and non-selected areas */
track = tracksbase->first;
fp = marker_pos;
@@ -1325,10 +1383,10 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
if (MARKER_VISIBLE(sc, track, marker)) {
copy_v2_v2(cur_pos, fp ? fp : marker->pos);
- draw_marker_outline(sc, track, marker, cur_pos, width, height);
- draw_marker_areas(sc, track, marker, cur_pos, width, height, 0, 0);
- draw_marker_slide_zones(sc, track, marker, cur_pos, 1, 0, 0, width, height);
- draw_marker_slide_zones(sc, track, marker, cur_pos, 0, 0, 0, width, height);
+ draw_marker_outline(sc, track, marker, cur_pos, width, height, position);
+ draw_marker_areas(sc, track, marker, cur_pos, width, height, 0, 0, position);
+ draw_marker_slide_zones(sc, track, marker, cur_pos, 1, 0, 0, width, height, position);
+ draw_marker_slide_zones(sc, track, marker, cur_pos, 0, 0, 0, width, height, position);
if (fp)
fp += 2;
@@ -1351,8 +1409,8 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
if (!act) {
copy_v2_v2(cur_pos, fp ? fp : marker->pos);
- draw_marker_areas(sc, track, marker, cur_pos, width, height, 0, 1);
- draw_marker_slide_zones(sc, track, marker, cur_pos, 0, 1, 0, width, height);
+ draw_marker_areas(sc, track, marker, cur_pos, width, height, 0, 1, position);
+ draw_marker_slide_zones(sc, track, marker, cur_pos, 0, 1, 0, width, height, position);
}
if (fp)
@@ -1371,8 +1429,8 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
if (MARKER_VISIBLE(sc, act_track, marker)) {
copy_v2_v2(cur_pos, active_pos ? active_pos : marker->pos);
- draw_marker_areas(sc, act_track, marker, cur_pos, width, height, 1, 1);
- draw_marker_slide_zones(sc, act_track, marker, cur_pos, 0, 1, 1, width, height);
+ draw_marker_areas(sc, act_track, marker, cur_pos, width, height, 1, 1, position);
+ draw_marker_slide_zones(sc, act_track, marker, cur_pos, 0, 1, 1, width, height, position);
}
}
}
@@ -1381,7 +1439,6 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
MovieTrackingObject *object = BKE_tracking_object_get_active(tracking);
float pos[4], vec[4], mat[4][4], aspy;
- glEnable(GL_POINT_SMOOTH);
glPointSize(3.0f);
aspy = 1.0f / clip->tracking.camera.pixel_aspect;
@@ -1410,27 +1467,33 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
sub_v2_v2(vec, npos);
- if (len_squared_v2(vec) < (3.0f * 3.0f))
- glColor3f(0.0f, 1.0f, 0.0f);
- else
- glColor3f(1.0f, 0.0f, 0.0f);
+ if (len_squared_v2(vec) < (3.0f * 3.0f)) {
+ immUniformColor3f(0.0f, 1.0f, 0.0f);
+ }
+ else {
+ immUniformColor3f(1.0f, 0.0f, 0.0f);
+ }
- glBegin(GL_POINTS);
- if (undistort)
- glVertex3f(pos[0] / width, pos[1] / (height * aspy), 0);
- else
- glVertex3f(npos[0] / width, npos[1] / (height * aspy), 0);
- glEnd();
+ immBegin(GL_POINTS, 1);
+
+ if (undistort) {
+ immVertex2f(position, pos[0] / width, pos[1] / (height * aspy));
+ }
+ else {
+ immVertex2f(position, npos[0] / width, npos[1] / (height * aspy));
+ }
+
+ immEnd();
}
}
}
track = track->next;
}
-
- glDisable(GL_POINT_SMOOTH);
}
+ immUnbindProgram();
+
glPopMatrix();
if (sc->flag & SC_SHOW_NAMES) {
@@ -1490,6 +1553,10 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
glMultMatrixf(sc->stabmat);
glScalef(width, height, 0);
+ unsigned int position = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* grid */
if (sc->flag & SC_SHOW_GRID) {
float val[4][2], idx[4][2];
@@ -1560,22 +1627,26 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
pos[1] += dy;
}
- glColor3f(1.0f, 0.0f, 0.0f);
+ immUniformColor3f(1.0f, 0.0f, 0.0f);
for (i = 0; i <= n; i++) {
- glBegin(GL_LINE_STRIP);
+ immBegin(GL_LINE_STRIP, n + 1);
+
for (j = 0; j <= n; j++) {
- glVertex2fv(grid[i][j]);
+ immVertex2fv(position, grid[i][j]);
}
- glEnd();
+
+ immEnd();
}
for (j = 0; j <= n; j++) {
- glBegin(GL_LINE_STRIP);
+ immBegin(GL_LINE_STRIP, n + 1);
+
for (i = 0; i <= n; i++) {
- glVertex2fv(grid[i][j]);
+ immVertex2fv(position, grid[i][j]);
}
- glEnd();
+
+ immEnd();
}
}
@@ -1594,7 +1665,8 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
continue;
}
- glColor4fv(layer->color);
+ immUniformColor4fv(layer->color);
+
glLineWidth(layer->thickness);
glPointSize((float)(layer->thickness + 2));
@@ -1604,7 +1676,6 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
while (stroke) {
if (stroke->flag & GP_STROKE_2DSPACE) {
if (stroke->totpoints > 1) {
- glBegin(GL_LINE_STRIP);
for (i = 0; i < stroke->totpoints - 1; i++) {
float npos[2], dpos[2], len;
int steps;
@@ -1627,19 +1698,22 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
sub_v2_v2v2(dpos, npos, pos);
mul_v2_fl(dpos, 1.0f / steps);
+ immBegin(GL_LINE_STRIP, steps + 1);
+
for (j = 0; j <= steps; j++) {
BKE_tracking_distort_v2(tracking, pos, tpos);
- glVertex2f(tpos[0] / width, tpos[1] / (height * aspy));
+ immVertex2f(position, tpos[0] / width, tpos[1] / (height * aspy));
add_v2_v2(pos, dpos);
}
+
+ immEnd();
}
- glEnd();
}
else if (stroke->totpoints == 1) {
- glBegin(GL_POINTS);
- glVertex2f(stroke->points[0].x + offsx, stroke->points[0].y + offsy);
- glEnd();
+ immBegin(GL_POINTS, 1);
+ immVertex2f(position, stroke->points[0].x + offsx, stroke->points[0].y + offsy);
+ immEnd();
}
}
@@ -1653,6 +1727,8 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
}
}
+ immUnbindProgram();
+
glPopMatrix();
}
diff --git a/source/blender/editors/space_clip/clip_graph_draw.c b/source/blender/editors/space_clip/clip_graph_draw.c
index 424d25defdd..7afa2ae8145 100644
--- a/source/blender/editors/space_clip/clip_graph_draw.c
+++ b/source/blender/editors/space_clip/clip_graph_draw.c
@@ -42,7 +42,10 @@
#include "ED_screen.h"
#include "ED_clip.h"
-#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "WM_types.h"
@@ -53,52 +56,30 @@
#include "clip_intern.h" // own include
-static void draw_curve_knot(float x, float y, float xscale, float yscale, float hsize)
-{
- 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();
- }
-
- glPushMatrix();
-
- glTranslatef(x, y, 0.0f);
- glScalef(1.0f / xscale * hsize, 1.0f / yscale * hsize, 1.0f);
- glCallList(displist);
-
- glPopMatrix();
-}
+typedef struct TrackMotionCurveUserData {
+ MovieTrackingTrack *act_track;
+ bool sel;
+ float xscale, yscale, hsize;
+ unsigned int pos;
+} TrackMotionCurveUserData;
-static void tracking_segment_point_cb(void *UNUSED(userdata), MovieTrackingTrack *UNUSED(track),
+static void tracking_segment_point_cb(void *userdata, MovieTrackingTrack *UNUSED(track),
MovieTrackingMarker *UNUSED(marker), int UNUSED(coord),
int scene_framenr, float val)
{
- glVertex2f(scene_framenr, val);
+ TrackMotionCurveUserData *data = (TrackMotionCurveUserData *) userdata;
+
+ immVertex2f(data->pos, scene_framenr, val);
}
-static void tracking_segment_start_cb(void *userdata, MovieTrackingTrack *track, int coord)
+static void tracking_segment_start_cb(void *userdata, MovieTrackingTrack *track, int coord, bool is_point)
{
- const float colors[2][3] = {
- {1.0f, 0.0f, 0.0f},
- {0.0f, 1.0f, 0.0f},
- };
- float col[4];
+ TrackMotionCurveUserData *data = (TrackMotionCurveUserData *) userdata;
+ float col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- copy_v3_v3(col, colors[coord]);
+ col[coord] = 1.0f;
- if (track == userdata) {
+ if (track == data->act_track) {
col[3] = 1.0f;
glLineWidth(2.0f);
}
@@ -107,22 +88,22 @@ static void tracking_segment_start_cb(void *userdata, MovieTrackingTrack *track,
glLineWidth(1.0f);
}
- glColor4fv(col);
+ immUniformColor4fv(col);
- glBegin(GL_LINE_STRIP);
+ if (is_point) {
+ immBeginAtMost(GL_POINTS, 1);
+ }
+ else {
+ /* Graph can be composed of smaller segments, if any marker is disabled */
+ immBeginAtMost(GL_LINE_STRIP, track->markersnr);
+ }
}
static void tracking_segment_end_cb(void *UNUSED(userdata), int UNUSED(coord))
{
- glEnd();
+ immEnd();
}
-typedef struct TrackMotionCurveUserData {
- MovieTrackingTrack *act_track;
- bool sel;
- float xscale, yscale, hsize;
-} TrackMotionCurveUserData;
-
static void tracking_segment_knot_cb(void *userdata, MovieTrackingTrack *track,
MovieTrackingMarker *marker, int coord, int scene_framenr, float val)
{
@@ -136,16 +117,20 @@ static void tracking_segment_knot_cb(void *userdata, MovieTrackingTrack *track,
sel = (marker->flag & sel_flag) ? 1 : 0;
if (sel == data->sel) {
- if (sel)
- UI_ThemeColor(TH_HANDLE_VERTEX_SELECT);
- else
- UI_ThemeColor(TH_HANDLE_VERTEX);
+ immUniformThemeColor(sel ? TH_HANDLE_VERTEX_SELECT : TH_HANDLE_VERTEX);
+
+ glPushMatrix();
+ glTranslatef(scene_framenr, val, 0.0f);
+ glScalef(1.0f / data->xscale * data->hsize, 1.0f / data->yscale * data->hsize, 1.0f);
+ gpuMatrixUpdate_legacy();
+
+ imm_draw_lined_circle(data->pos, 0, 0, 0.7, 8);
- draw_curve_knot(scene_framenr, val, data->xscale, data->yscale, data->hsize);
+ glPopMatrix();
}
}
-static void draw_tracks_motion_curves(View2D *v2d, SpaceClip *sc)
+static void draw_tracks_motion_curves(View2D *v2d, SpaceClip *sc, unsigned int pos)
{
MovieClip *clip = ED_space_clip_get_clip(sc);
MovieTracking *tracking = &clip->tracking;
@@ -162,18 +147,21 @@ static void draw_tracks_motion_curves(View2D *v2d, SpaceClip *sc)
userdata.hsize = UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE);
userdata.sel = false;
userdata.act_track = act_track;
+ userdata.pos = pos;
UI_view2d_scale_get(v2d, &userdata.xscale, &userdata.yscale);
clip_graph_tracking_values_iterate(sc,
(sc->flag & SC_SHOW_GRAPH_SEL_ONLY) != 0,
(sc->flag & SC_SHOW_GRAPH_HIDDEN) != 0,
&userdata, tracking_segment_knot_cb, NULL, NULL);
+ gpuMatrixUpdate_legacy();
+
/* draw graph lines */
glEnable(GL_BLEND);
clip_graph_tracking_values_iterate(sc,
(sc->flag & SC_SHOW_GRAPH_SEL_ONLY) != 0,
(sc->flag & SC_SHOW_GRAPH_HIDDEN) != 0,
- act_track, tracking_segment_point_cb, tracking_segment_start_cb,
+ &userdata, tracking_segment_point_cb, tracking_segment_start_cb,
tracking_segment_end_cb);
glDisable(GL_BLEND);
@@ -183,6 +171,8 @@ static void draw_tracks_motion_curves(View2D *v2d, SpaceClip *sc)
(sc->flag & SC_SHOW_GRAPH_SEL_ONLY) != 0,
(sc->flag & SC_SHOW_GRAPH_HIDDEN) != 0,
&userdata, tracking_segment_knot_cb, NULL, NULL);
+
+ gpuMatrixUpdate_legacy();
}
typedef struct TrackErrorCurveUserData {
@@ -195,6 +185,7 @@ typedef struct TrackErrorCurveUserData {
float projection_matrix[4][4];
int width, height;
float aspy;
+ unsigned int pos;
} TrackErrorCurveUserData;
static void tracking_error_segment_point_cb(void *userdata,
@@ -230,11 +221,11 @@ static void tracking_error_segment_point_cb(void *userdata,
sub_v2_v2v2(delta, reprojected_position, marker_position);
reprojection_error = len_v2(delta) * weight;
- glVertex2f(scene_framenr, reprojection_error);
+ immVertex2f(data->pos, scene_framenr, reprojection_error);
}
}
-static void tracking_error_segment_start_cb(void *userdata, MovieTrackingTrack *track, int coord)
+static void tracking_error_segment_start_cb(void *userdata, MovieTrackingTrack *track, int coord, bool is_point)
{
if (coord == 1) {
TrackErrorCurveUserData *data = (TrackErrorCurveUserData *) userdata;
@@ -249,20 +240,26 @@ static void tracking_error_segment_start_cb(void *userdata, MovieTrackingTrack *
glLineWidth(1.0f);
}
- glColor4fv(col);
+ immUniformColor4fv(col);
- glBegin(GL_LINE_STRIP);
+ if (is_point) { /* This probably never happens here, but just in case... */
+ immBeginAtMost(GL_POINTS, 1);
+ }
+ else {
+ /* Graph can be composed of smaller segments, if any marker is disabled */
+ immBeginAtMost(GL_LINE_STRIP, track->markersnr);
+ }
}
}
static void tracking_error_segment_end_cb(void *UNUSED(userdata), int coord)
{
if (coord == 1) {
- glEnd();
+ immEnd();
}
}
-static void draw_tracks_error_curves(SpaceClip *sc)
+static void draw_tracks_error_curves(SpaceClip *sc, unsigned int pos)
{
MovieClip *clip = ED_space_clip_get_clip(sc);
MovieTracking *tracking = &clip->tracking;
@@ -273,6 +270,7 @@ static void draw_tracks_error_curves(SpaceClip *sc)
data.tracking_object = BKE_tracking_object_get_active(tracking);
data.active_track = BKE_tracking_track_get_active(tracking);
data.matrix_initialized = false;
+ data.pos = pos;
BKE_movieclip_get_size(clip, &sc->user, &data.width, &data.height);
data.aspy = 1.0f / tracking->camera.pixel_aspect;
@@ -289,37 +287,38 @@ static void draw_tracks_error_curves(SpaceClip *sc)
tracking_error_segment_end_cb);
}
-static void draw_frame_curves(SpaceClip *sc)
+static void draw_frame_curves(SpaceClip *sc, unsigned int pos)
{
MovieClip *clip = ED_space_clip_get_clip(sc);
MovieTracking *tracking = &clip->tracking;
MovieTrackingReconstruction *reconstruction = BKE_tracking_get_active_reconstruction(tracking);
int i, lines = 0, prevfra = 0;
- glColor3f(0.0f, 0.0f, 1.0f);
+ immUniformColor3f(0.0f, 0.0f, 1.0f);
for (i = 0; i < reconstruction->camnr; i++) {
MovieReconstructedCamera *camera = &reconstruction->cameras[i];
int framenr;
if (lines && camera->framenr != prevfra + 1) {
- glEnd();
+ immEnd();
lines = 0;
}
if (!lines) {
- glBegin(GL_LINE_STRIP);
+ immBeginAtMost(GL_LINE_STRIP, reconstruction->camnr);
lines = 1;
}
framenr = BKE_movieclip_remap_clip_to_scene_frame(clip, camera->framenr);
- glVertex2f(framenr, camera->error);
+ immVertex2f(pos, framenr, camera->error);
prevfra = camera->framenr;
}
- if (lines)
- glEnd();
+ if (lines) {
+ immEnd();
+ }
}
void clip_draw_graph(SpaceClip *sc, ARegion *ar, Scene *scene)
@@ -335,14 +334,24 @@ void clip_draw_graph(SpaceClip *sc, ARegion *ar, Scene *scene)
UI_view2d_grid_free(grid);
if (clip) {
- if (sc->flag & SC_SHOW_GRAPH_TRACKS_MOTION)
- draw_tracks_motion_curves(v2d, sc);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ glPointSize(3.0f);
- if (sc->flag & SC_SHOW_GRAPH_TRACKS_ERROR)
- draw_tracks_error_curves(sc);
+ if (sc->flag & SC_SHOW_GRAPH_TRACKS_MOTION) {
+ draw_tracks_motion_curves(v2d, sc, pos);
+ }
+
+ if (sc->flag & SC_SHOW_GRAPH_TRACKS_ERROR) {
+ draw_tracks_error_curves(sc, pos);
+ }
+
+ if (sc->flag & SC_SHOW_GRAPH_FRAMES) {
+ draw_frame_curves(sc, pos);
+ }
- if (sc->flag & SC_SHOW_GRAPH_FRAMES)
- draw_frame_curves(sc);
+ immUnbindProgram();
}
/* frame range */
diff --git a/source/blender/editors/space_clip/clip_intern.h b/source/blender/editors/space_clip/clip_intern.h
index 14393c6968b..ffc7a41f0aa 100644
--- a/source/blender/editors/space_clip/clip_intern.h
+++ b/source/blender/editors/space_clip/clip_intern.h
@@ -125,12 +125,12 @@ void ED_clip_tool_props_register(struct ARegionType *art);
/* clip_utils.c */
void clip_graph_tracking_values_iterate_track(struct SpaceClip *sc, struct MovieTrackingTrack *track, void *userdata,
void (*func)(void *userdata, struct MovieTrackingTrack *track, struct MovieTrackingMarker *marker, int coord, int scene_framenr, float val),
- void (*segment_start)(void *userdata, struct MovieTrackingTrack *track, int coord),
+ void (*segment_start)(void *userdata, struct MovieTrackingTrack *track, int coord, bool is_point),
void (*segment_end)(void *userdata, int coord));
void clip_graph_tracking_values_iterate(struct SpaceClip *sc, bool selected_only, bool include_hidden, void *userdata,
void (*func)(void *userdata, struct MovieTrackingTrack *track, struct MovieTrackingMarker *marker, int coord, int scene_framenr, float val),
- void (*segment_start)(void *userdata, struct MovieTrackingTrack *track, int coord),
+ void (*segment_start)(void *userdata, struct MovieTrackingTrack *track, int coord, bool is_point),
void (*segment_end)(void *userdata, int coord));
void clip_graph_tracking_iterate(struct SpaceClip *sc, bool selected_only, bool include_hidden, void *userdata,
diff --git a/source/blender/editors/space_clip/clip_utils.c b/source/blender/editors/space_clip/clip_utils.c
index 547c2fba66f..560cf1f905a 100644
--- a/source/blender/editors/space_clip/clip_utils.c
+++ b/source/blender/editors/space_clip/clip_utils.c
@@ -43,8 +43,7 @@
#include "BKE_tracking.h"
#include "BKE_depsgraph.h"
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
+#include "GPU_immediate.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -52,7 +51,6 @@
#include "ED_screen.h"
#include "ED_clip.h"
-
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
@@ -63,7 +61,7 @@ void clip_graph_tracking_values_iterate_track(
SpaceClip *sc, MovieTrackingTrack *track, void *userdata,
void (*func)(void *userdata, MovieTrackingTrack *track, MovieTrackingMarker *marker, int coord,
int scene_framenr, float val),
- void (*segment_start)(void *userdata, MovieTrackingTrack *track, int coord),
+ void (*segment_start)(void *userdata, MovieTrackingTrack *track, int coord, bool is_point),
void (*segment_end)(void *userdata, int coord))
{
MovieClip *clip = ED_space_clip_get_clip(sc);
@@ -92,8 +90,14 @@ void clip_graph_tracking_values_iterate_track(
}
if (!open) {
- if (segment_start)
- segment_start(userdata, track, coord);
+ if (segment_start) {
+ if ((i + 1) == track->markersnr) {
+ segment_start(userdata, track, coord, true);
+ }
+ else {
+ segment_start(userdata, track, coord, (track->markers[i + 1].flag & MARKER_DISABLED));
+ }
+ }
open = true;
prevval = marker->pos[coord];
@@ -124,7 +128,7 @@ void clip_graph_tracking_values_iterate(
SpaceClip *sc, bool selected_only, bool include_hidden, void *userdata,
void (*func)(void *userdata, MovieTrackingTrack *track, MovieTrackingMarker *marker,
int coord, int scene_framenr, float val),
- void (*segment_start)(void *userdata, MovieTrackingTrack *track, int coord),
+ void (*segment_start)(void *userdata, MovieTrackingTrack *track, int coord, bool is_point),
void (*segment_end)(void *userdata, int coord))
{
MovieClip *clip = ED_space_clip_get_clip(sc);
@@ -237,31 +241,35 @@ void clip_view_center_to_point(SpaceClip *sc, float x, float y)
void clip_draw_cfra(SpaceClip *sc, ARegion *ar, Scene *scene)
{
+ /* Draw a light green line to indicate current frame */
View2D *v2d = &ar->v2d;
- float xscale, yscale;
+ float x = (float)(sc->user.framenr * scene->r.framelen);
- /* Draw a light green line to indicate current frame */
- UI_ThemeColor(TH_CFRAME);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
- float x = (float)(sc->user.framenr * scene->r.framelen);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_CFRAME);
+ glLineWidth(2.0f);
- glLineWidth(2.0);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, x, v2d->cur.ymin);
+ immVertex2f(pos, x, v2d->cur.ymax);
+ immEnd();
- glBegin(GL_LINES);
- glVertex2f(x, v2d->cur.ymin);
- glVertex2f(x, v2d->cur.ymax);
- glEnd();
+ immUnbindProgram();
UI_view2d_view_orthoSpecial(ar, v2d, 1);
/* because the frame number text is subject to the same scaling as the contents of the view */
+ float xscale, yscale;
UI_view2d_scale_get(v2d, &xscale, &yscale);
+ glPushMatrix();
glScalef(1.0f / xscale, 1.0f, 1.0f);
ED_region_cache_draw_curfra_label(sc->user.framenr, (float)sc->user.framenr * xscale, 18);
/* restore view transform */
- glScalef(xscale, 1.0, 1.0);
+ glPopMatrix();
}
void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
@@ -271,15 +279,27 @@ void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
/* currently clip editor supposes that editing clip length is equal to scene frame range */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
- glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)SFRA, v2d->cur.ymax);
- glRectf((float)EFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+ immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, (float)SFRA, v2d->cur.ymax);
+ immRectf(pos, (float)EFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+
glDisable(GL_BLEND);
- UI_ThemeColorShade(TH_BACK, -60);
+ immUniformThemeColorShade(TH_BACK, -60);
/* thin lines where the actual frames are */
- fdrawline((float)SFRA, v2d->cur.ymin, (float)SFRA, v2d->cur.ymax);
- fdrawline((float)EFRA, v2d->cur.ymin, (float)EFRA, v2d->cur.ymax);
+ glLineWidth(1.0f);
+
+ immBegin(GL_LINES, 4);
+ immVertex2f(pos, (float)SFRA, v2d->cur.ymin);
+ immVertex2f(pos, (float)SFRA, v2d->cur.ymax);
+ immVertex2f(pos, (float)EFRA, v2d->cur.ymin);
+ immVertex2f(pos, (float)EFRA, v2d->cur.ymax);
+ immEnd();
+
+ immUnbindProgram();
}
diff --git a/source/blender/editors/space_clip/tracking_ops_orient.c b/source/blender/editors/space_clip/tracking_ops_orient.c
index f81180d65a9..7b44e9317ba 100644
--- a/source/blender/editors/space_clip/tracking_ops_orient.c
+++ b/source/blender/editors/space_clip/tracking_ops_orient.c
@@ -44,6 +44,7 @@
#include "BKE_tracking.h"
#include "BKE_global.h"
#include "BKE_depsgraph.h"
+#include "BKE_layer.h"
#include "BKE_object.h"
#include "BKE_report.h"
@@ -69,17 +70,16 @@ static Object *get_camera_with_movieclip(Scene *scene, MovieClip *clip)
return camera;
}
- for (Base *base = scene->base.first;
- base != NULL;
- base = base->next)
+ FOREACH_SCENE_OBJECT(scene, ob)
{
- if (base->object->type == OB_CAMERA) {
- if (BKE_object_movieclip_get(scene, base->object, false) == clip) {
- camera = base->object;
+ if (ob->type == OB_CAMERA) {
+ if (BKE_object_movieclip_get(scene, ob, false) == clip) {
+ camera = ob;
break;
}
}
}
+ FOREACH_SCENE_OBJECT_END
return camera;
}
@@ -87,6 +87,7 @@ static Object *get_camera_with_movieclip(Scene *scene, MovieClip *clip)
static Object *get_orientation_object(bContext *C)
{
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
SpaceClip *sc = CTX_wm_space_clip(C);
MovieClip *clip = ED_space_clip_get_clip(sc);
MovieTracking *tracking = &clip->tracking;
@@ -97,7 +98,7 @@ static Object *get_orientation_object(bContext *C)
object = get_camera_with_movieclip(scene, clip);
}
else {
- object = OBACT;
+ object = OBACT_NEW;
}
if (object != NULL && object->parent != NULL) {
@@ -111,7 +112,7 @@ static int set_orientation_poll(bContext *C)
{
SpaceClip *sc = CTX_wm_space_clip(C);
if (sc != NULL) {
- Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
MovieClip *clip = ED_space_clip_get_clip(sc);
if (clip != NULL) {
MovieTracking *tracking = &clip->tracking;
@@ -120,7 +121,7 @@ static int set_orientation_poll(bContext *C)
return true;
}
else {
- return OBACT != NULL;
+ return OBACT_NEW != NULL;
}
}
}
diff --git a/source/blender/editors/space_console/console_draw.c b/source/blender/editors/space_console/console_draw.c
index 6396b390ca0..8055e262611 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 int 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..4101a36d489 100644
--- a/source/blender/editors/space_file/file_draw.c
+++ b/source/blender/editors/space_file/file_draw.c
@@ -42,7 +42,6 @@
# include "BLI_winstuff.h"
#endif
-#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BKE_context.h"
@@ -71,6 +70,8 @@
#include "WM_api.h"
#include "WM_types.h"
+#include "GPU_immediate.h"
+
#include "filelist.h"
#include "file_intern.h" // own include
@@ -258,9 +259,10 @@ 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);
}
@@ -285,7 +287,8 @@ static void file_draw_icon(uiBlock *block, const char *path, int sx, int sy, int
}
-static void file_draw_string(int sx, int sy, const char *string, float width, int height, short align)
+static void file_draw_string(int sx, int sy, const char *string, float width, int height, short align,
+ const unsigned char col[4])
{
uiStyle *style;
uiFontStyle fs;
@@ -310,7 +313,7 @@ static void file_draw_string(int sx, int sy, const char *string, float width, in
rect.ymin = sy - height;
rect.ymax = sy;
- UI_fontstyle_draw(&fs, &rect, fname);
+ UI_fontstyle_draw(&fs, &rect, fname, col);
}
void file_calc_previews(const bContext *C, ARegion *ar)
@@ -335,6 +338,7 @@ static void file_draw_preview(
float scale;
int ex, ey;
bool use_dropshadow = !is_icon && (typeflags & FILE_TYPE_IMAGE);
+ float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
BLI_assert(imb != NULL);
@@ -381,12 +385,12 @@ static void file_draw_preview(
/* the image */
if (!is_icon && typeflags & FILE_TYPE_FTFONT) {
- UI_ThemeColor(TH_TEXT);
- }
- else {
- glColor4f(1.0, 1.0, 1.0, 1.0);
+ UI_GetThemeColor4fv(TH_TEXT, col);
}
- glaDrawPixelsTexScaled((float)xco, (float)yco, imb->x, imb->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, imb->rect, scale, scale);
+
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTexScaled((float)xco, (float)yco, imb->x, imb->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, imb->rect,
+ scale, scale, 1.0f, 1.0f, col);
if (icon) {
UI_icon_draw_aspect((float)xco, (float)yco, icon, icon_aspect, 1.0f);
@@ -394,8 +398,13 @@ 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 int 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 +476,43 @@ 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 int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int 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)
@@ -517,6 +536,7 @@ void file_draw_list(const bContext *C, ARegion *ar)
short align;
bool do_drag;
int column_space = 0.6f * UI_UNIT_X;
+ unsigned char text_col[4];
const bool small_size = SMALL_SIZE_CHECK(params->thumbnail_size);
const bool update_stat_strings = small_size != SMALL_SIZE_CHECK(layout->curr_size);
const float thumb_icon_aspect = sqrtf(64.0f / (float)(params->thumbnail_size));
@@ -625,7 +645,7 @@ void file_draw_list(const bContext *C, ARegion *ar)
sx += ICON_DEFAULT_WIDTH_SCALE + 0.2f * UI_UNIT_X;
}
- UI_ThemeColor4(TH_TEXT);
+ UI_GetThemeColor4ubv(TH_TEXT, text_col);
if (file_selflag & FILE_SEL_EDITING) {
uiBut *but;
@@ -656,7 +676,7 @@ void file_draw_list(const bContext *C, ARegion *ar)
if (!(file_selflag& FILE_SEL_EDITING)) {
int tpos = (FILE_IMGDISPLAY == params->display) ? sy - layout->tile_h + layout->textheight : sy;
- file_draw_string(sx + 1, tpos, file->name, (float)textwidth, textheight, align);
+ file_draw_string(sx + 1, tpos, file->name, (float)textwidth, textheight, align, text_col);
}
sx += (int)layout->column_widths[COLUMN_NAME] + column_space;
@@ -668,7 +688,8 @@ void file_draw_list(const bContext *C, ARegion *ar)
BLI_filelist_entry_size_to_string(NULL, file->entry->size, small_size, file->entry->size_str);
}
file_draw_string(
- sx, sy, file->entry->size_str, layout->column_widths[COLUMN_SIZE], layout->tile_h, align);
+ sx, sy, file->entry->size_str, layout->column_widths[COLUMN_SIZE], layout->tile_h,
+ align, text_col);
}
sx += (int)layout->column_widths[COLUMN_SIZE] + column_space;
}
@@ -679,10 +700,12 @@ void file_draw_list(const bContext *C, ARegion *ar)
NULL, file->entry->time, small_size, file->entry->time_str, file->entry->date_str);
}
file_draw_string(
- sx, sy, file->entry->date_str, layout->column_widths[COLUMN_DATE], layout->tile_h, align);
+ sx, sy, file->entry->date_str, layout->column_widths[COLUMN_DATE], layout->tile_h,
+ align, text_col);
sx += (int)layout->column_widths[COLUMN_DATE] + column_space;
file_draw_string(
- sx, sy, file->entry->time_str, layout->column_widths[COLUMN_TIME], layout->tile_h, align);
+ sx, sy, file->entry->time_str, layout->column_widths[COLUMN_TIME], layout->tile_h,
+ align, text_col);
sx += (int)layout->column_widths[COLUMN_TIME] + column_space;
}
else {
@@ -697,7 +720,8 @@ void file_draw_list(const bContext *C, ARegion *ar)
BLI_filelist_entry_size_to_string(NULL, file->entry->size, small_size, file->entry->size_str);
}
file_draw_string(
- sx, sy, file->entry->size_str, layout->column_widths[COLUMN_SIZE], layout->tile_h, align);
+ sx, sy, file->entry->size_str, layout->column_widths[COLUMN_SIZE], layout->tile_h,
+ align, text_col);
}
sx += (int)layout->column_widths[COLUMN_SIZE] + column_space;
}
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index 96a078b2817..99a38862354 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_AA);
+
+ 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_AA);
+
+ /* 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;
}
}
@@ -401,31 +388,20 @@ static void draw_fcurve_handles(SpaceIpo *sipo, FCurve *fcu)
*/
static void draw_fcurve_sample_control(float x, float y, float xscale, float yscale, float hsize)
{
- static GLuint displist = 0;
-
- /* initialize X shape */
- if (displist == 0) {
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- glBegin(GL_LINES);
- glVertex2f(-0.7f, -0.7f);
- glVertex2f(+0.7f, +0.7f);
-
- glVertex2f(-0.7f, +0.7f);
- glVertex2f(+0.7f, -0.7f);
- glEnd(); /* GL_LINES */
-
- 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);
-
+
+ /* draw X shape */
+ glBegin(GL_LINES);
+ glVertex2f(-0.7f, -0.7f);
+ glVertex2f(+0.7f, +0.7f);
+
+ glVertex2f(-0.7f, +0.7f);
+ glVertex2f(+0.7f, -0.7f);
+ glEnd(); /* GL_LINES */
+
/* restore view transform */
glScalef(xscale / hsize, yscale / hsize, 1.0);
glTranslatef(-x, -y, 0.0f);
@@ -1080,7 +1056,7 @@ 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_graph/space_graph.c b/source/blender/editors/space_graph/space_graph.c
index f12db310856..70d3fad9554 100644
--- a/source/blender/editors/space_graph/space_graph.c
+++ b/source/blender/editors/space_graph/space_graph.c
@@ -53,7 +53,7 @@
#include "ED_anim_api.h"
#include "ED_markers.h"
-#include "BIF_gl.h"
+#include "GPU_immediate.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -265,43 +265,52 @@ static void graph_main_region_draw(const bContext *C, ARegion *ar)
/* only free grid after drawing data, as we need to use it to determine sampling rate */
UI_view2d_grid_free(grid);
-
- /* horizontal component of value-cursor (value line before the current frame line) */
- if ((sipo->flag & SIPO_NODRAWCURSOR) == 0) {
- float y = sipo->cursorVal;
-
- /* Draw a green line to indicate the cursor value */
- UI_ThemeColorShadeAlpha(TH_CFRAME, -10, -50);
- glEnable(GL_BLEND);
- glLineWidth(2.0);
+ if (((sipo->flag & SIPO_NODRAWCURSOR) == 0) || (sipo->mode == SIPO_MODE_DRIVERS)) {
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
- glBegin(GL_LINES);
- glVertex2f(v2d->cur.xmin, y);
- glVertex2f(v2d->cur.xmax, y);
- glEnd();
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- glDisable(GL_BLEND);
- }
-
- /* current frame or vertical component of vertical component of the cursor */
- if (sipo->mode == SIPO_MODE_DRIVERS) {
- /* cursor x-value */
- float x = sipo->cursorTime;
-
- /* to help differentiate this from the current frame, draw slightly darker like the horizontal one */
- UI_ThemeColorShadeAlpha(TH_CFRAME, -40, -50);
- glEnable(GL_BLEND);
- glLineWidth(2.0);
-
- glBegin(GL_LINES);
- glVertex2f(x, v2d->cur.ymin);
- glVertex2f(x, v2d->cur.ymax);
- glEnd();
+ /* horizontal component of value-cursor (value line before the current frame line) */
+ if ((sipo->flag & SIPO_NODRAWCURSOR) == 0) {
+
+ float y = sipo->cursorVal;
+
+ /* Draw a green line to indicate the cursor value */
+ immUniformThemeColorShadeAlpha(TH_CFRAME, -10, -50);
+ glEnable(GL_BLEND);
+ glLineWidth(2.0);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, v2d->cur.xmin, y);
+ immVertex2f(pos, v2d->cur.xmax, y);
+ immEnd();
- glDisable(GL_BLEND);
+ glDisable(GL_BLEND);
+ }
+
+ /* current frame or vertical component of vertical component of the cursor */
+ if (sipo->mode == SIPO_MODE_DRIVERS) {
+ /* cursor x-value */
+ float x = sipo->cursorTime;
+
+ /* to help differentiate this from the current frame, draw slightly darker like the horizontal one */
+ immUniformThemeColorShadeAlpha(TH_CFRAME, -40, -50);
+ glEnable(GL_BLEND);
+ glLineWidth(2.0);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, x, v2d->cur.ymin);
+ immVertex2f(pos, x, v2d->cur.ymax);
+ immEnd();
+
+ glDisable(GL_BLEND);
+ }
+
+ immUnbindProgram();
}
- else {
+
+ if (sipo->mode != SIPO_MODE_DRIVERS) {
/* current frame */
if (sipo->flag & SIPO_DRAWTIME) flag |= DRAWCFRA_UNIT_SECONDS;
if ((sipo->flag & SIPO_NODRAWCFRANUM) == 0) flag |= DRAWCFRA_SHOW_NUMBOX;
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index e810f4db7dd..03a45d1d935 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -71,6 +71,8 @@
#include "ED_render.h"
#include "ED_screen.h"
+#include "GPU_shader.h"
+
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
@@ -406,63 +408,33 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
}
/* image drawing */
-
-static void sima_draw_alpha_pixels(float x1, float y1, int rectx, int recty, unsigned int *recti)
+static void sima_draw_zbuf_pixels(float x1, float y1, int rectx, int recty, int *rect,
+ float zoomx, float zoomy)
{
-
- /* swap bytes, so alpha is most significant one, then just draw it as luminance int */
- if (ENDIAN_ORDER == B_ENDIAN)
- glPixelStorei(GL_UNPACK_SWAP_BYTES, 1);
+ float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
- glaDrawPixelsSafe(x1, y1, rectx, recty, rectx, GL_LUMINANCE, GL_UNSIGNED_INT, recti);
- glPixelStorei(GL_UNPACK_SWAP_BYTES, 0);
-}
+ /* Slowwww */
+ int *recti = MEM_mallocN(rectx * recty * sizeof(int), "temp");
+ for (int a = rectx * recty - 1; a >= 0; a--) {
+ /* zbuffer values are signed, so we need to shift color range */
+ recti[a] = rect[a] * 0.5f + 0.5f;
+ }
-static void sima_draw_alpha_pixelsf(float x1, float y1, int rectx, int recty, float *rectf)
-{
- float *trectf = MEM_mallocN(rectx * recty * 4, "temp");
- int a, b;
-
- for (a = rectx * recty - 1, b = 4 * a + 3; a >= 0; a--, b -= 4)
- trectf[a] = rectf[b];
-
- glaDrawPixelsSafe(x1, y1, rectx, recty, rectx, GL_LUMINANCE, GL_FLOAT, trectf);
- MEM_freeN(trectf);
- /* ogl trick below is slower... (on ATI 9600) */
-// glColorMask(1, 0, 0, 0);
-// glaDrawPixelsSafe(x1, y1, rectx, recty, rectx, GL_RGBA, GL_FLOAT, rectf + 3);
-// glColorMask(0, 1, 0, 0);
-// glaDrawPixelsSafe(x1, y1, rectx, recty, rectx, GL_RGBA, GL_FLOAT, rectf + 2);
-// glColorMask(0, 0, 1, 0);
-// glaDrawPixelsSafe(x1, y1, rectx, recty, rectx, GL_RGBA, GL_FLOAT, rectf + 1);
-// glColorMask(1, 1, 1, 1);
-}
+ GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, red);
-static void sima_draw_zbuf_pixels(float x1, float y1, int rectx, int recty, int *recti)
-{
- /* zbuffer values are signed, so we need to shift color range */
- glPixelTransferf(GL_RED_SCALE, 0.5f);
- glPixelTransferf(GL_GREEN_SCALE, 0.5f);
- glPixelTransferf(GL_BLUE_SCALE, 0.5f);
- glPixelTransferf(GL_RED_BIAS, 0.5f);
- glPixelTransferf(GL_GREEN_BIAS, 0.5f);
- glPixelTransferf(GL_BLUE_BIAS, 0.5f);
-
- glaDrawPixelsSafe(x1, y1, rectx, recty, rectx, GL_LUMINANCE, GL_INT, recti);
-
- glPixelTransferf(GL_RED_SCALE, 1.0f);
- glPixelTransferf(GL_GREEN_SCALE, 1.0f);
- glPixelTransferf(GL_BLUE_SCALE, 1.0f);
- glPixelTransferf(GL_RED_BIAS, 0.0f);
- glPixelTransferf(GL_GREEN_BIAS, 0.0f);
- glPixelTransferf(GL_BLUE_BIAS, 0.0f);
+ immDrawPixelsTex(x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
+
+ MEM_freeN(recti);
}
-static void sima_draw_zbuffloat_pixels(Scene *scene, float x1, float y1, int rectx, int recty, float *rect_float)
+static void sima_draw_zbuffloat_pixels(Scene *scene, float x1, float y1, int rectx, int recty,
+ float *rect_float, float zoomx, float zoomy)
{
float bias, scale, *rectf, clipend;
int a;
-
+ float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
+
if (scene->camera && scene->camera->type == OB_CAMERA) {
bias = ((Camera *)scene->camera->data)->clipsta;
clipend = ((Camera *)scene->camera->data)->clipend;
@@ -473,8 +445,8 @@ static void sima_draw_zbuffloat_pixels(Scene *scene, float x1, float y1, int rec
scale = 0.01f;
clipend = 100.0f;
}
-
- rectf = MEM_mallocN(rectx * recty * 4, "temp");
+
+ rectf = MEM_mallocN(rectx * recty * sizeof(float), "temp");
for (a = rectx * recty - 1; a >= 0; a--) {
if (rect_float[a] > clipend)
rectf[a] = 0.0f;
@@ -485,22 +457,13 @@ static void sima_draw_zbuffloat_pixels(Scene *scene, float x1, float y1, int rec
rectf[a] *= rectf[a];
}
}
- glaDrawPixelsSafe(x1, y1, rectx, recty, rectx, GL_LUMINANCE, GL_FLOAT, rectf);
-
- MEM_freeN(rectf);
-}
-static int draw_image_channel_offset(SpaceImage *sima)
-{
-#ifdef __BIG_ENDIAN__
- if (sima->flag & SI_SHOW_R) return 0;
- else if (sima->flag & SI_SHOW_G) return 1;
- else return 2;
-#else
- if (sima->flag & SI_SHOW_R) return 1;
- else if (sima->flag & SI_SHOW_G) return 2;
- else return 3;
-#endif
+ GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, red);
+
+ immDrawPixelsTex(x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
+
+ MEM_freeN(rectf);
}
static void draw_image_buffer(const bContext *C, SpaceImage *sima, ARegion *ar, Scene *scene, ImBuf *ibuf, float fx, float fy, float zoomx, float zoomy)
@@ -508,61 +471,67 @@ static void draw_image_buffer(const bContext *C, SpaceImage *sima, ARegion *ar,
int x, y;
/* set zoom */
- glPixelZoom(zoomx, zoomy);
-
glaDefine2DArea(&ar->winrct);
/* find window pixel coordinates of origin */
UI_view2d_view_to_region(&ar->v2d, fx, fy, &x, &y);
/* this part is generic image display */
- if (sima->flag & SI_SHOW_ALPHA) {
- if (ibuf->rect)
- sima_draw_alpha_pixels(x, y, ibuf->x, ibuf->y, ibuf->rect);
- else if (ibuf->rect_float && ibuf->channels == 4)
- sima_draw_alpha_pixelsf(x, y, ibuf->x, ibuf->y, ibuf->rect_float);
- }
- else if (sima->flag & SI_SHOW_ZBUF && (ibuf->zbuf || ibuf->zbuf_float || (ibuf->channels == 1))) {
+ if (sima->flag & SI_SHOW_ZBUF && (ibuf->zbuf || ibuf->zbuf_float || (ibuf->channels == 1))) {
if (ibuf->zbuf)
- sima_draw_zbuf_pixels(x, y, ibuf->x, ibuf->y, ibuf->zbuf);
+ sima_draw_zbuf_pixels(x, y, ibuf->x, ibuf->y, ibuf->zbuf, zoomx, zoomy);
else if (ibuf->zbuf_float)
- sima_draw_zbuffloat_pixels(scene, x, y, ibuf->x, ibuf->y, ibuf->zbuf_float);
+ sima_draw_zbuffloat_pixels(scene, x, y, ibuf->x, ibuf->y, ibuf->zbuf_float, zoomx, zoomy);
else if (ibuf->channels == 1)
- sima_draw_zbuffloat_pixels(scene, x, y, ibuf->x, ibuf->y, ibuf->rect_float);
+ sima_draw_zbuffloat_pixels(scene, x, y, ibuf->x, ibuf->y, ibuf->rect_float, zoomx, zoomy);
}
else {
+ int clip_max_x, clip_max_y;
+ UI_view2d_view_to_region(&ar->v2d,
+ ar->v2d.cur.xmax, ar->v2d.cur.ymax,
+ &clip_max_x, &clip_max_y);
+
if (sima->flag & SI_USE_ALPHA) {
+ imm_draw_checker_box(x, y, x + ibuf->x * zoomx, y + ibuf->y * zoomy);
+
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- fdrawcheckerboard(x, y, x + ibuf->x * zoomx, y + ibuf->y * zoomy);
}
- if ((sima->flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B)) == 0) {
- int clip_max_x, clip_max_y;
- UI_view2d_view_to_region(&ar->v2d,
- ar->v2d.cur.xmax, ar->v2d.cur.ymax,
- &clip_max_x, &clip_max_y);
+ /* If RGBA display with color management */
+ if ((sima->flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B | SI_SHOW_ALPHA)) == 0) {
+
glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, GL_NEAREST,
- 0, 0, clip_max_x, clip_max_y);
+ 0, 0, clip_max_x, clip_max_y, zoomx, zoomy);
}
else {
+ float shuffle[4] = {0.0f, 0.0f, 0.0f, 0.0f};
unsigned char *display_buffer;
void *cache_handle;
-
- /* TODO(sergey): Ideally GLSL shading should be capable of either
- * disabling some channels or displaying buffer with custom offset.
- */
- display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
-
- if (display_buffer != NULL) {
- int channel_offset = draw_image_channel_offset(sima);
- glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_LUMINANCE, GL_UNSIGNED_INT,
- display_buffer - (4 - channel_offset));
- }
- if (cache_handle != NULL) {
- IMB_display_buffer_release(cache_handle);
+ ColorManagedViewSettings *view_settings;
+ ColorManagedDisplaySettings *display_settings;
+
+ if (sima->flag & SI_SHOW_R)
+ shuffle[0] = 1.0f;
+ else if (sima->flag & SI_SHOW_G)
+ shuffle[1] = 1.0f;
+ else if (sima->flag & SI_SHOW_B)
+ shuffle[2] = 1.0f;
+ else if (sima->flag & SI_SHOW_ALPHA)
+ shuffle[3] = 1.0f;
+
+ GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, shuffle);
+
+ IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
+ display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
+
+ if (display_buffer) {
+ immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer,
+ 0, 0, clip_max_x, clip_max_y, zoomx, zoomy, NULL);
}
+
+ IMB_display_buffer_release(cache_handle);
}
if (sima->flag & SI_USE_ALPHA)
@@ -601,7 +570,7 @@ static void draw_image_buffer_tiled(SpaceImage *sima, ARegion *ar, Scene *scene,
unsigned int *rect;
int dx, dy, sx, sy, x, y;
void *cache_handle;
- int channel_offset = -1;
+ float shuffle[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* verify valid values, just leave this a while */
if (ima->xrep < 1) return;
@@ -615,8 +584,6 @@ static void draw_image_buffer_tiled(SpaceImage *sima, ARegion *ar, Scene *scene,
if (!display_buffer)
return;
- glPixelZoom(zoomx, zoomy);
-
if (sima->curtile >= ima->xrep * ima->yrep)
sima->curtile = ima->xrep * ima->yrep - 1;
@@ -628,24 +595,34 @@ static void draw_image_buffer_tiled(SpaceImage *sima, ARegion *ar, Scene *scene,
rect = get_part_from_buffer((unsigned int *)display_buffer, ibuf->x, sx, sy, sx + dx, sy + dy);
/* draw repeated */
- if ((sima->flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B)) != 0) {
- channel_offset = draw_image_channel_offset(sima);
+ if ((sima->flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B | SI_SHOW_ALPHA)) != 0) {
+ if (sima->flag & SI_SHOW_R)
+ shuffle[0] = 1.0f;
+ else if (sima->flag & SI_SHOW_G)
+ shuffle[1] = 1.0f;
+ else if (sima->flag & SI_SHOW_B)
+ shuffle[2] = 1.0f;
+ else if (sima->flag & SI_SHOW_ALPHA)
+ shuffle[3] = 1.0f;
}
+
for (sy = 0; sy + dy <= ibuf->y; sy += dy) {
for (sx = 0; sx + dx <= ibuf->x; sx += dx) {
UI_view2d_view_to_region(&ar->v2d, fx + (float)sx / (float)ibuf->x, fy + (float)sy / (float)ibuf->y, &x, &y);
- if (channel_offset == -1) {
- glaDrawPixelsSafe(x, y, dx, dy, dx, GL_RGBA, GL_UNSIGNED_BYTE, rect);
+
+ if ((sima->flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B | SI_SHOW_ALPHA)) == 0) {
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(x, y, dx, dy, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect, zoomx, zoomy, NULL);
}
else {
- glaDrawPixelsSafe(x, y, dx, dy, dx, GL_LUMINANCE, GL_UNSIGNED_INT,
- (unsigned char *)rect - (4 - channel_offset));
+ GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, shuffle);
+
+ immDrawPixelsTex(x, y, dx, dy, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect, zoomx, zoomy, NULL);
}
}
}
- glPixelZoom(1.0f, 1.0f);
-
IMB_display_buffer_release(cache_handle);
MEM_freeN(rect);
@@ -718,117 +695,40 @@ 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);
- ImBuf *ibuf;
- unsigned int size, alpha;
- unsigned char *display_buffer;
- unsigned char *rect, *cp;
- void *cache_handle;
-
- if (!brush || !brush->clone.image)
- return NULL;
-
- ibuf = BKE_image_acquire_ibuf(brush->clone.image, NULL, NULL);
-
- if (!ibuf)
- return NULL;
-
- display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
-
- if (!display_buffer) {
- BKE_image_release_ibuf(brush->clone.image, ibuf, NULL);
- IMB_display_buffer_release(cache_handle);
-
- return NULL;
- }
-
- rect = MEM_dupallocN(display_buffer);
-
- IMB_display_buffer_release(cache_handle);
-
- if (!rect) {
- BKE_image_release_ibuf(brush->clone.image, ibuf, NULL);
- return NULL;
- }
-
- *width = ibuf->x;
- *height = ibuf->y;
-
- size = (*width) * (*height);
- alpha = (unsigned char)255 * brush->clone.alpha;
- cp = rect;
-
- while (size-- > 0) {
- cp[3] = alpha;
- cp += 4;
- }
-
- BKE_image_release_ibuf(brush->clone.image, ibuf, NULL);
-
- return rect;
-}
-
static void draw_image_paint_helpers(const bContext *C, ARegion *ar, Scene *scene, float zoomx, float zoomy)
{
Brush *brush;
- int x, y, w, h;
- unsigned char *clonerect;
+ int x, y;
+ ImBuf *ibuf;
brush = BKE_paint_brush(&scene->toolsettings->imapaint.paint);
- if (brush && (brush->imagepaint_tool == PAINT_TOOL_CLONE)) {
- /* this is not very efficient, but glDrawPixels doesn't allow
- * drawing with alpha */
- clonerect = get_alpha_clone_image(C, scene, &w, &h);
+ if (brush && (brush->imagepaint_tool == PAINT_TOOL_CLONE) && brush->clone.image) {
+ ibuf = BKE_image_acquire_ibuf(brush->clone.image, NULL, NULL);
- if (clonerect) {
+ if (ibuf) {
+ void *cache_handle = NULL;
+ float col[4] = {1.0f, 1.0f, 1.0f, brush->clone.alpha};
UI_view2d_view_to_region(&ar->v2d, brush->clone.offset[0], brush->clone.offset[1], &x, &y);
- glPixelZoom(zoomx, zoomy);
+ unsigned char *display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
+
+ if (!display_buffer) {
+ BKE_image_release_ibuf(brush->clone.image, ibuf, NULL);
+ IMB_display_buffer_release(cache_handle);
+ return;
+ }
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glaDrawPixelsSafe(x, y, w, h, w, GL_RGBA, GL_UNSIGNED_BYTE, clonerect);
- glDisable(GL_BLEND);
- glPixelZoom(1.0, 1.0);
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer, zoomx, zoomy, col);
+
+ glDisable(GL_BLEND);
- MEM_freeN(clonerect);
+ BKE_image_release_ibuf(brush->clone.image, ibuf, NULL);
+ IMB_display_buffer_release(cache_handle);
}
}
}
diff --git a/source/blender/editors/space_image/space_image.c b/source/blender/editors/space_image/space_image.c
index 6ddf78290aa..22b70e04397 100644
--- a/source/blender/editors/space_image/space_image.c
+++ b/source/blender/editors/space_image/space_image.c
@@ -687,6 +687,7 @@ static void image_main_region_draw(const bContext *C, ARegion *ar)
Mask *mask = NULL;
bool curve = false;
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
View2D *v2d = &ar->v2d;
//View2DScrollers *scrollers;
float col[3];
@@ -722,7 +723,7 @@ static void image_main_region_draw(const bContext *C, ARegion *ar)
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
- ED_uvedit_draw_main(sima, ar, scene, obedit, obact);
+ ED_uvedit_draw_main(sima, ar, scene, sl, obedit, obact);
/* check for mask (delay draw) */
if (ED_space_image_show_uvedit(sima, obedit)) {
diff --git a/source/blender/editors/space_info/info_stats.c b/source/blender/editors/space_info/info_stats.c
index 8dc6c4229b2..435d9b2ee26 100644
--- a/source/blender/editors/space_info/info_stats.c
+++ b/source/blender/editors/space_info/info_stats.c
@@ -269,9 +269,9 @@ static void stats_object_sculpt_dynamic_topology(Object *ob, SceneStats *stats)
stats->tottri = ob->sculpt->bm->totface;
}
-static void stats_dupli_object(Base *base, Object *ob, SceneStats *stats)
+static void stats_dupli_object(BaseLegacy *base, Object *ob, SceneStats *stats)
{
- if (base->flag & SELECT) stats->totobjsel++;
+ if (base->flag_legacy & SELECT) stats->totobjsel++;
if (ob->transflag & OB_DUPLIPARTS) {
/* Dupli Particles */
@@ -300,7 +300,7 @@ static void stats_dupli_object(Base *base, Object *ob, SceneStats *stats)
}
}
- stats_object(ob, base->flag & SELECT, 1, stats);
+ stats_object(ob, base->flag_legacy & SELECT, 1, stats);
stats->totobj++;
}
else if (ob->parent && (ob->parent->transflag & (OB_DUPLIVERTS | OB_DUPLIFACES))) {
@@ -316,23 +316,23 @@ static void stats_dupli_object(Base *base, Object *ob, SceneStats *stats)
}
stats->totobj += tot;
- stats_object(ob, base->flag & SELECT, tot, stats);
+ stats_object(ob, base->flag_legacy & SELECT, tot, stats);
}
else if (ob->transflag & OB_DUPLIFRAMES) {
/* Dupli Frames */
int tot = count_duplilist(ob);
stats->totobj += tot;
- stats_object(ob, base->flag & SELECT, tot, stats);
+ stats_object(ob, base->flag_legacy & SELECT, tot, stats);
}
else if ((ob->transflag & OB_DUPLIGROUP) && ob->dup_group) {
/* Dupli Group */
int tot = count_duplilist(ob);
stats->totobj += tot;
- stats_object(ob, base->flag & SELECT, tot, stats);
+ stats_object(ob, base->flag_legacy & SELECT, tot, stats);
}
else {
/* No Dupli */
- stats_object(ob, base->flag & SELECT, 1, stats);
+ stats_object(ob, base->flag_legacy & SELECT, 1, stats);
stats->totobj++;
}
}
@@ -348,7 +348,7 @@ static void stats_update(Scene *scene)
{
SceneStats stats = {0};
Object *ob = (scene->basact) ? scene->basact->object : NULL;
- Base *base;
+ BaseLegacy *base;
if (scene->obedit) {
/* Edit Mode */
diff --git a/source/blender/editors/space_info/textview.c b/source/blender/editors/space_info/textview.c
index c801a736e31..8ee488ac591 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);
}
@@ -182,21 +190,25 @@ 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);
- glColor3ubv(fg);
+ immUniformColor3ubv(bg);
+ immRecti(pos, 0, cdc->xy[1], cdc->winx, (cdc->xy[1] + (cdc->lheight * tot_lines)));
+
+ immUnbindProgram();
+ }
/* last part needs no clipping */
BLF_position(cdc->font_id, cdc->xy[0], cdc->lofs + cdc->xy[1], 0);
+ BLF_color3ubv(cdc->font_id, fg);
BLF_draw_mono(cdc->font_id, s, len, cdc->cwidth);
if (cdc->sel[0] != cdc->sel[1]) {
console_step_sel(cdc, -initial_offset);
// glColor4ub(255, 0, 0, 96); // debug
console_draw_sel(s, cdc->sel, cdc->xy, len, cdc->cwidth, cdc->lheight, bg_sel);
- glColor3ubv(fg);
}
cdc->xy[1] += cdc->lheight;
@@ -212,7 +224,6 @@ static int console_draw_string(ConsoleDrawContext *cdc, const char *str, int str
console_step_sel(cdc, len);
// glColor4ub(0, 255, 0, 96); // debug
console_draw_sel(s, cdc->sel, cdc->xy, len, cdc->cwidth, cdc->lheight, bg_sel);
- glColor3ubv(fg);
}
cdc->xy[1] += cdc->lheight;
@@ -230,11 +241,15 @@ 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);
- glColor3ubv(fg);
+ immUniformColor3ubv(bg);
+ immRecti(pos, 0, cdc->xy[1], cdc->winx, cdc->xy[1] + cdc->lheight);
+
+ immUnbindProgram();
+ }
BLF_position(cdc->font_id, cdc->xy[0], cdc->lofs + cdc->xy[1], 0);
BLF_draw_mono(cdc->font_id, str, str_len, cdc->cwidth);
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c
index 3de44174d6a..f1a08a45c29 100644
--- a/source/blender/editors/space_logic/logic_window.c
+++ b/source/blender/editors/space_logic/logic_window.c
@@ -460,7 +460,7 @@ static void set_sca_ob(Object *ob)
static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisflag)
{
- Base *base;
+ BaseLegacy *base;
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
Object *ob, *obt, *obact= CTX_data_active_object(C);
@@ -491,7 +491,7 @@ static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisf
base= FIRSTBASE;
while (base) {
if (base->lay & lay) {
- if (base->flag & SELECT) {
+ if (base->flag_legacy & SELECT) {
if (scavisflag & BUTS_SENS_SEL) base->object->scavisflag |= OB_VIS_SENS;
if (scavisflag & BUTS_CONT_SEL) base->object->scavisflag |= OB_VIS_CONT;
if (scavisflag & BUTS_ACT_SEL) base->object->scavisflag |= OB_VIS_ACT;
diff --git a/source/blender/editors/space_nla/nla_channels.c b/source/blender/editors/space_nla/nla_channels.c
index e9c46e9d04b..48e822ef876 100644
--- a/source/blender/editors/space_nla/nla_channels.c
+++ b/source/blender/editors/space_nla/nla_channels.c
@@ -45,6 +45,7 @@
#include "BKE_nla.h"
#include "BKE_context.h"
#include "BKE_global.h"
+#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_report.h"
@@ -125,7 +126,7 @@ static int mouse_nla_channels(bContext *C, bAnimContext *ac, float x, int channe
{
bDopeSheet *ads = (bDopeSheet *)ac->data;
Scene *sce = (Scene *)ads->source;
- Base *base = (Base *)ale->data;
+ BaseLegacy *base = (BaseLegacy *)ale->data;
Object *ob = base->object;
AnimData *adt = ob->adt;
@@ -133,24 +134,24 @@ static int mouse_nla_channels(bContext *C, bAnimContext *ac, float x, int channe
/* set selection status */
if (selectmode == SELECT_INVERT) {
/* swap select */
- base->flag ^= SELECT;
- ob->flag = base->flag;
+ base->flag_legacy ^= SELECT;
+ BKE_scene_base_flag_sync_from_base(base);
if (adt) adt->flag ^= ADT_UI_SELECTED;
}
else {
- Base *b;
+ BaseLegacy *b;
/* deselect all */
/* TODO: should this deselect all other types of channels too? */
for (b = sce->base.first; b; b = b->next) {
- b->flag &= ~SELECT;
- b->object->flag = b->flag;
+ b->flag_legacy &= ~SELECT;
+ BKE_scene_base_flag_sync_from_base(b);
if (b->object->adt) b->object->adt->flag &= ~(ADT_UI_SELECTED | ADT_UI_ACTIVE);
}
/* select object now */
- base->flag |= SELECT;
+ base->flag_legacy |= SELECT;
ob->flag |= SELECT;
if (adt) adt->flag |= ADT_UI_SELECTED;
}
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index 5b3c062e16d..65582b994e8 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 *****
*
@@ -53,9 +54,11 @@
#include "ED_anim_api.h"
#include "ED_keyframes_draw.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
+
#include "WM_types.h"
#include "UI_interface.h"
@@ -97,50 +100,68 @@ void nla_action_get_color(AnimData *adt, bAction *act, float color[4])
}
/* draw the keyframes in the specified Action */
-static void nla_action_draw_keyframes(AnimData *adt, bAction *act, View2D *v2d, float y, float ymin, float ymax)
+static void nla_action_draw_keyframes(AnimData *adt, bAction *act, float y, float ymin, float ymax)
{
- DLRBT_Tree keys;
- ActKeyColumn *ak;
- float xscale, f1, f2;
- float color[4];
-
/* get a list of the keyframes with NLA-scaling applied */
+ DLRBT_Tree keys;
BLI_dlrbTree_init(&keys);
action_to_keylist(adt, act, &keys, NULL);
BLI_dlrbTree_linkedlist_sync(&keys);
-
- if (ELEM(NULL, act, keys.first))
+
+ if (!(act && keys.first))
return;
-
+
/* draw a darkened region behind the strips
* - get and reset the background color, this time without the alpha to stand out better
* (amplified alpha is used instead)
*/
+ float color[4];
nla_action_get_color(adt, act, color);
color[3] *= 2.5f;
-
- glColor4fv(color);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+
+ immUniformColor4fv(color);
+
/* - draw a rect from the first to the last frame (no extra overlaps for now)
* that is slightly stumpier than the track background (hardcoded 2-units here)
*/
- f1 = ((ActKeyColumn *)keys.first)->cfra;
- f2 = ((ActKeyColumn *)keys.last)->cfra;
-
- glRectf(f1, ymin + 2, f2, ymax - 2);
-
-
- /* get View2D scaling factor */
- UI_view2d_scale_get(v2d, &xscale, NULL);
-
- /* for now, color is hardcoded to be black */
- glColor3f(0.0f, 0.0f, 0.0f);
-
- /* just draw each keyframe as a simple dot (regardless of the selection status)
- * - size is 3.0f which is smaller than the editable keyframes, so that there is a distinction
- */
- for (ak = keys.first; ak; ak = ak->next)
- draw_keyframe_shape(ak->cfra, y, xscale, 3.0f, 0, ak->key_type, KEYFRAME_SHAPE_FRAME, 1.0f);
-
+ float f1 = ((ActKeyColumn *)keys.first)->cfra;
+ float f2 = ((ActKeyColumn *)keys.last)->cfra;
+
+ immRectf(pos_id, f1, ymin + 2, f2, ymax - 2);
+ immUnbindProgram();
+
+ /* count keys before drawing */
+ unsigned int key_ct = 0;
+ for (ActKeyColumn *ak = keys.first; ak; ak = ak->next) {
+ key_ct++;
+ }
+
+ if (key_ct > 0) {
+ format = immVertexFormat();
+ pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size_id = add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color_id = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int outline_color_id = add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ GPU_enable_program_point_size();
+ immBegin(PRIM_POINTS, key_ct);
+
+ /* - disregard the selection status of keyframes so they draw a certain way
+ * - size is 6.0f which is smaller than the editable keyframes, so that there is a distinction
+ */
+ for (ActKeyColumn *ak = keys.first; ak; ak = ak->next) {
+ draw_keyframe_shape(ak->cfra, y, 6.0f, false, ak->key_type, KEYFRAME_SHAPE_FRAME, 1.0f,
+ pos_id, size_id, color_id, outline_color_id);
+ }
+
+ immEnd();
+ GPU_disable_program_point_size();
+ immUnbindProgram();
+ }
+
/* free icons */
BLI_dlrbTree_free(&keys);
}
@@ -148,57 +169,55 @@ static void nla_action_draw_keyframes(AnimData *adt, bAction *act, View2D *v2d,
/* Strip Markers ------------------------ */
/* Markers inside an action strip */
-static void nla_actionclip_draw_markers(NlaStrip *strip, float yminc, float ymaxc)
+static void nla_actionclip_draw_markers(NlaStrip *strip, float yminc, float ymaxc, int shade, unsigned int pos)
{
- bAction *act = strip->act;
- TimeMarker *marker;
-
- if (ELEM(NULL, strip->act, strip->act->markers.first))
+ const bAction *act = strip->act;
+
+ if (!(act && act->markers.first))
return;
-
- for (marker = act->markers.first; marker; marker = marker->next) {
+
+ immUniformThemeColorShade(TH_STRIP_SELECT, shade);
+
+ immBeginAtMost(PRIM_POINTS, BLI_listbase_count(&act->markers));
+ for (TimeMarker *marker = act->markers.first; marker; marker = marker->next) {
if ((marker->frame > strip->actstart) && (marker->frame < strip->actend)) {
float frame = nlastrip_get_frame(strip, marker->frame, NLATIME_CONVERT_MAP);
-
+
/* just a simple line for now */
- // XXX: draw a triangle instead...
- fdrawline(frame, yminc + 1, frame, ymaxc - 1);
+ /* XXX: draw a triangle instead... */
+ immVertex2f(pos, frame, yminc + 1);
+ immVertex2f(pos, frame, ymaxc - 1);
}
}
+ immEnd();
}
/* Markers inside a NLA-Strip */
-static void nla_strip_draw_markers(NlaStrip *strip, float yminc, float ymaxc)
+static void nla_strip_draw_markers(NlaStrip *strip, float yminc, float ymaxc, unsigned int pos)
{
- glLineWidth(2.0);
+ glLineWidth(2.0f);
if (strip->type == NLASTRIP_TYPE_CLIP) {
/* try not to be too conspicuous, while being visible enough when transforming */
- if (strip->flag & NLASTRIP_FLAG_SELECT)
- UI_ThemeColorShade(TH_STRIP_SELECT, -60);
- else
- UI_ThemeColorShade(TH_STRIP_SELECT, -40);
-
+ int shade = (strip->flag & NLASTRIP_FLAG_SELECT) ? -60 : -40;
+
setlinestyle(3);
/* just draw the markers in this clip */
- nla_actionclip_draw_markers(strip, yminc, ymaxc);
+ nla_actionclip_draw_markers(strip, yminc, ymaxc, shade, pos);
setlinestyle(0);
}
else if (strip->flag & NLASTRIP_FLAG_TEMP_META) {
/* just a solid color, so that it is very easy to spot */
- UI_ThemeColorShade(TH_STRIP_SELECT, 20);
-
+ int shade = 20;
/* draw the markers in the first level of strips only (if they are actions) */
for (NlaStrip *nls = strip->strips.first; nls; nls = nls->next) {
if (nls->type == NLASTRIP_TYPE_CLIP) {
- nla_actionclip_draw_markers(nls, yminc, ymaxc);
+ nla_actionclip_draw_markers(nls, yminc, ymaxc, shade, pos);
}
}
}
-
- glLineWidth(1.0);
}
/* Strips (Proper) ---------------------- */
@@ -266,15 +285,12 @@ 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)
+static void nla_draw_strip_curves(NlaStrip *strip, float yminc, float ymaxc, unsigned int pos)
{
+ 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);
@@ -285,42 +301,43 @@ 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((int)(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));
+ float y = evaluate_fcurve(fcu, cfra); /* assume this to be in 0-1 range */
+ 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);
@@ -330,11 +347,14 @@ static void nla_draw_strip_curves(NlaStrip *strip, float yminc, float ymaxc)
static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStrip *strip, View2D *v2d, float yminc, float ymaxc)
{
const bool non_solo = ((adt && (adt->flag & ADT_NLA_SOLO_TRACK)) && (nlt->flag & NLATRACK_SOLO) == 0);
- float color[3];
-
+ float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+
/* get color of strip */
nla_strip_get_color_inside(adt, strip, color);
-
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* draw extrapolation info first (as backdrop)
* - but this should only be drawn if track has some contribution
*/
@@ -342,7 +362,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
/* enable transparency... */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
-
+
switch (strip->extendmode) {
/* since this does both sides, only do the 'before' side, and leave the rest to the next case */
case NLASTRIP_EXTEND_HOLD:
@@ -351,15 +371,10 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
*/
if (strip->prev == NULL) {
/* set the drawing color to the color of the strip, but with very faint alpha */
- glColor4f(color[0], color[1], color[2], 0.15f);
-
+ immUniformColor3fvAlpha(color, 0.15f);
+
/* draw the rect to the edge of the screen */
- glBegin(GL_QUADS);
- glVertex2f(v2d->cur.xmin, yminc);
- glVertex2f(v2d->cur.xmin, ymaxc);
- glVertex2f(strip->start, ymaxc);
- glVertex2f(strip->start, yminc);
- glEnd();
+ immRectf(pos, v2d->cur.xmin, yminc, strip->start, ymaxc);
}
/* fall-through */
@@ -368,118 +383,132 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
/* only need to try and draw if the next strip doesn't occur immediately after */
if ((strip->next == NULL) || (IS_EQF(strip->next->start, strip->end) == 0)) {
/* set the drawing color to the color of the strip, but this time less faint */
- glColor4f(color[0], color[1], color[2], 0.3f);
+ immUniformColor3fvAlpha(color, 0.3f);
/* draw the rect to the next strip or the edge of the screen */
- glBegin(GL_QUADS);
- glVertex2f(strip->end, yminc);
- glVertex2f(strip->end, ymaxc);
-
- if (strip->next) {
- glVertex2f(strip->next->start, ymaxc);
- glVertex2f(strip->next->start, yminc);
- }
- else {
- glVertex2f(v2d->cur.xmax, ymaxc);
- glVertex2f(v2d->cur.xmax, yminc);
- }
- glEnd();
+ float x2 = strip->next ? strip->next->start : v2d->cur.xmax;
+ immRectf(pos, strip->end, yminc, x2, ymaxc);
}
break;
}
-
+
glDisable(GL_BLEND);
}
-
-
+
+
/* draw 'inside' of strip itself */
if (non_solo == 0) {
+ immUnbindProgram();
+
/* strip is in normal track */
- glColor3fv(color);
UI_draw_roundbox_corner_set(UI_CNR_ALL); /* all corners rounded */
-
- UI_draw_roundbox_shade_x(GL_POLYGON, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1, color);
+
+ /* restore current vertex format & program (roundbox trashes it) */
+ pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
else {
/* strip is in disabled track - make less visible */
- glColor4f(color[0], color[1], color[2], 0.1f);
+ immUniformColor3fvAlpha(color, 0.1f);
glEnable(GL_BLEND);
- glRectf(strip->start, yminc, strip->end, ymaxc);
+ immRectf(pos, strip->start, yminc, strip->end, ymaxc);
glDisable(GL_BLEND);
}
-
-
+
+
/* draw strip's control 'curves'
* - only if user hasn't hidden them...
*/
if ((snla->flag & SNLA_NOSTRIPCURVES) == 0)
- nla_draw_strip_curves(strip, yminc, ymaxc);
-
-
+ nla_draw_strip_curves(strip, yminc, ymaxc, pos);
+
+
/* draw markings indicating locations of local markers (useful for lining up different actions) */
if ((snla->flag & SNLA_NOLOCALMARKERS) == 0)
- nla_strip_draw_markers(strip, yminc, ymaxc);
-
- /* draw strip outline
+ nla_strip_draw_markers(strip, yminc, ymaxc, pos);
+
+ immUnbindProgram();
+
+ /* draw strip outline
* - color used here is to indicate active vs non-active
*/
if (strip->flag & NLASTRIP_FLAG_ACTIVE) {
/* strip should appear 'sunken', so draw a light border around it */
- glColor3f(0.9f, 1.0f, 0.9f); // FIXME: hardcoded temp-hack colors
+ color[0] = 0.9f; /* FIXME: hardcoded temp-hack colors */
+ color[1] = 1.0f;
+ color[2] = 0.9f;
}
else {
/* strip should appear to stand out, so draw a dark border around it */
- glColor3f(0.0f, 0.0f, 0.0f);
+ color[0] = color[1] = color[2] = 0.0f; /* FIXME: or 1.0f ?? */
}
-
+
/* - line style: dotted for muted */
if ((nlt->flag & NLATRACK_MUTED) || (strip->flag & NLASTRIP_FLAG_MUTED))
setlinestyle(4);
-
+
/* draw outline */
- UI_draw_roundbox_shade_x(GL_LINE_LOOP, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1);
-
+ UI_draw_roundbox_shade_x(GL_LINE_LOOP, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1, color);
+
+ /* restore current vertex format & program (roundbox trashes it) */
+ pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3fv(color);
+
/* if action-clip strip, draw lines delimiting repeats too (in the same color as outline) */
if ((strip->type == NLASTRIP_TYPE_CLIP) && IS_EQF(strip->repeat, 1.0f) == 0) {
float repeatLen = (strip->actend - strip->actstart) * strip->scale;
- int i;
-
+
/* only draw lines for whole-numbered repeats, starting from the first full-repeat
* up to the last full repeat (but not if it lies on the end of the strip)
*/
- for (i = 1; i < strip->repeat; i++) {
+ immBeginAtMost(PRIM_LINES, 2 * (strip->repeat - 1));
+ for (int i = 1; i < strip->repeat; i++) {
float repeatPos = strip->start + (repeatLen * i);
-
+
/* don't draw if line would end up on or after the end of the strip */
- if (repeatPos < strip->end)
- fdrawline(repeatPos, yminc + 4, repeatPos, ymaxc - 4);
+ if (repeatPos < strip->end) {
+ immVertex2f(pos, repeatPos, yminc + 4);
+ immVertex2f(pos, repeatPos, ymaxc - 4);
+ }
}
+ immEnd();
}
/* or if meta-strip, draw lines delimiting extents of sub-strips (in same color as outline, if more than 1 exists) */
else if ((strip->type == NLASTRIP_TYPE_META) && (strip->strips.first != strip->strips.last)) {
- NlaStrip *cs;
- float y = (ymaxc - yminc) / 2.0f + yminc;
-
+ float y = (ymaxc - yminc) * 0.5f + yminc;
+
+ immBeginAtMost(PRIM_LINES, 4 * BLI_listbase_count(&strip->strips)); /* up to 2 lines per strip */
+
/* only draw first-level of child-strips, but don't draw any lines on the endpoints */
- for (cs = strip->strips.first; cs; cs = cs->next) {
+ for (NlaStrip *cs = strip->strips.first; cs; cs = cs->next) {
/* draw start-line if not same as end of previous (and only if not the first strip)
* - on upper half of strip
*/
- if ((cs->prev) && IS_EQF(cs->prev->end, cs->start) == 0)
- fdrawline(cs->start, y, cs->start, ymaxc);
-
+ if ((cs->prev) && IS_EQF(cs->prev->end, cs->start) == 0) {
+ immVertex2f(pos, cs->start, y);
+ immVertex2f(pos, cs->start, ymaxc);
+ }
+
/* draw end-line if not the last strip
* - on lower half of strip
*/
- if (cs->next)
- fdrawline(cs->end, yminc, cs->end, y);
+ if (cs->next) {
+ immVertex2f(pos, cs->end, yminc);
+ immVertex2f(pos, cs->end, y);
+ }
}
+
+ immEnd();
}
-
+
/* reset linestyle */
setlinestyle(0);
-}
+ immUnbindProgram();
+}
/* add the relevant text to the cache of text-strings to draw in pixelspace */
static void nla_draw_strip_text(
@@ -490,7 +519,6 @@ static void nla_draw_strip_text(
char str[256];
size_t str_len;
char col[4];
- rctf rect;
/* just print the name and the range */
if (strip->flag & NLASTRIP_FLAG_TEMP_META) {
@@ -517,12 +545,14 @@ static void nla_draw_strip_text(
/* set bounding-box for text
* - padding of 2 'units' on either side
*/
- // TODO: make this centered?
- rect.xmin = xminc;
- rect.ymin = yminc;
- rect.xmax = xmaxc;
- rect.ymax = ymaxc;
-
+ /* TODO: make this centered? */
+ rctf rect = {
+ .xmin = xminc,
+ .ymin = yminc,
+ .xmax = xmaxc,
+ .ymax = ymaxc
+ };
+
/* add this string to the cache of texts to draw */
UI_view2d_text_cache_add_rectf(v2d, &rect, str, str_len, col);
}
@@ -535,9 +565,7 @@ static void nla_draw_strip_frames_text(NlaTrack *UNUSED(nlt), NlaStrip *strip, V
const float ytol = 1.0f; /* small offset to vertical positioning of text, for legibility */
const char col[4] = {220, 220, 220, 255}; /* light gray */
char numstr[32];
- size_t numstr_len;
-
-
+
/* Always draw times above the strip, whereas sequencer drew below + above.
* However, we should be fine having everything on top, since these tend to be
* quite spaced out.
@@ -545,9 +573,9 @@ static void nla_draw_strip_frames_text(NlaTrack *UNUSED(nlt), NlaStrip *strip, V
* while also preserving some accuracy, since we do use floats
*/
/* start frame */
- numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%.1f", strip->start);
+ size_t numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%.1f", strip->start);
UI_view2d_text_cache_add(v2d, strip->start - 1.0f, ymaxc + ytol, numstr, numstr_len, col);
-
+
/* end frame */
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%.1f", strip->end);
UI_view2d_text_cache_add(v2d, strip->end, ymaxc + ytol, numstr, numstr_len, col);
@@ -557,20 +585,14 @@ static void nla_draw_strip_frames_text(NlaTrack *UNUSED(nlt), NlaStrip *strip, V
void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
{
- ListBase anim_data = {NULL, NULL};
- bAnimListElem *ale;
- int filter;
-
View2D *v2d = &ar->v2d;
- float y = 0.0f;
- size_t items;
- int height;
const float pixelx = BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
const float text_margin_x = (8 * UI_DPI_FAC) * pixelx;
/* build list of channels to draw */
- filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
- items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
+ ListBase anim_data = {NULL, NULL};
+ int filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
+ size_t items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
/* Update max-extent of channels here (taking into account scrollers):
* - this is done to allow the channel list to be scrollable, but must be done here
@@ -578,16 +600,16 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
* - offset of NLACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for
* start of list offset, and the second is as a correction for the scrollers.
*/
- height = ((items * NLACHANNEL_STEP(snla)) + (NLACHANNEL_HEIGHT(snla) * 2));
+ int height = ((items * NLACHANNEL_STEP(snla)) + (NLACHANNEL_HEIGHT(snla) * 2));
/* don't use totrect set, as the width stays the same
* (NOTE: this is ok here, the configuration is pretty straightforward)
*/
v2d->tot.ymin = (float)(-height);
/* loop through channels, and set up drawing depending on their type */
- y = (float)(-NLACHANNEL_HEIGHT(snla));
+ float y = (float)(-NLACHANNEL_HEIGHT(snla));
- for (ale = anim_data.first; ale; ale = ale->next) {
+ for (bAnimListElem *ale = anim_data.first; ale; ale = ale->next) {
const float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla));
const float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla));
@@ -601,11 +623,10 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
{
AnimData *adt = ale->adt;
NlaTrack *nlt = (NlaTrack *)ale->data;
- NlaStrip *strip;
- int index;
/* draw each strip in the track (if visible) */
- for (strip = nlt->strips.first, index = 1; strip; strip = strip->next, index++) {
+ int index = 1;
+ for (NlaStrip *strip = nlt->strips.first; strip; strip = strip->next, index++) {
if (BKE_nlastrip_within_bounds(strip, v2d->cur.xmin, v2d->cur.xmax)) {
const float xminc = strip->start + text_margin_x;
const float xmaxc = strip->end + text_margin_x;
@@ -630,45 +651,60 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
case ANIMTYPE_NLAACTION:
{
AnimData *adt = ale->adt;
- float color[4];
-
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* just draw a semi-shaded rect spanning the width of the viewable area if there's data,
* and a second darker rect within which we draw keyframe indicator dots if there's data
*/
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
-
+
/* get colors for drawing */
+ float color[4];
nla_action_get_color(adt, ale->data, color);
- glColor4fv(color);
-
+ immUniformColor4fv(color);
+
/* draw slightly shifted up for greater separation from standard channels,
* but also slightly shorter for some more contrast when viewing the strips
*/
- glRectf(v2d->cur.xmin, yminc + NLACHANNEL_SKIP, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
-
- /* draw keyframes in the action */
- nla_action_draw_keyframes(adt, ale->data, v2d, y, yminc + NLACHANNEL_SKIP, ymaxc - NLACHANNEL_SKIP);
+ immRectf(pos, v2d->cur.xmin, yminc + NLACHANNEL_SKIP, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
/* draw 'embossed' lines above and below the strip for effect */
/* white base-lines */
glLineWidth(2.0f);
- glColor4f(1.0f, 1.0f, 1.0f, 0.3);
- fdrawline(v2d->cur.xmin, yminc + NLACHANNEL_SKIP, v2d->cur.xmax, yminc + NLACHANNEL_SKIP);
- fdrawline(v2d->cur.xmin, ymaxc - NLACHANNEL_SKIP, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
-
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.3);
+ immBegin(PRIM_LINES, 4);
+ immVertex2f(pos, v2d->cur.xmin, yminc + NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmax, yminc + NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmin, ymaxc - NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
+ immEnd();
+
/* black top-lines */
glLineWidth(1.0f);
- glColor3f(0.0f, 0.0f, 0.0f);
- fdrawline(v2d->cur.xmin, yminc + NLACHANNEL_SKIP, v2d->cur.xmax, yminc + NLACHANNEL_SKIP);
- fdrawline(v2d->cur.xmin, ymaxc - NLACHANNEL_SKIP, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
-
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+ immBegin(PRIM_LINES, 4);
+ immVertex2f(pos, v2d->cur.xmin, yminc + NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmax, yminc + NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmin, ymaxc - NLACHANNEL_SKIP);
+ immVertex2f(pos, v2d->cur.xmax, ymaxc - NLACHANNEL_SKIP);
+ immEnd();
+
+ /* TODO: these lines but better --^ */
+
+ immUnbindProgram();
+
+ /* draw keyframes in the action */
+ nla_action_draw_keyframes(adt, ale->data, y, yminc + NLACHANNEL_SKIP, ymaxc - NLACHANNEL_SKIP);
+
glDisable(GL_BLEND);
break;
}
}
}
-
+
/* adjust y-position for next one */
y -= NLACHANNEL_STEP(snla);
}
@@ -684,17 +720,14 @@ void draw_nla_channel_list(const bContext *C, bAnimContext *ac, ARegion *ar)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
- int filter;
SpaceNla *snla = (SpaceNla *)ac->sl;
View2D *v2d = &ar->v2d;
float y = 0.0f;
- size_t items;
- int height;
/* build list of channels to draw */
- filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
- items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
+ int filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
+ size_t items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
/* Update max-extent of channels here (taking into account scrollers):
* - this is done to allow the channel list to be scrollable, but must be done here
@@ -702,7 +735,7 @@ void draw_nla_channel_list(const bContext *C, bAnimContext *ac, ARegion *ar)
* - offset of NLACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for
* start of list offset, and the second is as a correction for the scrollers.
*/
- height = ((items * NLACHANNEL_STEP(snla)) + (NLACHANNEL_HEIGHT(snla) * 2));
+ int height = ((items * NLACHANNEL_STEP(snla)) + (NLACHANNEL_HEIGHT(snla) * 2));
/* don't use totrect set, as the width stays the same
* (NOTE: this is ok here, the configuration is pretty straightforward)
*/
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index d31a475e45e..5f162d4e4fd 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)
@@ -392,6 +353,7 @@ static void node_draw_frame_label(bNodeTree *ntree, bNode *node, const float asp
const int font_size = data->label_size / aspect;
const float margin = (float)(NODE_DY / 4);
int label_height;
+ unsigned char color[3];
nodeLabel(ntree, node, label, sizeof(label));
@@ -400,7 +362,8 @@ static void node_draw_frame_label(bNodeTree *ntree, bNode *node, const float asp
BLF_size(fontid, MIN2(24, font_size), U.dpi); /* clamp otherwise it can suck up a LOT of memory */
/* title color */
- UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
+ UI_GetThemeColorBlendShade3ubv(TH_TEXT, color_id, 0.4f, 10, color);
+ BLF_color3ubv(fontid, color);
width = BLF_width(fontid, label, sizeof(label));
ascender = BLF_ascender(fontid);
@@ -465,7 +428,7 @@ 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 +438,37 @@ 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 +544,12 @@ 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 +599,7 @@ 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);
@@ -2218,14 +2178,21 @@ 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 int 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();
}
}
@@ -2244,9 +2211,6 @@ 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;
@@ -2259,12 +2223,21 @@ 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 int 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)
@@ -2282,9 +2255,6 @@ 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;
@@ -2297,13 +2267,21 @@ 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 int 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();
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
- glVertex2f(x3, y3);
- glVertex2f(x4, y4);
- glEnd();
+ immUnbindProgram();
}
static void node_composit_buts_ellipsemask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
@@ -3202,6 +3180,7 @@ void ED_init_node_socket_type_virtual(bNodeSocketType *stype)
void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, bNodeInstanceKey parent_key)
{
bNodeInstanceKey active_viewer_key = (snode->nodetree ? snode->nodetree->active_viewer_key : NODE_INSTANCE_KEY_NONE);
+ float shuffle[4] = {0.0f, 0.0f, 0.0f, 0.0f};
Image *ima;
void *lock;
ImBuf *ibuf;
@@ -3234,60 +3213,37 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
unsigned char *display_buffer = NULL;
void *cache_handle = NULL;
- if (snode->flag & (SNODE_SHOW_R | SNODE_SHOW_G | SNODE_SHOW_B)) {
- int ofs;
+ if (snode->flag & (SNODE_SHOW_R | SNODE_SHOW_G | SNODE_SHOW_B | SNODE_SHOW_ALPHA)) {
display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
-
-#ifdef __BIG_ENDIAN__
- if (snode->flag & SNODE_SHOW_R) ofs = 0;
- else if (snode->flag & SNODE_SHOW_G) ofs = 1;
- else ofs = 2;
-#else
- if (snode->flag & SNODE_SHOW_R) ofs = 1;
- else if (snode->flag & SNODE_SHOW_G) ofs = 2;
- else ofs = 3;
-#endif
-
- glPixelZoom(snode->zoom, snode->zoom);
- /* swap bytes, so alpha is most significant one, then just draw it as luminance int */
-
- glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_LUMINANCE, GL_UNSIGNED_INT,
- display_buffer - (4 - ofs));
-
- glPixelZoom(1.0f, 1.0f);
- }
- else if (snode->flag & SNODE_SHOW_ALPHA) {
- display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
-
- glPixelZoom(snode->zoom, snode->zoom);
- /* swap bytes, so alpha is most significant one, then just draw it as luminance int */
-#ifdef __BIG_ENDIAN__
- glPixelStorei(GL_UNPACK_SWAP_BYTES, 1);
-#endif
- glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_LUMINANCE, GL_UNSIGNED_INT, display_buffer);
-
-#ifdef __BIG_ENDIAN__
- glPixelStorei(GL_UNPACK_SWAP_BYTES, 0);
-#endif
- glPixelZoom(1.0f, 1.0f);
+
+ if (snode->flag & SNODE_SHOW_R)
+ shuffle[0] = 1.0f;
+ else if (snode->flag & SNODE_SHOW_G)
+ shuffle[1] = 1.0f;
+ else if (snode->flag & SNODE_SHOW_B)
+ shuffle[2] = 1.0f;
+ else
+ shuffle[3] = 1.0f;
+
+ GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, shuffle);
+
+ immDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST,
+ display_buffer, snode->zoom, snode->zoom, NULL);
+
+ GPU_shader_unbind();
}
else if (snode->flag & SNODE_USE_ALPHA) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glPixelZoom(snode->zoom, snode->zoom);
-
- glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST);
-
- glPixelZoom(1.0f, 1.0f);
+
+ glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST, snode->zoom, snode->zoom);
+
glDisable(GL_BLEND);
}
else {
- glPixelZoom(snode->zoom, snode->zoom);
-
- glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST);
-
- glPixelZoom(1.0f, 1.0f);
+ glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST, snode->zoom, snode->zoom);
}
if (cache_handle)
@@ -3312,13 +3268,19 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
viewer_border->ymin < viewer_border->ymax)
{
rcti pixel_border;
- UI_ThemeColor(TH_ACTIVE);
BLI_rcti_init(&pixel_border,
x + snode->zoom * viewer_border->xmin * ibuf->x,
x + snode->zoom * viewer_border->xmax * ibuf->x,
y + snode->zoom * viewer_border->ymin * ibuf->y,
y + snode->zoom * viewer_border->ymax * ibuf->y);
- glaDrawBorderCorners(&pixel_border, 1.0f, 1.0f);
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_ACTIVE);
+
+ immDrawBorderCorners(pos, &pixel_border, 1.0f, 1.0f);
+
+ immUnbindProgram();
}
}
@@ -3438,6 +3400,7 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
float arrow[2], arrow1[2], arrow2[2];
const float px_fac = UI_DPI_WINDOW_FAC;
glGetFloatv(GL_LINE_WIDTH, &linew);
+ unsigned int pos;
/* we can reuse the dist variable here to increment the GL curve eval amount*/
dist = 1.0f / (float)LINK_RESOL;
@@ -3461,57 +3424,84 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
arrow[0] = coord_array[LINK_ARROW][0];
arrow[1] = coord_array[LINK_ARROW][1];
}
+
+ if (do_triple || drawarrow || (!do_shaded)) {
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ }
+
if (do_triple) {
- UI_ThemeColorShadeAlpha(th_col3, -80, -120);
+ immUniformThemeColorShadeAlpha(th_col3, -80, -120);
glLineWidth(4.0f * px_fac);
-
- glBegin(GL_LINE_STRIP);
+
+ immBegin(GL_LINE_STRIP, (LINK_RESOL + 1));
+
for (i = 0; i <= LINK_RESOL; i++) {
- glVertex2fv(coord_array[i]);
+ immVertex2fv(pos, coord_array[i]);
}
- glEnd();
+
+ immEnd();
+
if (drawarrow) {
- glBegin(GL_LINE_STRIP);
- glVertex2fv(arrow1);
- glVertex2fv(arrow);
- glVertex2fv(arrow2);
- glEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2fv(pos, arrow1);
+ immVertex2fv(pos, arrow);
+ immVertex2fv(pos, arrow2);
+ immEnd();
}
}
-
- /* XXX using GL_LINES for shaded node lines is a workaround
- * for Intel hardware, this breaks with GL_LINE_STRIP and
- * changing color in begin/end blocks.
- */
+
glLineWidth(1.5f * px_fac);
- if (do_shaded) {
- glBegin(GL_LINES);
- for (i = 0; i < LINK_RESOL; i++) {
- UI_ThemeColorBlend(th_col1, th_col2, spline_step);
- glVertex2fv(coord_array[i]);
-
- UI_ThemeColorBlend(th_col1, th_col2, spline_step + dist);
- glVertex2fv(coord_array[i + 1]);
-
- spline_step += dist;
- }
- glEnd();
+
+ if (drawarrow) {
+ immUniformThemeColorBlend(th_col1, th_col2, 0.5f);
+
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2fv(pos, arrow1);
+ immVertex2fv(pos, arrow);
+ immVertex2fv(pos, arrow2);
+ immEnd();
}
- else {
- UI_ThemeColor(th_col1);
- glBegin(GL_LINE_STRIP);
+
+ if (!do_shaded) {
+ immUniformThemeColor(th_col1);
+
+ immBegin(GL_LINE_STRIP, (LINK_RESOL + 1));
+
for (i = 0; i <= LINK_RESOL; i++) {
- glVertex2fv(coord_array[i]);
+ immVertex2fv(pos, coord_array[i]);
}
- glEnd();
+
+ immEnd();
}
-
- if (drawarrow) {
- glBegin(GL_LINE_STRIP);
- glVertex2fv(arrow1);
- glVertex2fv(arrow);
- glVertex2fv(arrow2);
- glEnd();
+
+ if (do_triple || drawarrow || (!do_shaded)) {
+ immUnbindProgram();
+ }
+
+ if (do_shaded) {
+ unsigned char col[3];
+
+ VertexFormat *format = immVertexFormat();
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
+ immBegin(GL_LINE_STRIP, (LINK_RESOL + 1));
+
+ for (i = 0; i <= LINK_RESOL; i++) {
+ UI_GetThemeColorBlend3ubv(th_col1, th_col2, spline_step, col);
+ immAttrib3ubv(color, col);
+
+ immVertex2fv(pos, coord_array[i]);
+
+ spline_step += dist;
+ }
+
+ immEnd();
+
+ immUnbindProgram();
}
glDisable(GL_LINE_SMOOTH);
@@ -3643,27 +3633,27 @@ void node_draw_link(View2D *v2d, SpaceNode *snode, bNodeLink *link)
// node_draw_link_straight(v2d, snode, link, th_col1, do_shaded, th_col2, do_triple, th_col3);
}
-void ED_node_draw_snap(View2D *v2d, const float cent[2], float size, NodeBorder border)
+void ED_node_draw_snap(View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned pos)
{
- glBegin(GL_LINES);
+ immBegin(GL_LINES, 4);
if (border & (NODE_LEFT | NODE_RIGHT)) {
- glVertex2f(cent[0], v2d->cur.ymin);
- glVertex2f(cent[0], v2d->cur.ymax);
+ immVertex2f(pos, cent[0], v2d->cur.ymin);
+ immVertex2f(pos, cent[0], v2d->cur.ymax);
}
else {
- glVertex2f(cent[0], cent[1] - size);
- glVertex2f(cent[0], cent[1] + size);
+ immVertex2f(pos, cent[0], cent[1] - size);
+ immVertex2f(pos, cent[0], cent[1] + size);
}
if (border & (NODE_TOP | NODE_BOTTOM)) {
- glVertex2f(v2d->cur.xmin, cent[1]);
- glVertex2f(v2d->cur.xmax, cent[1]);
+ immVertex2f(pos, v2d->cur.xmin, cent[1]);
+ immVertex2f(pos, v2d->cur.xmax, cent[1]);
}
else {
- glVertex2f(cent[0] - size, cent[1]);
- glVertex2f(cent[0] + size, cent[1]);
+ immVertex2f(pos, cent[0] - size, cent[1]);
+ immVertex2f(pos, cent[0] + size, cent[1]);
}
- glEnd();
+ immEnd();
}
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index ab40c55b59d..f78087c4b51 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 */
@@ -740,10 +705,9 @@ static void node_draw_preview(bNodePreview *preview, rctf *prv)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* premul graphics */
- glColor4f(1.0, 1.0, 1.0, 1.0);
- glPixelZoom(scale, scale);
- glaDrawPixelsTex(draw_rect.xmin, draw_rect.ymin, preview->xsize, preview->ysize, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, preview->rect);
- glPixelZoom(1.0f, 1.0f);
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(draw_rect.xmin, draw_rect.ymin, preview->xsize, preview->ysize, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, preview->rect,
+ scale, scale, NULL);
glDisable(GL_BLEND);
@@ -773,23 +737,129 @@ 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_AA);
+
+ /* 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 +868,7 @@ 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 +879,20 @@ 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 +900,7 @@ 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;
@@ -864,10 +933,12 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
}
/* title */
- if (node->flag & SELECT)
- UI_ThemeColor(TH_SELECT);
- else
- UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
+ if (node->flag & SELECT) {
+ UI_GetThemeColor4fv(TH_SELECT, color);
+ }
+ else {
+ UI_GetThemeColorBlendShade4fv(TH_SELECT, color_id, 0.4f, 10, color);
+ }
/* open/close entirely? */
{
@@ -882,15 +953,11 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
UI_block_emboss_set(node->block, UI_EMBOSS);
/* custom draw function for this button */
- UI_draw_icon_tri(rct->xmin + 0.5f * U.widget_unit, rct->ymax - NODE_DY / 2.0f, 'v');
+ UI_draw_icon_tri(rct->xmin + 0.5f * U.widget_unit, rct->ymax - NODE_DY / 2.0f, 'v', color);
}
- /* 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 +972,27 @@ 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 +1001,8 @@ 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 +1022,16 @@ 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 +1039,29 @@ 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);
}
@@ -1021,18 +1071,19 @@ 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);
}
/* title */
- if (node->flag & SELECT)
- UI_ThemeColor(TH_SELECT);
- else
- UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
+ if (node->flag & SELECT) {
+ UI_GetThemeColor4fv(TH_SELECT, color);
+ }
+ else {
+ UI_GetThemeColorBlendShade4fv(TH_SELECT, color_id, 0.4f, 10, color);
+ }
/* open entirely icon */
{
@@ -1047,18 +1098,15 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
UI_block_emboss_set(node->block, UI_EMBOSS);
/* custom draw function for this button */
- UI_draw_icon_tri(rct->xmin + 10.0f, centy, 'h');
+ UI_draw_icon_tri(rct->xmin + 10.0f, centy, 'h', color);
}
/* 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 +1130,8 @@ 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;
@@ -1233,7 +1272,7 @@ static void draw_tree_path(SpaceNode *snode)
ED_node_tree_path_get_fixedbuf(snode, info, sizeof(info));
- UI_ThemeColor(TH_TEXT_HI);
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
BLF_draw_default(1.5f * UI_UNIT_X, 1.5f * UI_UNIT_Y, 0.0f, info, sizeof(info));
}
@@ -1272,12 +1311,14 @@ 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_TRIANGLE_FAN, 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/CMakeLists.txt b/source/blender/editors/space_outliner/CMakeLists.txt
index 289d6e715e1..a9d630c31e5 100644
--- a/source/blender/editors/space_outliner/CMakeLists.txt
+++ b/source/blender/editors/space_outliner/CMakeLists.txt
@@ -37,12 +37,14 @@ set(INC_SYS
)
set(SRC
+ outliner_collections.c
outliner_draw.c
outliner_edit.c
outliner_ops.c
outliner_select.c
outliner_tools.c
outliner_tree.c
+ outliner_utils.c
space_outliner.c
outliner_intern.h
diff --git a/source/blender/editors/space_outliner/outliner_collections.c b/source/blender/editors/space_outliner/outliner_collections.c
new file mode 100644
index 00000000000..87a9e019ee7
--- /dev/null
+++ b/source/blender/editors/space_outliner/outliner_collections.c
@@ -0,0 +1,445 @@
+/*
+ * ***** 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): Blender Foundation, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/space_outliner/outliner_collections.c
+ * \ingroup spoutliner
+ */
+
+#include "BKE_context.h"
+#include "BKE_collection.h"
+#include "BKE_layer.h"
+#include "BKE_report.h"
+
+#include "BLI_listbase.h"
+
+#include "ED_screen.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "RNA_access.h"
+#include "RNA_define.h"
+#include "RNA_enum_types.h"
+
+#include "UI_resources.h"
+
+#include "outliner_intern.h" /* own include */
+
+/* -------------------------------------------------------------------- */
+
+static LayerCollection *outliner_collection_active(bContext *C)
+{
+ TODO_LAYER_OPERATORS;
+ /* consider that we may have overrides or objects active
+ * leading to no active collections */
+ return CTX_data_layer_collection(C);
+}
+
+#if 0
+static CollectionOverride *outliner_override_active(bContext *UNUSED(C))
+{
+ TODO_LAYER_OPERATORS;
+ TODO_LAYER_OVERRIDE;
+ return NULL;
+}
+#endif
+
+/* -------------------------------------------------------------------- */
+/* collection manager operators */
+
+/**
+ * Recursively get the collection for a given index
+ */
+static SceneCollection *scene_collection_from_index(ListBase *lb, const int number, int *i)
+{
+ for (SceneCollection *sc = lb->first; sc; sc = sc->next) {
+ if (*i == number) {
+ return sc;
+ }
+
+ (*i)++;
+
+ SceneCollection *sc_nested = scene_collection_from_index(&sc->scene_collections, number, i);
+ if (sc_nested) {
+ return sc_nested;
+ }
+ }
+ return NULL;
+}
+
+static int collection_link_exec(bContext *C, wmOperator *op)
+{
+ Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ SceneCollection *sc_master = BKE_collection_master(scene);
+ SceneCollection *sc;
+
+ int scene_collection_index = RNA_enum_get(op->ptr, "scene_collection");
+ if (scene_collection_index == 0) {
+ sc = sc_master;
+ }
+ else {
+ int index = 1;
+ sc = scene_collection_from_index(&sc_master->scene_collections, scene_collection_index, &index);
+ BLI_assert(sc);
+ }
+
+ BKE_collection_link(sl, sc);
+
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+ return OPERATOR_FINISHED;
+}
+
+static int collection_link_invoke(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ if (BKE_collection_master(CTX_data_scene(C))->scene_collections.first == NULL) {
+ RNA_enum_set(op->ptr, "scene_collection", 0);
+ return collection_link_exec(C, op);
+ }
+ else {
+ return WM_enum_search_invoke(C, op, event);
+ }
+}
+
+static void collection_scene_collection_itemf_recursive(
+ EnumPropertyItem *tmp, EnumPropertyItem **item, int *totitem, int *value, SceneCollection *sc)
+{
+ tmp->value = *value;
+ tmp->icon = ICON_COLLAPSEMENU;
+ tmp->identifier = sc->name;
+ tmp->name = sc->name;
+ RNA_enum_item_add(item, totitem, tmp);
+
+ (*value)++;
+
+ for (SceneCollection *ncs = sc->scene_collections.first; ncs; ncs = ncs->next) {
+ collection_scene_collection_itemf_recursive(tmp, item, totitem, value, ncs);
+ }
+}
+
+static EnumPropertyItem *collection_scene_collection_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
+{
+ EnumPropertyItem tmp = {0, "", 0, "", ""};
+ EnumPropertyItem *item = NULL;
+ int value = 0, totitem = 0;
+
+ Scene *scene = CTX_data_scene(C);
+ SceneCollection *sc = BKE_collection_master(scene);
+
+ collection_scene_collection_itemf_recursive(&tmp, &item, &totitem, &value, sc);
+ RNA_enum_item_end(&item, &totitem);
+ *r_free = true;
+
+ return item;
+}
+
+void OUTLINER_OT_collection_link(wmOperatorType *ot)
+{
+ PropertyRNA *prop;
+
+ /* identifiers */
+ ot->name = "Add Collection";
+ ot->idname = "OUTLINER_OT_collection_link";
+ ot->description = "Link a new collection to the active layer";
+
+ /* api callbacks */
+ ot->exec = collection_link_exec;
+ ot->invoke = collection_link_invoke;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+ prop = RNA_def_enum(ot->srna, "scene_collection", DummyRNA_NULL_items, 0, "Scene Collection", "");
+ RNA_def_enum_funcs(prop, collection_scene_collection_itemf);
+ RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
+ ot->prop = prop;
+}
+
+/**
+ * Returns true if selected element is a collection directly
+ * linked to the active SceneLayer (not a nested collection)
+ */
+static int collection_unlink_poll(bContext *C)
+{
+ LayerCollection *lc = outliner_collection_active(C);
+
+ if (lc == NULL) {
+ return 0;
+ }
+
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ return BLI_findindex(&sl->layer_collections, lc) != -1 ? 1 : 0;
+}
+
+static int collection_unlink_exec(bContext *C, wmOperator *op)
+{
+ LayerCollection *lc = outliner_collection_active(C);
+
+ if (lc == NULL) {
+ BKE_report(op->reports, RPT_ERROR, "Active element is not a collection");
+ return OPERATOR_CANCELLED;
+ }
+
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ BKE_collection_unlink(sl, lc);
+
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+ return OPERATOR_FINISHED;
+}
+
+void OUTLINER_OT_collection_unlink(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Add Collection";
+ ot->idname = "OUTLINER_OT_collection_unlink";
+ ot->description = "Unlink collection from the active layer";
+
+ /* api callbacks */
+ ot->exec = collection_unlink_exec;
+ ot->poll = collection_unlink_poll;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+static int collection_new_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
+
+ SceneCollection *sc = BKE_collection_add(scene, NULL, NULL);
+ BKE_collection_link(sl, sc);
+
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+ return OPERATOR_FINISHED;
+}
+
+void OUTLINER_OT_collection_new(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "New Collection";
+ ot->idname = "OUTLINER_OT_collection_new";
+ ot->description = "Add a new collection to the scene, and link it to the active layer";
+
+ /* api callbacks */
+ ot->exec = collection_new_exec;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+/**
+ * Returns true is selected element is a collection
+ */
+static int collection_override_new_poll(bContext *(C))
+{
+#ifdef TODO_LAYER_OVERRIDE
+ /* disable for now, since it's not implemented */
+ (void) C;
+ return 0;
+#else
+ return outliner_collection_active(C) ? 1 : 0;
+#endif
+}
+
+static int collection_override_new_invoke(bContext *UNUSED(C), wmOperator *op, const wmEvent *UNUSED(event))
+{
+ TODO_LAYER_OPERATORS;
+ TODO_LAYER_OVERRIDE;
+ BKE_report(op->reports, RPT_ERROR, "OUTLINER_OT_collections_override_new not implemented yet");
+ return OPERATOR_CANCELLED;
+}
+
+/* in the middle of renames remove s */
+void OUTLINER_OT_collection_override_new(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "New Override";
+ ot->idname = "OUTLINER_OT_collection_override_new";
+ ot->description = "Add a new override to the active collection";
+
+ /* api callbacks */
+ ot->invoke = collection_override_new_invoke;
+ ot->poll = collection_override_new_poll;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+struct CollectionDeleteData {
+ Scene *scene;
+ SpaceOops *soops;
+};
+
+static TreeTraversalAction collection_delete_cb(TreeElement *te, void *customdata)
+{
+ struct CollectionDeleteData *data = customdata;
+ TreeStoreElem *tselem = TREESTORE(te);
+ SceneCollection *scene_collection;
+
+ if (tselem->type == TSE_LAYER_COLLECTION) {
+ LayerCollection *lc = te->directdata;
+ scene_collection = lc->scene_collection;
+ }
+ else if (tselem->type == TSE_SCENE_COLLECTION) {
+ scene_collection = te->directdata;
+ }
+ else {
+ return TRAVERSE_SKIP_CHILDS;
+ }
+
+ if (scene_collection == BKE_collection_master(data->scene)) {
+ /* skip - showing warning/error message might be missleading
+ * when deleting multiple collections, so just do nothing */
+ }
+ else {
+ /* XXX removing the treestore element shouldn't be done, it makes us loose information after
+ * undo/file-read. We do need it here however, because non-ID elements don't have an ID pointer
+ * that can be used to lookup the TreeStoreElem when recreating the TreeElement. This index
+ * won't be correct after removing a collection from the list though.
+ * This works as workaround, but having a proper way to find the TreeStoreElem for a recreated
+ * TreeElement would be better. It could use an idname or the directdata pointer for that. */
+ outliner_remove_treestore_element(data->soops, tselem);
+ BKE_collection_remove(data->scene, scene_collection);
+ }
+
+ return TRAVERSE_CONTINUE;
+}
+
+static int collection_delete_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ Scene *scene = CTX_data_scene(C);
+ SpaceOops *soops = CTX_wm_space_outliner(C);
+ struct CollectionDeleteData data = {.scene = scene, .soops = soops};
+
+ TODO_LAYER_OVERRIDE; /* handle overrides */
+ outliner_tree_traverse(soops, &soops->tree, 0, TSE_SELECTED, collection_delete_cb, &data);
+
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+
+ return OPERATOR_FINISHED;
+}
+
+void OUTLINER_OT_collections_delete(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Delete";
+ ot->idname = "OUTLINER_OT_collections_delete";
+ ot->description = "Delete selected overrides or collections";
+
+ /* api callbacks */
+ ot->exec = collection_delete_exec;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+static int collection_select_exec(bContext *C, wmOperator *op)
+{
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ const int collection_index = RNA_int_get(op->ptr, "collection_index");
+ sl->active_collection = collection_index;
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+ return OPERATOR_FINISHED;
+}
+
+void OUTLINER_OT_collection_select(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Select";
+ ot->idname = "OUTLINER_OT_collection_select";
+ ot->description = "Change active collection or override";
+
+ /* api callbacks */
+ ot->exec = collection_select_exec;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+
+ RNA_def_int(ot->srna, "collection_index", 0, 0, INT_MAX, "Index",
+ "Index of collection to select", 0, INT_MAX);
+}
+
+/* -------------------------------------------------------------------- */
+
+static int stubs_invoke(bContext *UNUSED(C), wmOperator *op, const wmEvent *UNUSED(event))
+{
+ TODO_LAYER_OPERATORS;
+ BKE_report(op->reports, RPT_ERROR, "Operator not implemented yet");
+ return OPERATOR_CANCELLED;
+}
+
+void OUTLINER_OT_collection_objects_add(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Add Objects";
+ ot->idname = "OUTLINER_OT_collection_objects_add";
+ ot->description = "Add selected objects to collection";
+
+ /* api callbacks */
+ ot->invoke = stubs_invoke;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+void OUTLINER_OT_collection_objects_remove(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Remove Object";
+ ot->idname = "OUTLINER_OT_collection_objects_remove";
+ ot->description = "Remove objects from collection";
+
+ /* api callbacks */
+ ot->invoke = stubs_invoke;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+void OUTLINER_OT_collection_objects_select(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Select Objects";
+ ot->idname = "OUTLINER_OT_collection_objects_select";
+ ot->description = "Select collection objects";
+
+ /* api callbacks */
+ ot->invoke = stubs_invoke;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
+
+void OUTLINER_OT_collection_objects_deselect(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Deselect Objects";
+ ot->idname = "OUTLINER_OT_collection_objects_deselect";
+ ot->description = "Deselect collection objects";
+
+ /* api callbacks */
+ ot->invoke = stubs_invoke;
+
+ /* flags */
+ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
+}
diff --git a/source/blender/editors/space_outliner/outliner_draw.c b/source/blender/editors/space_outliner/outliner_draw.c
index 684a1f9fd67..cc5afd51493 100644
--- a/source/blender/editors/space_outliner/outliner_draw.c
+++ b/source/blender/editors/space_outliner/outliner_draw.c
@@ -51,6 +51,7 @@
#include "BKE_depsgraph.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
@@ -69,6 +70,8 @@
#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"
@@ -172,116 +175,6 @@ static void restrictbutton_recursive_bone(Bone *bone_parent, int flag, bool set_
}
-static void restrictbutton_recursive_child(bContext *C, Scene *scene, Object *ob_parent, char flag,
- bool state, bool deselect, const char *rnapropname)
-{
- Main *bmain = CTX_data_main(C);
- Object *ob;
-
- for (ob = bmain->object.first; ob; ob = ob->id.next) {
- if (BKE_object_is_child_recursive(ob_parent, ob)) {
- /* only do if child object is selectable */
- if ((flag == OB_RESTRICT_SELECT) || (ob->restrictflag & OB_RESTRICT_SELECT) == 0) {
- if (state) {
- ob->restrictflag |= flag;
- if (deselect) {
- ED_base_object_select(BKE_scene_base_find(scene, ob), BA_DESELECT);
- }
- }
- else {
- ob->restrictflag &= ~flag;
- }
- }
-
- if (rnapropname) {
- PointerRNA ptr;
- PropertyRNA *prop;
- ID *id;
- bAction *action;
- FCurve *fcu;
- bool driven, special;
-
- RNA_id_pointer_create(&ob->id, &ptr);
- prop = RNA_struct_find_property(&ptr, rnapropname);
- fcu = rna_get_fcurve_context_ui(C, &ptr, prop, 0, NULL, &action, &driven, &special);
-
- if (fcu && !driven) {
- id = ptr.id.data;
- if (autokeyframe_cfra_can_key(scene, id)) {
- ReportList *reports = CTX_wm_reports(C);
- ToolSettings *ts = scene->toolsettings;
- eInsertKeyFlags key_flag = ANIM_get_keyframing_flags(scene, 1);
-
- fcu->flag &= ~FCURVE_SELECTED;
- insert_keyframe(reports, id, action, ((fcu->grp) ? (fcu->grp->name) : (NULL)),
- fcu->rna_path, fcu->array_index, CFRA, ts->keyframe_type, key_flag);
- /* Assuming this is not necessary here, since 'ancestor' object button will do it anyway. */
- /* WM_event_add_notifier(C, NC_ANIMATION | ND_KEYFRAME | NA_EDITED, NULL); */
- }
- }
- }
- }
- }
-}
-
-static void restrictbutton_view_cb(bContext *C, void *poin, void *poin2)
-{
- Scene *scene = (Scene *)poin;
- Object *ob = (Object *)poin2;
-
- if (!common_restrict_check(C, ob)) return;
-
- /* deselect objects that are invisible */
- if (ob->restrictflag & OB_RESTRICT_VIEW) {
- /* Ouch! There is no backwards pointer from Object to Base,
- * so have to do loop to find it. */
- ED_base_object_select(BKE_scene_base_find(scene, ob), BA_DESELECT);
- }
-
- if (CTX_wm_window(C)->eventstate->ctrl) {
- restrictbutton_recursive_child(C, scene, ob, OB_RESTRICT_VIEW,
- (ob->restrictflag & OB_RESTRICT_VIEW) != 0, true, "hide");
- }
-
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
-
-}
-
-static void restrictbutton_sel_cb(bContext *C, void *poin, void *poin2)
-{
- Scene *scene = (Scene *)poin;
- Object *ob = (Object *)poin2;
-
- if (!common_restrict_check(C, ob)) return;
-
- /* if select restriction has just been turned on */
- if (ob->restrictflag & OB_RESTRICT_SELECT) {
- /* Ouch! There is no backwards pointer from Object to Base,
- * so have to do loop to find it. */
- ED_base_object_select(BKE_scene_base_find(scene, ob), BA_DESELECT);
- }
-
- if (CTX_wm_window(C)->eventstate->ctrl) {
- restrictbutton_recursive_child(C, scene, ob, OB_RESTRICT_SELECT,
- (ob->restrictflag & OB_RESTRICT_SELECT) != 0, true, NULL);
- }
-
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
-
-}
-
-static void restrictbutton_rend_cb(bContext *C, void *poin, void *poin2)
-{
- Object *ob = (Object *)poin2;
-
- if (CTX_wm_window(C)->eventstate->ctrl) {
- restrictbutton_recursive_child(C, (Scene *)poin, ob, OB_RESTRICT_RENDER,
- (ob->restrictflag & OB_RESTRICT_RENDER) != 0, false, "hide_render");
- }
-
- WM_event_add_notifier(C, NC_SCENE | ND_OB_RENDER, poin);
-}
-
static void restrictbutton_r_lay_cb(bContext *C, void *poin, void *UNUSED(poin2))
{
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, poin);
@@ -355,96 +248,32 @@ static void restrictbutton_gp_layer_flag_cb(bContext *C, void *UNUSED(poin), voi
WM_event_add_notifier(C, NC_GPENCIL | ND_DATA | NA_EDITED, NULL);
}
-static int group_restrict_flag(Group *gr, int flag)
+static void restrictbutton_collection_hide_cb(bContext *C, void *poin, void *poin2)
{
- GroupObject *gob;
-
-#ifdef USE_GROUP_SELECT
- for (gob = gr->gobject.first; gob; gob = gob->next) {
- if ((gob->ob->restrictflag & flag) == 0)
- return 0;
- }
- return 1;
-#else
- /* weak but fast */
- if ((gob = gr->gobject.first))
- if ((gob->ob->restrictflag & flag) == 0)
- return 0;
- return 1;
-#endif
-}
+ Scene *scene = poin;
+ LayerCollection *collection = poin2;
+ SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, collection);
-static int group_select_flag(Group *gr)
-{
- GroupObject *gob;
-
-#ifdef USE_GROUP_SELECT
- for (gob = gr->gobject.first; gob; gob = gob->next)
- if ((gob->ob->flag & SELECT))
- return 1;
-
- return 0;
-#else
- /* weak but fast */
- if ((gob = gr->gobject.first))
- if (gob->ob->flag & SELECT)
- return 1;
- return 0;
-#endif
+ /* hide and deselect bases that are directly influenced by this LayerCollection */
+ BKE_scene_layer_base_flag_recalculate(sl);
+ BKE_scene_layer_engine_settings_collection_recalculate(sl, collection);
+ WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
+ WM_event_add_notifier(C, NC_SCENE | ND_LAYER_CONTENT, NULL);
}
-void restrictbutton_gr_restrict_flag(void *poin, void *poin2, int flag)
+static void restrictbutton_collection_hide_select_cb(bContext *C, void *poin, void *poin2)
{
- Scene *scene = (Scene *)poin;
- GroupObject *gob;
- Group *gr = (Group *)poin2;
+ Scene *scene = poin;
+ LayerCollection *collection = poin2;
- if (group_restrict_flag(gr, flag)) {
- for (gob = gr->gobject.first; gob; gob = gob->next) {
- if (ID_IS_LINKED_DATABLOCK(gob->ob))
- continue;
+ if ((collection->flag & COLLECTION_SELECTABLE) == 0) {
+ SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, collection);
- gob->ob->restrictflag &= ~flag;
-
- if (flag == OB_RESTRICT_VIEW)
- if (gob->ob->flag & SELECT)
- ED_base_object_select(BKE_scene_base_find(scene, gob->ob), BA_DESELECT);
- }
+ /* deselect bases that are directly influenced by this LayerCollection */
+ BKE_scene_layer_base_flag_recalculate(sl);
+ WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, CTX_data_scene(C));
}
- else {
- for (gob = gr->gobject.first; gob; gob = gob->next) {
- if (ID_IS_LINKED_DATABLOCK(gob->ob))
- continue;
-
- /* not in editmode */
- if (scene->obedit != gob->ob) {
- gob->ob->restrictflag |= flag;
-
- if (ELEM(flag, OB_RESTRICT_SELECT, OB_RESTRICT_VIEW)) {
- if ((gob->ob->flag & SELECT)) {
- ED_base_object_select(BKE_scene_base_find(scene, gob->ob), BA_DESELECT);
- }
- }
- }
- }
- }
-}
-
-static void restrictbutton_gr_restrict_view(bContext *C, void *poin, void *poin2)
-{
- restrictbutton_gr_restrict_flag(poin, poin2, OB_RESTRICT_VIEW);
- WM_event_add_notifier(C, NC_GROUP, NULL);
- DAG_id_type_tag(CTX_data_main(C), ID_OB);
-}
-static void restrictbutton_gr_restrict_select(bContext *C, void *poin, void *poin2)
-{
- restrictbutton_gr_restrict_flag(poin, poin2, OB_RESTRICT_SELECT);
- WM_event_add_notifier(C, NC_GROUP, NULL);
-}
-static void restrictbutton_gr_restrict_render(bContext *C, void *poin, void *poin2)
-{
- restrictbutton_gr_restrict_flag(poin, poin2, OB_RESTRICT_RENDER);
- WM_event_add_notifier(C, NC_GROUP, NULL);
+ WM_event_add_notifier(C, NC_SCENE | ND_LAYER_CONTENT, NULL);
}
static void restrictbutton_id_user_toggle(bContext *UNUSED(C), void *poin, void *UNUSED(poin2))
@@ -466,6 +295,7 @@ static void namebutton_cb(bContext *C, void *tsep, char *oldname)
{
SpaceOops *soops = CTX_wm_space_outliner(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = CTX_data_edit_object(C);
BLI_mempool *ts = soops->treestore;
TreeStoreElem *tselem = tsep;
@@ -527,7 +357,7 @@ static void namebutton_cb(bContext *C, void *tsep, char *oldname)
BLI_strncpy(newname, ebone->name, sizeof(ebone->name));
BLI_strncpy(ebone->name, oldname, sizeof(ebone->name));
ED_armature_bone_rename(obedit->data, oldname, newname);
- WM_event_add_notifier(C, NC_OBJECT | ND_POSE, OBACT);
+ WM_event_add_notifier(C, NC_OBJECT | ND_POSE, OBACT_NEW);
}
break;
}
@@ -539,8 +369,8 @@ static void namebutton_cb(bContext *C, void *tsep, char *oldname)
char newname[sizeof(bone->name)];
/* always make current object active */
- tree_element_active(C, scene, soops, te, OL_SETSEL_NORMAL, true);
- ob = OBACT;
+ tree_element_active(C, scene, sl, soops, te, OL_SETSEL_NORMAL, true);
+ ob = OBACT_NEW;
/* restore bone name */
BLI_strncpy(newname, bone->name, sizeof(bone->name));
@@ -556,8 +386,8 @@ static void namebutton_cb(bContext *C, void *tsep, char *oldname)
char newname[sizeof(pchan->name)];
/* always make current pose-bone active */
- tree_element_active(C, scene, soops, te, OL_SETSEL_NORMAL, true);
- ob = OBACT;
+ tree_element_active(C, scene, sl, soops, te, OL_SETSEL_NORMAL, true);
+ ob = OBACT_NEW;
BLI_assert(ob->type == OB_ARMATURE);
@@ -603,7 +433,6 @@ static void outliner_draw_restrictbuts(uiBlock *block, Scene *scene, ARegion *ar
TreeElement *te;
TreeStoreElem *tselem;
Object *ob = NULL;
- Group *gr = NULL;
PropertyRNA *object_prop_hide, *object_prop_hide_select, *object_prop_hide_render;
@@ -617,73 +446,8 @@ static void outliner_draw_restrictbuts(uiBlock *block, Scene *scene, ARegion *ar
for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
if (te->ys + 2 * UI_UNIT_Y >= ar->v2d.cur.ymin && te->ys <= ar->v2d.cur.ymax) {
- /* objects have toggle-able restriction flags */
- if (tselem->type == 0 && te->idcode == ID_OB) {
- PointerRNA ptr;
-
- ob = (Object *)tselem->id;
- RNA_pointer_create((ID *)ob, &RNA_Object, ob, &ptr);
-
- UI_block_emboss_set(block, UI_EMBOSS_NONE);
- bt = uiDefIconButR_prop(block, UI_BTYPE_ICON_TOGGLE, 0, ICON_RESTRICT_VIEW_OFF,
- (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_VIEWX), te->ys, UI_UNIT_X, UI_UNIT_Y,
- &ptr, object_prop_hide, -1, 0, 0, -1, -1,
- TIP_("Restrict viewport visibility (Ctrl - Recursive)"));
- UI_but_func_set(bt, restrictbutton_view_cb, scene, ob);
- UI_but_flag_enable(bt, UI_BUT_DRAG_LOCK);
-
- bt = uiDefIconButR_prop(block, UI_BTYPE_ICON_TOGGLE, 0, ICON_RESTRICT_SELECT_OFF,
- (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_SELECTX), te->ys, UI_UNIT_X, UI_UNIT_Y,
- &ptr, object_prop_hide_select, -1, 0, 0, -1, -1,
- TIP_("Restrict viewport selection (Ctrl - Recursive)"));
- UI_but_func_set(bt, restrictbutton_sel_cb, scene, ob);
- UI_but_flag_enable(bt, UI_BUT_DRAG_LOCK);
-
- bt = uiDefIconButR_prop(block, UI_BTYPE_ICON_TOGGLE, 0, ICON_RESTRICT_RENDER_OFF,
- (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_RENDERX), te->ys, UI_UNIT_X, UI_UNIT_Y,
- &ptr, object_prop_hide_render, -1, 0, 0, -1, -1,
- TIP_("Restrict rendering (Ctrl - Recursive)"));
- UI_but_func_set(bt, restrictbutton_rend_cb, scene, ob);
- UI_but_flag_enable(bt, UI_BUT_DRAG_LOCK);
-
- UI_block_emboss_set(block, UI_EMBOSS);
-
- }
- if (tselem->type == 0 && te->idcode == ID_GR) {
- int restrict_bool;
- int but_flag = UI_BUT_DRAG_LOCK;
- gr = (Group *)tselem->id;
-
- if (ID_IS_LINKED_DATABLOCK(gr))
- but_flag |= UI_BUT_DISABLED;
-
- UI_block_emboss_set(block, UI_EMBOSS_NONE);
-
- restrict_bool = group_restrict_flag(gr, OB_RESTRICT_VIEW);
- bt = uiDefIconBut(block, UI_BTYPE_ICON_TOGGLE, 0, restrict_bool ? ICON_RESTRICT_VIEW_ON : ICON_RESTRICT_VIEW_OFF,
- (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_VIEWX), te->ys, UI_UNIT_X, UI_UNIT_Y,
- NULL, 0, 0, 0, 0, TIP_("Restrict/Allow visibility in the 3D View"));
- UI_but_func_set(bt, restrictbutton_gr_restrict_view, scene, gr);
- UI_but_flag_enable(bt, but_flag);
-
- restrict_bool = group_restrict_flag(gr, OB_RESTRICT_SELECT);
- bt = uiDefIconBut(block, UI_BTYPE_ICON_TOGGLE, 0, restrict_bool ? ICON_RESTRICT_SELECT_ON : ICON_RESTRICT_SELECT_OFF,
- (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_SELECTX), te->ys, UI_UNIT_X, UI_UNIT_Y,
- NULL, 0, 0, 0, 0, TIP_("Restrict/Allow selection in the 3D View"));
- UI_but_func_set(bt, restrictbutton_gr_restrict_select, scene, gr);
- UI_but_flag_enable(bt, but_flag);
-
- restrict_bool = group_restrict_flag(gr, OB_RESTRICT_RENDER);
- bt = uiDefIconBut(block, UI_BTYPE_ICON_TOGGLE, 0, restrict_bool ? ICON_RESTRICT_RENDER_ON : ICON_RESTRICT_RENDER_OFF,
- (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_RENDERX), te->ys, UI_UNIT_X, UI_UNIT_Y,
- NULL, 0, 0, 0, 0, TIP_("Restrict/Allow renderability"));
- UI_but_func_set(bt, restrictbutton_gr_restrict_render, scene, gr);
- UI_but_flag_enable(bt, but_flag);
-
- UI_block_emboss_set(block, UI_EMBOSS);
- }
/* scene render layers and passes have toggle-able flags too! */
- else if (tselem->type == TSE_R_LAYER) {
+ if (tselem->type == TSE_R_LAYER) {
UI_block_emboss_set(block, UI_EMBOSS_NONE);
bt = uiDefIconButBitI(block, UI_BTYPE_ICON_TOGGLE_N, SCE_LAY_DISABLE, 0, ICON_CHECKBOX_HLT - 1,
@@ -805,6 +569,27 @@ static void outliner_draw_restrictbuts(uiBlock *block, Scene *scene, ARegion *ar
UI_block_emboss_set(block, UI_EMBOSS);
}
+ else if (tselem->type == TSE_LAYER_COLLECTION) {
+ LayerCollection *collection = te->directdata;
+
+ UI_block_emboss_set(block, UI_EMBOSS_NONE);
+
+ bt = uiDefIconButBitS(block, UI_BTYPE_ICON_TOGGLE_N, COLLECTION_VISIBLE, 0, ICON_RESTRICT_VIEW_OFF,
+ (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_VIEWX), te->ys, UI_UNIT_X,
+ UI_UNIT_Y, &collection->flag, 0, 0, 0, 0,
+ TIP_("Restrict/Allow 3D View visibility of objects in the collection"));
+ UI_but_func_set(bt, restrictbutton_collection_hide_cb, scene, collection);
+ UI_but_flag_enable(bt, UI_BUT_DRAG_LOCK);
+
+ bt = uiDefIconButBitS(block, UI_BTYPE_ICON_TOGGLE_N, COLLECTION_SELECTABLE, 0, ICON_RESTRICT_SELECT_OFF,
+ (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_SELECTX), te->ys, UI_UNIT_X,
+ UI_UNIT_Y, &collection->flag, 0, 0, 0, 0,
+ TIP_("Restrict/Allow 3D View selection of objects in the collection"));
+ UI_but_func_set(bt, restrictbutton_collection_hide_select_cb, scene, collection);
+ UI_but_flag_enable(bt, UI_BUT_DRAG_LOCK);
+
+ UI_block_emboss_set(block, UI_EMBOSS);
+ }
}
if (TSELEM_OPEN(tselem, soops)) outliner_draw_restrictbuts(block, scene, ar, soops, &te->subtree);
@@ -878,6 +663,7 @@ static void outliner_draw_rnacols(ARegion *ar, int sizex)
float miny = v2d->cur.ymin;
if (miny < v2d->tot.ymin) miny = v2d->tot.ymin;
+ glLineWidth(1.0f);
UI_ThemeColorShadeAlpha(TH_BACK, -15, -200);
/* draw column separator lines */
@@ -987,7 +773,7 @@ static void tselem_draw_icon_uibut(struct DrawIconArg *arg, int icon)
/* restrict column clip... it has been coded by simply overdrawing, doesnt work for buttons */
if (arg->x >= arg->xmax) {
glEnable(GL_BLEND);
- UI_icon_draw_aspect(arg->x, arg->y, icon, 1.0f / UI_DPI_FAC, arg->alpha);
+ UI_icon_draw_alpha(arg->x, arg->y, icon, arg->alpha);
glDisable(GL_BLEND);
}
else {
@@ -1050,190 +836,259 @@ static void tselem_draw_icon(uiBlock *block, int xmax, float x, float y, TreeSto
arg.xb = x; /* for ui buttons */
arg.yb = y;
arg.alpha = alpha;
-
+
/* placement of icons, copied from interface_widgets.c */
aspect = (0.8f * UI_UNIT_Y) / ICON_DEFAULT_HEIGHT;
arg.x = x = x + 4.0f * aspect;
arg.y = y = y + 0.1f * UI_UNIT_Y;
+#define ICON_DRAW(_icon) UI_icon_draw_alpha(x, y, _icon, alpha)
+
if (tselem->type) {
switch (tselem->type) {
case TSE_ANIM_DATA:
- UI_icon_draw(x, y, ICON_ANIM_DATA); break; // xxx
+ ICON_DRAW(ICON_ANIM_DATA); /* XXX */
+ break;
case TSE_NLA:
- UI_icon_draw(x, y, ICON_NLA); break;
+ ICON_DRAW(ICON_NLA);
+ break;
case TSE_NLA_TRACK:
- UI_icon_draw(x, y, ICON_NLA); break; // XXX
+ ICON_DRAW(ICON_NLA); /* XXX */
+ break;
case TSE_NLA_ACTION:
- UI_icon_draw(x, y, ICON_ACTION); break;
+ ICON_DRAW(ICON_ACTION);
+ break;
case TSE_DRIVER_BASE:
- UI_icon_draw(x, y, ICON_DRIVER); break;
+ ICON_DRAW(ICON_DRIVER);
+ break;
case TSE_DEFGROUP_BASE:
- UI_icon_draw(x, y, ICON_GROUP_VERTEX); break;
+ ICON_DRAW(ICON_GROUP_VERTEX);
+ break;
case TSE_BONE:
case TSE_EBONE:
- UI_icon_draw(x, y, ICON_BONE_DATA); break;
+ ICON_DRAW(ICON_BONE_DATA);
+ break;
case TSE_CONSTRAINT_BASE:
- UI_icon_draw(x, y, ICON_CONSTRAINT); break;
+ ICON_DRAW(ICON_CONSTRAINT);
+ break;
case TSE_MODIFIER_BASE:
- UI_icon_draw(x, y, ICON_MODIFIER); break;
+ ICON_DRAW(ICON_MODIFIER);
+ break;
case TSE_LINKED_OB:
- UI_icon_draw(x, y, ICON_OBJECT_DATA); break;
+ ICON_DRAW(ICON_OBJECT_DATA);
+ break;
case TSE_LINKED_PSYS:
- UI_icon_draw(x, y, ICON_PARTICLES); break;
+ ICON_DRAW(ICON_PARTICLES);
+ break;
case TSE_MODIFIER:
{
Object *ob = (Object *)tselem->id;
ModifierData *md = BLI_findlink(&ob->modifiers, tselem->nr);
switch ((ModifierType)md->type) {
- case eModifierType_Subsurf:
- UI_icon_draw(x, y, ICON_MOD_SUBSURF); break;
- case eModifierType_Armature:
- UI_icon_draw(x, y, ICON_MOD_ARMATURE); break;
- case eModifierType_Lattice:
- UI_icon_draw(x, y, ICON_MOD_LATTICE); break;
- case eModifierType_Curve:
- UI_icon_draw(x, y, ICON_MOD_CURVE); break;
- case eModifierType_Build:
- UI_icon_draw(x, y, ICON_MOD_BUILD); break;
- case eModifierType_Mirror:
- UI_icon_draw(x, y, ICON_MOD_MIRROR); break;
- case eModifierType_Decimate:
- UI_icon_draw(x, y, ICON_MOD_DECIM); break;
- case eModifierType_Wave:
- UI_icon_draw(x, y, ICON_MOD_WAVE); break;
- case eModifierType_Hook:
- UI_icon_draw(x, y, ICON_HOOK); break;
- case eModifierType_Softbody:
- UI_icon_draw(x, y, ICON_MOD_SOFT); break;
- case eModifierType_Boolean:
- UI_icon_draw(x, y, ICON_MOD_BOOLEAN); break;
- case eModifierType_ParticleSystem:
- UI_icon_draw(x, y, ICON_MOD_PARTICLES); break;
+ case eModifierType_Subsurf:
+ ICON_DRAW(ICON_MOD_SUBSURF);
+ break;
+ case eModifierType_Armature:
+ ICON_DRAW(ICON_MOD_ARMATURE);
+ break;
+ case eModifierType_Lattice:
+ ICON_DRAW(ICON_MOD_LATTICE);
+ break;
+ case eModifierType_Curve:
+ ICON_DRAW(ICON_MOD_CURVE);
+ break;
+ case eModifierType_Build:
+ ICON_DRAW(ICON_MOD_BUILD);
+ break;
+ case eModifierType_Mirror:
+ ICON_DRAW(ICON_MOD_MIRROR);
+ break;
+ case eModifierType_Decimate:
+ ICON_DRAW(ICON_MOD_DECIM);
+ break;
+ case eModifierType_Wave:
+ ICON_DRAW(ICON_MOD_WAVE);
+ break;
+ case eModifierType_Hook:
+ ICON_DRAW(ICON_HOOK);
+ break;
+ case eModifierType_Softbody:
+ ICON_DRAW(ICON_MOD_SOFT);
+ break;
+ case eModifierType_Boolean:
+ ICON_DRAW(ICON_MOD_BOOLEAN);
+ break;
+ case eModifierType_ParticleSystem:
+ ICON_DRAW(ICON_MOD_PARTICLES);
+ break;
case eModifierType_ParticleInstance:
- UI_icon_draw(x, y, ICON_MOD_PARTICLES); break;
+ ICON_DRAW(ICON_MOD_PARTICLES);
+ break;
case eModifierType_EdgeSplit:
- UI_icon_draw(x, y, ICON_MOD_EDGESPLIT); break;
+ ICON_DRAW(ICON_MOD_EDGESPLIT);
+ break;
case eModifierType_Array:
- UI_icon_draw(x, y, ICON_MOD_ARRAY); break;
+ ICON_DRAW(ICON_MOD_ARRAY);
+ break;
case eModifierType_UVProject:
case eModifierType_UVWarp: /* TODO, get own icon */
- UI_icon_draw(x, y, ICON_MOD_UVPROJECT); break;
+ ICON_DRAW(ICON_MOD_UVPROJECT);
+ break;
case eModifierType_Displace:
- UI_icon_draw(x, y, ICON_MOD_DISPLACE); break;
+ ICON_DRAW(ICON_MOD_DISPLACE);
+ break;
case eModifierType_Shrinkwrap:
- UI_icon_draw(x, y, ICON_MOD_SHRINKWRAP); break;
+ ICON_DRAW(ICON_MOD_SHRINKWRAP);
+ break;
case eModifierType_Cast:
- UI_icon_draw(x, y, ICON_MOD_CAST); break;
+ ICON_DRAW(ICON_MOD_CAST);
+ break;
case eModifierType_MeshDeform:
case eModifierType_SurfaceDeform:
- UI_icon_draw(x, y, ICON_MOD_MESHDEFORM); break;
+ ICON_DRAW(ICON_MOD_MESHDEFORM);
+ break;
case eModifierType_Bevel:
- UI_icon_draw(x, y, ICON_MOD_BEVEL); break;
+ ICON_DRAW(ICON_MOD_BEVEL);
+ break;
case eModifierType_Smooth:
case eModifierType_LaplacianSmooth:
case eModifierType_CorrectiveSmooth:
- UI_icon_draw(x, y, ICON_MOD_SMOOTH); break;
+ ICON_DRAW(ICON_MOD_SMOOTH);
+ break;
case eModifierType_SimpleDeform:
- UI_icon_draw(x, y, ICON_MOD_SIMPLEDEFORM); break;
+ ICON_DRAW(ICON_MOD_SIMPLEDEFORM);
+ break;
case eModifierType_Mask:
- UI_icon_draw(x, y, ICON_MOD_MASK); break;
+ ICON_DRAW(ICON_MOD_MASK);
+ break;
case eModifierType_Cloth:
- UI_icon_draw(x, y, ICON_MOD_CLOTH); break;
+ ICON_DRAW(ICON_MOD_CLOTH);
+ break;
case eModifierType_Explode:
- UI_icon_draw(x, y, ICON_MOD_EXPLODE); break;
+ ICON_DRAW(ICON_MOD_EXPLODE);
+ break;
case eModifierType_Collision:
case eModifierType_Surface:
- UI_icon_draw(x, y, ICON_MOD_PHYSICS); break;
+ ICON_DRAW(ICON_MOD_PHYSICS);
+ break;
case eModifierType_Fluidsim:
- UI_icon_draw(x, y, ICON_MOD_FLUIDSIM); break;
+ ICON_DRAW(ICON_MOD_FLUIDSIM);
+ break;
case eModifierType_Multires:
- UI_icon_draw(x, y, ICON_MOD_MULTIRES); break;
+ ICON_DRAW(ICON_MOD_MULTIRES);
+ break;
case eModifierType_Smoke:
- UI_icon_draw(x, y, ICON_MOD_SMOKE); break;
+ ICON_DRAW(ICON_MOD_SMOKE);
+ break;
case eModifierType_Solidify:
- UI_icon_draw(x, y, ICON_MOD_SOLIDIFY); break;
+ ICON_DRAW(ICON_MOD_SOLIDIFY);
+ break;
case eModifierType_Screw:
- UI_icon_draw(x, y, ICON_MOD_SCREW); break;
+ ICON_DRAW(ICON_MOD_SCREW);
+ break;
case eModifierType_Remesh:
- UI_icon_draw(x, y, ICON_MOD_REMESH); break;
+ ICON_DRAW(ICON_MOD_REMESH);
+ break;
case eModifierType_WeightVGEdit:
case eModifierType_WeightVGMix:
case eModifierType_WeightVGProximity:
- UI_icon_draw(x, y, ICON_MOD_VERTEX_WEIGHT); break;
+ ICON_DRAW(ICON_MOD_VERTEX_WEIGHT);
+ break;
case eModifierType_DynamicPaint:
- UI_icon_draw(x, y, ICON_MOD_DYNAMICPAINT); break;
+ ICON_DRAW(ICON_MOD_DYNAMICPAINT);
+ break;
case eModifierType_Ocean:
- UI_icon_draw(x, y, ICON_MOD_OCEAN); break;
+ ICON_DRAW(ICON_MOD_OCEAN);
+ break;
case eModifierType_Warp:
- UI_icon_draw(x, y, ICON_MOD_WARP); break;
+ ICON_DRAW(ICON_MOD_WARP);
+ break;
case eModifierType_Skin:
- UI_icon_draw(x, y, ICON_MOD_SKIN); break;
+ ICON_DRAW(ICON_MOD_SKIN);
+ break;
case eModifierType_Triangulate:
- UI_icon_draw(x, y, ICON_MOD_TRIANGULATE); break;
+ ICON_DRAW(ICON_MOD_TRIANGULATE);
+ break;
case eModifierType_MeshCache:
- UI_icon_draw(x, y, ICON_MOD_MESHDEFORM); break; /* XXX, needs own icon */
+ ICON_DRAW(ICON_MOD_MESHDEFORM); /* XXX, needs own icon */
+ break;
case eModifierType_MeshSequenceCache:
- UI_icon_draw(x, y, ICON_MOD_MESHDEFORM); break; /* XXX, needs own icon */
+ ICON_DRAW(ICON_MOD_MESHDEFORM); /* XXX, needs own icon */
+ break;
case eModifierType_Wireframe:
- UI_icon_draw(x, y, ICON_MOD_WIREFRAME); break;
+ ICON_DRAW(ICON_MOD_WIREFRAME);
+ break;
case eModifierType_LaplacianDeform:
- UI_icon_draw(x, y, ICON_MOD_MESHDEFORM); break; /* XXX, needs own icon */
+ ICON_DRAW(ICON_MOD_MESHDEFORM); /* XXX, needs own icon */
+ break;
case eModifierType_DataTransfer:
- UI_icon_draw(x, y, ICON_MOD_DATA_TRANSFER); break;
+ ICON_DRAW(ICON_MOD_DATA_TRANSFER);
+ break;
case eModifierType_NormalEdit:
- UI_icon_draw(x, y, ICON_MOD_NORMALEDIT); break;
+ ICON_DRAW(ICON_MOD_NORMALEDIT);
+ break;
/* Default */
case eModifierType_None:
case eModifierType_ShapeKey:
case NUM_MODIFIER_TYPES:
- UI_icon_draw(x, y, ICON_DOT); break;
+ ICON_DRAW(ICON_DOT);
+ break;
}
break;
}
case TSE_POSE_BASE:
- UI_icon_draw(x, y, ICON_ARMATURE_DATA); break;
+ ICON_DRAW(ICON_ARMATURE_DATA);
+ break;
case TSE_POSE_CHANNEL:
- UI_icon_draw(x, y, ICON_BONE_DATA); break;
+ ICON_DRAW(ICON_BONE_DATA);
+ break;
case TSE_PROXY:
- UI_icon_draw(x, y, ICON_GHOST); break;
+ ICON_DRAW(ICON_GHOST);
+ break;
case TSE_R_LAYER_BASE:
- UI_icon_draw(x, y, ICON_RENDERLAYERS); break;
+ ICON_DRAW(ICON_RENDERLAYERS);
+ break;
case TSE_R_LAYER:
- UI_icon_draw(x, y, ICON_RENDERLAYERS); break;
+ ICON_DRAW(ICON_RENDERLAYERS);
+ break;
case TSE_LINKED_LAMP:
- UI_icon_draw(x, y, ICON_LAMP_DATA); break;
+ ICON_DRAW(ICON_LAMP_DATA);
+ break;
case TSE_LINKED_MAT:
- UI_icon_draw(x, y, ICON_MATERIAL_DATA); break;
+ ICON_DRAW(ICON_MATERIAL_DATA);
+ break;
case TSE_POSEGRP_BASE:
- UI_icon_draw(x, y, ICON_GROUP_BONE); break;
+ ICON_DRAW(ICON_GROUP_BONE);
+ break;
case TSE_SEQUENCE:
if (te->idcode == SEQ_TYPE_MOVIE)
- UI_icon_draw(x, y, ICON_SEQUENCE);
+ ICON_DRAW(ICON_SEQUENCE);
else if (te->idcode == SEQ_TYPE_META)
- UI_icon_draw(x, y, ICON_DOT);
+ ICON_DRAW(ICON_DOT);
else if (te->idcode == SEQ_TYPE_SCENE)
- UI_icon_draw(x, y, ICON_SCENE);
+ ICON_DRAW(ICON_SCENE);
else if (te->idcode == SEQ_TYPE_SOUND_RAM)
- UI_icon_draw(x, y, ICON_SOUND);
+ ICON_DRAW(ICON_SOUND);
else if (te->idcode == SEQ_TYPE_IMAGE)
- UI_icon_draw(x, y, ICON_IMAGE_COL);
+ ICON_DRAW(ICON_IMAGE_COL);
else
- UI_icon_draw(x, y, ICON_PARTICLES);
+ ICON_DRAW(ICON_PARTICLES);
break;
case TSE_SEQ_STRIP:
- UI_icon_draw(x, y, ICON_LIBRARY_DATA_DIRECT);
+ ICON_DRAW(ICON_LIBRARY_DATA_DIRECT);
break;
case TSE_SEQUENCE_DUP:
- UI_icon_draw(x, y, ICON_OBJECT_DATA);
+ ICON_DRAW(ICON_OBJECT_DATA);
break;
case TSE_RNA_STRUCT:
if (RNA_struct_is_ID(te->rnaptr.type)) {
arg.id = (ID *)te->rnaptr.data;
tselem_draw_icon_uibut(&arg, RNA_struct_ui_icon(te->rnaptr.type));
}
- else
- UI_icon_draw(x, y, RNA_struct_ui_icon(te->rnaptr.type));
+ else {
+ int icon = RNA_struct_ui_icon(te->rnaptr.type);
+ ICON_DRAW(icon);
+ }
break;
/* Removed the icons from outliner. Need a better structure with Layers, Palettes and Colors */
#if 0
@@ -1242,7 +1097,8 @@ static void tselem_draw_icon(uiBlock *block, int xmax, float x, float y, TreeSto
break;
#endif
default:
- UI_icon_draw(x, y, ICON_DOT); break;
+ ICON_DRAW(ICON_DOT);
+ break;
}
}
else if (tselem->id) {
@@ -1347,17 +1203,18 @@ static void tselem_draw_icon(uiBlock *block, int xmax, float x, float y, TreeSto
}
}
}
+
+#undef ICON_DRAW
}
-static void outliner_draw_iconrow(bContext *C, uiBlock *block, Scene *scene, SpaceOops *soops, ListBase *lb, int level,
- int xmax, int *offsx, int ys)
+static void outliner_draw_iconrow(bContext *C, uiBlock *block, Scene *scene, SceneLayer *sl, SpaceOops *soops,
+ ListBase *lb, int level, int xmax, int *offsx, int ys, float alpha_fac)
{
TreeElement *te;
TreeStoreElem *tselem;
eOLDrawState active;
for (te = lb->first; te; te = te->next) {
-
/* exit drawing early */
if ((*offsx) - UI_UNIT_X > xmax)
break;
@@ -1370,34 +1227,37 @@ static void outliner_draw_iconrow(bContext *C, uiBlock *block, Scene *scene, Spa
/* active blocks get white circle */
if (tselem->type == 0) {
if (te->idcode == ID_OB) {
- active = (OBACT == (Object *)tselem->id) ? OL_DRAWSEL_NORMAL : OL_DRAWSEL_NONE;
+ active = (OBACT_NEW == (Object *)tselem->id) ? OL_DRAWSEL_NORMAL : OL_DRAWSEL_NONE;
}
else if (scene->obedit && scene->obedit->data == tselem->id) {
active = OL_DRAWSEL_NORMAL;
}
else {
- active = tree_element_active(C, scene, soops, te, OL_SETSEL_NONE, false);
+ active = tree_element_active(C, scene, sl, soops, te, OL_SETSEL_NONE, false);
}
}
else {
- active = tree_element_type_active(NULL, scene, soops, te, tselem, OL_SETSEL_NONE, false);
+ active = tree_element_type_active(C, scene, sl, soops, te, tselem, OL_SETSEL_NONE, false);
}
if (active != OL_DRAWSEL_NONE) {
float ufac = UI_UNIT_X / 20.0f;
+ float color[4] = {1.0f, 1.0f, 1.0f, 0.4f};
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- glColor4ub(255, 255, 255, 100);
+ color[3] *= alpha_fac;
+
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 */
}
- tselem_draw_icon(block, xmax, (float)*offsx, (float)ys, tselem, te, 0.5f);
+ tselem_draw_icon(block, xmax, (float)*offsx, (float)ys, tselem, te, 0.5f * alpha_fac);
te->xs = *offsx;
te->ys = ys;
te->xend = (short)*offsx + UI_UNIT_X;
@@ -1408,7 +1268,7 @@ static void outliner_draw_iconrow(bContext *C, uiBlock *block, Scene *scene, Spa
/* this tree element always has same amount of branches, so don't draw */
if (tselem->type != TSE_R_LAYER)
- outliner_draw_iconrow(C, block, scene, soops, &te->subtree, level + 1, xmax, offsx, ys);
+ outliner_draw_iconrow(C, block, scene, sl, soops, &te->subtree, level + 1, xmax, offsx, ys, alpha_fac);
}
}
@@ -1417,11 +1277,14 @@ 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);
}
@@ -1429,24 +1292,28 @@ static void outliner_set_coord_tree_element(TreeElement *te, int startx, int sta
static void outliner_draw_tree_element(
- bContext *C, uiBlock *block, const uiFontStyle *fstyle, Scene *scene, ARegion *ar, SpaceOops *soops,
- TreeElement *te, int startx, int *starty, TreeElement **te_edit)
+ bContext *C, uiBlock *block, const uiFontStyle *fstyle, Scene *scene, SceneLayer *sl,
+ ARegion *ar, SpaceOops *soops, TreeElement *te, bool draw_grayed_out,
+ int startx, int *starty, TreeElement **te_edit, TreeElement **te_floating)
{
- TreeElement *ten;
TreeStoreElem *tselem;
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) {
+ const float alpha_fac = draw_grayed_out ? 0.5f : 1.0f;
+ const float alpha = 0.5f * alpha_fac;
int xmax = ar->v2d.cur.xmax;
- unsigned char alpha = 128;
-
+
if ((tselem->flag & TSE_TEXTBUT) && (*te_edit == NULL)) {
*te_edit = te;
}
+ if ((te->drag_data != NULL) && (*te_floating == NULL)) {
+ *te_floating = te;
+ }
/* icons can be ui buts, we don't want it to overlap with restrict */
if ((soops->flag & SO_HIDE_RESTRICTCOLS) == 0)
@@ -1454,50 +1321,24 @@ 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);
- active = OL_DRAWSEL_ACTIVE;
- }
- }
- else if (te->idcode == ID_GR) {
- Group *gr = (Group *)tselem->id;
- 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, 1.0f, 1.0f, 1.0f, alpha);
active = OL_DRAWSEL_ACTIVE;
}
}
else if (te->idcode == ID_OB) {
Object *ob = (Object *)tselem->id;
- if (ob == OBACT || (ob->flag & SELECT)) {
+ if (ob == OBACT_NEW || (ob->flag & SELECT)) {
char col[4] = {0, 0, 0, 0};
/* outliner active ob: always white text, circle color now similar to view3d */
active = OL_DRAWSEL_ACTIVE;
- if (ob == OBACT) {
+ if (ob == OBACT_NEW) {
if (ob->flag & SELECT) {
UI_GetThemeColorType4ubv(TH_ACTIVE, SPACE_VIEW3D, col);
col[3] = alpha;
@@ -1509,27 +1350,24 @@ 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);
+ if (tree_element_active(C, scene, sl, soops, te, OL_SETSEL_NONE, false)) {
+ rgba_float_args_set(color, 0.85f, 0.85f, 1.0f, alpha);
active = OL_DRAWSEL_ACTIVE;
}
}
}
else {
- 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);
+ active = tree_element_type_active(C, scene, sl, soops, te, tselem, OL_SETSEL_NONE, false);
+ rgba_float_args_set(color, 0.85f, 0.85f, 1.0f, alpha);
}
/* active circle */
@@ -1540,7 +1378,7 @@ 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
@@ -1553,55 +1391,60 @@ static void outliner_draw_tree_element(
icon_x = startx;
else
icon_x = startx + 5 * ufac;
-
+
// icons a bit higher
if (TSELEM_OPEN(tselem, soops))
- UI_icon_draw((float)icon_x, (float)*starty + 2 * ufac, ICON_DISCLOSURE_TRI_DOWN);
+ UI_icon_draw_alpha((float)icon_x, (float)*starty + 2 * ufac, ICON_DISCLOSURE_TRI_DOWN,
+ alpha_fac);
else
- UI_icon_draw((float)icon_x, (float)*starty + 2 * ufac, ICON_DISCLOSURE_TRI_RIGHT);
+ UI_icon_draw_alpha((float)icon_x, (float)*starty + 2 * ufac, ICON_DISCLOSURE_TRI_RIGHT,
+ alpha_fac);
}
offsx += UI_UNIT_X;
/* datatype icon */
if (!(ELEM(tselem->type, TSE_RNA_PROPERTY, TSE_RNA_ARRAY_ELEM))) {
-
- tselem_draw_icon(block, xmax, (float)startx + offsx, (float)*starty, tselem, te, 1.0f);
-
+ tselem_draw_icon(block, xmax, (float)startx + offsx, (float)*starty, tselem, te, alpha_fac);
offsx += UI_UNIT_X;
}
else
offsx += 2 * ufac;
if (tselem->type == 0 && ID_IS_LINKED_DATABLOCK(tselem->id)) {
- glPixelTransferf(GL_ALPHA_SCALE, 0.5f);
if (tselem->id->tag & LIB_TAG_MISSING) {
- UI_icon_draw((float)startx + offsx, (float)*starty + 2 * ufac, ICON_LIBRARY_DATA_BROKEN);
+ UI_icon_draw_alpha((float)startx + offsx, (float)*starty + 2 * ufac, ICON_LIBRARY_DATA_BROKEN,
+ alpha_fac);
}
else if (tselem->id->tag & LIB_TAG_INDIRECT) {
- UI_icon_draw((float)startx + offsx, (float)*starty + 2 * ufac, ICON_LIBRARY_DATA_INDIRECT);
+ UI_icon_draw_alpha((float)startx + offsx, (float)*starty + 2 * ufac, ICON_LIBRARY_DATA_INDIRECT,
+ alpha_fac);
}
else {
- UI_icon_draw((float)startx + offsx, (float)*starty + 2 * ufac, ICON_LIBRARY_DATA_DIRECT);
+ UI_icon_draw_alpha((float)startx + offsx, (float)*starty + 2 * ufac, ICON_LIBRARY_DATA_DIRECT,
+ alpha_fac);
}
- glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
offsx += UI_UNIT_X;
}
glDisable(GL_BLEND);
/* name */
if ((tselem->flag & TSE_TEXTBUT) == 0) {
+ unsigned char text_col[4];
+
if (active == OL_DRAWSEL_NORMAL) {
- UI_ThemeColor(TH_TEXT_HI);
+ UI_GetThemeColor4ubv(TH_TEXT_HI, text_col);
}
else if (ELEM(tselem->type, TSE_RNA_PROPERTY, TSE_RNA_ARRAY_ELEM)) {
- UI_ThemeColorBlend(TH_BACK, TH_TEXT, 0.75f);
+ UI_GetThemeColorBlend3ubv(TH_BACK, TH_TEXT, 0.75f, text_col);
+ text_col[3] = 255;
}
else {
- UI_ThemeColor(TH_TEXT);
+ UI_GetThemeColor4ubv(TH_TEXT, text_col);
}
+ text_col[3] *= alpha_fac;
- UI_fontstyle_draw_simple(fstyle, startx + offsx, *starty + 5 * ufac, te->name);
+ UI_fontstyle_draw_simple(fstyle, startx + offsx, *starty + 5 * ufac, te->name, text_col);
}
offsx += (int)(UI_UNIT_X + UI_fontstyle_string_width(fstyle, te->name));
@@ -1612,24 +1455,33 @@ static void outliner_draw_tree_element(
if (tselem->type == 0 && te->idcode == ID_SCE) {
/* pass */
}
+ /* this tree element always has same amount of branches, so don't draw */
else if (tselem->type != TSE_R_LAYER) {
- /* this tree element always has same amount of branches, so don't draw */
-
int tempx = startx + offsx;
-
- /* divider */
- UI_ThemeColorShade(TH_BACK, -40);
- glRecti(tempx - 10.0f * ufac,
- *starty + 4.0f * ufac,
- tempx - 8.0f * ufac,
- *starty + UI_UNIT_Y - 4.0f * ufac);
-
+
glEnable(GL_BLEND);
- glPixelTransferf(GL_ALPHA_SCALE, 0.5);
-
- outliner_draw_iconrow(C, block, scene, soops, &te->subtree, 0, xmax, &tempx, *starty);
-
- glPixelTransferf(GL_ALPHA_SCALE, 1.0);
+
+ /* divider */
+ {
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned char col[4];
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ UI_GetThemeColorShade4ubv(TH_BACK, -40, col);
+ col[3] *= alpha_fac;
+
+ immUniformColor4ubv(col);
+ immRecti(pos, tempx - 10.0f * ufac,
+ *starty + 4.0f * ufac,
+ tempx - 8.0f * ufac,
+ *starty + UI_UNIT_Y - 4.0f * ufac);
+ immUnbindProgram();
+ }
+
+ outliner_draw_iconrow(C, block, scene, sl, soops, &te->subtree, 0, xmax, &tempx,
+ *starty, alpha_fac);
+
glDisable(GL_BLEND);
}
}
@@ -1639,16 +1491,20 @@ static void outliner_draw_tree_element(
te->xs = startx;
te->ys = *starty;
te->xend = startx + offsx;
-
+
if (TSELEM_OPEN(tselem, soops)) {
*starty -= UI_UNIT_Y;
- for (ten = te->subtree.first; ten; ten = ten->next) {
- outliner_draw_tree_element(C, block, fstyle, scene, ar, soops, ten, startx + UI_UNIT_X, starty, te_edit);
+ for (TreeElement *ten = te->subtree.first; ten; ten = ten->next) {
+ /* check if element needs to be drawn grayed out, but also gray out
+ * childs of a grayed out parent (pass on draw_grayed_out to childs) */
+ bool draw_childs_grayed_out = draw_grayed_out || (ten->drag_data != NULL);
+ outliner_draw_tree_element(C, block, fstyle, scene, sl, ar, soops, ten, draw_childs_grayed_out,
+ startx + UI_UNIT_X, starty, te_edit, te_floating);
}
}
else {
- for (ten = te->subtree.first; ten; ten = ten->next) {
+ for (TreeElement *ten = te->subtree.first; ten; ten = ten->next) {
outliner_set_coord_tree_element(ten, startx, *starty);
}
@@ -1656,115 +1512,269 @@ static void outliner_draw_tree_element(
}
}
-static void outliner_draw_hierarchy(SpaceOops *soops, ListBase *lb, int startx, int *starty)
+/**
+ * Count how many visible childs (and open grandchilds, great-grandchilds, ...) \a te has.
+ */
+static int outliner_count_visible_childs(const SpaceOops *soops, const TreeElement *te)
+{
+ TreeStoreElem *tselem = TREESTORE(te);
+ int current_count = 0;
+
+ if (TSELEM_OPEN(tselem, soops)) {
+ for (TreeElement *te_child = te->subtree.first; te_child; te_child = te_child->next) {
+ current_count += outliner_count_visible_childs(soops, te_child);
+ current_count++;
+ }
+ }
+
+ return current_count;
+}
+
+static void outliner_draw_tree_element_floating(const SpaceOops *soops, const ARegion *ar,
+ const TreeElement *te_floating)
+{
+ const TreeElement *te_insert = te_floating->drag_data->insert_te;
+ const ListBase *lb_parent = te_floating->parent ? &te_floating->parent->subtree : &soops->tree;
+ const TreeElement *te_insert_fallback = te_insert ? te_insert : lb_parent->first;
+ const int line_width = 2;
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ int coord_y = (te_insert ? te_insert->ys : (te_insert_fallback->ys + UI_UNIT_Y)) - (int)(line_width * 0.5f);
+ unsigned char col[4];
+
+ if (te_insert == te_floating) {
+ /* don't draw anything */
+ return;
+ }
+
+ if (te_insert) {
+ coord_y -= UI_UNIT_Y * outliner_count_visible_childs(soops, te_insert);
+ }
+
+ UI_GetThemeColorShade4ubv(TH_BACK, -40, col);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv(col);
+ glLineWidth(line_width);
+
+ immBegin(PRIM_LINE_STRIP, 2);
+ immVertex2f(pos, 0, coord_y);
+ immVertex2f(pos, ar->v2d.cur.xmax, coord_y);
+ immEnd();
+
+ immUnbindProgram();
+}
+
+static void outliner_draw_hierarchy_lines_recursive(unsigned pos, SpaceOops *soops, ListBase *lb, int startx,
+ const unsigned char col[4], bool draw_grayed_out,
+ int *starty)
{
TreeElement *te;
TreeStoreElem *tselem;
int y1, y2;
-
- if (BLI_listbase_is_empty(lb)) return;
-
+
+ if (BLI_listbase_is_empty(lb)) {
+ return;
+ }
+
y1 = y2 = *starty; /* for vertical lines between objects */
for (te = lb->first; te; te = te->next) {
+ bool draw_childs_grayed_out = draw_grayed_out || (te->drag_data != NULL);
y2 = *starty;
tselem = TREESTORE(te);
-
+
+ immUniformColor4ub(UNPACK3(col), col[3] * (draw_childs_grayed_out ? 0.5f : 1.0f));
+
/* horizontal line? */
if (tselem->type == 0 && (te->idcode == ID_OB || te->idcode == ID_SCE))
- glRecti(startx, *starty, startx + UI_UNIT_X, *starty - 1);
+ immRecti(pos, startx, *starty, startx + UI_UNIT_X, *starty - 1);
*starty -= UI_UNIT_Y;
if (TSELEM_OPEN(tselem, soops))
- outliner_draw_hierarchy(soops, &te->subtree, startx + UI_UNIT_X, starty);
+ outliner_draw_hierarchy_lines_recursive(pos, soops, &te->subtree, startx + UI_UNIT_X,
+ col, draw_childs_grayed_out, starty);
}
-
+
+ immUniformColor4ub(UNPACK3(col), col[3] * (draw_grayed_out ? 0.5f : 1.0f));
+
/* vertical line */
te = lb->last;
if (te->parent || lb->first != lb->last) {
tselem = TREESTORE(te);
- if (tselem->type == 0 && te->idcode == ID_OB) {
-
- glRecti(startx, y1 + UI_UNIT_Y, startx + 1, y2);
- }
+ if (tselem->type == 0 && te->idcode == ID_OB)
+ immRecti(pos, startx, y1 + UI_UNIT_Y, startx + 1, y2);
}
}
+static void outliner_draw_hierarchy_lines(SpaceOops *soops, ListBase *lb, int startx, int *starty)
+{
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned char col[4];
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ UI_GetThemeColorBlend3ubv(TH_BACK, TH_TEXT, 0.4f, col);
+ col[3] = 255;
+
+ glEnable(GL_BLEND);
+ outliner_draw_hierarchy_lines_recursive(pos, soops, lb, startx, col, false, starty);
+ glDisable(GL_BLEND);
+
+ immUnbindProgram();
+}
+
static void outliner_draw_struct_marks(ARegion *ar, SpaceOops *soops, ListBase *lb, int *starty)
{
TreeElement *te;
TreeStoreElem *tselem;
-
+
for (te = lb->first; te; te = te->next) {
tselem = TREESTORE(te);
/* selection status */
if (TSELEM_OPEN(tselem, soops))
- if (tselem->type == TSE_RNA_STRUCT)
- glRecti(0, *starty + 1, (int)ar->v2d.cur.xmax, *starty + UI_UNIT_Y - 1);
+ if (tselem->type == TSE_RNA_STRUCT) {
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immThemeColorShadeAlpha(TH_BACK, -15, -200);
+ immRecti(pos, 0, *starty + 1, (int)ar->v2d.cur.xmax, *starty + UI_UNIT_Y - 1);
+ immUnbindProgram();
+ }
*starty -= UI_UNIT_Y;
if (TSELEM_OPEN(tselem, soops)) {
outliner_draw_struct_marks(ar, soops, &te->subtree, starty);
- if (tselem->type == TSE_RNA_STRUCT)
- fdrawline(0, (float)*starty + UI_UNIT_Y, ar->v2d.cur.xmax, (float)*starty + UI_UNIT_Y);
+ if (tselem->type == TSE_RNA_STRUCT) {
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immThemeColorShadeAlpha(TH_BACK, -15, -200);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, 0, (float)*starty + UI_UNIT_Y);
+ immVertex2f(pos, ar->v2d.cur.xmax, (float)*starty + UI_UNIT_Y);
+ immEnd();
+
+ immUnbindProgram();
+ }
}
}
}
-static void outliner_draw_selection(ARegion *ar, SpaceOops *soops, ListBase *lb, int *starty)
+static void outliner_draw_highlights_recursive(
+ unsigned pos, 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);
+ immUniformColor4fv(col_selection);
+ immRecti(pos, 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)) {
+ immUniformColor4fv(col_searchmatch);
+ immRecti(pos, start_x, start_y + 1, ar->v2d.cur.xmax, start_y + UI_UNIT_Y - 1);
+ }
+
+ /* mouse hover highlights */
+ if ((tselem->flag & TSE_HIGHLIGHTED) || (te->drag_data != NULL)) {
+ immUniformColor4fv(col_highlight);
+ immRecti(pos, 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(
+ pos, 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);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ outliner_draw_highlights_recursive(pos, ar, soops, &soops->tree, col_selection, col_highlight, col_searchmatch,
+ startx, starty);
+ immUnbindProgram();
+ 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, SceneLayer *sl, ARegion *ar,
+ SpaceOops *soops, const bool has_restrict_icons,
+ TreeElement **te_edit)
{
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
- TreeElement *te;
+ TreeElement *te_floating = NULL;
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);
- //UI_ThemeColorShade(TH_BACK, -20);
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) {
- outliner_draw_tree_element(C, block, fstyle, scene, ar, soops, te, startx, &starty, te_edit);
+ for (TreeElement *te = soops->tree.first; te; te = te->next) {
+ outliner_draw_tree_element(C, block, fstyle, scene, sl, ar, soops, te, te->drag_data != NULL,
+ startx, &starty, te_edit, &te_floating);
+ }
+ if (te_floating) {
+ outliner_draw_tree_element_floating(soops, ar, te_floating);
+ }
+
+ if (has_restrict_icons) {
+ /* reset scissor */
+ glScissor(UNPACK4(scissor));
}
}
@@ -1773,34 +1783,37 @@ 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;
- }
-
+ glLineWidth(1.0f);
UI_ThemeColorShadeAlpha(TH_BACK, -15, -200);
/* view */
@@ -1829,14 +1842,16 @@ void draw_outliner(const bContext *C)
{
Main *mainvar = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
ARegion *ar = CTX_wm_region(C);
View2D *v2d = &ar->v2d;
SpaceOops *soops = CTX_wm_space_outliner(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
+ outliner_build_tree(mainvar, scene, sl, soops); // always
/* get extents of data */
outliner_height(soops, &soops->tree, &sizey);
@@ -1856,6 +1871,7 @@ 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 */
@@ -1867,7 +1883,8 @@ 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 */
@@ -1884,19 +1901,19 @@ 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, sl, 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..fe31a796e4d 100644
--- a/source/blender/editors/space_outliner/outliner_edit.c
+++ b/source/blender/editors/space_outliner/outliner_edit.c
@@ -54,6 +54,7 @@
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_idcode.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
@@ -148,8 +149,46 @@ TreeElement *outliner_dropzone_find(const SpaceOops *soops, const float fmval[2]
return NULL;
}
+
/* ************************************************************** */
-/* 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 ------------------------------------------- */
@@ -216,8 +255,11 @@ void OUTLINER_OT_item_openclose(wmOperatorType *ot)
/* Rename --------------------------------------------------- */
-static void do_item_rename(ARegion *ar, TreeElement *te, TreeStoreElem *tselem, ReportList *reports)
+static void do_item_rename(const Scene *scene, ARegion *ar, TreeElement *te, TreeStoreElem *tselem,
+ ReportList *reports)
{
+ bool add_textbut = false;
+
/* can't rename rna datablocks entries or listbases */
if (ELEM(tselem->type, TSE_RNA_STRUCT, TSE_RNA_PROPERTY, TSE_RNA_ARRAY_ELEM, TSE_ID_BASE)) {
/* do nothing */;
@@ -230,6 +272,18 @@ static void do_item_rename(ARegion *ar, TreeElement *te, TreeStoreElem *tselem,
else if (ELEM(tselem->type, TSE_SEQUENCE, TSE_SEQ_STRIP, TSE_SEQUENCE_DUP)) {
BKE_report(reports, RPT_WARNING, "Cannot edit sequence name");
}
+ else if (ELEM(tselem->type, TSE_LAYER_COLLECTION, TSE_SCENE_COLLECTION)) {
+ SceneCollection *master = BKE_collection_master(scene);
+
+ if ((tselem->type == TSE_SCENE_COLLECTION && te->directdata == master) ||
+ (((LayerCollection *)te->directdata)->scene_collection == master))
+ {
+ BKE_report(reports, RPT_WARNING, "Cannot edit name of master collection");
+ }
+ else {
+ add_textbut = true;
+ }
+ }
else if (ID_IS_LINKED_DATABLOCK(tselem->id)) {
BKE_report(reports, RPT_WARNING, "Cannot edit external libdata");
}
@@ -237,34 +291,39 @@ static void do_item_rename(ARegion *ar, TreeElement *te, TreeStoreElem *tselem,
BKE_report(reports, RPT_WARNING, "Cannot edit the path of an indirectly linked library");
}
else {
+ add_textbut = true;
+ }
+
+ if (add_textbut) {
tselem->flag |= TSE_TEXTBUT;
ED_region_tag_redraw(ar);
}
}
void item_rename_cb(
- bContext *C, ReportList *reports, Scene *UNUSED(scene), TreeElement *te,
+ bContext *C, ReportList *reports, Scene *scene, TreeElement *te,
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
ARegion *ar = CTX_wm_region(C);
- do_item_rename(ar, te, tselem, reports);
+ do_item_rename(scene, ar, te, tselem, reports);
}
-static int do_outliner_item_rename(ReportList *reports, ARegion *ar, TreeElement *te, const float mval[2])
+static int do_outliner_item_rename(const Scene *scene, ReportList *reports, ARegion *ar, TreeElement *te,
+ const float mval[2])
{
if (mval[1] > te->ys && mval[1] < te->ys + UI_UNIT_Y) {
TreeStoreElem *tselem = TREESTORE(te);
/* click on name */
if (mval[0] > te->xs + UI_UNIT_X * 2 && mval[0] < te->xend) {
- do_item_rename(ar, te, tselem, reports);
+ do_item_rename(scene, ar, te, tselem, reports);
return 1;
}
return 0;
}
for (te = te->subtree.first; te; te = te->next) {
- if (do_outliner_item_rename(reports, ar, te, mval)) return 1;
+ if (do_outliner_item_rename(scene, reports, ar, te, mval)) return 1;
}
return 0;
}
@@ -280,7 +339,7 @@ static int outliner_item_rename(bContext *C, wmOperator *op, const wmEvent *even
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &fmval[0], &fmval[1]);
for (te = soops->tree.first; te; te = te->next) {
- if (do_outliner_item_rename(op->reports, ar, te, fmval)) {
+ if (do_outliner_item_rename(CTX_data_scene(C), op->reports, ar, te, fmval)) {
changed = true;
break;
}
@@ -740,17 +799,34 @@ 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 ------------------------------- */
@@ -778,181 +854,6 @@ int common_restrict_check(bContext *C, Object *ob)
}
/* =============================================== */
-/* Restriction toggles */
-
-/* Toggle Visibility ---------------------------------------- */
-
-void object_toggle_visibility_cb(
- bContext *C, ReportList *reports, Scene *scene, TreeElement *te,
- TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
-{
- Base *base = (Base *)te->directdata;
- Object *ob = (Object *)tselem->id;
-
- if (ID_IS_LINKED_DATABLOCK(tselem->id)) {
- BKE_report(reports, RPT_WARNING, "Cannot edit external libdata");
- return;
- }
-
- /* add check for edit mode */
- if (!common_restrict_check(C, ob)) return;
-
- if (base || (base = BKE_scene_base_find(scene, ob))) {
- if ((base->object->restrictflag ^= OB_RESTRICT_VIEW)) {
- ED_base_object_select(base, BA_DESELECT);
- }
- }
-}
-
-void group_toggle_visibility_cb(
- bContext *UNUSED(C), ReportList *UNUSED(reports), Scene *scene, TreeElement *UNUSED(te),
- TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
-{
- Group *group = (Group *)tselem->id;
- restrictbutton_gr_restrict_flag(scene, group, OB_RESTRICT_VIEW);
-}
-
-static int outliner_toggle_visibility_exec(bContext *C, wmOperator *op)
-{
- Main *bmain = CTX_data_main(C);
- SpaceOops *soops = CTX_wm_space_outliner(C);
- Scene *scene = CTX_data_scene(C);
- ARegion *ar = CTX_wm_region(C);
-
- outliner_do_object_operation(C, op->reports, scene, soops, &soops->tree, object_toggle_visibility_cb);
-
- DAG_id_type_tag(bmain, ID_OB);
- WM_event_add_notifier(C, NC_SCENE | ND_OB_VISIBLE, scene);
- ED_region_tag_redraw(ar);
-
- return OPERATOR_FINISHED;
-}
-
-void OUTLINER_OT_visibility_toggle(wmOperatorType *ot)
-{
- /* identifiers */
- ot->name = "Toggle Visibility";
- ot->idname = "OUTLINER_OT_visibility_toggle";
- ot->description = "Toggle the visibility of selected items";
-
- /* callbacks */
- ot->exec = outliner_toggle_visibility_exec;
- ot->poll = ED_operator_outliner_active_no_editobject;
-
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-}
-
-/* Toggle Selectability ---------------------------------------- */
-
-void object_toggle_selectability_cb(
- bContext *UNUSED(C), ReportList *reports, Scene *scene, TreeElement *te,
- TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
-{
- Base *base = (Base *)te->directdata;
-
- if (ID_IS_LINKED_DATABLOCK(tselem->id)) {
- BKE_report(reports, RPT_WARNING, "Cannot edit external libdata");
- return;
- }
-
- if (base == NULL) base = BKE_scene_base_find(scene, (Object *)tselem->id);
- if (base) {
- base->object->restrictflag ^= OB_RESTRICT_SELECT;
- }
-}
-
-void group_toggle_selectability_cb(
- bContext *UNUSED(C), ReportList *UNUSED(reports), Scene *scene, TreeElement *UNUSED(te),
- TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
-{
- Group *group = (Group *)tselem->id;
- restrictbutton_gr_restrict_flag(scene, group, OB_RESTRICT_SELECT);
-}
-
-static int outliner_toggle_selectability_exec(bContext *C, wmOperator *op)
-{
- SpaceOops *soops = CTX_wm_space_outliner(C);
- Scene *scene = CTX_data_scene(C);
- ARegion *ar = CTX_wm_region(C);
-
- outliner_do_object_operation(C, op->reports, scene, soops, &soops->tree, object_toggle_selectability_cb);
-
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
- ED_region_tag_redraw(ar);
-
- return OPERATOR_FINISHED;
-}
-
-void OUTLINER_OT_selectability_toggle(wmOperatorType *ot)
-{
- /* identifiers */
- ot->name = "Toggle Selectability";
- ot->idname = "OUTLINER_OT_selectability_toggle";
- ot->description = "Toggle the selectability";
-
- /* callbacks */
- ot->exec = outliner_toggle_selectability_exec;
- ot->poll = ED_operator_outliner_active_no_editobject;
-
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-}
-
-/* Toggle Renderability ---------------------------------------- */
-
-void object_toggle_renderability_cb(
- bContext *UNUSED(C), ReportList *reports, Scene *scene, TreeElement *te,
- TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
-{
- Base *base = (Base *)te->directdata;
-
- if (ID_IS_LINKED_DATABLOCK(tselem->id)) {
- BKE_report(reports, RPT_WARNING, "Cannot edit external libdata");
- return;
- }
-
- if (base == NULL) base = BKE_scene_base_find(scene, (Object *)tselem->id);
- if (base) {
- base->object->restrictflag ^= OB_RESTRICT_RENDER;
- }
-}
-
-void group_toggle_renderability_cb(
- bContext *UNUSED(C), ReportList *UNUSED(reports), Scene *scene, TreeElement *UNUSED(te),
- TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
-{
- Group *group = (Group *)tselem->id;
- restrictbutton_gr_restrict_flag(scene, group, OB_RESTRICT_RENDER);
-}
-
-static int outliner_toggle_renderability_exec(bContext *C, wmOperator *op)
-{
- Main *bmain = CTX_data_main(C);
- SpaceOops *soops = CTX_wm_space_outliner(C);
- Scene *scene = CTX_data_scene(C);
-
- outliner_do_object_operation(C, op->reports, scene, soops, &soops->tree, object_toggle_renderability_cb);
-
- DAG_id_type_tag(bmain, ID_OB);
- WM_event_add_notifier(C, NC_SCENE | ND_OB_RENDER, scene);
-
- return OPERATOR_FINISHED;
-}
-
-void OUTLINER_OT_renderability_toggle(wmOperatorType *ot)
-{
- /* identifiers */
- ot->name = "Toggle Renderability";
- ot->idname = "OUTLINER_OT_renderability_toggle";
- ot->description = "Toggle the renderability of selected items";
-
- /* callbacks */
- ot->exec = outliner_toggle_renderability_exec;
- ot->poll = ED_operator_outliner_active;
-
- ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
-}
-
-/* =============================================== */
/* Outliner setting toggles */
/* Toggle Expanded (Outliner) ---------------------------------------- */
@@ -1073,14 +974,14 @@ static int outliner_open_back(TreeElement *te)
static int outliner_show_active_exec(bContext *C, wmOperator *UNUSED(op))
{
SpaceOops *so = CTX_wm_space_outliner(C);
- Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
ARegion *ar = CTX_wm_region(C);
View2D *v2d = &ar->v2d;
TreeElement *te;
int xdelta, ytop;
- Object *obact = OBACT;
+ Object *obact = OBACT_NEW;
if (!obact)
return OPERATOR_CANCELLED;
@@ -2241,8 +2142,6 @@ static int scene_drop_invoke(bContext *C, wmOperator *op, const wmEvent *event)
te = outliner_dropzone_find(soops, fmval, false);
if (te) {
- Base *base;
-
RNA_string_set(op->ptr, "scene", te->name);
scene = (Scene *)BKE_libblock_find_name(ID_SCE, te->name);
@@ -2253,16 +2152,26 @@ static int scene_drop_invoke(bContext *C, wmOperator *op, const wmEvent *event)
return OPERATOR_CANCELLED;
}
- base = ED_object_scene_link(scene, ob);
-
- if (base == NULL) {
+ if (BKE_scene_has_object(scene, ob)) {
return OPERATOR_CANCELLED;
}
- if (scene == CTX_data_scene(C)) {
- /* when linking to an inactive scene don't touch the layer */
- ob->lay = base->lay;
- ED_base_object_select(base, BA_SELECT);
+ SceneCollection *sc;
+ if (scene != CTX_data_scene(C)) {
+ /* when linking to an inactive scene link to the master collection */
+ sc = BKE_collection_master(scene);
+ }
+ else {
+ sc = CTX_data_scene_collection(C);
+ }
+
+ BKE_collection_object_add(scene, sc, ob);
+
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+ if (base) {
+ ED_object_base_select(base, BA_SELECT);
+ }
}
DAG_relations_tag_update(bmain);
@@ -2357,7 +2266,6 @@ static int group_link_invoke(bContext *C, wmOperator *op, const wmEvent *event)
Main *bmain = CTX_data_main(C);
Group *group = NULL;
Object *ob = NULL;
- Scene *scene = CTX_data_scene(C);
SpaceOops *soops = CTX_wm_space_outliner(C);
ARegion *ar = CTX_wm_region(C);
TreeElement *te = NULL;
@@ -2387,7 +2295,7 @@ static int group_link_invoke(bContext *C, wmOperator *op, const wmEvent *event)
return OPERATOR_CANCELLED;
}
- BKE_group_object_add(group, ob, scene, NULL);
+ BKE_group_object_add(group, ob);
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
return OPERATOR_FINISHED;
diff --git a/source/blender/editors/space_outliner/outliner_intern.h b/source/blender/editors/space_outliner/outliner_intern.h
index ccc52f2dba8..096af698506 100644
--- a/source/blender/editors/space_outliner/outliner_intern.h
+++ b/source/blender/editors/space_outliner/outliner_intern.h
@@ -37,13 +37,35 @@
/* internal exports only */
struct wmOperatorType;
+struct TreeElement;
struct TreeStoreElem;
struct bContext;
struct Scene;
+struct SceneLayer;
struct ID;
struct Object;
struct bPoseChannel;
struct EditBone;
+struct wmKeyConfig;
+
+
+typedef enum TreeTraversalAction {
+ /* Continue traversal regularly, don't skip children. */
+ TRAVERSE_CONTINUE = 0,
+ /* Stop traversal */
+ TRAVERSE_BREAK,
+ /* Continue traversal, but skip childs of traversed element */
+ TRAVERSE_SKIP_CHILDS,
+} TreeTraversalAction;
+
+/**
+ * Callback type for reinserting elements at a different position, used to allow user customizable element order.
+ * Passing scene right now, may be better to allow some custom data.
+ */
+typedef void (*TreeElementReinsertFunc)(const struct Scene *scene, struct TreeElement *insert_element,
+ struct TreeElement *insert_after);
+typedef TreeTraversalAction (*TreeTraversalFunc)(struct TreeElement *te, void *customdata);
+
typedef struct TreeElement {
struct TreeElement *next, *prev, *parent;
@@ -57,7 +79,15 @@ typedef struct TreeElement {
const char *name;
void *directdata; // Armature Bones, Base, Sequence, Strip...
PointerRNA rnaptr; // RNA Pointer
-} TreeElement;
+
+ /* callbacks */
+ TreeElementReinsertFunc reinsert;
+
+ struct {
+ /* the element after which we may insert the dragged one (NULL to insert at top) */
+ struct TreeElement *insert_te;
+ } *drag_data;
+} TreeElement;
#define TREESTORE_ID_TYPE(_id) \
(ELEM(GS((_id)->name), ID_SCE, ID_LI, ID_OB, ID_ME, ID_CU, ID_MB, ID_NT, ID_MA, ID_TE, ID_IM, ID_LT, ID_LA, ID_CA) || \
@@ -65,10 +95,14 @@ 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
@@ -129,15 +163,9 @@ typedef enum {
void outliner_free_tree(ListBase *lb);
void outliner_cleanup_tree(struct SpaceOops *soops);
+void outliner_remove_treestore_element(struct SpaceOops *soops, TreeStoreElem *tselem);
-TreeElement *outliner_find_tse(struct SpaceOops *soops, const TreeStoreElem *tse);
-TreeElement *outliner_find_tree_element(ListBase *lb, const TreeStoreElem *store_elem);
-TreeElement *outliner_find_id(struct SpaceOops *soops, ListBase *lb, const struct ID *id);
-TreeElement *outliner_find_posechannel(ListBase *lb, const struct bPoseChannel *pchan);
-TreeElement *outliner_find_editbone(ListBase *lb, const struct EditBone *ebone);
-struct ID *outliner_search_back(SpaceOops *soops, TreeElement *te, short idcode);
-
-void outliner_build_tree(struct Main *mainvar, struct Scene *scene, struct SpaceOops *soops);
+void outliner_build_tree(struct Main *mainvar, struct Scene *scene, struct SceneLayer *sl, struct SpaceOops *soops);
/* outliner_draw.c ---------------------------------------------- */
@@ -146,11 +174,11 @@ void restrictbutton_gr_restrict_flag(void *poin, void *poin2, int flag);
/* outliner_select.c -------------------------------------------- */
eOLDrawState tree_element_type_active(
- struct bContext *C, struct Scene *scene, struct SpaceOops *soops,
+ struct bContext *C, struct Scene *scene, struct SceneLayer *sl, struct SpaceOops *soops,
TreeElement *te, TreeStoreElem *tselem, const eOLSetState set, bool recursive);
-eOLDrawState tree_element_active(struct bContext *C, struct Scene *scene, SpaceOops *soops,
+eOLDrawState tree_element_active(struct bContext *C, struct Scene *scene, struct SceneLayer *sl, 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)(
@@ -158,16 +186,16 @@ typedef void (*outliner_operation_cb)(
struct TreeElement *, struct TreeStoreElem *, TreeStoreElem *, void *);
void outliner_do_object_operation_ex(
- struct bContext *C, ReportList *reports, struct Scene *scene, struct SpaceOops *soops, struct ListBase *lb,
- outliner_operation_cb operation_cb, bool recurse_selected);
+ struct bContext *C, struct ReportList *reports, struct Scene *scene, struct SpaceOops *soops,
+ struct ListBase *lb, outliner_operation_cb operation_cb, bool recurse_selected);
void outliner_do_object_operation(
- struct bContext *C, ReportList *reports, struct Scene *scene, struct SpaceOops *soops, struct ListBase *lb,
- outliner_operation_cb operation_cb);
+ struct bContext *C, struct ReportList *reports, struct Scene *scene, struct SpaceOops *soops,
+ struct ListBase *lb, outliner_operation_cb operation_cb);
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 +236,11 @@ 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);
+
/* ...................................................... */
+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);
@@ -229,10 +260,6 @@ void OUTLINER_OT_expanded_toggle(struct wmOperatorType *ot);
void OUTLINER_OT_scroll_page(struct wmOperatorType *ot);
-void OUTLINER_OT_renderability_toggle(struct wmOperatorType *ot);
-void OUTLINER_OT_selectability_toggle(struct wmOperatorType *ot);
-void OUTLINER_OT_visibility_toggle(struct wmOperatorType *ot);
-
void OUTLINER_OT_keyingset_add_selected(struct wmOperatorType *ot);
void OUTLINER_OT_keyingset_remove_selected(struct wmOperatorType *ot);
@@ -261,10 +288,38 @@ void OUTLINER_OT_animdata_operation(struct wmOperatorType *ot);
void OUTLINER_OT_action_set(struct wmOperatorType *ot);
void OUTLINER_OT_constraint_operation(struct wmOperatorType *ot);
void OUTLINER_OT_modifier_operation(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_operation(struct wmOperatorType *ot);
/* ---------------------------------------------------------------- */
/* outliner_ops.c */
void outliner_operatortypes(void);
void outliner_keymap(struct wmKeyConfig *keyconf);
+/* outliner_collections.c */
+
+void OUTLINER_OT_collections_delete(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_select(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_link(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_unlink(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_new(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_override_new(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_objects_add(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_objects_remove(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_objects_select(struct wmOperatorType *ot);
+void OUTLINER_OT_collection_objects_deselect(struct wmOperatorType *ot);
+
+/* outliner_utils.c ---------------------------------------------- */
+
+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);
+TreeElement *outliner_find_tse(struct SpaceOops *soops, const TreeStoreElem *tse);
+TreeElement *outliner_find_tree_element(ListBase *lb, const TreeStoreElem *store_elem);
+TreeElement *outliner_find_id(struct SpaceOops *soops, ListBase *lb, const struct ID *id);
+TreeElement *outliner_find_posechannel(ListBase *lb, const struct bPoseChannel *pchan);
+TreeElement *outliner_find_editbone(ListBase *lb, const struct EditBone *ebone);
+struct ID *outliner_search_back(SpaceOops *soops, TreeElement *te, short idcode);
+bool outliner_tree_traverse(const SpaceOops *soops, ListBase *tree, int filter_te_flag, int filter_tselem_flag,
+ TreeTraversalFunc func, void *customdata);
+
+
#endif /* __OUTLINER_INTERN_H__ */
diff --git a/source/blender/editors/space_outliner/outliner_ops.c b/source/blender/editors/space_outliner/outliner_ops.c
index 776717c8443..5187cc66f58 100644
--- a/source/blender/editors/space_outliner/outliner_ops.c
+++ b/source/blender/editors/space_outliner/outliner_ops.c
@@ -28,25 +28,207 @@
* \ingroup spoutliner
*/
-#include "DNA_space_types.h"
+#include "BKE_context.h"
+#include "BLI_math.h"
+
+#include "ED_screen.h"
+
+#include "MEM_guardedalloc.h"
#include "RNA_access.h"
+#include "UI_interface.h"
+#include "UI_view2d.h"
+
#include "WM_api.h"
#include "WM_types.h"
#include "outliner_intern.h"
+enum {
+ OUTLINER_ITEM_DRAG_CANCEL,
+ OUTLINER_ITEM_DRAG_CONFIRM,
+};
+
+typedef struct OutlinerItemDrag {
+ TreeElement *dragged_te;
+ int init_mouse_xy[2];
+} OutlinerItemDrag;
+
+static int outliner_item_drag_drop_poll(bContext *C)
+{
+ SpaceOops *soops = CTX_wm_space_outliner(C);
+ return ED_operator_outliner_active(C) &&
+ /* Only collection display modes supported for now. Others need more design work */
+ ELEM(soops->outlinevis, SO_ACT_LAYER, SO_COLLECTIONS);
+}
+
+static TreeElement *outliner_item_drag_element_find(SpaceOops *soops, ARegion *ar, const wmEvent *event)
+{
+ const float my = UI_view2d_region_to_view_y(&ar->v2d, event->mval[1]);
+ return outliner_find_item_at_y(soops, &soops->tree, my);
+}
+
+static OutlinerItemDrag *outliner_item_drag_data_create(TreeElement *dragged_te, const int mouse_xy[2])
+{
+ OutlinerItemDrag *drag_data = MEM_mallocN(sizeof(*drag_data), __func__);
+
+ drag_data->dragged_te = dragged_te;
+ copy_v2_v2_int(drag_data->init_mouse_xy, mouse_xy);
+
+ return drag_data;
+}
+
+static void outliner_item_drag_end(OutlinerItemDrag *op_drag_data)
+{
+ MEM_SAFE_FREE(op_drag_data->dragged_te->drag_data);
+ MEM_freeN(op_drag_data);
+}
+
+static void outliner_item_drag_handle(OutlinerItemDrag *op_drag_data, ARegion *ar, const wmEvent *event)
+{
+ TreeElement *dragged_te = op_drag_data->dragged_te;
+ const int delta_mouse_y = event->y - op_drag_data->init_mouse_xy[1];
+ const int cmp_coord = (int)UI_view2d_region_to_view_y(&ar->v2d, event->mval[1]);
+
+ /* by default we don't change the item position */
+ dragged_te->drag_data->insert_te = dragged_te;
+
+ if (delta_mouse_y > 0) {
+ for (TreeElement *te = dragged_te->prev; te && (cmp_coord >= (te->ys + (UI_UNIT_Y * 0.5f))); te = te->prev) {
+ /* will be NULL if we want to insert as first element */
+ dragged_te->drag_data->insert_te = te->prev;
+ }
+ }
+ else {
+ for (TreeElement *te = dragged_te->next; te && (cmp_coord <= (te->ys + (UI_UNIT_Y * 0.5f))); te = te->next) {
+ dragged_te->drag_data->insert_te = te;
+ }
+ }
+}
+
+static bool outliner_item_drag_drop_apply(const Scene *scene, OutlinerItemDrag *op_drag_data)
+{
+ TreeElement *dragged_te = op_drag_data->dragged_te;
+ TreeElement *insert_after = dragged_te->drag_data->insert_te;
+
+ if (insert_after == dragged_te) {
+ /* No need to do anything */
+ return false;
+ }
+
+ if (dragged_te->reinsert) {
+ /* Not sure yet what the best way to handle reordering elements of different types
+ * (and stored in different lists). For collection display mode this is enough. */
+ if (!insert_after || (insert_after->reinsert == dragged_te->reinsert)) {
+ dragged_te->reinsert(scene, dragged_te, insert_after);
+ }
+ }
+
+ return true;
+}
+
+static int outliner_item_drag_drop_modal(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ ARegion *ar = CTX_wm_region(C);
+ SpaceOops *soops = CTX_wm_space_outliner(C);
+ OutlinerItemDrag *op_drag_data = op->customdata;
+ int retval = OPERATOR_RUNNING_MODAL;
+ bool redraw = false;
+ bool skip_rebuild = true;
+
+ switch (event->type) {
+ case EVT_MODAL_MAP:
+ if (event->val == OUTLINER_ITEM_DRAG_CONFIRM) {
+ outliner_item_drag_drop_apply(CTX_data_scene(C), op_drag_data);
+ skip_rebuild = false;
+ retval = OPERATOR_FINISHED;
+ }
+ else if (event->val == OUTLINER_ITEM_DRAG_CANCEL) {
+ retval = OPERATOR_CANCELLED;
+ }
+ else {
+ BLI_assert(0);
+ }
+ WM_event_add_mousemove(C); /* update highlight */
+ outliner_item_drag_end(op_drag_data);
+ redraw = true;
+ break;
+ case MOUSEMOVE:
+ outliner_item_drag_handle(op_drag_data, ar, event);
+ redraw = true;
+ break;
+ }
+
+ if (skip_rebuild) {
+ soops->storeflag |= SO_TREESTORE_REDRAW; /* only needs to redraw, no rebuild */
+ }
+ if (redraw) {
+ ED_region_tag_redraw(ar);
+ }
+
+ return retval;
+}
+
+static int outliner_item_drag_drop_invoke(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ ARegion *ar = CTX_wm_region(C);
+ SpaceOops *soops = CTX_wm_space_outliner(C);
+ TreeElement *te = outliner_item_drag_element_find(soops, ar, event);
+
+ if (!te) {
+ return (OPERATOR_FINISHED | OPERATOR_PASS_THROUGH);
+ }
+
+
+ op->customdata = outliner_item_drag_data_create(te, &event->x);
+ te->drag_data = MEM_callocN(sizeof(*te->drag_data), __func__);
+ /* by default we don't change the item position */
+ te->drag_data->insert_te = te;
+ /* unset highlighted tree element, dragged one will be highlighted instead */
+ outliner_set_flag(&soops->tree, TSE_HIGHLIGHTED, false);
+
+ soops->storeflag |= SO_TREESTORE_REDRAW; /* only needs to redraw, no rebuild */
+ ED_region_tag_redraw(ar);
+
+ WM_event_add_modal_handler(C, op);
+
+ return OPERATOR_RUNNING_MODAL;
+}
+
+/**
+ * Notes about Outliner Item Drag 'n Drop:
+ * Right now only collections display mode is supported. But ideally all/most modes would support this. There are
+ * just some open design questions that have to be answered: do we want to allow mixing order of different data types
+ * (like render-layers and objects)? Would that be a purely visual change or would that have any other effect? ...
+ */
+static void OUTLINER_OT_item_drag_drop(wmOperatorType *ot)
+{
+ ot->name = "Drag and Drop Item";
+ ot->idname = "OUTLINER_OT_item_drag_drop";
+ ot->description = "Change the hierarchical position of an item by repositioning it using drag and drop";
+
+ ot->invoke = outliner_item_drag_drop_invoke;
+ ot->modal = outliner_item_drag_drop_modal;
+
+ ot->poll = outliner_item_drag_drop_poll;
+
+ ot->flag = OPTYPE_UNDO;
+}
+
+
/* ************************** registration **********************************/
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);
WM_operatortype_append(OUTLINER_OT_item_rename);
+ WM_operatortype_append(OUTLINER_OT_item_drag_drop);
WM_operatortype_append(OUTLINER_OT_operation);
WM_operatortype_append(OUTLINER_OT_scene_operation);
WM_operatortype_append(OUTLINER_OT_object_operation);
@@ -61,6 +243,7 @@ void outliner_operatortypes(void)
WM_operatortype_append(OUTLINER_OT_action_set);
WM_operatortype_append(OUTLINER_OT_constraint_operation);
WM_operatortype_append(OUTLINER_OT_modifier_operation);
+ WM_operatortype_append(OUTLINER_OT_collection_operation);
WM_operatortype_append(OUTLINER_OT_show_one_level);
WM_operatortype_append(OUTLINER_OT_show_active);
@@ -70,10 +253,6 @@ void outliner_operatortypes(void)
WM_operatortype_append(OUTLINER_OT_selected_toggle);
WM_operatortype_append(OUTLINER_OT_expanded_toggle);
- WM_operatortype_append(OUTLINER_OT_renderability_toggle);
- WM_operatortype_append(OUTLINER_OT_selectability_toggle);
- WM_operatortype_append(OUTLINER_OT_visibility_toggle);
-
WM_operatortype_append(OUTLINER_OT_keyingset_add_selected);
WM_operatortype_append(OUTLINER_OT_keyingset_remove_selected);
@@ -87,13 +266,57 @@ void outliner_operatortypes(void)
WM_operatortype_append(OUTLINER_OT_scene_drop);
WM_operatortype_append(OUTLINER_OT_material_drop);
WM_operatortype_append(OUTLINER_OT_group_link);
+
+ /* collections */
+ WM_operatortype_append(OUTLINER_OT_collections_delete);
+ WM_operatortype_append(OUTLINER_OT_collection_select);
+ WM_operatortype_append(OUTLINER_OT_collection_link);
+ WM_operatortype_append(OUTLINER_OT_collection_unlink);
+ WM_operatortype_append(OUTLINER_OT_collection_new);
+ WM_operatortype_append(OUTLINER_OT_collection_override_new);
+ WM_operatortype_append(OUTLINER_OT_collection_objects_add);
+ WM_operatortype_append(OUTLINER_OT_collection_objects_remove);
+ WM_operatortype_append(OUTLINER_OT_collection_objects_select);
+ WM_operatortype_append(OUTLINER_OT_collection_objects_deselect);
+}
+
+static wmKeyMap *outliner_item_drag_drop_modal_keymap(wmKeyConfig *keyconf)
+{
+ static EnumPropertyItem modal_items[] = {
+ {OUTLINER_ITEM_DRAG_CANCEL, "CANCEL", 0, "Cancel", ""},
+ {OUTLINER_ITEM_DRAG_CONFIRM, "CONFIRM", 0, "Confirm/Drop", ""},
+ {0, NULL, 0, NULL, NULL}
+ };
+ const char *map_name = "Outliner Item Drap 'n Drop Modal Map";
+
+ wmKeyMap *keymap = WM_modalkeymap_get(keyconf, map_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, map_name, modal_items);
+
+ /* items for modal map */
+ WM_modalkeymap_add_item(keymap, ESCKEY, KM_PRESS, KM_ANY, 0, OUTLINER_ITEM_DRAG_CANCEL);
+ WM_modalkeymap_add_item(keymap, RIGHTMOUSE, KM_PRESS, KM_ANY, 0, OUTLINER_ITEM_DRAG_CANCEL);
+
+ WM_modalkeymap_add_item(keymap, LEFTMOUSE, KM_RELEASE, KM_ANY, 0, OUTLINER_ITEM_DRAG_CONFIRM);
+ WM_modalkeymap_add_item(keymap, RETKEY, KM_RELEASE, KM_ANY, 0, OUTLINER_ITEM_DRAG_CONFIRM);
+ WM_modalkeymap_add_item(keymap, PADENTER, KM_RELEASE, KM_ANY, 0, OUTLINER_ITEM_DRAG_CONFIRM);
+
+ WM_modalkeymap_assign(keymap, "OUTLINER_OT_item_drag_drop");
+
+ return keymap;
}
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);
@@ -123,6 +346,8 @@ void outliner_keymap(wmKeyConfig *keyconf)
WM_keymap_add_item(keymap, "OUTLINER_OT_item_rename", LEFTMOUSE, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "OUTLINER_OT_operation", RIGHTMOUSE, KM_PRESS, 0, 0);
+ WM_keymap_add_item(keymap, "OUTLINER_OT_item_drag_drop", EVT_TWEAK_L, KM_ANY, 0, 0);
+
WM_keymap_add_item(keymap, "OUTLINER_OT_show_hierarchy", HOMEKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "OUTLINER_OT_show_active", PERIODKEY, KM_PRESS, 0, 0);
@@ -140,11 +365,6 @@ void outliner_keymap(wmKeyConfig *keyconf)
WM_keymap_verify_item(keymap, "OUTLINER_OT_selected_toggle", AKEY, KM_PRESS, 0, 0);
WM_keymap_verify_item(keymap, "OUTLINER_OT_expanded_toggle", AKEY, KM_PRESS, KM_SHIFT, 0);
- WM_keymap_verify_item(keymap, "OUTLINER_OT_renderability_toggle", RKEY, KM_PRESS, 0, 0);
- WM_keymap_verify_item(keymap, "OUTLINER_OT_selectability_toggle", SKEY, KM_PRESS, 0, 0);
- WM_keymap_verify_item(keymap, "OUTLINER_OT_visibility_toggle", VKEY, KM_PRESS, 0, 0);
-
-
/* keying sets - only for databrowse */
WM_keymap_verify_item(keymap, "OUTLINER_OT_keyingset_add_selected", KKEY, KM_PRESS, 0, 0);
WM_keymap_verify_item(keymap, "OUTLINER_OT_keyingset_remove_selected", KKEY, KM_PRESS, KM_ALT, 0);
@@ -154,5 +374,7 @@ void outliner_keymap(wmKeyConfig *keyconf)
WM_keymap_verify_item(keymap, "OUTLINER_OT_drivers_add_selected", DKEY, KM_PRESS, 0, 0);
WM_keymap_verify_item(keymap, "OUTLINER_OT_drivers_delete_selected", DKEY, KM_PRESS, KM_ALT, 0);
+
+ outliner_item_drag_drop_modal_keymap(keyconf);
}
diff --git a/source/blender/editors/space_outliner/outliner_select.c b/source/blender/editors/space_outliner/outliner_select.c
index 89df471990a..dd89a36fe9c 100644
--- a/source/blender/editors/space_outliner/outliner_select.c
+++ b/source/blender/editors/space_outliner/outliner_select.c
@@ -46,6 +46,7 @@
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_object.h"
+#include "BKE_layer.h"
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_armature.h"
@@ -68,61 +69,12 @@
#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 */
static eOLDrawState tree_element_active_renderlayer(
- bContext *C, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set)
+ bContext *C, Scene *UNUSED(scene), SceneLayer *UNUSED(sl), TreeElement *te, TreeStoreElem *tselem, const eOLSetState set)
{
Scene *sce;
@@ -148,7 +100,7 @@ static eOLDrawState tree_element_active_renderlayer(
*/
static void do_outliner_object_select_recursive(Scene *scene, Object *ob_parent, bool select)
{
- Base *base;
+ BaseLegacy *base;
for (base = FIRSTBASE; base; base = base->next) {
Object *ob = base->object;
@@ -184,7 +136,7 @@ static void do_outliner_ebone_select_recursive(bArmature *arm, EditBone *ebone_p
}
static eOLDrawState tree_element_set_active_object(
- bContext *C, Scene *scene, SpaceOops *soops,
+ bContext *C, Scene *scene, SceneLayer *sl, SpaceOops *soops,
TreeElement *te, const eOLSetState set, bool recursive)
{
TreeStoreElem *tselem = TREESTORE(te);
@@ -198,7 +150,7 @@ static eOLDrawState tree_element_set_active_object(
}
else {
ob = (Object *)outliner_search_back(soops, te, ID_OB);
- if (ob == OBACT) {
+ if (ob == OBACT_NEW) {
return OL_DRAWSEL_NONE;
}
}
@@ -218,15 +170,15 @@ static eOLDrawState tree_element_set_active_object(
if (base) {
if (set == OL_SETSEL_EXTEND) {
/* swap select */
- if (base->flag & SELECT)
- ED_base_object_select(base, BA_DESELECT);
+ if (base->flag & BASE_SELECTED)
+ ED_object_base_select(base, BA_DESELECT);
else
- ED_base_object_select(base, BA_SELECT);
+ ED_object_base_select(base, BA_SELECT);
}
else {
/* deleselect all */
- BKE_scene_base_deselect_all(scene);
- ED_base_object_select(base, BA_SELECT);
+ BKE_scene_layer_base_deselect_all(sl);
+ ED_object_base_select(base, BA_SELECT);
}
if (recursive) {
@@ -234,8 +186,8 @@ static eOLDrawState tree_element_set_active_object(
do_outliner_object_select_recursive(scene, ob, (ob->flag & SELECT) != 0);
}
- if (C) {
- ED_base_object_activate(C, base); /* adds notifier */
+ if (set != OL_SETSEL_NONE) {
+ ED_object_base_activate(C, base); /* adds notifier */
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
}
}
@@ -247,7 +199,7 @@ static eOLDrawState tree_element_set_active_object(
}
static eOLDrawState tree_element_active_material(
- bContext *C, Scene *scene, SpaceOops *soops,
+ bContext *C, Scene *UNUSED(scene), SceneLayer *sl, SpaceOops *soops,
TreeElement *te, const eOLSetState set)
{
TreeElement *tes;
@@ -256,7 +208,7 @@ static eOLDrawState tree_element_active_material(
/* we search for the object parent */
ob = (Object *)outliner_search_back(soops, te, ID_OB);
// note: ob->matbits can be NULL when a local object points to a library mesh.
- if (ob == NULL || ob != OBACT || ob->matbits == NULL) {
+ if (ob == NULL || ob != OBACT_NEW || ob->matbits == NULL) {
return OL_DRAWSEL_NONE; /* just paranoia */
}
@@ -300,12 +252,12 @@ static eOLDrawState tree_element_active_material(
}
static eOLDrawState tree_element_active_texture(
- bContext *C, Scene *scene, SpaceOops *UNUSED(soops),
+ bContext *C, Scene *scene, SceneLayer *sl, SpaceOops *UNUSED(soops),
TreeElement *te, const eOLSetState set)
{
TreeElement *tep;
TreeStoreElem /* *tselem,*/ *tselemp;
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
SpaceButs *sbuts = NULL;
if (ob == NULL) {
@@ -387,14 +339,14 @@ static eOLDrawState tree_element_active_texture(
static eOLDrawState tree_element_active_lamp(
- bContext *UNUSED(C), Scene *scene, SpaceOops *soops,
+ bContext *UNUSED(C), Scene *UNUSED(scene), SceneLayer *sl, SpaceOops *soops,
TreeElement *te, const eOLSetState set)
{
Object *ob;
/* we search for the object parent */
ob = (Object *)outliner_search_back(soops, te, ID_OB);
- if (ob == NULL || ob != OBACT) {
+ if (ob == NULL || ob != OBACT_NEW) {
/* just paranoia */
return OL_DRAWSEL_NONE;
}
@@ -410,7 +362,7 @@ static eOLDrawState tree_element_active_lamp(
}
static eOLDrawState tree_element_active_camera(
- bContext *UNUSED(C), Scene *scene, SpaceOops *soops,
+ bContext *UNUSED(C), Scene *scene, SceneLayer *UNUSED(sl), SpaceOops *soops,
TreeElement *te, const eOLSetState set)
{
Object *ob = (Object *)outliner_search_back(soops, te, ID_OB);
@@ -423,7 +375,7 @@ static eOLDrawState tree_element_active_camera(
}
static eOLDrawState tree_element_active_world(
- bContext *C, Scene *scene, SpaceOops *UNUSED(soops),
+ bContext *C, Scene *scene, SceneLayer *UNUSED(sl), SpaceOops *UNUSED(soops),
TreeElement *te, const eOLSetState set)
{
TreeElement *tep;
@@ -456,7 +408,7 @@ static eOLDrawState tree_element_active_world(
}
static eOLDrawState tree_element_active_defgroup(
- bContext *C, Scene *scene, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set)
+ bContext *C, SceneLayer *sl, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set)
{
Object *ob;
@@ -470,7 +422,7 @@ static eOLDrawState tree_element_active_defgroup(
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, ob);
}
else {
- if (ob == OBACT)
+ if (ob == OBACT_NEW)
if (ob->actdef == te->index + 1) {
return OL_DRAWSEL_NORMAL;
}
@@ -479,7 +431,7 @@ static eOLDrawState tree_element_active_defgroup(
}
static eOLDrawState tree_element_active_posegroup(
- bContext *C, Scene *scene, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set)
+ bContext *C, Scene *UNUSED(scene), SceneLayer *sl, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set)
{
Object *ob = (Object *)tselem->id;
@@ -490,7 +442,7 @@ static eOLDrawState tree_element_active_posegroup(
}
}
else {
- if (ob == OBACT && ob->pose) {
+ if (ob == OBACT_NEW && ob->pose) {
if (ob->pose->active_group == te->index + 1) {
return OL_DRAWSEL_NORMAL;
}
@@ -500,7 +452,7 @@ static eOLDrawState tree_element_active_posegroup(
}
static eOLDrawState tree_element_active_posechannel(
- bContext *C, Scene *scene, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set, bool recursive)
+ bContext *C, Scene *UNUSED(scene), SceneLayer *sl, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set, bool recursive)
{
Object *ob = (Object *)tselem->id;
bArmature *arm = ob->data;
@@ -534,7 +486,7 @@ static eOLDrawState tree_element_active_posechannel(
}
}
else {
- if (ob == OBACT && ob->pose) {
+ if (ob == OBACT_NEW && ob->pose) {
if (pchan->bone->flag & BONE_SELECTED) {
return OL_DRAWSEL_NORMAL;
}
@@ -544,14 +496,14 @@ static eOLDrawState tree_element_active_posechannel(
}
static eOLDrawState tree_element_active_bone(
- bContext *C, Scene *scene, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set, bool recursive)
+ bContext *C, SceneLayer *sl, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set, bool recursive)
{
bArmature *arm = (bArmature *)tselem->id;
Bone *bone = te->directdata;
if (set != OL_SETSEL_NONE) {
if (!(bone->flag & BONE_HIDDEN_P)) {
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
if (ob) {
if (set != OL_SETSEL_EXTEND) {
/* single select forces all other bones to get unselected */
@@ -580,7 +532,7 @@ static eOLDrawState tree_element_active_bone(
}
}
else {
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
if (ob && ob->data == arm) {
if (bone->flag & BONE_SELECTED) {
@@ -653,7 +605,7 @@ static eOLDrawState tree_element_active_ebone(
}
static eOLDrawState tree_element_active_modifier(
- bContext *C, TreeElement *UNUSED(te), TreeStoreElem *tselem, const eOLSetState set)
+ bContext *C, Scene *UNUSED(scene), SceneLayer *UNUSED(sl), TreeElement *UNUSED(te), TreeStoreElem *tselem, const eOLSetState set)
{
if (set != OL_SETSEL_NONE) {
Object *ob = (Object *)tselem->id;
@@ -681,7 +633,7 @@ static eOLDrawState tree_element_active_psys(
}
static int tree_element_active_constraint(
- bContext *C, TreeElement *UNUSED(te), TreeStoreElem *tselem, const eOLSetState set)
+ bContext *C, Scene *UNUSED(scene), SceneLayer *UNUSED(sl), TreeElement *UNUSED(te), TreeStoreElem *tselem, const eOLSetState set)
{
if (set != OL_SETSEL_NONE) {
Object *ob = (Object *)tselem->id;
@@ -694,7 +646,7 @@ static int tree_element_active_constraint(
}
static eOLDrawState tree_element_active_text(
- bContext *UNUSED(C), Scene *UNUSED(scene), SpaceOops *UNUSED(soops),
+ bContext *UNUSED(C), Scene *UNUSED(scene), SceneLayer *UNUSED(sl), SpaceOops *UNUSED(soops),
TreeElement *UNUSED(te), int UNUSED(set))
{
// XXX removed
@@ -702,10 +654,10 @@ static eOLDrawState tree_element_active_text(
}
static eOLDrawState tree_element_active_pose(
- bContext *C, Scene *scene, TreeElement *UNUSED(te), TreeStoreElem *tselem, const eOLSetState set)
+ bContext *C, Scene *scene, SceneLayer *sl, TreeElement *UNUSED(te), TreeStoreElem *tselem, const eOLSetState set)
{
Object *ob = (Object *)tselem->id;
- Base *base = BKE_scene_base_find(scene, ob);
+ Base *base = BKE_scene_layer_base_find(sl, ob);
if (set != OL_SETSEL_NONE) {
if (scene->obedit)
@@ -786,7 +738,7 @@ static eOLDrawState tree_element_active_sequence_dup(
}
static eOLDrawState tree_element_active_keymap_item(
- bContext *UNUSED(C), TreeElement *te, TreeStoreElem *UNUSED(tselem), const eOLSetState set)
+ bContext *UNUSED(C), Scene *UNUSED(scene), SceneLayer *UNUSED(sl), TreeElement *te, TreeStoreElem *UNUSED(tselem), const eOLSetState set)
{
wmKeyMapItem *kmi = te->directdata;
@@ -802,10 +754,37 @@ static eOLDrawState tree_element_active_keymap_item(
return OL_DRAWSEL_NONE;
}
+static eOLDrawState tree_element_active_collection(
+ bContext *C, TreeElement *te, TreeStoreElem *tselem, const eOLSetState set)
+{
+ if (set == OL_SETSEL_NONE) {
+ LayerCollection *active = CTX_data_layer_collection(C);
+
+ if ((tselem->type == TSE_SCENE_COLLECTION && active->scene_collection == te->directdata) ||
+ (tselem->type == TSE_LAYER_COLLECTION && active == te->directdata))
+ {
+ return OL_DRAWSEL_NORMAL;
+ }
+ }
+ /* don't allow selecting a scene collection, it can have multiple layer collection
+ * instances (which one would the user want to be selected then?) */
+ else if (tselem->type == TSE_LAYER_COLLECTION) {
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ LayerCollection *lc = te->directdata;
+ const int collection_index = BKE_layer_collection_findindex(sl, lc);
+
+ BLI_assert(collection_index >= 0);
+ sl->active_collection = collection_index;
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+ }
+
+ return OL_DRAWSEL_NONE;
+}
+
/* ---------------------------------------------- */
/* generic call for ID data check or make/check active in UI */
-eOLDrawState tree_element_active(bContext *C, Scene *scene, SpaceOops *soops, TreeElement *te,
+eOLDrawState tree_element_active(bContext *C, Scene *scene, SceneLayer *sl, SpaceOops *soops, TreeElement *te,
const eOLSetState set, const bool handle_all_types)
{
switch (te->idcode) {
@@ -813,236 +792,240 @@ eOLDrawState tree_element_active(bContext *C, Scene *scene, SpaceOops *soops, Tr
* selection. See do_outliner_item_activate. */
case ID_OB:
if (handle_all_types) {
- return tree_element_set_active_object(C, scene, soops, te, set, false);
+ return tree_element_set_active_object(C, scene, sl, soops, te, set, false);
}
break;
case ID_MA:
- return tree_element_active_material(C, scene, soops, te, set);
+ return tree_element_active_material(C, scene, sl, soops, te, set);
case ID_WO:
- return tree_element_active_world(C, scene, soops, te, set);
+ return tree_element_active_world(C, scene, sl, soops, te, set);
case ID_LA:
- return tree_element_active_lamp(C, scene, soops, te, set);
+ return tree_element_active_lamp(C, scene, sl, soops, te, set);
case ID_TE:
- return tree_element_active_texture(C, scene, soops, te, set);
+ return tree_element_active_texture(C, scene, sl, soops, te, set);
case ID_TXT:
- return tree_element_active_text(C, scene, soops, te, set);
+ return tree_element_active_text(C, scene, sl, soops, te, set);
case ID_CA:
- return tree_element_active_camera(C, scene, soops, te, set);
+ return tree_element_active_camera(C, scene, sl, soops, te, set);
}
return OL_DRAWSEL_NONE;
}
/**
* Generic call for non-id data to make/check active in UI
- *
- * \note Context can be NULL when ``(set == OL_SETSEL_NONE)``
*/
eOLDrawState tree_element_type_active(
- bContext *C, Scene *scene, SpaceOops *soops,
+ bContext *C, Scene *scene, SceneLayer *sl, SpaceOops *soops,
TreeElement *te, TreeStoreElem *tselem, const eOLSetState set, bool recursive)
{
switch (tselem->type) {
case TSE_DEFGROUP:
- return tree_element_active_defgroup(C, scene, te, tselem, set);
+ return tree_element_active_defgroup(C, sl, te, tselem, set);
case TSE_BONE:
- return tree_element_active_bone(C, scene, te, tselem, set, recursive);
+ return tree_element_active_bone(C, sl, te, tselem, set, recursive);
case TSE_EBONE:
return tree_element_active_ebone(C, scene, te, tselem, set, recursive);
case TSE_MODIFIER:
- return tree_element_active_modifier(C, te, tselem, set);
+ return tree_element_active_modifier(C, scene, sl, te, tselem, set);
case TSE_LINKED_OB:
if (set != OL_SETSEL_NONE) {
- tree_element_set_active_object(C, scene, soops, te, set, false);
+ tree_element_set_active_object(C, scene, sl, soops, te, set, false);
}
- else if (tselem->id == (ID *)OBACT) {
+ else if (tselem->id == (ID *)OBACT_NEW) {
return OL_DRAWSEL_NORMAL;
}
break;
case TSE_LINKED_PSYS:
return tree_element_active_psys(C, scene, te, tselem, set);
case TSE_POSE_BASE:
- return tree_element_active_pose(C, scene, te, tselem, set);
+ return tree_element_active_pose(C, scene, sl, te, tselem, set);
case TSE_POSE_CHANNEL:
- return tree_element_active_posechannel(C, scene, te, tselem, set, recursive);
+ return tree_element_active_posechannel(C, scene, sl, te, tselem, set, recursive);
case TSE_CONSTRAINT:
- return tree_element_active_constraint(C, te, tselem, set);
+ return tree_element_active_constraint(C, scene, sl, te, tselem, set);
case TSE_R_LAYER:
- return tree_element_active_renderlayer(C, te, tselem, set);
+ return tree_element_active_renderlayer(C, scene, sl, te, tselem, set);
case TSE_POSEGRP:
- return tree_element_active_posegroup(C, scene, te, tselem, set);
+ return tree_element_active_posegroup(C, scene, sl, te, tselem, set);
case TSE_SEQUENCE:
return tree_element_active_sequence(C, scene, te, tselem, set);
case TSE_SEQUENCE_DUP:
return tree_element_active_sequence_dup(scene, te, tselem, set);
case TSE_KEYMAP_ITEM:
- return tree_element_active_keymap_item(C, te, tselem, set);
+ return tree_element_active_keymap_item(C, scene, sl, te, tselem, set);
case TSE_GP_LAYER:
- //return tree_element_active_gplayer(C, scene, te, tselem, set);
+ //return tree_element_active_gplayer(C, scene, s, te, tselem, set);
break;
-
+ case TSE_SCENE_COLLECTION:
+ case TSE_LAYER_COLLECTION:
+ return tree_element_active_collection(C, te, tselem, set);
}
return OL_DRAWSEL_NONE;
}
/* ================================================ */
-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);
+ SceneLayer *sl = CTX_data_scene_layer(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, TSE_LAYER_COLLECTION)) {
+ tree_element_set_active_object(C, scene, sl, 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_object_base_select(BKE_scene_layer_base_find(sl, gob->ob), sel);
+ }
}
else {
- tree_element_type_active(C, scene, soops, te, tselem,
- extend ? OL_SETSEL_EXTEND : OL_SETSEL_NORMAL,
- recursive);
+ BKE_scene_layer_base_deselect_all(sl);
+
+ for (gob = gr->gobject.first; gob; gob = gob->next) {
+ Base *base = BKE_scene_layer_base_find(sl, gob->ob);
+ if ((base->flag & BASE_SELECTED) == 0) {
+ ED_object_base_select(base, 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, sl, soops, te, OL_SETSEL_NORMAL, false);
}
+
+ }
+ else {
+ tree_element_type_active(C, scene, sl, 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 +1034,7 @@ 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..c932cc1052a 100644
--- a/source/blender/editors/space_outliner/outliner_tools.c
+++ b/source/blender/editors/space_outliner/outliner_tools.c
@@ -56,6 +56,7 @@
#include "BKE_depsgraph.h"
#include "BKE_fcurve.h"
#include "BKE_group.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
@@ -360,15 +361,15 @@ void OUTLINER_OT_scene_operation(wmOperatorType *ot)
/* ******************************************** */
static void object_select_cb(
- bContext *UNUSED(C), ReportList *UNUSED(reports), Scene *scene, TreeElement *te,
+ bContext *C, ReportList *UNUSED(reports), Scene *UNUSED(scene), TreeElement *UNUSED(te),
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
- Base *base = (Base *)te->directdata;
-
- if (base == NULL) base = BKE_scene_base_find(scene, (Object *)tselem->id);
- if (base && ((base->object->restrictflag & OB_RESTRICT_VIEW) == 0)) {
- base->flag |= SELECT;
- base->object->flag |= SELECT;
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Object *ob = (Object *)tselem->id;
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+
+ if (base && ((base->flag & BASE_VISIBLED) != 0)) {
+ base->flag |= BASE_SELECTED;
}
}
@@ -380,51 +381,48 @@ 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);
}
static void object_deselect_cb(
- bContext *UNUSED(C), ReportList *UNUSED(reports), Scene *scene, TreeElement *te,
+ bContext *C, ReportList *UNUSED(reports), Scene *UNUSED(scene), TreeElement *UNUSED(te),
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
- Base *base = (Base *)te->directdata;
-
- if (base == NULL) base = BKE_scene_base_find(scene, (Object *)tselem->id);
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Object *ob = (Object *)tselem->id;
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+
if (base) {
- base->flag &= ~SELECT;
- base->object->flag &= ~SELECT;
+ base->flag &= ~BASE_SELECTED;
}
}
static void object_delete_cb(
- bContext *C, ReportList *reports, Scene *scene, TreeElement *te,
+ bContext *C, ReportList *reports, Scene *scene, TreeElement *UNUSED(te),
TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
- Base *base = (Base *)te->directdata;
-
- if (base == NULL)
- base = BKE_scene_base_find(scene, (Object *)tselem->id);
- if (base) {
+ Object *ob = (Object *)tselem->id;
+ if (ob) {
Main *bmain = CTX_data_main(C);
- if (base->object->id.tag & LIB_TAG_INDIRECT) {
- BKE_reportf(reports, RPT_WARNING, "Cannot delete indirectly linked object '%s'", base->object->id.name + 2);
+ if (ob->id.tag & LIB_TAG_INDIRECT) {
+ BKE_reportf(reports, RPT_WARNING, "Cannot delete indirectly linked object '%s'", ob->id.name + 2);
return;
}
- else if (BKE_library_ID_is_indirectly_used(bmain, base->object) &&
- ID_REAL_USERS(base->object) <= 1 && ID_EXTRA_USERS(base->object) == 0)
+ else if (BKE_library_ID_is_indirectly_used(bmain, ob) &&
+ ID_REAL_USERS(ob) <= 1 && ID_EXTRA_USERS(ob) == 0)
{
BKE_reportf(reports, RPT_WARNING,
"Cannot delete object '%s' from scene '%s', indirectly used objects need at least one user",
- base->object->id.name + 2, scene->id.name + 2);
+ ob->id.name + 2, scene->id.name + 2);
return;
}
// check also library later
- if (scene->obedit == base->object)
+ if (scene->obedit == ob)
ED_object_editmode_exit(C, EM_FREEDATA | EM_FREEUNDO | EM_WAITCURSOR | EM_DO_UNDO);
- ED_base_object_free_and_unlink(CTX_data_main(C), scene, base);
+ ED_base_object_free_and_unlink(CTX_data_main(C), scene, ob);
/* leave for ED_outliner_id_unref to handle */
#if 0
te->directdata = NULL;
@@ -520,7 +518,7 @@ static void group_linkobs2scene_cb(
{
Group *group = (Group *)tselem->id;
GroupObject *gob;
- Base *base;
+ BaseLegacy *base;
for (gob = group->gobject.first; gob; gob = gob->next) {
base = BKE_scene_base_find(scene, gob->ob);
@@ -530,7 +528,7 @@ static void group_linkobs2scene_cb(
id_us_plus(&gob->ob->id);
}
base->object->flag |= SELECT;
- base->flag |= SELECT;
+ base->flag_legacy |= SELECT;
}
}
@@ -650,6 +648,14 @@ typedef enum eOutliner_PropModifierOps {
OL_MODIFIER_OP_DELETE
} eOutliner_PropModifierOps;
+typedef enum eOutliner_PropCollectionOps {
+ OL_COLLECTION_OP_OBJECTS_ADD = 1,
+ OL_COLLECTION_OP_OBJECTS_REMOVE,
+ OL_COLLECTION_OP_COLLECTION_NEW,
+ OL_COLLECTION_OP_COLLECTION_DEL,
+ OL_COLLECTION_OP_COLLECTION_UNLINK,
+} eOutliner_PropCollectionOps;
+
static void pchan_cb(int event, TreeElement *te, TreeStoreElem *UNUSED(tselem), void *UNUSED(arg))
{
bPoseChannel *pchan = (bPoseChannel *)te->directdata;
@@ -800,6 +806,61 @@ static void modifier_cb(int event, TreeElement *te, TreeStoreElem *UNUSED(tselem
}
}
+static void collection_cb(int event, TreeElement *te, TreeStoreElem *UNUSED(tselem), void *Carg)
+{
+ bContext *C = (bContext *)Carg;
+ Scene *scene = CTX_data_scene(C);
+ LayerCollection *lc = te->directdata;
+ SceneCollection *sc = lc->scene_collection;
+
+ if (event == OL_COLLECTION_OP_OBJECTS_ADD) {
+ CTX_DATA_BEGIN (C, Object *, ob, selected_objects)
+ {
+ BKE_collection_object_add(scene, sc, ob);
+ }
+ CTX_DATA_END;
+
+ WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
+ }
+ else if (event == OL_COLLECTION_OP_OBJECTS_REMOVE) {
+ Main *bmain = CTX_data_main(C);
+
+ CTX_DATA_BEGIN (C, Object *, ob, selected_objects)
+ {
+ BKE_collection_object_remove(bmain, scene, sc, ob, true);
+ }
+ CTX_DATA_END;
+
+ WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
+ te->store_elem->flag &= ~TSE_SELECTED;
+ }
+ else if (event == OL_COLLECTION_OP_COLLECTION_NEW) {
+ BKE_collection_add(scene, sc, NULL);
+ WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
+ }
+ else if (event == OL_COLLECTION_OP_COLLECTION_UNLINK) {
+ SceneLayer *sl = CTX_data_scene_layer(C);
+
+ if (BLI_findindex(&sl->layer_collections, lc) == -1) {
+ /* we can't unlink if the layer collection wasn't directly linked */
+ TODO_LAYER_OPERATORS; /* this shouldn't be in the menu in those cases */
+ }
+ else {
+ BKE_collection_unlink(sl, lc);
+ WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
+ }
+ }
+ else if (event == OL_COLLECTION_OP_COLLECTION_DEL) {
+ if (BKE_collection_remove(scene, sc)) {
+ WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
+ }
+ else {
+ /* we can't remove the master collection */
+ TODO_LAYER_OPERATORS; /* this shouldn't be in the menu in those cases */
+ }
+ }
+}
+
static void outliner_do_data_operation(SpaceOops *soops, int type, int event, ListBase *lb,
void (*operation_cb)(int, TreeElement *, TreeStoreElem *, void *),
void *arg)
@@ -820,9 +881,9 @@ static void outliner_do_data_operation(SpaceOops *soops, int type, int event, Li
}
}
-static Base *outline_delete_hierarchy(bContext *C, ReportList *reports, Scene *scene, Base *base)
+static BaseLegacy *outline_delete_hierarchy(bContext *C, ReportList *reports, Scene *scene, BaseLegacy *base)
{
- Base *child_base, *base_next;
+ BaseLegacy *child_base, *base_next;
Object *parent;
if (!base) {
@@ -852,7 +913,7 @@ static Base *outline_delete_hierarchy(bContext *C, ReportList *reports, Scene *s
base->object->id.name + 2, scene->id.name + 2);
return base_next;
}
- ED_base_object_free_and_unlink(CTX_data_main(C), scene, base);
+ ED_base_object_free_and_unlink(CTX_data_main(C), scene, base->object);
return base_next;
}
@@ -860,6 +921,7 @@ static void object_delete_hierarchy_cb(
bContext *C, ReportList *reports, Scene *scene,
TreeElement *te, TreeStoreElem *UNUSED(tsep), TreeStoreElem *tselem, void *UNUSED(user_data))
{
+#if 0
Base *base = (Base *)te->directdata;
Object *obedit = scene->obedit;
@@ -882,6 +944,15 @@ static void object_delete_hierarchy_cb(
}
WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, scene);
+#else
+ (void) C;
+ (void) scene;
+ (void) te;
+ (void) tselem;
+ (void) outline_delete_hierarchy;
+ BKE_reportf(reports, RPT_ERROR, "Delete from outliner not supported at the moment");
+ TODO_LAYER_BASE
+#endif
}
/* **************************************** */
@@ -985,21 +1056,6 @@ static int outliner_object_operation_exec(bContext *C, wmOperator *op)
outliner_do_object_operation(C, op->reports, scene, soops, &soops->tree, id_local_cb);
str = "Localized Objects";
}
- else if (event == OL_OP_TOGVIS) {
- outliner_do_object_operation(C, op->reports, scene, soops, &soops->tree, object_toggle_visibility_cb);
- str = "Toggle Visibility";
- WM_event_add_notifier(C, NC_SCENE | ND_OB_VISIBLE, scene);
- }
- else if (event == OL_OP_TOGSEL) {
- outliner_do_object_operation(C, op->reports, scene, soops, &soops->tree, object_toggle_selectability_cb);
- str = "Toggle Selectability";
- WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
- }
- else if (event == OL_OP_TOGREN) {
- outliner_do_object_operation(C, op->reports, scene, soops, &soops->tree, object_toggle_renderability_cb);
- str = "Toggle Renderability";
- WM_event_add_notifier(C, NC_SCENE | ND_OB_RENDER, scene);
- }
else if (event == OL_OP_RENAME) {
outliner_do_object_operation(C, op->reports, scene, soops, &soops->tree, item_rename_cb);
str = "Rename Object";
@@ -1095,15 +1151,6 @@ static int outliner_group_operation_exec(bContext *C, wmOperator *op)
case OL_GROUPOP_REMAP:
outliner_do_libdata_operation(C, op->reports, scene, soops, &soops->tree, id_remap_cb, NULL);
break;
- case OL_GROUPOP_TOGVIS:
- outliner_do_libdata_operation(C, op->reports, scene, soops, &soops->tree, group_toggle_visibility_cb, NULL);
- break;
- case OL_GROUPOP_TOGSEL:
- outliner_do_libdata_operation(C, op->reports, scene, soops, &soops->tree, group_toggle_selectability_cb, NULL);
- break;
- case OL_GROUPOP_TOGREN:
- outliner_do_libdata_operation(C, op->reports, scene, soops, &soops->tree, group_toggle_renderability_cb, NULL);
- break;
case OL_GROUPOP_RENAME:
outliner_do_libdata_operation(C, op->reports, scene, soops, &soops->tree, item_rename_cb, NULL);
break;
@@ -1739,6 +1786,52 @@ void OUTLINER_OT_modifier_operation(wmOperatorType *ot)
/* ******************** */
+static EnumPropertyItem prop_collection_op_types[] = {
+ {OL_COLLECTION_OP_OBJECTS_ADD, "OBJECTS_ADD", ICON_ZOOMIN, "Add Selected", "Add selected objects to collection"},
+ {OL_COLLECTION_OP_OBJECTS_REMOVE, "OBJECTS_REMOVE", ICON_X, "Remove Selected", "Remove selected objects from collection"},
+ {OL_COLLECTION_OP_COLLECTION_NEW, "COLLECTION_NEW", ICON_NEW, "New Collection", "Add a new nested collection"},
+ {OL_COLLECTION_OP_COLLECTION_UNLINK, "COLLECTION_UNLINK", ICON_UNLINKED, "Unlink", "Unlink collection"},
+ {OL_COLLECTION_OP_COLLECTION_DEL, "COLLECTION_NEW", ICON_X, "Delete Collection", "Delete the collection"},
+ {0, NULL, 0, NULL, NULL}
+};
+
+static int outliner_collection_operation_exec(bContext *C, wmOperator *op)
+{
+ SpaceOops *soops = CTX_wm_space_outliner(C);
+ int scenelevel = 0, objectlevel = 0, idlevel = 0, datalevel = 0;
+ eOutliner_PropCollectionOps event;
+
+ event = RNA_enum_get(op->ptr, "type");
+ set_operation_types(soops, &soops->tree, &scenelevel, &objectlevel, &idlevel, &datalevel);
+
+ outliner_do_data_operation(soops, datalevel, event, &soops->tree, collection_cb, C);
+
+ outliner_cleanup_tree(soops);
+
+ ED_undo_push(C, "Collection operation");
+
+ return OPERATOR_FINISHED;
+}
+
+void OUTLINER_OT_collection_operation(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Outliner Collection Operation";
+ ot->idname = "OUTLINER_OT_collection_operation";
+ ot->description = "";
+
+ /* callbacks */
+ ot->invoke = WM_menu_invoke;
+ ot->exec = outliner_collection_operation_exec;
+ ot->poll = ED_operator_outliner_active;
+
+ ot->flag = 0;
+
+ ot->prop = RNA_def_enum(ot->srna, "type", prop_collection_op_types, 0, "Collection Operation", "");
+}
+
+/* ******************** */
+
// XXX: select linked is for RNA structs only
static EnumPropertyItem prop_data_op_types[] = {
{OL_DOP_SELECT, "SELECT", 0, "Select", ""},
@@ -1913,6 +2006,9 @@ static int do_outliner_operation_event(bContext *C, ARegion *ar, SpaceOops *soop
else if (datalevel == TSE_MODIFIER) {
WM_operator_name_call(C, "OUTLINER_OT_modifier_operation", WM_OP_INVOKE_REGION_WIN, NULL);
}
+ else if (datalevel == TSE_LAYER_COLLECTION) {
+ WM_operator_name_call(C, "OUTLINER_OT_collection_operation", WM_OP_INVOKE_REGION_WIN, NULL);
+ }
else {
WM_operator_name_call(C, "OUTLINER_OT_data_operation", WM_OP_INVOKE_REGION_WIN, NULL);
}
diff --git a/source/blender/editors/space_outliner/outliner_tree.c b/source/blender/editors/space_outliner/outliner_tree.c
index ec46c5df9a0..8a024e0cc82 100644
--- a/source/blender/editors/space_outliner/outliner_tree.c
+++ b/source/blender/editors/space_outliner/outliner_tree.c
@@ -63,6 +63,7 @@
#include "BKE_fcurve.h"
#include "BKE_main.h"
+#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_modifier.h"
#include "BKE_sequencer.h"
@@ -83,6 +84,9 @@
# include "BLI_math_base.h" /* M_PI */
#endif
+/* prototypes */
+static void outliner_make_hierarchy(ListBase *lb);
+
/* ********************************************************* */
/* Persistent Data */
@@ -199,105 +203,6 @@ void outliner_cleanup_tree(SpaceOops *soops)
outliner_storage_cleanup(soops);
}
-/* Find specific item from the treestore */
-TreeElement *outliner_find_tree_element(ListBase *lb, const TreeStoreElem *store_elem)
-{
- TreeElement *te, *tes;
- for (te = lb->first; te; te = te->next) {
- if (te->store_elem == store_elem) return te;
- tes = outliner_find_tree_element(&te->subtree, store_elem);
- if (tes) return tes;
- }
- return NULL;
-}
-
-/* tse is not in the treestore, we use its contents to find a match */
-TreeElement *outliner_find_tse(SpaceOops *soops, const TreeStoreElem *tse)
-{
- TreeStoreElem *tselem;
-
- if (tse->id == NULL) return NULL;
-
- /* check if 'tse' is in treestore */
- tselem = BKE_outliner_treehash_lookup_any(soops->treehash, tse->type, tse->nr, tse->id);
- if (tselem)
- return outliner_find_tree_element(&soops->tree, tselem);
-
- return NULL;
-}
-
-/* Find treestore that refers to given ID */
-TreeElement *outliner_find_id(SpaceOops *soops, ListBase *lb, const ID *id)
-{
- for (TreeElement *te = lb->first; te; te = te->next) {
- TreeStoreElem *tselem = TREESTORE(te);
- if (tselem->type == 0) {
- if (tselem->id == id) {
- return te;
- }
- /* only deeper on scene or object */
- if (ELEM(te->idcode, ID_OB, ID_SCE) ||
- ((soops->outlinevis == SO_GROUPS) && (te->idcode == ID_GR)))
- {
- TreeElement *tes = outliner_find_id(soops, &te->subtree, id);
- if (tes) {
- return tes;
- }
- }
- }
- }
- return NULL;
-}
-
-TreeElement *outliner_find_posechannel(ListBase *lb, const bPoseChannel *pchan)
-{
- for (TreeElement *te = lb->first; te; te = te->next) {
- if (te->directdata == pchan) {
- return te;
- }
-
- TreeStoreElem *tselem = TREESTORE(te);
- if (ELEM(tselem->type, TSE_POSE_BASE, TSE_POSE_CHANNEL)) {
- TreeElement *tes = outliner_find_posechannel(&te->subtree, pchan);
- if (tes) {
- return tes;
- }
- }
- }
- return NULL;
-}
-
-TreeElement *outliner_find_editbone(ListBase *lb, const EditBone *ebone)
-{
- for (TreeElement *te = lb->first; te; te = te->next) {
- if (te->directdata == ebone) {
- return te;
- }
-
- TreeStoreElem *tselem = TREESTORE(te);
- if (ELEM(tselem->type, 0, TSE_EBONE)) {
- TreeElement *tes = outliner_find_editbone(&te->subtree, ebone);
- if (tes) {
- return tes;
- }
- }
- }
- return NULL;
-}
-
-ID *outliner_search_back(SpaceOops *UNUSED(soops), TreeElement *te, short idcode)
-{
- TreeStoreElem *tselem;
- te = te->parent;
-
- while (te) {
- tselem = TREESTORE(te);
- if (tselem->type == 0 && te->idcode == idcode) return tselem->id;
- te = te->parent;
- }
- return NULL;
-}
-
/* ********************************************************* */
@@ -903,8 +808,8 @@ static TreeElement *outliner_add_element(SpaceOops *soops, ListBase *lb, void *i
id = TREESTORE(parent)->id;
}
- /* One exception */
- if (type == TSE_ID_BASE) {
+ /* exceptions */
+ if (ELEM(type, TSE_ID_BASE, TSE_LAYER_COLLECTION)) {
/* pass */
}
else if (id == NULL) {
@@ -941,6 +846,9 @@ static TreeElement *outliner_add_element(SpaceOops *soops, ListBase *lb, void *i
else if (type == TSE_GP_LAYER) {
/* pass */
}
+ else if (ELEM(type, TSE_LAYER_COLLECTION, TSE_SCENE_COLLECTION)) {
+ /* pass */
+ }
else if (type == TSE_ID_BASE) {
/* pass */
}
@@ -1233,6 +1141,15 @@ static TreeElement *outliner_add_element(SpaceOops *soops, ListBase *lb, void *i
return te;
}
+/**
+ * \note Really only removes \a tselem, not it's TreeElement instance or any children.
+ */
+void outliner_remove_treestore_element(SpaceOops *soops, TreeStoreElem *tselem)
+{
+ BKE_outliner_treehash_remove_element(soops->treehash, tselem);
+ BLI_mempool_free(soops->treestore, tselem);
+}
+
/* ======================================================= */
/* Sequencer mode tree building */
@@ -1370,6 +1287,78 @@ static void outliner_add_orphaned_datablocks(Main *mainvar, SpaceOops *soops)
}
}
+static void outliner_collections_reorder(const Scene *scene, TreeElement *insert_element, TreeElement *insert_after)
+{
+ SceneLayer *sl = BKE_scene_layer_render_active(scene);
+ LayerCollection *insert_coll = insert_element->directdata;
+ LayerCollection *insert_after_coll = insert_after ? insert_after->directdata : NULL;
+
+ BKE_layer_collection_reinsert_after(scene, sl, insert_coll, insert_after_coll);
+}
+
+static void outliner_add_layer_collections_recursive(SpaceOops *soops, ListBase *tree, Scene *scene,
+ ListBase *layer_collections, TreeElement *parent_ten,
+ int *io_collection_counter)
+{
+ for (LayerCollection *collection = layer_collections->first; collection; collection = collection->next) {
+ TreeElement *ten = outliner_add_element(soops, tree, scene, parent_ten, TSE_LAYER_COLLECTION,
+ (*io_collection_counter)++);
+
+ ten->name = collection->scene_collection->name;
+ ten->directdata = collection;
+ ten->reinsert = outliner_collections_reorder;
+
+ for (LinkData *link = collection->object_bases.first; link; link = link->next) {
+ outliner_add_element(soops, &ten->subtree, ((Base *)link->data)->object, NULL, 0, 0);
+ }
+ outliner_make_hierarchy(&ten->subtree);
+
+ outliner_add_layer_collections_recursive(soops, &ten->subtree, scene, &collection->layer_collections, ten,
+ io_collection_counter);
+ }
+}
+static void outliner_add_collections_act_layer(SpaceOops *soops, SceneLayer *layer, Scene *scene)
+{
+ int collection_counter = 0;
+ outliner_add_layer_collections_recursive(soops, &soops->tree, scene, &layer->layer_collections, NULL, &collection_counter);
+}
+
+static void outliner_add_scene_collection_init(TreeElement *te, SceneCollection *collection)
+{
+ te->name = collection->name;
+ te->directdata = collection;
+}
+
+static void outliner_add_scene_collections_recursive(SpaceOops *soops, ListBase *tree, Scene *scene,
+ ListBase *scene_collections, TreeElement *parent_ten,
+ int *io_collection_counter)
+{
+ for (SceneCollection *collection = scene_collections->first; collection; collection = collection->next) {
+ TreeElement *ten = outliner_add_element(soops, tree, scene, parent_ten, TSE_SCENE_COLLECTION,
+ (*io_collection_counter)++);
+
+ outliner_add_scene_collection_init(ten, collection);
+ for (LinkData *link = collection->objects.first; link; link = link->next) {
+ outliner_add_element(soops, &ten->subtree, link->data, NULL, 0, 0);
+ }
+ outliner_make_hierarchy(&ten->subtree);
+
+ outliner_add_scene_collections_recursive(soops, &ten->subtree, scene, &collection->scene_collections, ten,
+ io_collection_counter);
+ }
+}
+static void outliner_add_collections_master(SpaceOops *soops, Scene *scene)
+{
+ SceneCollection *master = BKE_collection_master(scene);
+ int collection_counter = 0;
+ TreeElement *ten = outliner_add_element(soops, &soops->tree, scene, NULL, TSE_SCENE_COLLECTION,
+ collection_counter++);
+
+ outliner_add_scene_collection_init(ten, master);
+ outliner_add_scene_collections_recursive(soops, &ten->subtree, scene, &master->scene_collections, ten,
+ &collection_counter);
+}
+
/* ======================================================= */
/* Generic Tree Building helpers - order these are called is top to bottom */
@@ -1483,18 +1472,15 @@ static void outliner_sort(ListBase *lb)
{
TreeElement *te;
TreeStoreElem *tselem;
- int totelem = 0;
te = lb->last;
if (te == NULL) return;
tselem = TREESTORE(te);
-
+
/* sorting rules; only object lists, ID lists, or deformgroups */
- if ( ELEM(tselem->type, TSE_DEFGROUP, TSE_ID_BASE) || (tselem->type == 0 && te->idcode == ID_OB)) {
-
- /* count first */
- for (te = lb->first; te; te = te->next) totelem++;
-
+ if (ELEM(tselem->type, TSE_DEFGROUP, TSE_ID_BASE) || (tselem->type == 0 && te->idcode == ID_OB)) {
+ int totelem = BLI_listbase_count(lb);
+
if (totelem > 1) {
tTreeSort *tear = MEM_mallocN(totelem * sizeof(tTreeSort), "tree sort array");
tTreeSort *tp = tear;
@@ -1619,9 +1605,8 @@ static int outliner_filter_tree(SpaceOops *soops, ListBase *lb)
/* Main entry point for building the tree data-structure that the outliner represents */
// TODO: split each mode into its own function?
-void outliner_build_tree(Main *mainvar, Scene *scene, SpaceOops *soops)
+void outliner_build_tree(Main *mainvar, Scene *scene, SceneLayer *sl, SpaceOops *soops)
{
- Base *base;
TreeElement *te = NULL, *ten;
TreeStoreElem *tselem;
int show_opened = !soops->treestore || !BLI_mempool_count(soops->treestore); /* on first view, we open scenes */
@@ -1702,31 +1687,40 @@ void outliner_build_tree(Main *mainvar, Scene *scene, SpaceOops *soops)
tselem = TREESTORE(te);
if (sce == scene && show_opened)
tselem->flag &= ~TSE_CLOSED;
-
- for (base = sce->base.first; base; base = base->next) {
- ten = outliner_add_element(soops, &te->subtree, base->object, te, 0, 0);
- ten->directdata = base;
+
+ FOREACH_SCENE_OBJECT(scene, ob)
+ {
+ ten = outliner_add_element(soops, &te->subtree, ob, te, 0, 0);
}
+ FOREACH_SCENE_OBJECT_END
+
outliner_make_hierarchy(&te->subtree);
+
/* clear id.newid, to prevent objects be inserted in wrong scenes (parent in other scene) */
- for (base = sce->base.first; base; base = base->next) base->object->id.newid = NULL;
+ FOREACH_SCENE_OBJECT(scene, ob)
+ {
+ ob->id.newid = NULL;
+ }
+ FOREACH_SCENE_OBJECT_END
}
}
else if (soops->outlinevis == SO_CUR_SCENE) {
outliner_add_scene_contents(soops, &soops->tree, scene, NULL);
-
- for (base = scene->base.first; base; base = base->next) {
- ten = outliner_add_element(soops, &soops->tree, base->object, NULL, 0, 0);
- ten->directdata = base;
+
+ FOREACH_SCENE_OBJECT(scene, ob)
+ {
+ ten = outliner_add_element(soops, &soops->tree, ob, NULL, 0, 0);
}
+ FOREACH_SCENE_OBJECT_END
outliner_make_hierarchy(&soops->tree);
}
else if (soops->outlinevis == SO_VISIBLE) {
- for (base = scene->base.first; base; base = base->next) {
- if (base->lay & scene->lay)
- outliner_add_element(soops, &soops->tree, base->object, NULL, 0, 0);
+ FOREACH_VISIBLE_OBJECT(sl, ob)
+ {
+ outliner_add_element(soops, &soops->tree, ob, NULL, 0, 0);
}
+ FOREACH_VISIBLE_OBJECT_END
outliner_make_hierarchy(&soops->tree);
}
else if (soops->outlinevis == SO_GROUPS) {
@@ -1739,7 +1733,6 @@ void outliner_build_tree(Main *mainvar, Scene *scene, SpaceOops *soops)
for (go = group->gobject.first; go; go = go->next) {
ten = outliner_add_element(soops, &te->subtree, go->ob, te, 0, 0);
- ten->directdata = NULL; /* eh, why? */
}
outliner_make_hierarchy(&te->subtree);
/* clear id.newid, to prevent objects be inserted in wrong scenes (parent in other scene) */
@@ -1748,26 +1741,24 @@ void outliner_build_tree(Main *mainvar, Scene *scene, SpaceOops *soops)
}
}
else if (soops->outlinevis == SO_SAME_TYPE) {
- Object *ob = OBACT;
- if (ob) {
- for (base = scene->base.first; base; base = base->next) {
- if (base->object->type == ob->type) {
- ten = outliner_add_element(soops, &soops->tree, base->object, NULL, 0, 0);
- ten->directdata = base;
+ Object *ob_active = OBACT_NEW;
+ if (ob_active) {
+ FOREACH_SCENE_OBJECT(scene, ob)
+ {
+ if (ob->type == ob_active->type) {
+ ten = outliner_add_element(soops, &soops->tree, ob, NULL, 0, 0);
}
}
+ FOREACH_SCENE_OBJECT_END
outliner_make_hierarchy(&soops->tree);
}
}
else if (soops->outlinevis == SO_SELECTED) {
- for (base = scene->base.first; base; base = base->next) {
- if (base->lay & scene->lay) {
- if (base->flag & SELECT) {
- ten = outliner_add_element(soops, &soops->tree, base->object, NULL, 0, 0);
- ten->directdata = base;
- }
- }
+ FOREACH_SELECTED_OBJECT(sl, ob)
+ {
+ ten = outliner_add_element(soops, &soops->tree, ob, NULL, 0, 0);
}
+ FOREACH_SELECTED_OBJECT_END
outliner_make_hierarchy(&soops->tree);
}
else if (soops->outlinevis == SO_SEQUENCE) {
@@ -1821,9 +1812,14 @@ void outliner_build_tree(Main *mainvar, Scene *scene, SpaceOops *soops)
else if (soops->outlinevis == SO_ID_ORPHANS) {
outliner_add_orphaned_datablocks(mainvar, soops);
}
+ else if (soops->outlinevis == SO_ACT_LAYER) {
+ outliner_add_collections_act_layer(soops, BKE_scene_layer_context_active(scene), scene);
+ }
+ else if (soops->outlinevis == SO_COLLECTIONS) {
+ outliner_add_collections_master(soops, scene);
+ }
else {
- ten = outliner_add_element(soops, &soops->tree, OBACT, NULL, 0, 0);
- if (ten) ten->directdata = BASACT;
+ ten = outliner_add_element(soops, &soops->tree, OBACT_NEW, NULL, 0, 0);
}
if ((soops->flag & SO_SKIP_SORT_ALPHA) == 0) {
diff --git a/source/blender/editors/space_outliner/outliner_utils.c b/source/blender/editors/space_outliner/outliner_utils.c
new file mode 100644
index 00000000000..0e3a4e89fdf
--- /dev/null
+++ b/source/blender/editors/space_outliner/outliner_utils.c
@@ -0,0 +1,234 @@
+/*
+ * ***** 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) 2017 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/space_outliner/outliner_utils.c
+ * \ingroup spoutliner
+ */
+
+#include "BKE_outliner_treehash.h"
+
+#include "BLI_utildefines.h"
+
+#include "DNA_action_types.h"
+#include "DNA_space_types.h"
+
+#include "ED_armature.h"
+
+#include "UI_interface.h"
+
+#include "outliner_intern.h"
+
+
+/**
+ * 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;
+}
+
+/* Find specific item from the treestore */
+TreeElement *outliner_find_tree_element(ListBase *lb, const TreeStoreElem *store_elem)
+{
+ TreeElement *te, *tes;
+ for (te = lb->first; te; te = te->next) {
+ if (te->store_elem == store_elem) return te;
+ tes = outliner_find_tree_element(&te->subtree, store_elem);
+ if (tes) return tes;
+ }
+ return NULL;
+}
+
+/* tse is not in the treestore, we use its contents to find a match */
+TreeElement *outliner_find_tse(SpaceOops *soops, const TreeStoreElem *tse)
+{
+ TreeStoreElem *tselem;
+
+ if (tse->id == NULL) return NULL;
+
+ /* check if 'tse' is in treestore */
+ tselem = BKE_outliner_treehash_lookup_any(soops->treehash, tse->type, tse->nr, tse->id);
+ if (tselem)
+ return outliner_find_tree_element(&soops->tree, tselem);
+
+ return NULL;
+}
+
+/* Find treestore that refers to given ID */
+TreeElement *outliner_find_id(SpaceOops *soops, ListBase *lb, const ID *id)
+{
+ for (TreeElement *te = lb->first; te; te = te->next) {
+ TreeStoreElem *tselem = TREESTORE(te);
+ if (tselem->type == 0) {
+ if (tselem->id == id) {
+ return te;
+ }
+ /* only deeper on scene or object */
+ if (ELEM(te->idcode, ID_OB, ID_SCE) ||
+ ((soops->outlinevis == SO_GROUPS) && (te->idcode == ID_GR)))
+ {
+ TreeElement *tes = outliner_find_id(soops, &te->subtree, id);
+ if (tes) {
+ return tes;
+ }
+ }
+ }
+ }
+ return NULL;
+}
+
+TreeElement *outliner_find_posechannel(ListBase *lb, const bPoseChannel *pchan)
+{
+ for (TreeElement *te = lb->first; te; te = te->next) {
+ if (te->directdata == pchan) {
+ return te;
+ }
+
+ TreeStoreElem *tselem = TREESTORE(te);
+ if (ELEM(tselem->type, TSE_POSE_BASE, TSE_POSE_CHANNEL)) {
+ TreeElement *tes = outliner_find_posechannel(&te->subtree, pchan);
+ if (tes) {
+ return tes;
+ }
+ }
+ }
+ return NULL;
+}
+
+TreeElement *outliner_find_editbone(ListBase *lb, const EditBone *ebone)
+{
+ for (TreeElement *te = lb->first; te; te = te->next) {
+ if (te->directdata == ebone) {
+ return te;
+ }
+
+ TreeStoreElem *tselem = TREESTORE(te);
+ if (ELEM(tselem->type, 0, TSE_EBONE)) {
+ TreeElement *tes = outliner_find_editbone(&te->subtree, ebone);
+ if (tes) {
+ return tes;
+ }
+ }
+ }
+ return NULL;
+}
+
+ID *outliner_search_back(SpaceOops *UNUSED(soops), TreeElement *te, short idcode)
+{
+ TreeStoreElem *tselem;
+ te = te->parent;
+
+ while (te) {
+ tselem = TREESTORE(te);
+ if (tselem->type == 0 && te->idcode == idcode) return tselem->id;
+ te = te->parent;
+ }
+ return NULL;
+}
+
+/**
+ * Iterate over all tree elements (pre-order traversal), executing \a func callback for
+ * each tree element matching the optional filters.
+ *
+ * \param filter_te_flag: If not 0, only TreeElements with this flag will be visited.
+ * \param filter_tselem_flag: Same as \a filter_te_flag, but for the TreeStoreElem.
+ * \param func: Custom callback to execute for each visited item.
+ */
+bool outliner_tree_traverse(const SpaceOops *soops, ListBase *tree, int filter_te_flag, int filter_tselem_flag,
+ TreeTraversalFunc func, void *customdata)
+{
+ for (TreeElement *te = tree->first, *te_next; te; te = te_next) {
+ TreeTraversalAction func_retval = TRAVERSE_CONTINUE;
+ /* in case te is freed in callback */
+ TreeStoreElem *tselem = TREESTORE(te);
+ ListBase subtree = te->subtree;
+ te_next = te->next;
+
+ if (filter_te_flag && (te->flag & filter_te_flag) == 0) {
+ /* skip */
+ }
+ else if (filter_tselem_flag && (tselem->flag & filter_tselem_flag) == 0) {
+ /* skip */
+ }
+ else {
+ func_retval = func(te, customdata);
+ }
+ /* Don't access te or tselem from now on! Might've been freed... */
+
+ if (func_retval == TRAVERSE_BREAK) {
+ return false;
+ }
+
+ if (func_retval == TRAVERSE_SKIP_CHILDS) {
+ /* skip */
+ }
+ else if (!outliner_tree_traverse(soops, &subtree, filter_te_flag, filter_tselem_flag, func, customdata)) {
+ return false;
+ }
+ }
+
+ return true;
+}
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 70a6e6d83cb..b64a372e7ff 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -55,10 +55,9 @@
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
@@ -190,25 +189,35 @@ void color3ubv_from_seq(Scene *curscene, Sequence *seq, unsigned char col[3])
}
}
-static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequence *seq, float x1, float y1, float x2, float y2, float stepsize)
+static void drawseqwave(View2D *v2d, const bContext *C, SpaceSeq *sseq, Scene *scene, Sequence *seq,
+ float x1, float y1, float x2, float y2, float stepsize, unsigned int pos)
{
/*
* x1 is the starting x value to draw the wave,
* x2 the end x value, same for y1 and y2
* stepsize is width of a pixel.
*/
+
+ /* offset x1 and x2 values, to match view min/max, if strip is out of bounds */
+ int x1_offset = max_ff(v2d->cur.xmin, x1);
+ int x2_offset = min_ff(v2d->cur.xmax + 1.0f, x2);
+
if (seq->sound && ((sseq->flag & SEQ_ALL_WAVEFORMS) || (seq->flag & SEQ_AUDIO_DRAW_WAVEFORM))) {
- int i, j, pos;
- int length = floor((x2 - x1) / stepsize) + 1;
- float ymid = (y1 + y2) / 2;
- float yscale = (y2 - y1) / 2;
+ int i, j, p;
+ int length = floor((x2_offset - x1_offset) / stepsize) + 1;
+ float ymid = (y1 + y2) / 2.0f;
+ float yscale = (y2 - y1) / 2.0f;
float samplestep;
float startsample, endsample;
float value1, value2;
bSound *sound = seq->sound;
SoundWaveform *waveform;
-
+
+ if (length < 2) {
+ return;
+ }
+
if (!sound->spinlock) {
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound->spinlock);
@@ -241,21 +250,27 @@ static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequenc
endsample = ceil((seq->startofs + seq->anim_startofs + seq->enddisp - seq->startdisp) / FPS * SOUND_WAVE_SAMPLES_PER_SECOND);
samplestep = (endsample - startsample) * stepsize / (x2 - x1);
- if (length > floor((waveform->length - startsample) / samplestep))
- length = floor((waveform->length - startsample) / samplestep);
+ length = min_ii(floor((waveform->length - startsample) / samplestep), length);
+
+ if (length < 2) {
+ return;
+ }
+
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5);
- glColor4f(1.0f, 1.0f, 1.0f, 0.5);
glEnable(GL_BLEND);
- glBegin(GL_TRIANGLE_STRIP);
+
+ immBegin(GL_TRIANGLE_STRIP, length * 2);
+
for (i = 0; i < length; i++) {
- float sampleoffset = startsample + i * samplestep;
- pos = sampleoffset;
+ float sampleoffset = startsample + ((x1_offset - x1) / stepsize + i) * samplestep;
+ p = sampleoffset;
- value1 = waveform->data[pos * 3];
- value2 = waveform->data[pos * 3 + 1];
+ value1 = waveform->data[p * 3];
+ value2 = waveform->data[p * 3 + 1];
if (samplestep > 1.0f) {
- for (j = pos + 1; (j < waveform->length) && (j < pos + samplestep); j++) {
+ for (j = p + 1; (j < waveform->length) && (j < p + samplestep); j++) {
if (value1 > waveform->data[j * 3])
value1 = waveform->data[j * 3];
@@ -265,34 +280,20 @@ static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequenc
}
else {
/* use simple linear interpolation */
- float f = sampleoffset - pos;
- value1 = (1.0f - f) * value1 + f * waveform->data[pos * 3 + 3];
- value2 = (1.0f - f) * value2 + f * waveform->data[pos * 3 + 4];
+ float f = sampleoffset - p;
+ value1 = (1.0f - f) * value1 + f * waveform->data[p * 3 + 3];
+ value2 = (1.0f - f) * value2 + f * waveform->data[p * 3 + 4];
}
- glVertex2f(x1 + i * stepsize, ymid + value1 * yscale);
- glVertex2f(x1 + i * stepsize, ymid + value2 * yscale);
+ immVertex2f(pos, x1_offset + i * stepsize, ymid + value1 * yscale);
+ immVertex2f(pos, x1_offset + i * stepsize, ymid + value2 * yscale);
}
- glEnd();
- glDisable(GL_BLEND);
- }
-}
-static void drawmeta_stipple(int value)
-{
- if (value) {
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_HALFTONE);
-
- glEnable(GL_LINE_STIPPLE);
- glLineStipple(1, 0x8888);
- }
- else {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- glDisable(GL_LINE_STIPPLE);
+ immEnd();
+
+ glDisable(GL_BLEND);
}
}
-
static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1, float x2, float y2)
{
/* note: this used to use SEQ_BEGIN/SEQ_END, but it messes up the
@@ -325,9 +326,6 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- if (seqm->flag & SEQ_MUTE)
- drawmeta_stipple(1);
-
for (seq = seqbase->first; seq; seq = seq->next) {
chan_min = min_ii(chan_min, seq->machine);
chan_max = max_ii(chan_max, seq->machine);
@@ -338,6 +336,10 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
col[3] = 196; /* alpha, used for all meta children */
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
for (seq = seqbase->first; seq; seq = seq->next) {
const int startdisp = seq->startdisp + offset;
const int enddisp = seq->enddisp + offset;
@@ -348,12 +350,16 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
float x2_chan = enddisp;
float y1_chan, y2_chan;
- if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
- drawmeta_stipple(1);
-
color3ubv_from_seq(scene, seq, col);
- glColor4ubv(col);
+ if ((seqm->flag & SEQ_MUTE) || (seq->flag & SEQ_MUTE)) {
+ col[3] = 64;
+ }
+ else {
+ col[3] = 196;
+ }
+
+ immUniformColor4ubv(col);
/* clamp within parent sequence strip bounds */
if (x1_chan < x1) x1_chan = x1;
@@ -362,20 +368,12 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
y1_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSBOTTOM);
y2_chan = y1 + y_chan + (draw_height * SEQ_STRIP_OFSTOP);
- glRectf(x1_chan, y1_chan, x2_chan, y2_chan);
-
- UI_GetColorPtrShade3ubv(col, col, -30);
- glColor4ubv(col);
- fdrawbox(x1_chan, y1_chan, x2_chan, y2_chan);
-
- if ((seqm->flag & SEQ_MUTE) == 0 && (seq->flag & SEQ_MUTE))
- drawmeta_stipple(0);
+ immRectf(pos, x1_chan, y1_chan, x2_chan, y2_chan);
}
}
- if (seqm->flag & SEQ_MUTE)
- drawmeta_stipple(0);
-
+ immUnbindProgram();
+
glDisable(GL_BLEND);
}
@@ -391,7 +389,7 @@ static float draw_seq_handle_size_get_clamped(Sequence *seq, const float pixelx)
}
/* draw a handle, for each end of a sequence strip */
-static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_clamped, const short direction)
+static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_clamped, const short direction, unsigned int pos)
{
float v1[2], v2[2], v3[2], rx1 = 0, rx2 = 0; //for triangles and rect
float x1, x2, y1, y2;
@@ -433,21 +431,31 @@ static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_cla
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- if (seq->flag & whichsel) glColor4ub(0, 0, 0, 80);
- else if (seq->flag & SELECT) glColor4ub(255, 255, 255, 30);
- else glColor4ub(0, 0, 0, 22);
-
- glRectf(rx1, y1, rx2, y2);
-
- if (seq->flag & whichsel) glColor4ub(255, 255, 255, 200);
- else glColor4ub(0, 0, 0, 50);
+ if (seq->flag & whichsel) {
+ immUniformColor4ub(0, 0, 0, 80);
+ }
+ else if (seq->flag & SELECT) {
+ immUniformColor4ub(255, 255, 255, 30);
+ }
+ else {
+ immUniformColor4ub(0, 0, 0, 22);
+ }
- glEnable(GL_POLYGON_SMOOTH);
- glBegin(GL_TRIANGLES);
- glVertex2fv(v1); glVertex2fv(v2); glVertex2fv(v3);
- glEnd();
+ immRectf(pos, rx1, y1, rx2, y2);
- glDisable(GL_POLYGON_SMOOTH);
+ if (seq->flag & whichsel) {
+ immUniformColor4ub(255, 255, 255, 200);
+ }
+ else {
+ immUniformColor4ub(0, 0, 0, 50);
+ }
+
+ immBegin(GL_TRIANGLES, 3);
+ immVertex2fv(pos, v1);
+ immVertex2fv(pos, v2);
+ immVertex2fv(pos, v3);
+ immEnd();
+
glDisable(GL_BLEND);
}
@@ -586,67 +594,10 @@ static void draw_seq_text(View2D *v2d, SpaceSeq *sseq, Sequence *seq, float x1,
UI_view2d_text_cache_add_rectf(v2d, &rect, str, str_len, col);
}
-/* draws a shaded strip, made from gradient + flat color + gradient */
-void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2)
+static void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq, unsigned int pos)
{
- float ymid1, ymid2;
-
- if (seq->flag & SEQ_MUTE) {
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_HALFTONE);
- }
-
- ymid1 = (y2 - y1) * 0.25f + y1;
- ymid2 = (y2 - y1) * 0.65f + y1;
-
- glBegin(GL_QUADS);
-
- if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
- else if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -50);
- /* else UI_GetColorPtrShade3ubv(col, col, 0); */ /* DO NOTHING */
-
- glColor3ubv(col);
-
- glVertex2f(x1, y1);
- glVertex2f(x2, y1);
-
- if (seq->flag & SEQ_INVALID_EFFECT) { col[0] = 255; col[1] = 0; col[2] = 255; }
- else if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5);
- else UI_GetColorPtrShade3ubv(col, col, -5);
-
- glColor3ubv((GLubyte *)col);
-
- glVertex2f(x2, ymid1);
- glVertex2f(x1, ymid1);
-
- glEnd();
-
- glRectf(x1, ymid1, x2, ymid2);
-
- glBegin(GL_QUADS);
-
- glVertex2f(x1, ymid2);
- glVertex2f(x2, ymid2);
-
- if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -15);
- else UI_GetColorPtrShade3ubv(col, col, 25);
-
- glColor3ubv((GLubyte *)col);
-
- glVertex2f(x2, y2);
- glVertex2f(x1, y2);
-
- glEnd();
-
- if (seq->flag & SEQ_MUTE) {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- }
-}
-
-void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq)
-{
- float x1, x2, y1, y2, pixely, a;
- unsigned char col[3], blendcol[3];
+ float x1, x2, y1, y2, pixely;
+ unsigned char col[4], blendcol[3];
View2D *v2d = &ar->v2d;
x1 = seq->startdisp;
@@ -660,90 +611,82 @@ void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq)
if (pixely <= 0) return; /* can happen when the view is split/resized */
blendcol[0] = blendcol[1] = blendcol[2] = 120;
-
- if (seq->startofs) {
+
+ if (seq->startofs || seq->endofs) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
color3ubv_from_seq(scene, seq, col);
-
+
if (seq->flag & SELECT) {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
- glColor4ub(col[0], col[1], col[2], 170);
+ UI_GetColorPtrShade3ubv(col, col, -50);
+ }
+
+ if (seq->flag & SEQ_MUTE) {
+ col[3] = 64;
}
else {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
- glColor4ub(col[0], col[1], col[2], 110);
+ if (seq->flag & SELECT) {
+ col[3] = 170;
+ }
+ else {
+ col[3] = 80;
+ }
}
-
- glRectf((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
-
- if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
- else glColor4ub(col[0], col[1], col[2], 160);
-
- fdrawbox((float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); //outline
-
- glDisable(GL_BLEND);
+ }
+
+ if (seq->startofs) {
+ immUniformColor4ubv(col);
+ immRectf(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
+
+ immUniformColor4ub(col[0], col[1], col[2], col[3] + 50);
+
+ imm_draw_line_box(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); /* outline */
}
if (seq->endofs) {
+ immUniformColor4ubv(col);
+ immRectf(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
+
+ immUniformColor4ub(col[0], col[1], col[2], col[3] + 50);
+
+ imm_draw_line_box(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); /* outline */
+ }
+
+ if (seq->startofs || seq->endofs) {
+ glDisable(GL_BLEND);
+ }
+
+ if (seq->startstill || seq->endstill) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
+
color3ubv_from_seq(scene, seq, col);
-
- if (seq->flag & SELECT) {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.3, -40);
- glColor4ub(col[0], col[1], col[2], 170);
+ UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.5f, 60);
+
+ if (seq->flag & SEQ_MUTE) {
+ col[3] = 96;
}
else {
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.6, 0);
- glColor4ub(col[0], col[1], col[2], 110);
+ if (seq->flag & SELECT) {
+ col[3] = 255;
+ }
+ else {
+ col[3] = 170;
+ }
}
-
- glRectf(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
-
- if (seq->flag & SELECT) glColor4ub(col[0], col[1], col[2], 255);
- else glColor4ub(col[0], col[1], col[2], 160);
-
- fdrawbox(x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); //outline
-
- glDisable(GL_BLEND);
+
+ immUniformColor4ubv(col);
}
+
if (seq->startstill) {
- color3ubv_from_seq(scene, seq, col);
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
- glColor3ubv((GLubyte *)col);
-
- draw_shadedstrip(seq, col, x1, y1, (float)(seq->start), y2);
-
- /* feint pinstripes, helps see exactly which is extended and which isn't,
- * especially when the extension is very small */
- if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
- else UI_GetColorPtrShade3ubv(col, col, -16);
-
- glColor3ubv((GLubyte *)col);
-
- for (a = y1; a < y2; a += pixely * 2.0f) {
- fdrawline(x1, a, (float)(seq->start), a);
- }
+ immRectf(pos, x1, y1, (float)(seq->start), y2);
}
if (seq->endstill) {
- color3ubv_from_seq(scene, seq, col);
- UI_GetColorPtrBlendShade3ubv(col, blendcol, col, 0.75, 40);
- glColor3ubv((GLubyte *)col);
-
- draw_shadedstrip(seq, col, (float)(seq->start + seq->len), y1, x2, y2);
-
- /* feint pinstripes, helps see exactly which is extended and which isn't,
- * especially when the extension is very small */
- if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24);
- else UI_GetColorPtrShade3ubv(col, col, -16);
-
- glColor3ubv((GLubyte *)col);
-
- for (a = y1; a < y2; a += pixely * 2.0f) {
- fdrawline((float)(seq->start + seq->len), a, x2, a);
- }
+ immRectf(pos, (float)(seq->start + seq->len), y1, x2, y2);
+ }
+
+ if (seq->startstill || seq->endstill) {
+ glDisable(GL_BLEND);
}
}
@@ -757,7 +700,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
{
View2D *v2d = &ar->v2d;
float x1, x2, y1, y2;
- unsigned char col[3], background_col[3], is_single_image;
+ unsigned char col[4], background_col[4], is_single_image;
const float handsize_clamped = draw_seq_handle_size_get_clamped(seq, pixelx);
/* we need to know if this is a single image/color or not for drawing */
@@ -769,72 +712,105 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* get the correct color per strip type*/
//color3ubv_from_seq(scene, seq, col);
color3ubv_from_seq(scene, seq, background_col);
-
+
+ if (seq->flag & SEQ_MUTE) {
+ background_col[3] = 128;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ background_col[3] = 255;
+ }
+
+ if (seq->flag & SELECT) {
+ UI_GetColorPtrShade3ubv(background_col, background_col, -50);
+ }
+
+ immUniformColor4ubv(background_col);
+
/* draw the main strip body */
if (is_single_image) { /* single image */
- draw_shadedstrip(seq, background_col,
- BKE_sequence_tx_get_final_left(seq, false), y1,
- BKE_sequence_tx_get_final_right(seq, false), y2);
+ immRectf(pos, BKE_sequence_tx_get_final_left(seq, false), y1,
+ BKE_sequence_tx_get_final_right(seq, false), y2);
}
else { /* normal operation */
- draw_shadedstrip(seq, background_col, x1, y1, x2, y2);
+ immRectf(pos, x1, y1, x2, y2);
+ }
+
+ if (seq->flag & SEQ_MUTE) {
+ glDisable(GL_BLEND);
}
if (!is_single_image) {
if ((sseq->draw_flag & SEQ_DRAW_OFFSET_EXT) || (seq == special_seq_update)) {
- draw_sequence_extensions(scene, ar, seq);
+ draw_sequence_extensions(scene, ar, seq, pos);
}
}
- draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE);
- draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE);
-
- /* draw the strip outline */
+ draw_seq_handle(v2d, seq, handsize_clamped, SEQ_LEFTHANDLE, pos);
+ draw_seq_handle(v2d, seq, handsize_clamped, SEQ_RIGHTHANDLE, pos);
+
x1 = seq->startdisp;
x2 = seq->enddisp;
/* draw sound wave */
if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (!(sseq->flag & SEQ_NO_WAVEFORMS)) {
- drawseqwave(C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx);
+ drawseqwave(v2d, C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx, pos);
}
}
+ immUnbindProgram();
+
/* draw lock */
if (seq->flag & SEQ_LOCK) {
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
glEnable(GL_BLEND);
- /* light stripes */
- glColor4ub(255, 255, 255, 32);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES);
- glRectf(x1, y1, x2, y2);
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
- /* dark stripes */
- glColor4ub(0, 0, 0, 32);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP);
- glRectf(x1, y1, x2, y2);
+ immUniform4f("color1", 1.0f, 1.0f, 1.0f, 0.125f);
+ immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.125f);
+ immUniform1i("size1", 8);
+ immUniform1i("size2", 8);
+
+ immRectf(pos, x1, y1, x2, y2);
+
+ immUnbindProgram();
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glDisable(GL_BLEND);
}
if (!BKE_sequence_is_valid_check(seq)) {
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
+ glEnable(GL_BLEND);
+
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
- /* panic! */
- glColor4ub(255, 0, 0, 255);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES);
- glRectf(x1, y1, x2, y2);
+ immUniform4f("color1", 1.0f, 0.0f, 0.0f, 1.0f);
+ immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
+ immUniform1i("size1", 8);
+ immUniform1i("size2", 8);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immRectf(pos, x1, y1, x2, y2);
+
+ immUnbindProgram();
+
+ glDisable(GL_BLEND);
}
color3ubv_from_seq(scene, seq, col);
+
+ /* draw the strip outline */
+ color3ubv_from_seq(scene, seq, col);
if ((G.moving & G_TRANSFORM_SEQ) && (seq->flag & SELECT)) {
if (seq->flag & SEQ_OVERLAP) {
col[0] = 255; col[1] = col[2] = 40;
@@ -851,19 +827,30 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
drawmeta_contents(scene, seq, x1, y1, x2, y2);
}
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
if (seq->flag & SEQ_MUTE) {
- glEnable(GL_LINE_STIPPLE);
- glLineStipple(1, 0x8888);
+ col[3] = 96;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ immUniformColor4ubv(col);
}
-
- glColor3ubv((GLubyte *)col);
-
- UI_draw_roundbox_shade_x(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0);
-
+ else {
+ immUniformColor3ubv(col);
+ }
+
+ imm_draw_line_box(pos, x1, y1, x2, y2); /* outline */
+
if (seq->flag & SEQ_MUTE) {
glDisable(GL_LINE_STIPPLE);
}
-
+
+ immUnbindProgram();
+
/* calculate if seq is long enough to print a name */
x1 = seq->startdisp + handsize_clamped;
x2 = seq->enddisp - handsize_clamped;
@@ -1049,30 +1036,30 @@ static void sequencer_draw_borders(const SpaceSeq *sseq, const View2D *v2d, cons
/* border */
setlinestyle(3);
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);
+ unsigned int pos = add_attrib(immVertexFormat(), "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);
}
@@ -1088,11 +1075,7 @@ static void sequencer_draw_background(
/* only draw alpha for main buffer */
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
if ((sseq->flag & SEQ_USE_ALPHA) && !draw_overlay) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
- glColor4f(1.0, 1.0, 1.0, 1.0);
+ imm_draw_checker_box(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
}
}
}
@@ -1136,9 +1119,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glClear(GL_COLOR_BUFFER_BIT);
}
- /* without this colors can flicker from previous opengl state */
- glColor4ub(255, 255, 255, 255);
-
/* only initialize the preview if a render is in progress */
if (G.is_rendering)
return;
@@ -1153,15 +1133,16 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
if ((ibuf == NULL) ||
(ibuf->rect == NULL && ibuf->rect_float == NULL))
{
- /* gpencil can also be drawn without a valid imbuf */
- if ((draw_gpencil && is_imbuf) && !draw_overlay) {
- sequencer_display_size(scene, sseq, viewrect);
+ sequencer_display_size(scene, sseq, viewrect);
- sequencer_draw_background(sseq, v2d, viewrect, false);
- sequencer_draw_borders(sseq, v2d, scene);
+ sequencer_draw_background(sseq, v2d, viewrect, false);
+ sequencer_draw_borders(sseq, v2d, scene);
+ /* gpencil can also be drawn without a valid imbuf */
+ if ((draw_gpencil && is_imbuf) && !draw_overlay) {
sequencer_draw_gpencil(C);
}
+
return;
}
@@ -1230,6 +1211,11 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
sequencer_draw_background(sseq, v2d, viewrect, draw_overlay);
}
+ if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
if (scope) {
IMB_freeImBuf(ibuf);
ibuf = scope;
@@ -1302,9 +1288,15 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
}
}
- glColor4f(1.0, 1.0, 1.0, 1.0);
+ if (draw_backdrop) {
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ }
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glGenTextures(1, (GLuint *)&texid);
glBindTexture(GL_TEXTURE_2D, texid);
@@ -1317,15 +1309,15 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer);
- if (draw_backdrop) {
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- }
- glBegin(GL_QUADS);
+ VertexFormat *imm_format = immVertexFormat();
+ unsigned int pos = add_attrib(imm_format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texCoord = add_attrib(imm_format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+ immUniform4f("color", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1i("image", GL_TEXTURE0);
+
+ immBegin(GL_QUADS, 4);
if (draw_overlay) {
if (sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
@@ -1335,16 +1327,30 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
tot_clip.xmax = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmax);
tot_clip.ymax = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymax);
- glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmin, tot_clip.ymin);
- glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmin, tot_clip.ymax);
- glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmax, tot_clip.ymax);
- glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmax, tot_clip.ymin);
+ immAttrib2f(texCoord, scene->ed->over_border.xmin, scene->ed->over_border.ymin);
+ immVertex2f(pos, tot_clip.xmin, tot_clip.ymin);
+
+ immAttrib2f(texCoord, scene->ed->over_border.xmin, scene->ed->over_border.ymax);
+ immVertex2f(pos, tot_clip.xmin, tot_clip.ymax);
+
+ immAttrib2f(texCoord, scene->ed->over_border.xmax, scene->ed->over_border.ymax);
+ immVertex2f(pos, tot_clip.xmax, tot_clip.ymax);
+
+ immAttrib2f(texCoord, scene->ed->over_border.xmax, scene->ed->over_border.ymin);
+ immVertex2f(pos, tot_clip.xmax, tot_clip.ymin);
}
else if (sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
- glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
- glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
- glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
- glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, v2d->tot.xmin, v2d->tot.ymin);
+
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, v2d->tot.xmin, v2d->tot.ymax);
+
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, v2d->tot.xmax, v2d->tot.ymax);
+
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, v2d->tot.xmax, v2d->tot.ymin);
}
}
else if (draw_backdrop) {
@@ -1363,25 +1369,44 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
imagey = aspect / image_aspect;
}
- glTexCoord2f(0.0f, 0.0f); glVertex2f(-imagex, -imagey);
- glTexCoord2f(0.0f, 1.0f); glVertex2f(-imagex, imagey);
- glTexCoord2f(1.0f, 1.0f); glVertex2f(imagex, imagey);
- glTexCoord2f(1.0f, 0.0f); glVertex2f(imagex, -imagey);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, -imagex, -imagey);
+
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, -imagex, imagey);
+
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, imagex, imagey);
+
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, imagex, -imagey);
}
else {
draw_metadata = ((sseq->flag & SEQ_SHOW_METADATA) != 0);
- glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
- glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
- glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
- glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, v2d->tot.xmin, v2d->tot.ymin);
+
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, v2d->tot.xmin, v2d->tot.ymax);
+
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, v2d->tot.xmax, v2d->tot.ymax);
+
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, v2d->tot.xmax, v2d->tot.ymin);
}
- glEnd();
+
+ immEnd();
glBindTexture(GL_TEXTURE_2D, 0);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA)
+
+ immUnbindProgram();
+
+ if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) {
glDisable(GL_BLEND);
+ }
+
glDeleteTextures(1, &texid);
if (glsl_used)
@@ -1475,42 +1500,42 @@ void drawprefetchseqspace(Scene *scene, ARegion *UNUSED(ar), SpaceSeq *sseq)
static void draw_seq_backdrop(View2D *v2d)
{
int i;
-
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* darker gray overlay over the view backdrop */
- UI_ThemeColorShade(TH_BACK, -20);
- glRectf(v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0);
+ immUniformThemeColorShade(TH_BACK, -20);
+ immRectf(pos, v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0);
/* Alternating horizontal stripes */
i = max_ii(1, ((int)v2d->cur.ymin) - 1);
- glBegin(GL_QUADS);
while (i < v2d->cur.ymax) {
- if (((int)i) & 1)
- UI_ThemeColorShade(TH_BACK, -15);
- else
- UI_ThemeColorShade(TH_BACK, -25);
-
- glVertex2f(v2d->cur.xmax, i);
- glVertex2f(v2d->cur.xmin, i);
- glVertex2f(v2d->cur.xmin, i + 1);
- glVertex2f(v2d->cur.xmax, i + 1);
+ if (i & 1) {
+ immUniformThemeColorShade(TH_BACK, -15);
+ }
+ else {
+ immUniformThemeColorShade(TH_BACK, -25);
+ }
- i += 1.0;
+ immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
+
+ i++;
}
- glEnd();
-
+
/* Darker lines separating the horizontal bands */
i = max_ii(1, ((int)v2d->cur.ymin) - 1);
- UI_ThemeColor(TH_GRID);
-
- glBegin(GL_LINES);
- while (i < v2d->cur.ymax) {
- glVertex2f(v2d->cur.xmax, i);
- glVertex2f(v2d->cur.xmin, i);
-
- i += 1.0;
+ int line_ct = (int)v2d->cur.ymax - i + 1;
+ immUniformThemeColor(TH_GRID);
+ immBegin(GL_LINES, line_ct * 2);
+ while (line_ct--) {
+ immVertex2f(pos, v2d->cur.xmax, i);
+ immVertex2f(pos, v2d->cur.xmin, i);
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
/* draw the contents of the sequencer strips view */
@@ -1526,7 +1551,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
/* loop through twice, first unselected, then selected */
for (j = 0; j < 2; j++) {
Sequence *seq;
- int outline_tint = (j) ? -60 : -150; /* highlighting around strip edges indicating selection */
+ int outline_tint = (j) ? 40 : -40; /* highlighting around strip edges indicating selection */
/* loop through strips, checking for those that are visible */
for (seq = ed->seqbasep->first; seq; seq = seq->next) {
@@ -1554,8 +1579,15 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
if (special_seq_update) {
const Sequence *seq = special_seq_update;
glEnable(GL_BLEND);
- glColor4ub(255, 255, 255, 48);
- glRectf(seq->startdisp, seq->machine + SEQ_STRIP_OFSBOTTOM, seq->enddisp, seq->machine + SEQ_STRIP_OFSTOP);
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4ub(255, 255, 255, 48);
+ immRectf(pos, seq->startdisp, seq->machine + SEQ_STRIP_OFSBOTTOM, seq->enddisp, seq->machine + SEQ_STRIP_OFSTOP);
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
}
}
@@ -1567,36 +1599,56 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
const int frame_end = PEFRA + 1;
glEnable(GL_BLEND);
-
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* draw darkened area outside of active timeline
* frame range used is preview range or scene range */
- UI_ThemeColorShadeAlpha(TH_BACK, -25, -100);
+ immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
if (frame_sta < frame_end) {
- glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)frame_sta, v2d->cur.ymax);
- glRectf((float)frame_end, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+ immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, (float)frame_sta, v2d->cur.ymax);
+ immRectf(pos, (float)frame_end, 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);
}
- UI_ThemeColorShade(TH_BACK, -60);
+ immUniformThemeColorShade(TH_BACK, -60);
+
/* thin lines where the actual frames are */
- fdrawline(frame_sta, v2d->cur.ymin, frame_sta, v2d->cur.ymax);
- fdrawline(frame_end, v2d->cur.ymin, frame_end, v2d->cur.ymax);
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, frame_sta, v2d->cur.ymin);
+ immVertex2f(pos, frame_sta, v2d->cur.ymax);
+
+ immVertex2f(pos, frame_end, v2d->cur.ymin);
+ immVertex2f(pos, frame_end, v2d->cur.ymax);
+
+ immEnd();
if (ed && !BLI_listbase_is_empty(&ed->metastack)) {
MetaStack *ms = ed->metastack.last;
- glColor4ub(255, 255, 255, 8);
- glRectf(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
+ immUniformColor4ub(255, 255, 255, 8);
+ immRectf(pos, ms->disp_range[0], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
- UI_ThemeColorShade(TH_BACK, -40);
+ immUniformThemeColorShade(TH_BACK, -40);
- fdrawline(ms->disp_range[0], v2d->cur.ymin, ms->disp_range[0], v2d->cur.ymax);
- fdrawline(ms->disp_range[1], v2d->cur.ymin, ms->disp_range[1], v2d->cur.ymax);
+ immBegin(GL_LINES, 4);
+
+ immVertex2f(pos, ms->disp_range[0], v2d->cur.ymin);
+ immVertex2f(pos, ms->disp_range[0], v2d->cur.ymax);
+
+ immVertex2f(pos, ms->disp_range[1], v2d->cur.ymin);
+ immVertex2f(pos, ms->disp_range[1], v2d->cur.ymax);
+
+ immEnd();
}
+ immUnbindProgram();
+
glDisable(GL_BLEND);
}
@@ -1671,16 +1723,20 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
/* overlap playhead */
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
int cfra_over = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs;
- glColor3f(0.2, 0.2, 0.2);
- // glRectf(cfra_over, v2d->cur.ymin, scene->ed->over_ofs + scene->r.cfra + 1, v2d->cur.ymax);
- glBegin(GL_LINES);
- glVertex2f(cfra_over, v2d->cur.ymin);
- glVertex2f(cfra_over, v2d->cur.ymax);
- glEnd();
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3f(0.2, 0.2, 0.2);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, cfra_over, v2d->cur.ymin);
+ immVertex2f(pos, cfra_over, v2d->cur.ymax);
+ immEnd();
+
+ immUnbindProgram();
}
-
+
/* callback */
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
diff --git a/source/blender/editors/space_sequencer/sequencer_edit.c b/source/blender/editors/space_sequencer/sequencer_edit.c
index 8ae89941bdb..8963eb760ce 100644
--- a/source/blender/editors/space_sequencer/sequencer_edit.c
+++ b/source/blender/editors/space_sequencer/sequencer_edit.c
@@ -1256,7 +1256,6 @@ typedef struct SlipData {
int num_seq;
bool slow;
int slow_offset; /* offset at the point where offset was turned on */
- void *draw_handle;
NumInput num_input;
} SlipData;
@@ -1291,21 +1290,6 @@ static void transseq_restore(TransSeq *ts, Sequence *seq)
seq->len = ts->len;
}
-static void draw_slip_extensions(const bContext *C, ARegion *ar, void *data)
-{
- Scene *scene = CTX_data_scene(C);
- SlipData *td = data;
- int i;
-
- for (i = 0; i < td->num_seq; i++) {
- Sequence *seq = td->seq_array[i];
-
- if ((seq->type != SEQ_TYPE_META) && td->trim[i]) {
- draw_sequence_extensions(scene, ar, seq);
- }
- }
-}
-
static int slip_add_sequences_rec(ListBase *seqbasep, Sequence **seq_array, bool *trim, int offset, bool do_trim)
{
Sequence *seq;
@@ -1354,7 +1338,6 @@ static int sequencer_slip_invoke(bContext *C, wmOperator *op, const wmEvent *eve
SlipData *data;
Scene *scene = CTX_data_scene(C);
Editing *ed = BKE_sequencer_editing_get(scene, false);
- ARegion *ar = CTX_wm_region(C);
float mouseloc[2];
int num_seq, i;
View2D *v2d = UI_view2d_fromcontext(C);
@@ -1384,8 +1367,6 @@ static int sequencer_slip_invoke(bContext *C, wmOperator *op, const wmEvent *eve
transseq_backup(data->ts + i, data->seq_array[i]);
}
- data->draw_handle = ED_region_draw_cb_activate(ar->type, draw_slip_extensions, data, REGION_DRAW_POST_VIEW);
-
UI_view2d_region_to_view(v2d, event->mval[0], event->mval[1], &mouseloc[0], &mouseloc[1]);
copy_v2_v2_int(data->init_mouse, event->mval);
@@ -1527,7 +1508,6 @@ static int sequencer_slip_modal(bContext *C, wmOperator *op, const wmEvent *even
Scene *scene = CTX_data_scene(C);
SlipData *data = (SlipData *)op->customdata;
ScrArea *sa = CTX_wm_area(C);
- ARegion *ar = CTX_wm_region(C);
const bool has_numInput = hasNumInput(&data->num_input);
bool handled = true;
@@ -1585,7 +1565,6 @@ static int sequencer_slip_modal(bContext *C, wmOperator *op, const wmEvent *even
case RETKEY:
case SPACEKEY:
{
- ED_region_draw_cb_exit(ar->type, data->draw_handle);
MEM_freeN(data->seq_array);
MEM_freeN(data->trim);
MEM_freeN(data->ts);
@@ -1614,8 +1593,6 @@ static int sequencer_slip_modal(bContext *C, wmOperator *op, const wmEvent *even
BKE_sequence_calc(scene, seq);
}
- ED_region_draw_cb_exit(ar->type, data->draw_handle);
-
MEM_freeN(data->seq_array);
MEM_freeN(data->ts);
MEM_freeN(data->trim);
diff --git a/source/blender/editors/space_sequencer/sequencer_intern.h b/source/blender/editors/space_sequencer/sequencer_intern.h
index 730cc117287..7ce2f73cbef 100644
--- a/source/blender/editors/space_sequencer/sequencer_intern.h
+++ b/source/blender/editors/space_sequencer/sequencer_intern.h
@@ -56,8 +56,6 @@ struct ARegion *sequencer_has_buttons_region(struct ScrArea *sa);
void draw_timeline_seq(const struct bContext *C, struct ARegion *ar);
void draw_image_seq(const struct bContext *C, struct Scene *scene, struct ARegion *ar, struct SpaceSeq *sseq, int cfra, int offset, bool draw_overlay, bool draw_backdrop);
void color3ubv_from_seq(struct Scene *curscene, struct Sequence *seq, unsigned char col[3]);
-void draw_shadedstrip(struct Sequence *seq, unsigned char col[3], float x1, float y1, float x2, float y2);
-void draw_sequence_extensions(struct Scene *scene, struct ARegion *ar, struct Sequence *seq);
void sequencer_special_update_set(Sequence *seq);
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..986ac062b05 100644
--- a/source/blender/editors/space_time/space_time.c
+++ b/source/blender/editors/space_time/space_time.c
@@ -69,6 +69,9 @@
#include "ED_space_api.h"
#include "ED_markers.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+
#include "time_intern.h"
/* ************************ main time area region *********************** */
@@ -80,28 +83,42 @@ 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)
{
PTCacheID *pid;
ListBase pidlist;
- SpaceTimeCache *stc = stime->caches.first;
const float cache_draw_height = (4.0f * UI_DPI_FAC * U.pixelsize);
float yoffs = 0.f;
@@ -110,12 +127,14 @@ static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
BKE_ptcache_ids_from_object(&pidlist, ob, scene, 0);
+ gpuMatrixBegin3D_legacy();
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* iterate over pointcaches on the active object,
* add spacetimecache and vertex array for each */
for (pid = pidlist.first; pid; pid = pid->next) {
- float col[4], *fp;
- int i, sta = pid->cache->startframe, end = pid->cache->endframe;
- int len = (end - sta + 1) * 4;
+ float col[4];
switch (pid->type) {
case PTCACHE_TYPE_SOFTBODY:
@@ -142,43 +161,9 @@ static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
if (pid->cache->cached_frames == NULL)
continue;
- /* make sure we have stc with correct array length */
- if (stc == NULL || MEM_allocN_len(stc->array) != len * 2 * sizeof(float)) {
- if (stc) {
- MEM_freeN(stc->array);
- }
- else {
- stc = MEM_callocN(sizeof(SpaceTimeCache), "spacetimecache");
- BLI_addtail(&stime->caches, stc);
- }
-
- stc->array = MEM_callocN(len * 2 * sizeof(float), "SpaceTimeCache array");
- }
-
- /* fill the vertex array with a quad for each cached frame */
- for (i = sta, fp = stc->array; i <= end; i++) {
- if (pid->cache->cached_frames[i - sta]) {
- fp[0] = (float)i - 0.5f;
- fp[1] = 0.0;
- fp += 2;
-
- fp[0] = (float)i - 0.5f;
- fp[1] = 1.0;
- fp += 2;
-
- fp[0] = (float)i + 0.5f;
- fp[1] = 1.0;
- fp += 2;
-
- fp[0] = (float)i + 0.5f;
- fp[1] = 0.0;
- fp += 2;
- }
- }
-
- glPushMatrix();
- glTranslatef(0.0, (float)V2D_SCROLL_HEIGHT + yoffs, 0.0);
- glScalef(1.0, cache_draw_height, 0.0);
+ gpuPushMatrix();
+ gpuTranslate3f(0.0, (float)V2D_SCROLL_HEIGHT + yoffs, 0.0);
+ gpuScale3f(1.0, cache_draw_height, 0.0);
switch (pid->type) {
case PTCACHE_TYPE_SOFTBODY:
@@ -212,12 +197,15 @@ static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
BLI_assert(0);
break;
}
- glColor4fv(col);
-
+
+ int sta = pid->cache->startframe, end = pid->cache->endframe;
+ int len = (end - sta + 1) * 4;
+
glEnable(GL_BLEND);
-
- glRectf((float)sta, 0.0, (float)end, 1.0);
-
+
+ immUniformColor4fv(col);
+ immRectf(pos, (float)sta, 0.0, (float)end, 1.0);
+
col[3] = 0.4f;
if (pid->cache->flag & PTCACHE_BAKED) {
col[0] -= 0.4f; col[1] -= 0.4f; col[2] -= 0.4f;
@@ -225,52 +213,36 @@ static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
else if (pid->cache->flag & PTCACHE_OUTDATED) {
col[0] += 0.4f; col[1] += 0.4f; col[2] += 0.4f;
}
- glColor4fv(col);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, stc->array);
- glDrawArrays(GL_QUADS, 0, (fp - stc->array) / 2);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glDisable(GL_BLEND);
-
- glPopMatrix();
-
- yoffs += cache_draw_height;
- stc = stc->next;
- }
+ immUniformColor4fv(col);
- BLI_freelistN(&pidlist);
+ if (len > 0) {
+ immBeginAtMost(GL_QUADS, len);
- /* free excessive caches */
- while (stc) {
- SpaceTimeCache *tmp = stc->next;
- BLI_remlink(&stime->caches, stc);
- MEM_freeN(stc->array);
- MEM_freeN(stc);
- stc = tmp;
- }
-}
+ /* draw a quad for each cached frame */
+ for (int i = sta; i <= end; i++) {
+ if (pid->cache->cached_frames[i - sta]) {
+ immVertex2f(pos, (float)i - 0.5f, 0.0f);
+ immVertex2f(pos, (float)i - 0.5f, 1.0f);
+ immVertex2f(pos, (float)i + 0.5f, 1.0f);
+ immVertex2f(pos, (float)i + 0.5f, 0.0f);
+ }
+ }
-static void time_cache_free(SpaceTime *stime)
-{
- SpaceTimeCache *stc;
-
- for (stc = stime->caches.first; stc; stc = stc->next) {
- if (stc->array) {
- MEM_freeN(stc->array);
- stc->array = NULL;
+ immEnd();
}
+
+ glDisable(GL_BLEND);
+
+ gpuPopMatrix();
+
+ yoffs += cache_draw_height;
}
-
- BLI_freelistN(&stime->caches);
-}
-static void time_cache_refresh(SpaceTime *stime)
-{
- /* Free previous caches to indicate full refresh */
- time_cache_free(stime);
+ immUnbindProgram();
+ gpuMatrixEnd();
+
+ BLI_freelistN(&pidlist);
}
/* helper function - find actkeycolumn that occurs on cframe, or the nearest one if not found */
@@ -296,7 +268,7 @@ 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 +311,42 @@ 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, SceneLayer *sl, View2D *v2d, bool onlysel, const unsigned char color[3])
{
CacheFile *cache_file;
@@ -364,7 +357,7 @@ static void time_draw_caches_keyframes(Main *bmain, Scene *scene, View2D *v2d, b
cache_file->draw_flag &= ~CACHEFILE_KEYFRAME_DRAWN;
}
- for (Base *base = scene->base.first; base; base = base->next) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
Object *ob = base->object;
ModifierData *md = modifiers_findByType(ob, eModifierType_MeshSequenceCache);
@@ -380,7 +373,7 @@ 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 +391,7 @@ 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);
}
}
}
@@ -407,24 +400,27 @@ static void time_draw_caches_keyframes(Main *bmain, Scene *scene, View2D *v2d, b
static void time_draw_keyframes(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
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), sl, 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 +429,8 @@ 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 +438,11 @@ 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 +451,7 @@ 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)
@@ -465,22 +461,12 @@ 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);
}
}
/* ---------------- */
-static void time_refresh(const bContext *UNUSED(C), ScrArea *sa)
-{
- /* find the main timeline region and refresh cache display*/
- ARegion *ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
- if (ar) {
- SpaceTime *stime = (SpaceTime *)sa->spacedata.first;
- time_cache_refresh(stime);
- }
-}
-
/* editor level listener */
static void time_listener(bScreen *UNUSED(sc), ScrArea *sa, wmNotifier *wmn)
{
@@ -752,13 +738,6 @@ static SpaceLink *time_new(const bContext *C)
return (SpaceLink *)stime;
}
-/* not spacelink itself */
-static void time_free(SpaceLink *sl)
-{
- SpaceTime *stime = (SpaceTime *)sl;
-
- time_cache_free(stime);
-}
/* spacetype; init callback in ED_area_initialize() */
/* init is called to (re)initialize an existing editor (file read, screen changes) */
/* validate spacedata, add own area level handlers */
@@ -766,8 +745,6 @@ static void time_init(wmWindowManager *UNUSED(wm), ScrArea *sa)
{
SpaceTime *stime = (SpaceTime *)sa->spacedata.first;
- time_cache_free(stime);
-
/* enable all cache display */
stime->cache_display |= TIME_CACHE_DISPLAY;
stime->cache_display |= (TIME_CACHE_SOFTBODY | TIME_CACHE_PARTICLES);
@@ -796,13 +773,11 @@ void ED_spacetype_time(void)
strncpy(st->name, "Timeline", BKE_ST_MAXNAME);
st->new = time_new;
- st->free = time_free;
st->init = time_init;
st->duplicate = time_duplicate;
st->operatortypes = time_operatortypes;
st->keymap = NULL;
st->listener = time_listener;
- st->refresh = time_refresh;
/* regions: main window */
art = MEM_callocN(sizeof(ARegionType), "spacetype time region");
diff --git a/source/blender/editors/space_view3d/CMakeLists.txt b/source/blender/editors/space_view3d/CMakeLists.txt
index a5c60248bf1..f6d5cf6e5d2 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
@@ -94,8 +95,4 @@ if(WITH_MOD_SMOKE)
add_definitions(-DWITH_SMOKE)
endif()
-if(WITH_LEGACY_DEPSGRAPH)
- add_definitions(-DWITH_LEGACY_DEPSGRAPH)
-endif()
-
blender_add_lib(bf_editor_space_view3d "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c
index f0e65f84205..505ed1fdd3a 100644
--- a/source/blender/editors/space_view3d/drawanimviz.c
+++ b/source/blender/editors/space_view3d/drawanimviz.c
@@ -51,6 +51,8 @@
#include "BIF_gl.h"
+#include "GPU_immediate.h"
+
#include "ED_keyframes_draw.h"
@@ -86,10 +88,11 @@ void draw_motion_paths_init(View3D *v3d, ARegion *ar)
* - User selected color for next frames
*/
static void set_motion_path_color(Scene *scene, bMotionPath *mpath, int i, short sel, int sfra, int efra,
- float prev_color[3], float frame_color[3], float next_color[3])
+ float prev_color[3], float frame_color[3], float next_color[3], unsigned color)
{
int frame = sfra + i;
int blend_base = (abs(frame - CFRA) == 1) ? TH_CFRAME : TH_BACK; /* "bleed" cframe color to ease color blending */
+ unsigned char ubcolor[3];
#define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max - min)) + min)
float intensity; /* how faint */
@@ -97,7 +100,7 @@ static void set_motion_path_color(Scene *scene, bMotionPath *mpath, int i, short
if (frame < CFRA) {
if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
/* Custom color: previous frames color is darker than current frame */
- glColor3fv(prev_color);
+ rgb_float_to_uchar(ubcolor, prev_color);
}
else {
/* black - before cfra */
@@ -109,13 +112,14 @@ static void set_motion_path_color(Scene *scene, bMotionPath *mpath, int i, short
/* intensity = 0.8f; */
intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f);
}
- UI_ThemeColorBlend(TH_WIRE, blend_base, intensity);
+
+ UI_GetThemeColorBlend3ubv(TH_WIRE, blend_base, intensity, ubcolor);
}
}
else if (frame > CFRA) {
if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
/* Custom color: next frames color is equal to user selected color */
- glColor3fv(next_color);
+ rgb_float_to_uchar(ubcolor, next_color);
}
else {
/* blue - after cfra */
@@ -127,13 +131,14 @@ static void set_motion_path_color(Scene *scene, bMotionPath *mpath, int i, short
/* intensity = 0.8f; */
intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f);
}
- UI_ThemeColorBlend(TH_BONE_POSE, blend_base, intensity);
+
+ UI_GetThemeColorBlend3ubv(TH_BONE_POSE, blend_base, intensity, ubcolor);
}
}
else {
if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
/* Custom color: current frame color is slightly darker than user selected color */
- glColor3fv(frame_color);
+ rgb_float_to_uchar(ubcolor, frame_color);
}
else {
/* green - on cfra */
@@ -143,9 +148,12 @@ static void set_motion_path_color(Scene *scene, bMotionPath *mpath, int i, short
else {
intensity = 0.99f;
}
- UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
+ UI_GetThemeColorBlendShade3ubv(TH_CFRAME, TH_BACK, intensity, 10, ubcolor);
}
}
+
+ immAttrib3ubv(color, ubcolor);
+
#undef SET_INTENSITY
}
@@ -231,42 +239,65 @@ void draw_motion_path_instance(Scene *scene,
/* set line thickness */
glLineWidth(mpath->line_thickness);
- glBegin(GL_LINE_STRIP);
+ 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_SMOOTH_COLOR);
+
+ immBegin(GL_LINE_STRIP, len);
+
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
+
/* Set color */
- set_motion_path_color(scene, mpath, i, sel, sfra, efra, prev_color, frame_color, next_color);
+ set_motion_path_color(scene, mpath, i, sel, sfra, efra, prev_color, frame_color, next_color, color);
+
/* draw a vertex with this color */
- glVertex3fv(mpv->co);
+ immVertex3fv(pos, mpv->co);
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
+
/* back to old line thickness */
glLineWidth(old_width);
}
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
/* Point must be bigger than line thickness */
glPointSize(mpath->line_thickness + 1.0);
- /* draw little black point at each frame
- * NOTE: this is not really visible/noticeable
- */
- glBegin(GL_POINTS);
- for (i = 0, mpv = mpv_start; i < len; i++, mpv++)
- glVertex3fv(mpv->co);
- glEnd();
-
+ /* draw little black point at each frame */
+ immUniformColor3ub(0, 0, 0);
+
+ immBegin(GL_POINTS, len);
+
+ for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
+ immVertex3fv(pos, mpv->co);
+ }
+
+ immEnd();
+
/* Draw little white dots at each framestep value or replace with custom color */
if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
- glColor4fv(mpath->color);
+ immUniformColor3fv(mpath->color);
}
else {
- UI_ThemeColor(TH_TEXT_HI);
+ immUniformThemeColor(TH_TEXT_HI);
}
- glBegin(GL_POINTS);
- for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize)
- glVertex3fv(mpv->co);
- glEnd();
+
+ immBegin(GL_POINTS, (len + stepsize - 1) / stepsize);
+
+ for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) {
+ immVertex3fv(pos, mpv->co);
+ }
+
+ immEnd();
/* Draw big green dot where the current frame is
* NOTE: this is only done when keyframes are shown, since this adds similar types of clutter
@@ -274,16 +305,18 @@ void draw_motion_path_instance(Scene *scene,
if ((avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) &&
(sfra < CFRA) && (CFRA <= efra))
{
- UI_ThemeColor(TH_CFRAME);
-
glPointSize(mpath->line_thickness + 5.0);
- glBegin(GL_POINTS);
+ immUniformThemeColor(TH_CFRAME);
+
+ immBegin(GL_POINTS, 1);
+
mpv = mpv_start + (CFRA - sfra);
- glVertex3fv(mpv->co);
- glEnd();
-
- UI_ThemeColor(TH_TEXT_HI);
+ immVertex3fv(pos, mpv->co);
+
+ immEnd();
}
+
+ immUnbindProgram();
/* XXX, this isn't up to date but probably should be kept so. */
invert_m4_m4(ob->imat, ob->obmat);
@@ -353,24 +386,28 @@ void draw_motion_path_instance(Scene *scene,
UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
col[3] = 255;
- /* if custom, point must be bigger than line */
- if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
- glPointSize(mpath->line_thickness + 3.0);
- }
- else {
- glPointSize(4.0f);
- }
- glColor3ubv(col);
+ /* point must be bigger than line */
+ glPointSize(mpath->line_thickness + 3.0);
+
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ubv(col);
- glBegin(GL_POINTS);
+ immBeginAtMost(GL_POINTS, len);
+
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
int frame = sfra + i;
float mframe = (float)(frame);
- if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe))
- glVertex3fv(mpv->co);
+ if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) {
+ immVertex3fv(pos, mpv->co);
+ }
}
- glEnd();
+
+ immEnd();
+
+ immUnbindProgram();
/* Draw frame numbers of keyframes */
if (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) {
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 149144d969a..bec94fd2cb8 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -63,6 +63,9 @@
#include "ED_keyframes_draw.h"
#include "GPU_basic_shader.h"
+#include "GPU_batch.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "UI_resources.h"
@@ -74,8 +77,10 @@
/* global here is reset before drawing each bone */
static ThemeWireColor *bcolor = NULL;
+static float fcolor[4] = {0.0f};
+static bool flat_color;
-/* values of colCode for set_pchan_glcolor */
+/* values of colCode for set_pchan_color */
enum {
PCHAN_COLOR_NORMAL = 0, /* normal drawing */
PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */
@@ -128,7 +133,7 @@ static void set_pchan_colorset(Object *ob, bPoseChannel *pchan)
}
}
-/* This function is for brightening/darkening a given color (like UI_ThemeColorShade()) */
+/* This function is for brightening/darkening a given color (like UI_GetThemeColorShade3ubv()) */
static void cp_shade_color3ub(unsigned char cp[3], const int offset)
{
int r, g, b;
@@ -146,13 +151,13 @@ static void cp_shade_color3ub(unsigned char cp[3], const int offset)
}
/* This function sets the gl-color for coloring a certain bone (based on bcolor) */
-static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
+static bool set_pchan_color(short colCode, int boneflag, short constflag)
{
switch (colCode) {
case PCHAN_COLOR_NORMAL:
{
if (bcolor) {
- unsigned char cp[3];
+ unsigned char cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
@@ -169,20 +174,20 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
cp_shade_color3ub(cp, -50);
}
- glColor3ubv(cp);
+ rgb_uchar_to_float(fcolor, cp);
}
else {
if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
- UI_ThemeColor(TH_BONE_POSE_ACTIVE);
+ UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, fcolor);
}
else if (boneflag & BONE_DRAW_ACTIVE) {
- UI_ThemeColorBlend(TH_WIRE, TH_BONE_POSE, 0.15f); /* unselected active */
+ UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, fcolor);
}
else if (boneflag & BONE_SELECTED) {
- UI_ThemeColor(TH_BONE_POSE);
+ UI_GetThemeColor4fv(TH_BONE_POSE, fcolor);
}
else {
- UI_ThemeColor(TH_WIRE);
+ UI_GetThemeColor4fv(TH_WIRE, fcolor);
}
}
@@ -191,21 +196,25 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
case PCHAN_COLOR_SOLID:
{
if (bcolor) {
- glColor3ubv((unsigned char *)bcolor->solid);
+ rgb_uchar_to_float(fcolor, (unsigned char *)bcolor->solid);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
}
- else
- UI_ThemeColor(TH_BONE_SOLID);
return true;
}
case PCHAN_COLOR_CONSTS:
{
if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
- if (constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
- else if (constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
- else if (constflag & PCHAN_HAS_SPLINEIK) glColor4ub(200, 255, 0, 80);
- else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
-
+ unsigned char cp[4];
+ if (constflag & PCHAN_HAS_TARGET) rgba_char_args_set((char *)cp, 255, 150, 0, 80);
+ else if (constflag & PCHAN_HAS_IK) rgba_char_args_set((char *)cp, 255, 255, 0, 80);
+ else if (constflag & PCHAN_HAS_SPLINEIK) rgba_char_args_set((char *)cp, 200, 255, 0, 80);
+ else if (constflag & PCHAN_HAS_CONST) rgba_char_args_set((char *)cp, 0, 255, 120, 80);
+
+ rgba_uchar_to_float(fcolor, cp);
+
return true;
}
return false;
@@ -213,7 +222,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
case PCHAN_COLOR_SPHEREBONE_BASE:
{
if (bcolor) {
- unsigned char cp[3];
+ unsigned char cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
@@ -225,12 +234,18 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
copy_v3_v3_char((char *)cp, bcolor->solid);
}
- glColor3ubv(cp);
+ rgb_uchar_to_float(fcolor, cp);
}
else {
- if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
- else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
- else UI_ThemeColor(TH_BONE_SOLID);
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, 40, fcolor);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ UI_GetThemeColor4fv(TH_BONE_POSE, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
return true;
@@ -238,7 +253,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
case PCHAN_COLOR_SPHEREBONE_END:
{
if (bcolor) {
- unsigned char cp[3];
+ unsigned char cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
@@ -253,12 +268,18 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
cp_shade_color3ub(cp, -30);
}
- glColor3ubv(cp);
+ rgb_uchar_to_float(fcolor, cp);
}
else {
- if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 10);
- else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_BONE_POSE, -30);
- else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, 10, fcolor);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, -30, fcolor);
+ }
+ else {
+ UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
+ }
}
break;
}
@@ -266,19 +287,24 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
{
/* inner part in background color or constraint */
if ((constflag) && ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS))) {
- if (constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0);
- else if (constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
- else if (constflag & PCHAN_HAS_SPLINEIK) glColor3ub(200, 255, 0);
- else if (constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120);
- else if (constflag) UI_ThemeColor(TH_BONE_POSE); /* PCHAN_HAS_ACTION */
+ unsigned char cp[4];
+ if (constflag & PCHAN_HAS_TARGET) rgba_char_args_set((char *)cp, 255, 150, 0, 255);
+ else if (constflag & PCHAN_HAS_IK) rgba_char_args_set((char *)cp, 255, 255, 0, 255);
+ else if (constflag & PCHAN_HAS_SPLINEIK) rgba_char_args_set((char *)cp, 200, 255, 0, 255);
+ else if (constflag & PCHAN_HAS_CONST) rgba_char_args_set((char *)cp, 0, 255, 120, 255);
+ else if (constflag) UI_GetThemeColor4ubv(TH_BONE_POSE, cp); /* PCHAN_HAS_ACTION */
+
+ rgb_uchar_to_float(fcolor, cp);
}
else {
if (bcolor) {
const char *cp = bcolor->solid;
- glColor4ub(cp[0], cp[1], cp[2], 204);
+ rgb_uchar_to_float(fcolor, (unsigned char *)cp);
+ fcolor[3] = 204.f / 255.f;
+ }
+ else {
+ UI_GetThemeColorShade4fv(TH_BACK, -30, fcolor);
}
- else
- UI_ThemeColorShade(TH_BACK, -30);
}
return true;
@@ -288,26 +314,37 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
return false;
}
-static void set_ebone_glColor(const unsigned int boneflag)
+static void set_ebone_color(const unsigned int boneflag)
{
if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
- UI_ThemeColor(TH_EDGE_SELECT);
+ UI_GetThemeColor4fv(TH_EDGE_SELECT, fcolor);
}
else if (boneflag & BONE_DRAW_ACTIVE) {
- UI_ThemeColorBlend(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f); /* unselected active */
+ UI_GetThemeColorBlendShade4fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, fcolor);
}
else if (boneflag & BONE_SELECTED) {
- UI_ThemeColorShade(TH_EDGE_SELECT, -20);
+ UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, fcolor);
}
else {
- UI_ThemeColor(TH_WIRE_EDIT);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
}
}
/* *************** Armature drawing, helper calls for parts ******************* */
+static void add_solid_flat_triangle(VertexBuffer *vbo, unsigned int *vertex, unsigned int pos, unsigned int nor,
+ const float p1[3], const float p2[3], const float p3[3], const float n[3])
+{
+ setAttrib(vbo, nor, *vertex, n);
+ setAttrib(vbo, pos, (*vertex)++, p1);
+ setAttrib(vbo, nor, *vertex, n);
+ setAttrib(vbo, pos, (*vertex)++, p2);
+ setAttrib(vbo, nor, *vertex, n);
+ setAttrib(vbo, pos, (*vertex)++, p3);
+}
+
/* half the cube, in Y */
-static const float cube[8][3] = {
+static const float cube_vert[8][3] = {
{-1.0, 0.0, -1.0},
{-1.0, 0.0, 1.0},
{-1.0, 1.0, 1.0},
@@ -318,128 +355,189 @@ static const float cube[8][3] = {
{ 1.0, 1.0, -1.0},
};
+static const float cube_wire[24] = {
+ 0, 1, 1, 2, 2, 3, 3, 0,
+ 4, 5, 5, 6, 6, 7, 7, 4,
+ 0, 4, 1, 5, 2, 6, 3, 7,
+};
+
static void drawsolidcube_size(float xsize, float ysize, float zsize)
{
- static GLuint displist = 0;
- float n[3] = {0.0f};
-
- glScalef(xsize, ysize, zsize);
-
- if (displist == 0) {
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {{0}};
+ static Batch batch = {0};
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ if (format.attrib_ct == 0) {
+ unsigned int i = 0;
+ float n[3] = {0.0f};
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int nor = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 36);
- glBegin(GL_QUADS);
n[0] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[0], cube_vert[1], cube_vert[2], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[2], cube_vert[3], cube_vert[0], n);
n[0] = 0;
n[1] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[0], cube_vert[4], cube_vert[5], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[5], cube_vert[1], cube_vert[0], n);
n[1] = 0;
n[0] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[4], cube_vert[7], cube_vert[6], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[6], cube_vert[5], cube_vert[4], n);
n[0] = 0;
n[1] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[7], cube_vert[3], cube_vert[2], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[2], cube_vert[6], cube_vert[7], n);
n[1] = 0;
n[2] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[1], cube_vert[5], cube_vert[6], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[6], cube_vert[2], cube_vert[1], n);
n[2] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
- glEnd();
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[7], cube_vert[4], cube_vert[0], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[0], cube_vert[3], cube_vert[7], n);
- glEndList();
+ Batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
}
- glCallList(displist);
+ gpuMatrixBegin3D_legacy();
+ gpuScale3f(xsize, ysize, zsize);
+
+ if (flat_color) {
+ Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ else {
+ /* TODO replace with good default lighting shader ? */
+ Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform3fv(&batch, "light", light_vec);
+ }
+ Batch_Uniform4fv(&batch, "color", fcolor);
+ Batch_draw(&batch);
+
+ gpuMatrixEnd();
}
static void drawcube_size(float xsize, float ysize, float zsize)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- glBegin(GL_LINE_STRIP);
- glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
- glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[6]);
- glVertex3fv(cube[7]); glVertex3fv(cube[4]);
- glEnd();
-
- glBegin(GL_LINES);
- glVertex3fv(cube[1]); glVertex3fv(cube[5]);
- glVertex3fv(cube[2]); glVertex3fv(cube[6]);
- glVertex3fv(cube[3]); glVertex3fv(cube[7]);
- glEnd();
-
- glEndList();
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {{0}};
+ static ElementListBuilder elb = {0};
+ static ElementList el = {0};
+ static Batch batch = {0};
+
+ if (format.attrib_ct == 0) {
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ /* Elements */
+ ElementListBuilder_init(&elb, GL_LINES, 12, 8);
+ for (int i = 0; i < 12; ++i) {
+ add_line_vertices(&elb, cube_wire[i*2], cube_wire[i*2+1]);
+ }
+ ElementList_build_in_place(&elb, &el);
+
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 8);
+ for (int i = 0; i < 8; ++i) {
+ setAttrib(&vbo, pos, i, cube_vert[i]);
+ }
+
+ Batch_init(&batch, GL_LINES, &vbo, &el);
+ Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- glScalef(xsize, ysize, zsize);
- glCallList(displist);
-
+ gpuMatrixBegin3D_legacy();
+ gpuScale3f(xsize, ysize, zsize);
+
+ Batch_use_program(&batch);
+ Batch_Uniform4fv(&batch, "color", fcolor);
+ Batch_draw(&batch);
+
+ gpuMatrixEnd();
}
static void draw_bonevert(void)
{
- 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, 0.05, 16, 1);
-
- glRotatef(90, 0, 1, 0);
- gluDisk(qobj, 0.0, 0.05, 16, 1);
-
- glRotatef(90, 1, 0, 0);
- gluDisk(qobj, 0.0, 0.05, 16, 1);
-
- gluDeleteQuadric(qobj);
-
- glPopMatrix();
- glEndList();
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {{0}};
+ static Batch batch = {0};
+
+ if (format.attrib_ct == 0) {
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 96);
+ for (int i = 0; i < 16; ++i) {
+ float vert[3] = {0.f, 0.f, 0.f};
+ const float r = 0.05f;
+
+ vert[0] = r * cosf(2 * M_PI * i / 16.f);
+ vert[1] = r * sinf(2 * M_PI * i / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 0, vert);
+ vert[0] = r * cosf(2 * M_PI * (i + 1) / 16.f);
+ vert[1] = r * sinf(2 * M_PI * (i + 1) / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 1, vert);
+
+ vert[0] = 0.f;
+ vert[1] = r * cosf(2 * M_PI * i / 16.f);
+ vert[2] = r * sinf(2 * M_PI * i / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 2, vert);
+ vert[1] = r * cosf(2 * M_PI * (i + 1) / 16.f);
+ vert[2] = r * sinf(2 * M_PI * (i + 1) / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 3, vert);
+
+ vert[1] = 0.f;
+ vert[0] = r * cosf(2 * M_PI * i / 16.f);
+ vert[2] = r * sinf(2 * M_PI * i / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 4, vert);
+ vert[0] = r * cosf(2 * M_PI * (i + 1) / 16.f);
+ vert[2] = r * sinf(2 * M_PI * (i + 1) / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 5, vert);
+ }
+
+ Batch_init(&batch, GL_LINES, &vbo, NULL);
+ Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- glCallList(displist);
+ gpuMatrixBegin3D_legacy();
+
+ Batch_use_program(&batch);
+ Batch_Uniform4fv(&batch, "color", fcolor);
+ Batch_draw(&batch);
+
+ gpuMatrixEnd();
}
static void draw_bonevert_solid(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_FILL);
- /* Draw tips of a bone */
- gluSphere(qobj, 0.05, 8, 5);
- gluDeleteQuadric(qobj);
-
- glEndList();
+ Batch *batch = Batch_get_sphere(0);
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ gpuMatrixBegin3D_legacy();
+
+ gpuScale3f(0.05, 0.05, 0.05);
+
+ if (flat_color) {
+ Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ else {
+ /* TODO replace with good default lighting shader ? */
+ Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform3fv(batch, "light", light_vec);
}
+ Batch_Uniform4fv(batch, "color", fcolor);
+ Batch_draw(batch);
- glCallList(displist);
+ gpuMatrixEnd();
}
static const float bone_octahedral_verts[6][3] = {
@@ -451,8 +549,11 @@ static const float bone_octahedral_verts[6][3] = {
{ 0.0f, 1.0f, 0.0f}
};
-static const unsigned int bone_octahedral_wire_sides[8] = {0, 1, 5, 3, 0, 4, 5, 2};
-static const unsigned int bone_octahedral_wire_square[8] = {1, 2, 3, 4, 1};
+static const unsigned int bone_octahedral_wire[24] = {
+ 0, 1, 1, 5, 5, 3, 3, 0,
+ 0, 4, 4, 5, 5, 2, 2, 0,
+ 1, 2, 2, 3, 3, 4, 4, 1,
+};
static const unsigned int bone_octahedral_solid_tris[8][3] = {
{2, 1, 0}, /* bottom */
@@ -480,69 +581,85 @@ static const float bone_octahedral_solid_normals[8][3] = {
static void draw_bone_octahedral(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- /* Section 1, sides */
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, bone_octahedral_verts);
- glDrawElements(GL_LINE_LOOP,
- sizeof(bone_octahedral_wire_sides) / sizeof(*bone_octahedral_wire_sides),
- GL_UNSIGNED_INT,
- bone_octahedral_wire_sides);
-
- /* Section 1, square */
- glDrawElements(GL_LINE_LOOP,
- sizeof(bone_octahedral_wire_square) / sizeof(*bone_octahedral_wire_square),
- GL_UNSIGNED_INT,
- bone_octahedral_wire_square);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glEndList();
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {{0}};
+ static ElementListBuilder elb = {0};
+ static ElementList el = {0};
+ static Batch batch = {0};
+
+ if (format.attrib_ct == 0) {
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ /* Elements */
+ ElementListBuilder_init(&elb, GL_LINES, 12, 6);
+ for (int i = 0; i < 12; ++i) {
+ add_line_vertices(&elb, bone_octahedral_wire[i*2], bone_octahedral_wire[i*2+1]);
+ }
+ ElementList_build_in_place(&elb, &el);
+
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 6);
+ for (int i = 0; i < 6; ++i) {
+ setAttrib(&vbo, pos, i, bone_octahedral_verts[i]);
+ }
+
+ Batch_init(&batch, GL_LINES, &vbo, &el);
+ Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- glCallList(displist);
+ gpuMatrixBegin3D_legacy();
+
+ Batch_use_program(&batch);
+ Batch_Uniform4fv(&batch, "color", fcolor);
+ Batch_draw(&batch);
+
+ gpuMatrixEnd();
}
static void draw_bone_solid_octahedral(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- int i;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
-#if 1
- glBegin(GL_TRIANGLES);
- for (i = 0; i < 8; i++) {
- glNormal3fv(bone_octahedral_solid_normals[i]);
- glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][0]]);
- glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][1]]);
- glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][2]]);
- }
-
- glEnd();
-
-#else /* not working because each vert needs a different normal */
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_VERTEX_ARRAY);
- glNormalPointer(GL_FLOAT, 0, bone_octahedral_solid_normals);
- glVertexPointer(3, GL_FLOAT, 0, bone_octahedral_verts);
- glDrawElements(GL_TRIANGLES, sizeof(bone_octahedral_solid_tris) / sizeof(unsigned int),
- GL_UNSIGNED_INT, bone_octahedral_solid_tris);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
-#endif
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {{0}};
+ static Batch batch = {0};
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ if (format.attrib_ct == 0) {
+ unsigned int v_idx = 0;
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int nor = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 24);
+
+ for (int i = 0; i < 8; i++) {
+ add_solid_flat_triangle(&vbo, &v_idx, pos, nor,
+ bone_octahedral_verts[bone_octahedral_solid_tris[i][0]],
+ bone_octahedral_verts[bone_octahedral_solid_tris[i][1]],
+ bone_octahedral_verts[bone_octahedral_solid_tris[i][2]],
+ bone_octahedral_solid_normals[i]);
+ }
- glEndList();
+ Batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
+ }
+
+ gpuMatrixBegin3D_legacy();
+
+ if (flat_color) {
+ Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ else {
+ /* TODO replace with good default lighting shader ? */
+ Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform3fv(&batch, "light", light_vec);
}
+ Batch_Uniform4fv(&batch, "color", fcolor);
+ Batch_draw(&batch);
- glCallList(displist);
+ gpuMatrixEnd();
}
/* *************** Armature drawing, bones ******************* */
@@ -557,15 +674,20 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_ROOTSEL) {
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
}
else {
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0);
- else
- UI_ThemeColor(TH_BONE_SOLID);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, 0);
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
if (dt > OB_WIRE)
@@ -580,15 +702,20 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_TIPSEL) {
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
}
else {
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0);
- else
- UI_ThemeColor(TH_BONE_SOLID);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, 0);
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
glTranslatef(0.0f, 1.0f, 0.0f);
@@ -696,8 +823,13 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
//mul_v3_fl(dirvec, head);
cross_v3_v3v3(norvec, dirvec, imat[2]);
-
- glBegin(GL_QUAD_STRIP);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immBegin(GL_TRIANGLE_STRIP, 66);
+ immUniformColor4ub(255, 255, 255, 50);
for (a = 0; a < 16; a++) {
vec[0] = -si[a] * dirvec[0] + co[a] * norvec[0];
@@ -707,10 +839,8 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
madd_v3_v3v3fl(vec1, headvec, vec, head);
madd_v3_v3v3fl(vec2, headvec, vec, head + dist);
- glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
+ immVertex3fv(pos, vec1);
+ immVertex3fv(pos, vec2);
}
for (a = 15; a >= 0; a--) {
@@ -721,10 +851,8 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
madd_v3_v3v3fl(vec1, tailvec, vec, tail);
madd_v3_v3v3fl(vec2, tailvec, vec, tail + dist);
- //glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
+ immVertex3fv(pos, vec1);
+ immVertex3fv(pos, vec2);
}
/* make it cyclic... */
@@ -735,12 +863,11 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
madd_v3_v3v3fl(vec1, headvec, vec, head);
madd_v3_v3v3fl(vec2, headvec, vec, head + dist);
- //glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
+ immVertex3fv(pos, vec1);
+ immVertex3fv(pos, vec2);
- glEnd();
+ immEnd();
+ immUnbindProgram();
}
}
@@ -752,6 +879,11 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
{
float head, tail /*, length*/;
float *headvec, *tailvec, dirvec[3];
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* figure out the sizes of spheres */
if (ebone) {
@@ -780,35 +912,49 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
/* sphere root color */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_ROOTSEL) {
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
else if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
-
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
+
+ immUniformColor4fv(fcolor);
+
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
GPU_select_load_id(id | BONESEL_ROOT);
- drawcircball(GL_LINE_LOOP, headvec, head, imat);
+ imm_drawcircball(headvec, head, imat, pos);
}
/* Draw tip point */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_TIPSEL) {
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
if (id != -1)
GPU_select_load_id(id | BONESEL_TIP);
- drawcircball(GL_LINE_LOOP, tailvec, tail, imat);
+ imm_drawcircball(tailvec, tail, imat, pos);
/* base */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
- else UI_ThemeColor(TH_WIRE_EDIT);
+ if (boneflag & BONE_SELECTED){
+ UI_GetThemeColor4fv(TH_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
+ }
}
sub_v3_v3v3(dirvec, tailvec, headvec);
@@ -834,34 +980,41 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
if (id != -1)
GPU_select_load_id(id | BONESEL_BONE);
- glBegin(GL_LINES);
+ immBegin(GL_LINES, 4);
add_v3_v3v3(vec, headvec, norvech);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
add_v3_v3v3(vec, tailvec, norvect);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
sub_v3_v3v3(vec, headvec, norvech);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
sub_v3_v3v3(vec, tailvec, norvect);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
- glEnd();
+ immEnd();
}
+
+ immUnbindProgram();
}
/* does wire only for outline selecting */
static void draw_sphere_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id,
bPoseChannel *pchan, EditBone *ebone)
{
- GLUquadricObj *qobj;
+ Batch *sphere = Batch_get_sphere(1);
float head, tail, length;
- float fac1, fac2;
-
- glPushMatrix();
- qobj = gluNewQuadric();
+ float fac1, fac2, size1, size2;
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ /* dt is always OB_SOlID */
+ Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform3fv(sphere, "light", light_vec);
+
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
/* figure out the sizes of spheres */
if (ebone) {
@@ -882,110 +1035,125 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
}
/* move to z-axis space */
- glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
+ gpuRotate3f(-90.0f, 1.0f, 0.0f, 0.0f);
- if (dt == OB_SOLID) {
- /* set up solid drawing */
- GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
-
- gluQuadricDrawStyle(qobj, GLU_FILL);
- }
- else {
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
- }
-
/* sphere root color */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ if (boneflag & BONE_ROOTSEL)
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ else
+ UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
}
else if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_END, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_SPHEREBONE_END, boneflag, constflag);
else if (dt == OB_SOLID)
- UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
GPU_select_load_id(id | BONESEL_ROOT);
- gluSphere(qobj, head, 16, 10);
+ gpuPushMatrix();
+ gpuScale3f(head, head, head);
+ Batch_Uniform4fv(sphere, "color", fcolor);
+ Batch_draw(sphere);
+ gpuPopMatrix();
}
/* Draw tip point */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ if (boneflag & BONE_TIPSEL) UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ else UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
}
if (id != -1)
GPU_select_load_id(id | BONESEL_TIP);
- glTranslatef(0.0f, 0.0f, length);
- gluSphere(qobj, tail, 16, 10);
- glTranslatef(0.0f, 0.0f, -length);
+ gpuTranslate3f(0.0f, 0.0f, length);
+
+ gpuPushMatrix();
+ gpuScale3f(tail, tail, tail);
+ Batch_use_program(sphere); /* hack to make the following uniforms stick */
+ Batch_Uniform4fv(sphere, "color", fcolor);
+ Batch_draw(sphere);
+ gpuPopMatrix();
+
+ gpuTranslate3f(0.0f, 0.0f, -length);
/* base */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
- else UI_ThemeColor(TH_BONE_SOLID);
+ if (boneflag & BONE_SELECTED) UI_GetThemeColor4fv(TH_SELECT, fcolor);
+ else UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
}
else if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_BASE, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_SPHEREBONE_BASE, boneflag, constflag);
else if (dt == OB_SOLID)
- UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+
+ Batch_use_program(sphere); /* hack to make the following uniforms stick */
+ Batch_Uniform4fv(sphere, "color", fcolor);
fac1 = (length - head) / length;
fac2 = (length - tail) / length;
if (length > (head + tail)) {
+ size1 = fac2 * tail + (1.0f - fac2) * head;
+ size2 = fac1 * head + (1.0f - fac1) * tail;
+
if (id != -1)
GPU_select_load_id(id | BONESEL_BONE);
+ /* draw sphere on extrema */
+ gpuPushMatrix();
+ gpuTranslate3f(0.0f, 0.0f, length - tail);
+ gpuScale3f(size1, size1, size1);
+
+ Batch_draw(sphere);
+ gpuPopMatrix();
+
+ gpuPushMatrix();
+ gpuTranslate3f(0.0f, 0.0f, head);
+ gpuScale3f(size2, size2, size2);
+
+ Batch_draw(sphere);
+ gpuPopMatrix();
+
+ /* draw cynlinder between spheres */
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
-
- glTranslatef(0.0f, 0.0f, head);
- gluCylinder(qobj, fac1 * head + (1.0f - fac1) * tail, fac2 * tail + (1.0f - fac2) * head, length - head - tail, 16, 1);
- glTranslatef(0.0f, 0.0f, -head);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int nor = add_attrib(format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_SIMPLE_LIGHTING);
+ immUniformColor4fv(fcolor);
+ immUniform3fv("light", light_vec);
+
+ gpuTranslate3f(0.0f, 0.0f, head);
+ imm_cylinder(pos, nor, size2, size1, length - head - tail, 16, 1);
+
+ immUnbindProgram();
glDisable(GL_POLYGON_OFFSET_FILL);
-
- /* draw sphere on extrema */
- glTranslatef(0.0f, 0.0f, length - tail);
- gluSphere(qobj, fac2 * tail + (1.0f - fac2) * head, 16, 10);
- glTranslatef(0.0f, 0.0f, -length + tail);
-
- glTranslatef(0.0f, 0.0f, head);
- gluSphere(qobj, fac1 * head + (1.0f - fac1) * tail, 16, 10);
}
else {
+ size1 = fac1 * head + (1.0f - fac1) * tail;
+
/* 1 sphere in center */
- glTranslatef(0.0f, 0.0f, (head + length - tail) / 2.0f);
- gluSphere(qobj, fac1 * head + (1.0f - fac1) * tail, 16, 10);
- }
-
- /* restore */
- if (dt == OB_SOLID) {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ gpuTranslate3f(0.0f, 0.0f, (head + length - tail) / 2.0f);
+
+ gpuScale3f(size1, size1, size1);
+ Batch_draw(sphere);
}
- glPopMatrix();
- gluDeleteQuadric(qobj);
+ gpuPopMatrix();
+ gpuMatrixEnd();
}
-static GLubyte bm_dot6[] = {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0};
-static GLubyte bm_dot8[] = {0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C};
-
-static GLubyte bm_dot5[] = {0x0, 0x0, 0x10, 0x38, 0x7c, 0x38, 0x10, 0x0};
-static GLubyte bm_dot7[] = {0x0, 0x38, 0x7C, 0xFE, 0xFE, 0xFE, 0x7C, 0x38};
-
-
static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned int id,
bPoseChannel *pchan, EditBone *ebone)
{
- /* call this once, avoid constant changing */
- BLI_assert(glaGetOneInt(GL_UNPACK_ALIGNMENT) == 1);
-
float length;
if (pchan)
@@ -993,103 +1161,121 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
else
length = ebone->length;
- glPushMatrix();
- glScalef(length, length, length);
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+ gpuScale3f(length, length, length);
/* this chunk not in object mode */
if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) {
glLineWidth(4.0f);
- if (G.f & G_PICKSEL) {
- /* no bitmap in selection mode, crashes 3d cards...
- * instead draw a solid point the same size */
- glPointSize(8.0f);
- }
+ glPointSize(8.0f);
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
else if (armflag & ARM_EDITMODE) {
- UI_ThemeColor(TH_WIRE_EDIT);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
}
-
+
+ /* line */
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
+ if (id != -1)
+ GPU_select_load_id(id | BONESEL_BONE);
+
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immEnd();
+
+ immUnbindProgram();
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
- if (G.f & G_PICKSEL) {
+ if (G.f & G_PICKSEL)
GPU_select_load_id(id | BONESEL_ROOT);
- glBegin(GL_POINTS);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glEnd();
- }
- else {
- glRasterPos3f(0.0f, 0.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot8);
- }
+
+ immBegin(GL_POINTS, 1);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immEnd();
}
-
- if (id != -1)
- GPU_select_load_id((GLuint) id | BONESEL_BONE);
-
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
-
+
/* tip */
- if (G.f & G_PICKSEL) {
- /* no bitmap in selection mode, crashes 3d cards... */
+ if (G.f & G_PICKSEL)
GPU_select_load_id(id | BONESEL_TIP);
- glBegin(GL_POINTS);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
- }
- else {
- glRasterPos3f(0.0f, 1.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot7);
- }
-
+
+ immBegin(GL_POINTS, 1);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immEnd();
+
+ immUnbindProgram();
+
+
/* further we send no names */
if (id != -1)
GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_LINEBONE, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_LINEBONE, boneflag, constflag);
}
-
- glLineWidth(2.0);
-
+
+ /* Now draw the inner color */
+ glLineWidth(2.0f);
+ glPointSize(5.0f);
+
+ /* line */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_SELECTED) UI_GetThemeColor4fv(TH_EDGE_SELECT, fcolor);
+ else UI_GetThemeColorShade4fv(TH_BACK, -30, fcolor);
+ }
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immEnd();
+
+ immUnbindProgram();
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+
/*Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
- if ((G.f & G_PICKSEL) == 0) {
- /* no bitmap in selection mode, crashes 3d cards... */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
- }
- glRasterPos3f(0.0f, 0.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot6);
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_ROOTSEL) UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ else UI_GetThemeColor4fv(TH_VERTEX, fcolor);
}
+ immUniformColor4fv(fcolor);
+ immBegin(GL_POINTS, 1);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immEnd();
}
-
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_EDGE_SELECT);
- else UI_ThemeColorShade(TH_BACK, -30);
- }
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
-
+
/* tip */
if ((G.f & G_PICKSEL) == 0) {
/* no bitmap in selection mode, crashes 3d cards... */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_TIPSEL) UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ else UI_GetThemeColor4fv(TH_VERTEX, fcolor);
}
- glRasterPos3f(0.0f, 1.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot5);
+ immUniformColor4fv(fcolor);
+ immBegin(GL_POINTS, 1);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immEnd();
}
-
- glPopMatrix();
+
+ immUnbindProgram();
+
+ gpuPopMatrix();
+ gpuMatrixEnd();
}
/* A partial copy of b_bone_spline_setup(), with just the parts for previewing editmode curve settings
@@ -1232,16 +1418,17 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
/* colors for modes */
if (armflag & ARM_POSEMODE) {
if (dt <= OB_WIRE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
else
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
if (dt == OB_WIRE) {
- set_ebone_glColor(boneflag);
+ set_ebone_color(boneflag);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
}
- else
- UI_ThemeColor(TH_BONE_SOLID);
}
if (id != -1) {
@@ -1250,33 +1437,31 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
/* set up solid drawing */
if (dt > OB_WIRE) {
- GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
-
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
- else
- UI_ThemeColor(TH_BONE_SOLID);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag);
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
+ flat_color = false;
draw_b_bone_boxes(OB_SOLID, pchan, ebone, xwidth, length, zwidth);
-
- /* disable solid drawing */
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
else {
/* wire */
if (armflag & ARM_POSEMODE) {
if (constflag) {
/* set constraint colors */
- if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
+ if (set_pchan_color(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
glEnable(GL_BLEND);
+ flat_color = true;
draw_b_bone_boxes(OB_SOLID, pchan, ebone, xwidth, length, zwidth);
glDisable(GL_BLEND);
}
/* restore colors */
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
}
}
@@ -1286,33 +1471,45 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float length, int segments)
{
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
+ gpuMatrixBegin3D_legacy();
+
if ((segments > 1) && (pchan)) {
float dlen = length / (float)segments;
Mat4 *bbone = bbones;
int a;
-
+
for (a = 0; a < segments; a++, bbone++) {
- glPushMatrix();
- glMultMatrixf(bbone->mat);
-
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, dlen, 0.0f);
- glEnd(); /* GL_LINES */
-
- glPopMatrix();
+ gpuPushMatrix();
+ gpuMultMatrix3D(bbone->mat);
+
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immVertex3f(pos, 0.0f, dlen, 0.0f);
+ immEnd();
+
+ gpuPopMatrix();
}
}
else {
- glPushMatrix();
-
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, length, 0.0f);
- glEnd();
-
- glPopMatrix();
+ gpuPushMatrix();
+
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immVertex3f(pos, 0.0f, length, 0.0f);
+ immEnd();
+
+ gpuPopMatrix();
}
+
+ gpuMatrixEnd();
+
+ immUnbindProgram();
}
static void draw_wire_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id,
@@ -1340,6 +1537,7 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
/* move to unitspace */
glPushMatrix();
glScalef(length, length, length);
+ flat_color = true;
draw_bone_points(dt, armflag, boneflag, id);
glPopMatrix();
length *= 0.95f; /* make vertices visible */
@@ -1359,10 +1557,10 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
/* colors for modes */
if (armflag & ARM_POSEMODE) {
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
- set_ebone_glColor(boneflag);
+ set_ebone_color(boneflag);
}
/* draw normal */
@@ -1372,23 +1570,23 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
static void draw_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id, float length)
{
- /* Draw a 3d octahedral bone, we use normalized space based on length,
- * for display-lists */
-
+ /* Draw a 3d octahedral bone, we use normalized space based on length */
glScalef(length, length, length);
/* set up solid drawing */
if (dt > OB_WIRE) {
- GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
- UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ flat_color = false;
}
+ else
+ flat_color = true;
/* colors for posemode */
if (armflag & ARM_POSEMODE) {
if (dt <= OB_WIRE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
else
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag);
}
@@ -1403,12 +1601,12 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
if (dt <= OB_WIRE) {
/* colors */
if (armflag & ARM_EDITMODE) {
- set_ebone_glColor(boneflag);
+ set_ebone_color(boneflag);
}
else if (armflag & ARM_POSEMODE) {
if (constflag) {
/* draw constraint colors */
- if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
+ if (set_pchan_color(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
glEnable(GL_BLEND);
draw_bone_solid_octahedral();
@@ -1417,7 +1615,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
}
/* restore colors */
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
}
}
draw_bone_octahedral();
@@ -1425,15 +1623,11 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
else {
/* solid */
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag);
else
- UI_ThemeColor(TH_BONE_SOLID);
- draw_bone_solid_octahedral();
- }
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
- /* disable solid drawing */
- if (dt > OB_WIRE) {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ draw_bone_solid_octahedral();
}
}
@@ -1446,14 +1640,14 @@ static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Obje
/* colors for posemode */
if (armflag & ARM_POSEMODE) {
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, 0);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, 0);
}
if (id != -1) {
GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
-
- draw_object_instance(scene, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE);
+
+ draw_object_instance(scene, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE, fcolor);
}
@@ -1461,7 +1655,14 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
{
bConstraint *con;
bPoseChannel *parchan;
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
+ setlinestyle(3);
for (con = pchan->constraints.first; con; con = con->next) {
if (con->enforce == 0.0f)
continue;
@@ -1471,47 +1672,45 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
int segcount = 0;
+ float ik_tip[3];
/* if only_temp, only draw if it is a temporary ik-chain */
if ((only_temp) && !(data->flag & CONSTRAINT_IK_TEMP))
continue;
-
- setlinestyle(3);
- glBegin(GL_LINES);
-
+
/* exclude tip from chain? */
if ((data->flag & CONSTRAINT_IK_TIP) == 0)
parchan = pchan->parent;
else
parchan = pchan;
- glVertex3fv(parchan->pose_tail);
+ copy_v3_v3(ik_tip, parchan->pose_tail);
/* Find the chain's root */
while (parchan->parent) {
segcount++;
- if (segcount == data->rootbone || segcount > 255) {
- break; /* 255 is weak */
- }
+ /* FIXME: revise the breaking conditions */
+ if (segcount == data->rootbone || segcount > 255) break; /* 255 is weak */
parchan = parchan->parent;
}
- if (parchan)
- glVertex3fv(parchan->pose_head);
+
+ if (parchan) {
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, ik_tip);
+ immVertex3fv(pos, parchan->pose_head);
+ immEnd();
+ }
- glEnd();
- setlinestyle(0);
break;
}
case CONSTRAINT_TYPE_SPLINEIK:
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
int segcount = 0;
-
- setlinestyle(3);
- glBegin(GL_LINES);
+ float ik_tip[3];
parchan = pchan;
- glVertex3fv(parchan->pose_tail);
+ copy_v3_v3(ik_tip, parchan->pose_tail);
/* Find the chain's root */
while (parchan->parent) {
@@ -1521,18 +1720,21 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
parchan = parchan->parent;
}
/* Only draw line in case our chain is more than one bone long! */
- if (parchan != pchan) /* XXX revise the breaking conditions to only stop at the tail? */
- glVertex3fv(parchan->pose_head);
-
- glEnd();
- setlinestyle(0);
+ if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, ik_tip);
+ immVertex3fv(pos, parchan->pose_head);
+ immEnd();
+ }
break;
}
}
}
+ setlinestyle(0);
+ immUnbindProgram();
}
-static void bgl_sphere_project(float ax, float az)
+static void imm_sphere_project(unsigned int pos, float ax, float az)
{
float dir[3], sine, q3;
@@ -1543,11 +1745,13 @@ static void bgl_sphere_project(float ax, float az)
dir[1] = 1.0f - 2.0f * sine;
dir[2] = ax * q3;
- glVertex3fv(dir);
+ immVertex3fv(pos, dir);
}
-static void draw_dof_ellipse(float ax, float az)
+static void draw_dof_ellipse(unsigned int pos, float ax, float az)
{
+ const int n = 16;
+ const int tri = n*n - 2*n + 1; /* Yay fancy math ! */
const float staticSine[16] = {
0.0f, 0.104528463268f, 0.207911690818f, 0.309016994375f,
0.406736643076f, 0.5f, 0.587785252292f, 0.669130606359f,
@@ -1556,15 +1760,15 @@ static void draw_dof_ellipse(float ax, float az)
0.994521895368f, 1.0f
};
- int i, j, n = 16;
+ int i, j;
float x, z, px, pz;
glEnable(GL_BLEND);
glDepthMask(0);
- glColor4ub(70, 70, 70, 50);
+ immUniformColor4ub(70, 70, 70, 50);
- glBegin(GL_QUADS);
+ immBegin(GL_TRIANGLES, tri*3);
pz = 0.0f;
for (i = 1; i < n; i++) {
z = staticSine[i];
@@ -1574,36 +1778,35 @@ static void draw_dof_ellipse(float ax, float az)
x = staticSine[j];
if (j == n - i) {
- glEnd();
- glBegin(GL_TRIANGLES);
- bgl_sphere_project(ax * px, az * z);
- bgl_sphere_project(ax * px, az * pz);
- bgl_sphere_project(ax * x, az * pz);
- glEnd();
- glBegin(GL_QUADS);
+ imm_sphere_project(pos, ax * px, az * z);
+ imm_sphere_project(pos, ax * px, az * pz);
+ imm_sphere_project(pos, ax * x, az * pz);
}
else {
- bgl_sphere_project(ax * x, az * z);
- bgl_sphere_project(ax * x, az * pz);
- bgl_sphere_project(ax * px, az * pz);
- bgl_sphere_project(ax * px, az * z);
+ imm_sphere_project(pos, ax * x, az * z);
+ imm_sphere_project(pos, ax * x, az * pz);
+ imm_sphere_project(pos, ax * px, az * pz);
+
+ imm_sphere_project(pos, ax * px, az * pz);
+ imm_sphere_project(pos, ax * px, az * z);
+ imm_sphere_project(pos, ax * x, az * z);
}
px = x;
}
pz = z;
}
- glEnd();
+ immEnd();
glDisable(GL_BLEND);
glDepthMask(1);
- glColor3ub(0, 0, 0);
+ immUniformColor3ub(0, 0, 0);
- glBegin(GL_LINE_STRIP);
+ immBegin(GL_LINE_STRIP, n);
for (i = 0; i < n; i++)
- bgl_sphere_project(staticSine[n - i - 1] * ax, staticSine[i] * az);
- glEnd();
+ imm_sphere_project(pos, staticSine[n - i - 1] * ax, staticSine[i] * az);
+ immEnd();
}
static void draw_pose_dofs(Object *ob)
@@ -1611,7 +1814,13 @@ static void draw_pose_dofs(Object *ob)
bArmature *arm = ob->data;
bPoseChannel *pchan;
Bone *bone;
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ gpuMatrixBegin3D_legacy();
+
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
bone = pchan->bone;
@@ -1625,54 +1834,54 @@ static void draw_pose_dofs(Object *ob)
int a, i;
/* in parent-bone pose, but own restspace */
- glPushMatrix();
+ gpuPushMatrix();
copy_v3_v3(posetrans, pchan->pose_mat[3]);
- glTranslate3fv(posetrans);
+ gpuTranslate3fv(posetrans);
if (pchan->parent) {
copy_m4_m4(mat, pchan->parent->pose_mat);
mat[3][0] = mat[3][1] = mat[3][2] = 0.0f;
- glMultMatrixf(mat);
+ gpuMultMatrix3D(mat);
}
copy_m4_m3(mat, pchan->bone->bone_mat);
- glMultMatrixf(mat);
+ gpuMultMatrix3D(mat);
scale = bone->length * pchan->size[1];
- glScalef(scale, scale, scale);
+ gpuScale3f(scale, scale, scale);
- if (pchan->ikflag & BONE_IK_XLIMIT) {
- if (pchan->ikflag & BONE_IK_ZLIMIT) {
- float amin[3], amax[3];
-
- for (i = 0; i < 3; i++) {
- /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
- amin[i] = sinf(pchan->limitmin[i] * 0.5f);
- amax[i] = sinf(pchan->limitmax[i] * 0.5f);
- }
-
- glScalef(1.0f, -1.0f, 1.0f);
- if ((amin[0] != 0.0f) && (amin[2] != 0.0f))
- draw_dof_ellipse(amin[0], amin[2]);
- if ((amin[0] != 0.0f) && (amax[2] != 0.0f))
- draw_dof_ellipse(amin[0], amax[2]);
- if ((amax[0] != 0.0f) && (amin[2] != 0.0f))
- draw_dof_ellipse(amax[0], amin[2]);
- if ((amax[0] != 0.0f) && (amax[2] != 0.0f))
- draw_dof_ellipse(amax[0], amax[2]);
- glScalef(1.0f, -1.0f, 1.0f);
+ if (((pchan->ikflag & BONE_IK_XLIMIT) != 0) &&
+ ((pchan->ikflag & BONE_IK_ZLIMIT) != 0))
+ {
+ float amin[3], amax[3];
+
+ for (i = 0; i < 3; i++) {
+ /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
+ amin[i] = sinf(pchan->limitmin[i] * 0.5f);
+ amax[i] = sinf(pchan->limitmax[i] * 0.5f);
}
+
+ gpuScale3f(1.0f, -1.0f, 1.0f);
+ if ((amin[0] != 0.0f) && (amin[2] != 0.0f))
+ draw_dof_ellipse(pos, amin[0], amin[2]);
+ if ((amin[0] != 0.0f) && (amax[2] != 0.0f))
+ draw_dof_ellipse(pos, amin[0], amax[2]);
+ if ((amax[0] != 0.0f) && (amin[2] != 0.0f))
+ draw_dof_ellipse(pos, amax[0], amin[2]);
+ if ((amax[0] != 0.0f) && (amax[2] != 0.0f))
+ draw_dof_ellipse(pos, amax[0], amax[2]);
+ gpuScale3f(1.0f, -1.0f, 1.0f);
}
/* arcs */
if (pchan->ikflag & BONE_IK_ZLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
theta = RAD2DEGF(0.5f * (pchan->limitmin[2] + pchan->limitmax[2]));
- glRotatef(theta, 0.0f, 0.0f, 1.0f);
+ gpuRotate3f(theta, 0.0f, 0.0f, 1.0f);
- glColor3ub(50, 50, 255); /* blue, Z axis limit */
- glBegin(GL_LINE_STRIP);
+ immUniformColor3ub(50, 50, 255); /* blue, Z axis limit */
+ immBegin(GL_LINE_STRIP, 33);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
float fac = ((float)a) / 16.0f * 0.5f;
@@ -1683,20 +1892,20 @@ static void draw_pose_dofs(Object *ob)
corner[i][0] = sinf(phi);
corner[i][1] = cosf(phi);
corner[i][2] = 0.0f;
- glVertex3fv(corner[i]);
+ immVertex3fv(pos, corner[i]);
}
- glEnd();
+ immEnd();
- glRotatef(-theta, 0.0f, 0.0f, 1.0f);
+ gpuRotate3f(-theta, 0.0f, 0.0f, 1.0f);
}
if (pchan->ikflag & BONE_IK_XLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
theta = RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
- glRotatef(theta, 1.0f, 0.0f, 0.0f);
+ gpuRotate3f(theta, 1.0f, 0.0f, 0.0f);
- glColor3ub(255, 50, 50); /* Red, X axis limit */
- glBegin(GL_LINE_STRIP);
+ immUniformColor3ub(255, 50, 50); /* Red, X axis limit */
+ immBegin(GL_LINE_STRIP, 33);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
float fac = ((float)a) / 16.0f * 0.5f;
@@ -1706,21 +1915,23 @@ static void draw_pose_dofs(Object *ob)
corner[i][0] = 0.0f;
corner[i][1] = sinf(phi);
corner[i][2] = cosf(phi);
- glVertex3fv(corner[i]);
+ immVertex3fv(pos, corner[i]);
}
- glEnd();
+ immEnd();
- glRotatef(-theta, 1.0f, 0.0f, 0.0f);
+ gpuRotate3f(-theta, 1.0f, 0.0f, 0.0f);
}
/* out of cone, out of bone */
- glPopMatrix();
+ gpuPopMatrix();
}
}
}
}
}
}
+ gpuMatrixEnd();
+ immUnbindProgram();
}
static void bone_matrix_translate_y(float mat[4][4], float y)
@@ -1733,7 +1944,7 @@ static void bone_matrix_translate_y(float mat[4][4], float y)
}
/* assumes object is Armature with pose */
-static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
+static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, BaseLegacy *base,
const short dt, const unsigned char ob_wire_col[4],
const bool do_const_color, const bool is_outline)
{
@@ -1756,7 +1967,9 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* being set below */
arm->layer_used = 0;
-
+
+ rgba_uchar_to_float(fcolor, ob_wire_col);
+
/* precalc inverse matrix for drawing screen aligned */
if (arm->drawtype == ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
@@ -1937,7 +2150,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
else if (arm->flag & ARM_POSEMODE)
set_pchan_colorset(ob, pchan);
else {
- glColor3ubv(ob_wire_col);
+ rgba_uchar_to_float(fcolor, ob_wire_col);
}
/* catch exception for bone with hidden parent */
@@ -2011,16 +2224,25 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
* - only if V3D_HIDE_HELPLINES is enabled...
*/
if ((do_dashed & DASH_HELP_LINES) && ((bone->flag & BONE_CONNECTED) == 0)) {
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
if (arm->flag & ARM_POSEMODE) {
GPU_select_load_id(index & 0xFFFF); /* object tag, for bordersel optim */
- UI_ThemeColor(TH_WIRE);
+ UI_GetThemeColor4fv(TH_WIRE, fcolor);
+ immUniformColor4fv(fcolor);
}
+
setlinestyle(3);
- glBegin(GL_LINES);
- glVertex3fv(pchan->pose_head);
- glVertex3fv(pchan->parent->pose_tail);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, pchan->pose_head);
+ immVertex3fv(pos, pchan->parent->pose_tail);
+ immEnd();
setlinestyle(0);
+
+ immUnbindProgram();
}
/* Draw a line to IK root bone
@@ -2029,8 +2251,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (arm->flag & ARM_POSEMODE) {
if (constflag & PCHAN_HAS_IK) {
if (bone->flag & BONE_SELECTED) {
- if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
- else glColor3ub(200, 200, 50); /* add theme! */
+ if (constflag & PCHAN_HAS_TARGET) rgba_float_args_set(fcolor, 200.f/255.f, 120.f/255.f, 0.f/255.f, 1.0f);
+ else rgba_float_args_set(fcolor, 200.f/255.f, 200.f/255.f, 50.f/255.f, 1.0f); /* add theme! */
GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & DASH_HELP_LINES));
@@ -2038,7 +2260,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
else if (constflag & PCHAN_HAS_SPLINEIK) {
if (bone->flag & BONE_SELECTED) {
- glColor3ub(150, 200, 50); /* add theme! */
+ rgba_float_args_set(fcolor, 150.f/255.f, 200.f/255.f, 50.f/255.f, 1.0f); /* add theme! */
GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & DASH_HELP_LINES));
@@ -2106,7 +2328,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* draw DoFs */
if (arm->flag & ARM_POSEMODE) {
- if (((base->flag & OB_FROMDUPLI) == 0) && ((v3d->flag & V3D_HIDE_HELPLINES) == 0)) {
+ if (((base->flag_legacy & OB_FROMDUPLI) == 0) && ((v3d->flag & V3D_HIDE_HELPLINES) == 0)) {
draw_pose_dofs(ob);
}
}
@@ -2114,26 +2336,17 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* finally names and axes */
if ((arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) &&
(is_outline == 0) &&
- ((base->flag & OB_FROMDUPLI) == 0))
+ ((base->flag_legacy & OB_FROMDUPLI) == 0))
{
/* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
unsigned char col[4];
- if (do_const_color) {
- /* so we can draw bone names in current const color */
- float tcol[4];
- glGetFloatv(GL_CURRENT_COLOR, tcol);
- rgb_float_to_uchar(col, tcol);
- col[3] = 255;
- }
- else {
- col[0] = ob_wire_col[0];
- col[1] = ob_wire_col[1];
- col[2] = ob_wire_col[2];
- col[3] = 255;
- }
+ col[0] = ob_wire_col[0];
+ col[1] = ob_wire_col[1];
+ col[2] = ob_wire_col[2];
+ col[3] = 255;
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
@@ -2161,11 +2374,9 @@ 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();
}
@@ -2313,16 +2524,23 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* offset to parent */
if (eBone->parent) {
- UI_ThemeColor(TH_WIRE_EDIT);
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
GPU_select_load_id(-1); /* -1 here is OK! */
- setlinestyle(3);
-
- glBegin(GL_LINES);
- glVertex3fv(eBone->parent->tail);
- glVertex3fv(eBone->head);
- glEnd();
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
+ immUniformColor4fv(fcolor);
+ setlinestyle(3);
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, eBone->head);
+ immVertex3fv(pos, eBone->parent->tail);
+ immEnd();
setlinestyle(0);
+
+ immUnbindProgram();
}
}
}
@@ -2370,11 +2588,9 @@ 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();
}
@@ -2449,7 +2665,7 @@ static void ghost_poses_tag_unselected(Object *ob, short unset)
/* draw ghosts that occur within a frame range
* note: object should be in posemode
*/
-static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
+static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, BaseLegacy *base)
{
Object *ob = base->object;
AnimData *adt = BKE_animdata_from_id(&ob->id);
@@ -2457,6 +2673,7 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
bPose *posen, *poseo;
float start, end, stepsize, range, colfac;
int cfrao, flago;
+ unsigned char col[4];
start = (float)arm->ghostsf;
end = (float)arm->ghostef;
@@ -2489,11 +2706,11 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
/* draw from first frame of range to last */
for (CFRA = (int)start; CFRA <= end; CFRA += (int)stepsize) {
colfac = (end - (float)CFRA) / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
+ UI_GetThemeColorShadeAlpha4ubv(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)), col);
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
BKE_pose_where_is(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
+ draw_pose_bones(scene, v3d, ar, base, OB_WIRE, col, true, false);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -2515,7 +2732,7 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
/* draw ghosts on keyframes in action within range
* - object should be in posemode
*/
-static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
+static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, BaseLegacy *base)
{
Object *ob = base->object;
AnimData *adt = BKE_animdata_from_id(&ob->id);
@@ -2526,6 +2743,7 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
ActKeyColumn *ak, *akn;
float start, end, range, colfac, i;
int cfrao, flago;
+ unsigned char col[4];
start = (float)arm->ghostsf;
end = (float)arm->ghostef;
@@ -2567,13 +2785,13 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
/* draw from first frame of range to last */
for (ak = keys.first, i = 0; ak; ak = ak->next, i++) {
colfac = i / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
+ UI_GetThemeColorShadeAlpha4ubv(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)), col);
CFRA = (int)ak->cfra;
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
BKE_pose_where_is(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
+ draw_pose_bones(scene, v3d, ar, base, OB_WIRE, col, true, false);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -2596,7 +2814,7 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
/* draw ghosts around current frame
* - object is supposed to be armature in posemode
*/
-static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
+static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, BaseLegacy *base)
{
Object *ob = base->object;
AnimData *adt = BKE_animdata_from_id(&ob->id);
@@ -2604,6 +2822,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
bPose *posen, *poseo;
float cur, start, end, stepsize, range, colfac, actframe, ctime;
int cfrao, flago;
+ unsigned char col[4];
/* pre conditions, get an action with sufficient frames */
if (ELEM(NULL, adt, adt->action))
@@ -2641,7 +2860,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
for (cur = stepsize; cur < range; cur += stepsize) {
ctime = cur - (float)fmod(cfrao, stepsize); /* ensures consistent stepping */
colfac = ctime / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
+ UI_GetThemeColorShadeAlpha4ubv(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)), col);
/* only within action range */
if (actframe + ctime >= start && actframe + ctime <= end) {
@@ -2650,13 +2869,13 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
BKE_pose_where_is(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
+ draw_pose_bones(scene, v3d, ar, base, OB_WIRE, col, true, false);
}
}
ctime = cur + (float)fmod((float)cfrao, stepsize) - stepsize + 1.0f; /* ensures consistent stepping */
colfac = ctime / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
+ UI_GetThemeColorShadeAlpha4ubv(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)), col);
/* only within action range */
if ((actframe - ctime >= start) && (actframe - ctime <= end)) {
@@ -2665,7 +2884,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
BKE_pose_where_is(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
+ draw_pose_bones(scene, v3d, ar, base, OB_WIRE, col, true, false);
}
}
}
@@ -2690,7 +2909,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
/* called from drawobject.c, return true if nothing was drawn
* (ob_wire_col == NULL) when drawing ghost */
-bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
+bool draw_armature(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, Base *base,
const short dt, const short dflag, const unsigned char ob_wire_col[4],
const bool is_outline)
{
@@ -2701,11 +2920,7 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return true;
- /* needed for 'draw_line_bone' which draws pixel. */
- if (arm->drawtype == ARM_LINE) {
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- }
-
+#if 0 /* Not used until lighting is properly reimplemented */
if (dt > OB_WIRE) {
/* we use color for solid lighting */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
@@ -2720,7 +2935,8 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); /* only for lighting... */
}
}
-
+#endif
+
/* arm->flag is being used to detect mode... */
/* editmode? */
if (arm->edbo) {
@@ -2737,7 +2953,7 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
/* drawing posemode selection indices or colors only in these cases */
- if (!(base->flag & OB_FROMDUPLI)) {
+ if (!(base->flag_legacy & OB_FROMDUPLI)) {
if (G.f & G_PICKSEL) {
#if 0
/* nifty but actually confusing to allow bone selection out of posemode */
@@ -2763,10 +2979,10 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
draw_ghost_poses(scene, v3d, ar, base);
}
if ((dflag & DRAW_SCENESET) == 0) {
- if (ob == OBACT)
+ if (ob == OBACT_NEW)
arm->flag |= ARM_POSEMODE;
- else if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
- if (ob == modifiers_isDeformedByArmature(OBACT))
+ else if (OBACT_NEW && (OBACT_NEW->mode & OB_MODE_WEIGHT_PAINT)) {
+ if (ob == modifiers_isDeformedByArmature(OBACT_NEW))
arm->flag |= ARM_POSEMODE;
}
draw_pose_paths(scene, v3d, ar, ob);
@@ -2775,9 +2991,6 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
draw_pose_bones(scene, v3d, ar, base, dt, ob_wire_col, (dflag & DRAW_CONSTCOLOR), is_outline);
arm->flag &= ~ARM_POSEMODE;
-
- if (ob->mode & OB_MODE_POSE)
- UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
}
else {
retval = true;
@@ -2786,9 +2999,5 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* restore */
glFrontFace(GL_CCW);
- if (arm->drawtype == ARM_LINE) {
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- }
-
return retval;
}
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 90d33dc5995..80f833404d6 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -65,6 +65,7 @@
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
+#include "BKE_mesh_render.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
@@ -90,6 +91,9 @@
#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 +109,11 @@
#include "view3d_intern.h" /* bad level include */
+/* prototypes */
+#ifdef WITH_GAMEENGINE
+static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos);
+#endif
+
/* Workaround for sequencer scene render mode.
*
* Strips doesn't use DAG to update objects or so, which
@@ -208,23 +217,22 @@ typedef struct drawBMSelect_userData {
bool select;
} drawBMSelect_userData;
-static void draw_bounding_volume(Object *ob, char type);
-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 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 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)
+static void ob_wire_color_blend_theme_id(const unsigned char ob_wire_col[4], const int theme_id, float fac, float r_col[3])
{
- float col_wire[3], col_bg[3], col[3];
+ float col_wire[3], col_bg[3];
rgb_uchar_to_float(col_wire, ob_wire_col);
UI_GetThemeColor3fv(theme_id, col_bg);
- interp_v3_v3v3(col, col_bg, col_wire, fac);
- glColor3fv(col);
+ interp_v3_v3v3(r_col, col_bg, col_wire, fac);
}
int view3d_effective_drawtype(const struct View3D *v3d)
@@ -316,9 +324,9 @@ bool draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, const char dt)
return false;
}
-static bool check_alpha_pass(Base *base)
+static bool check_alpha_pass(BaseLegacy *base)
{
- if (base->flag & OB_FROMDUPLI)
+ if (base->flag_legacy & OB_FROMDUPLI)
return false;
if (G.f & G_PICKSEL)
@@ -414,7 +422,7 @@ 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 +509,67 @@ 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 +585,27 @@ 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 +619,34 @@ 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 +654,111 @@ 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);
+ }
+
+ 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 */
+ }
- /* Get the buffer dimensions so we can fallback to fake ones */
- if (ibuf && ibuf->rect) {
- ima_x = ibuf->x;
- ima_y = ibuf->y;
+ 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);
+
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_BLEND);
+ }
- BKE_image_release_ibuf(ima, ibuf, NULL);
+ immUnbindProgram();
}
static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, const float tmat[4][4])
@@ -747,6 +776,7 @@ static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3
}
}
+/* DEPRECATED use imm_drawcircball instead */
void drawcircball(int mode, const float cent[3], float rad, const float tmat[4][4])
{
float verts[CIRCLE_RESOL][3];
@@ -759,50 +789,65 @@ 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)
+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_AA);
+ 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);
+ /* set up outline */
+ float outlineColor[4];
+ UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor);
+ immUniform4fv("outlineColor", outlineColor);
+ immUniform1f("outlineWidth", outlineWidth);
- /* enable vertex array */
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, verts);
+ immBegin(GL_POINTS, 1);
+ immVertex3fv(pos, co);
+ immEnd();
- /* 1. draw filled, blended polygon */
- glDrawArrays(GL_POLYGON, 0, CIRCLE_RESOL);
+ immUnbindProgram();
- /* 2. draw outline */
- glLineWidth(1);
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
- glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
-
- /* finish up */
- glDisableClientState(GL_VERTEX_ARRAY);
-
- 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 ************* */
@@ -896,14 +941,6 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
if (tot) {
int col_pack_prev = 0;
-#if 0
- bglMats mats; /* ZBuffer depth vars */
- double ux, uy, uz;
- float depth;
-
- if (v3d->zbuf)
- bgl_get_mats(&mats);
-#endif
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
@@ -919,7 +956,7 @@ 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 +981,7 @@ 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 +1011,9 @@ 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 +1026,21 @@ 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 +1050,16 @@ 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 +1125,63 @@ 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 +1194,46 @@ 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);
@@ -1199,7 +1241,7 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
!(G.f & G_PICKSEL) &&
(la->type == LA_SPOT) &&
(la->mode & LA_SHOW_CONE) &&
- !(base->flag & OB_FROMDUPLI) &&
+ !(base->flag_legacy & OB_FROMDUPLI) &&
!is_view);
#ifdef WITH_GAMEENGINE
@@ -1211,7 +1253,7 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
((la->mode & LA_SHAD_BUF) ||
(la->mode & LA_SHAD_RAY)) &&
(la->mode & LA_SHOW_SHADOW_BOX) &&
- !(base->flag & OB_FROMDUPLI) &&
+ !(base->flag_legacy & OB_FROMDUPLI) &&
!is_view);
#else
const bool drawshadowbox = false;
@@ -1219,118 +1261,158 @@ 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);
+ if (is_obact || ((base->flag & BASE_SELECTED) != 0)) {
+ 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_AA);
+ 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 +1444,18 @@ 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 +1465,21 @@ 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 +1489,17 @@ 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 +1508,40 @@ 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 +1554,13 @@ 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 +1568,92 @@ 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
@@ -1595,26 +1665,14 @@ bool view3d_camera_border_hack_test = false;
static void draw_bundle_sphere(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_FILL);
- gluSphere(qobj, 0.05, 8, 8);
- gluDeleteQuadric(qobj);
-
- glEndList();
- }
-
- glCallList(displist);
+ GLUquadricObj *qobj = gluNewQuadric();
+ gluQuadricDrawStyle(qobj, GLU_FILL);
+ gluSphere(qobj, 0.05, 8, 8);
+ gluDeleteQuadric(qobj);
}
static void draw_viewport_object_reconstruction(
- Scene *scene, Base *base, const View3D *v3d, const RegionView3D *rv3d,
+ Scene *scene, BaseLegacy *base, const View3D *v3d, const RegionView3D *rv3d,
MovieClip *clip, MovieTrackingObject *tracking_object,
const short dflag, const unsigned char ob_wire_col[4],
int *global_track_index, bool draw_selected)
@@ -1679,16 +1737,19 @@ 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 +1775,21 @@ 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);
}
}
@@ -1769,7 +1834,7 @@ static void draw_viewport_object_reconstruction(
}
static void draw_viewport_reconstruction(
- Scene *scene, Base *base, const View3D *v3d, const RegionView3D *rv3d, MovieClip *clip,
+ Scene *scene, BaseLegacy *base, const View3D *v3d, const RegionView3D *rv3d, MovieClip *clip,
const short dflag, const unsigned char ob_wire_col[4],
const bool draw_selected)
{
@@ -1806,59 +1871,68 @@ 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 +1944,7 @@ 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 +1960,15 @@ 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 +1985,10 @@ 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 +2002,21 @@ 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 +2041,21 @@ 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 +2080,31 @@ 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 +2167,14 @@ 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 +2183,30 @@ 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 +2215,25 @@ 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 +2244,15 @@ 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) {
@@ -2182,69 +2261,80 @@ 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)
+static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short sel,
+ unsigned int pos, unsigned int color)
{
BPoint *bp = lt->def;
const float *co = dl ? dl->verts : NULL;
+ float active_color[4], draw_color[4];
- const int color = sel ? TH_VERTEX_SELECT : TH_VERTEX;
- UI_ThemeColor(color);
+ UI_GetThemeColor4fv(sel ? TH_VERTEX_SELECT : TH_VERTEX, draw_color);
+ UI_GetThemeColor4fv(TH_ACTIVE_VERT, active_color);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- glBegin(GL_POINTS);
+ immBeginAtMost(GL_POINTS, lt->pntsw * lt->pntsv * lt->pntsu);
for (int w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
@@ -2256,12 +2346,12 @@ static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short s
if (bp->hide == 0) {
/* check for active BPoint and ensure selected */
if ((bp == actbp) && (bp->f1 & SELECT)) {
- UI_ThemeColor(TH_ACTIVE_VERT);
- glVertex3fv(dl ? co : bp->vec);
- UI_ThemeColor(color);
+ immAttrib4fv(color, active_color);
+ immVertex3fv(pos, dl ? co : bp->vec);
}
else if ((bp->f1 & SELECT) == sel) {
- glVertex3fv(dl ? co : bp->vec);
+ immAttrib4fv(color, draw_color);
+ immVertex3fv(pos, dl ? co : bp->vec);
}
}
}
@@ -2269,27 +2359,26 @@ static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short s
}
}
- glEnd();
+ immEnd();
}
-static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int actdef_wcol)
+static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int actdef_wcol,
+ unsigned int pos, unsigned int color)
{
int index = ((w * lt->pntsv + v) * lt->pntsu) + u;
if (actdef_wcol) {
float col[3];
MDeformWeight *mdw = defvert_find_index(lt->dvert + index, actdef_wcol - 1);
-
weight_to_rgb(col, mdw ? mdw->weight : 0.0f);
- glColor3fv(col);
-
+ immAttrib3fv(color, col);
}
if (dl) {
- glVertex3fv(&dl->verts[index * 3]);
+ immVertex3fv(pos, &dl->verts[index * 3]);
}
else {
- glVertex3fv(lt->def[index].vec);
+ immVertex3fv(pos, lt->def[index].vec);
}
}
@@ -2337,7 +2426,7 @@ static void ensure_curve_cache(Scene *scene, Object *object)
#endif
/* lattice color is hardcoded, now also shows weightgroup values in edit mode */
-static void drawlattice(View3D *v3d, Object *ob)
+static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsigned char ob_wire_col[4])
{
Lattice *lt = ob->data;
DispList *dl;
@@ -2350,15 +2439,37 @@ static void drawlattice(View3D *v3d, Object *ob)
if (is_edit) {
lt = lt->editlatt->latt;
- UI_ThemeColor(TH_WIRE_EDIT);
-
if (ob->defbase.first && lt->dvert) {
actdef_wcol = ob->actdef;
}
}
- glLineWidth(1);
- glBegin(GL_LINES);
+ VertexFormat *format = immVertexFormat();
+ unsigned int color, pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ if (actdef_wcol) {
+ color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
+ }
+ else {
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ if (is_edit) {
+ immUniformThemeColor(TH_WIRE_EDIT);
+ }
+ else {
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ immUniformColor3ubv(ob_wire_col);
+ }
+ else {
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+ }
+ }
+ }
+
+ glLineWidth(1.0f);
+ immBeginAtMost(GL_LINES, lt->pntsw * lt->pntsv * lt->pntsu * 6);
+
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
for (v = 0; v < lt->pntsv; v++) {
@@ -2367,30 +2478,40 @@ static void drawlattice(View3D *v3d, Object *ob)
int uxt = (u == 0 || u == lt->pntsu - 1);
if (w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
- drawlattice__point(lt, dl, u, v, w - 1, actdef_wcol);
- drawlattice__point(lt, dl, u, v, w, actdef_wcol);
+ drawlattice__point(lt, dl, u, v, w - 1, actdef_wcol, pos, color);
+ drawlattice__point(lt, dl, u, v, w, actdef_wcol, pos, color);
}
if (v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
- drawlattice__point(lt, dl, u, v - 1, w, actdef_wcol);
- drawlattice__point(lt, dl, u, v, w, actdef_wcol);
+ drawlattice__point(lt, dl, u, v - 1, w, actdef_wcol, pos, color);
+ drawlattice__point(lt, dl, u, v, w, actdef_wcol, pos, color);
}
if (u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
- drawlattice__point(lt, dl, u - 1, v, w, actdef_wcol);
- drawlattice__point(lt, dl, u, v, w, actdef_wcol);
+ drawlattice__point(lt, dl, u - 1, v, w, actdef_wcol, pos, color);
+ drawlattice__point(lt, dl, u, v, w, actdef_wcol, pos, color);
}
}
}
}
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
if (is_edit) {
BPoint *actbp = BKE_lattice_active_point_get(lt);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
-
- lattice_draw_verts(lt, dl, actbp, 0);
- lattice_draw_verts(lt, dl, actbp, 1);
-
+
+ VertexFormat *v_format = immVertexFormat();
+ unsigned int v_pos = add_attrib(v_format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int v_color = add_attrib(v_format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+
+ lattice_draw_verts(lt, dl, actbp, 0, v_pos, v_color);
+ lattice_draw_verts(lt, dl, actbp, 1, v_pos, v_color);
+
+ immUnbindProgram();
+
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
@@ -3075,7 +3196,7 @@ 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 +3242,7 @@ 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 +3255,7 @@ 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 +3276,7 @@ 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 +3324,7 @@ 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,
@@ -3310,11 +3431,9 @@ static void draw_em_measure_stats(ARegion *ar, View3D *v3d, Object *ob, BMEditMe
if (me->drawflag & (ME_DRAWEXTRA_EDGELEN | ME_DRAWEXTRA_EDGEANG)) {
BoundBox bb;
- bglMats mats = {{0}};
const rcti rect = {0, ar->winx, 0, ar->winy};
- view3d_get_transformation(ar, ar->regiondata, em->ob, &mats);
- ED_view3d_clipping_calc(&bb, clip_planes, &mats, &rect);
+ ED_view3d_clipping_calc(&bb, clip_planes, ar, em->ob, &rect);
}
if (me->drawflag & ME_DRAWEXTRA_EDGELEN) {
@@ -3687,7 +3806,7 @@ 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 +3815,7 @@ 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 +3862,7 @@ 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 +3912,7 @@ 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 +3928,7 @@ 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 +3943,7 @@ 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 +3952,7 @@ 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 +3966,7 @@ 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 +3975,7 @@ 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 +3985,7 @@ 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 +4000,7 @@ 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 +4038,7 @@ 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 +4049,93 @@ 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), Mesh *me, BMEditMesh *UNUSED(em), DerivedMesh *UNUSED(cageDM), DerivedMesh *UNUSED(finalDM), const char UNUSED(dt))
+{
+ /* for now... something simple! */
+ Batch *surface = BKE_mesh_batch_cache_get_all_triangles(me);
+
+ 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 = BKE_mesh_batch_cache_get_overlay_edges(me);
+ 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 = BKE_mesh_batch_cache_get_all_edges(me);
+ 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(me);
+ glEnable(GL_BLEND);
+
+ Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+ 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 +4149,49 @@ 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, Mesh *me, 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 = BKE_mesh_batch_cache_get_fancy_edges(me);
+
+ 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);
}
}
@@ -3962,7 +4201,7 @@ static bool object_is_halo(Scene *scene, Object *ob)
return (ma && (ma->material_type == MA_TYPE_HALO) && !BKE_scene_use_new_shading_nodes(scene));
}
-static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base,
const char dt, const unsigned char ob_wire_col[4], const short dflag)
{
#ifdef WITH_GAMEENGINE
@@ -4015,7 +4254,7 @@ 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) {
@@ -4028,7 +4267,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
- (base->flag & SELECT) &&
+ (base->flag & BASE_SELECTED) &&
!(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
(draw_wire == OBDRAW_WIRE_OFF))
{
@@ -4048,7 +4287,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if (ob->sculpt->partial_redraw) {
if (ar->do_draw & RGN_DRAW_PARTIAL) {
- ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
+ ED_sculpt_redraw_planes_get(planes, ar, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
}
@@ -4099,7 +4338,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* draw outline */
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
- (base->flag & SELECT) &&
+ (base->flag & BASE_SELECTED) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
@@ -4123,7 +4362,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
- (base->flag & SELECT) &&
+ (base->flag & BASE_SELECTED) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
@@ -4139,7 +4378,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if (ob->sculpt->partial_redraw) {
if (ar->do_draw & RGN_DRAW_PARTIAL) {
- ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
+ ED_sculpt_redraw_planes_get(planes, ar, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
}
@@ -4180,7 +4419,9 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (is_obact && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.15f);
+ float color[3];
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.15f, color);
+ glColor3fv(color);
}
else {
glColor3ubv(ob_wire_col);
@@ -4198,14 +4439,14 @@ 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);
}
}
@@ -4225,7 +4466,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
/* returns true if nothing was drawn, for detecting to draw an object center */
-static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base,
const char dt, const unsigned char ob_wire_col[4], const short dflag)
{
Object *ob = base->object;
@@ -4237,7 +4478,7 @@ 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;
@@ -4315,7 +4556,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
}
}
- if ((dflag & DRAW_PICKING) == 0 && (base->flag & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ if ((dflag & DRAW_PICKING) == 0 && (base->flag_legacy & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* GPU_begin_object_materials checked if this is needed */
if (do_alpha_after) {
if (ob->dtx & OB_DRAWXRAY) {
@@ -4339,6 +4580,455 @@ 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, BaseLegacy *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 = BKE_mesh_batch_cache_get_fancy_edges(me);
+
+ 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 & BASE_SELECTED) &&
+ !(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
+ (draw_wire == OBDRAW_WIRE_OFF))
+ {
+ draw_mesh_object_outline_new(v3d, rv3d, ob, me, (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, 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 & BASE_SELECTED) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
+ draw_mesh_object_outline_new(v3d, rv3d, ob, me, (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 & BASE_SELECTED) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
+ /* TODO: move this into a separate pass */
+ draw_mesh_object_outline_new(v3d, rv3d, ob, me, (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, 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, BaseLegacy *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, me, 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 ****************** */
@@ -4578,7 +5268,7 @@ static void drawCurveDMWired(Object *ob)
}
/* return true when nothing was drawn */
-static bool drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, const char dt)
+static bool drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base, const char dt)
{
Object *ob = base->object;
DerivedMesh *dm = ob->derivedFinal;
@@ -4614,7 +5304,7 @@ static bool drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d,
* Only called by #drawDispList
* \return true when nothing was drawn
*/
-static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
@@ -4735,7 +5425,7 @@ static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3
return false;
}
-static bool drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+static bool drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
bool retval;
@@ -5022,7 +5712,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
float cfra;
float ma_col[3] = {0.0f, 0.0f, 0.0f};
int a, totpart, totpoint = 0, totve = 0, drawn, draw_as, totchild = 0;
- bool select = (ob->flag & SELECT) != 0, create_cdata = false, need_v = false;
+ bool select = (base->flag & BASE_SELECTED) != 0, create_cdata = false, need_v = false;
GLint polygonmode[2];
char numstr[32];
unsigned char tcol[4] = {0, 0, 0, 255};
@@ -5093,7 +5783,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
timestep = psys_get_timestep(&sim);
- if ((base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP)) {
+ if ((ob->flag & OB_FROMGROUP) != 0) {
float mat[4][4];
mul_m4_m4m4(mat, ob->obmat, psys->imat);
glMultMatrixf(mat);
@@ -5724,7 +6414,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
pdd->ma_col = NULL;
}
- if ((base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP)) {
+ if ((ob->flag & OB_FROMGROUP) != 0) {
glLoadMatrixf(rv3d->viewmat);
}
}
@@ -6093,7 +6783,7 @@ 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 +6808,100 @@ 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;
+
+ // 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;
- const int color = sel ? TH_VERTEX_SELECT : TH_VERTEX;
+ 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);
- UI_ThemeColor(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 +6921,7 @@ 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 +6976,7 @@ 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 +6997,7 @@ 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);
@@ -6356,7 +7074,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
static void draw_editnurb(
- Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, Nurb *nurb,
+ Scene *scene, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base, Nurb *nurb,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
ToolSettings *ts = scene->toolsettings;
@@ -6395,7 +7113,6 @@ 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 +7163,9 @@ 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);
}
@@ -6469,7 +7184,7 @@ static void draw_editfont_textcurs(RegionView3D *rv3d, float textcurs[4][2])
ED_view3d_polygon_offset(rv3d, 0.0);
}
-static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
@@ -6598,59 +7313,61 @@ 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)
+static void drawspiral(unsigned int pos, const float cent[3], float rad, float tmat[4][4], int start)
{
float vec[3], vx[3], vy[3];
const float tot_inv = 1.0f / (float)CIRCLE_RESOL;
@@ -6666,11 +7383,11 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
- glBegin(GL_LINE_STRIP);
+ immBegin(GL_LINE_STRIP, CIRCLE_RESOL + 1);
if (inverse == 0) {
copy_v3_v3(vec, cent);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
for (a = 0; a < CIRCLE_RESOL; a++) {
if (a + start >= CIRCLE_RESOL)
@@ -6684,7 +7401,7 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
}
}
else {
@@ -6696,7 +7413,7 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
for (a = 0; a < CIRCLE_RESOL; a++) {
if (a + start >= CIRCLE_RESOL)
@@ -6709,78 +7426,77 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
vec[0] = cent[0] + (x * vx[0] + y * vy[0]);
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
}
}
- glEnd();
+ immEnd();
}
/* 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 */
-static void drawtube(const float vec[3], float radius, float height, float tmat[4][4])
+static void imm_drawtube(const float vec[3], float radius, float height, float tmat[4][4], unsigned pos)
{
float cur[3];
- drawcircball(GL_LINE_LOOP, vec, radius, tmat);
+ imm_drawcircball(vec, radius, tmat, pos);
copy_v3_v3(cur, vec);
cur[2] += height;
- drawcircball(GL_LINE_LOOP, cur, radius, tmat);
+ imm_drawcircball(cur, radius, tmat, pos);
- glBegin(GL_LINES);
- glVertex3f(vec[0] + radius, vec[1], vec[2]);
- glVertex3f(cur[0] + radius, cur[1], cur[2]);
- glVertex3f(vec[0] - radius, vec[1], vec[2]);
- glVertex3f(cur[0] - radius, cur[1], cur[2]);
- glVertex3f(vec[0], vec[1] + radius, vec[2]);
- glVertex3f(cur[0], cur[1] + radius, cur[2]);
- glVertex3f(vec[0], vec[1] - radius, vec[2]);
- glVertex3f(cur[0], cur[1] - radius, cur[2]);
- glEnd();
+ 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])
+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;
- drawcircball(GL_LINE_LOOP, cur, radius, tmat);
+ imm_drawcircball(cur, radius, tmat, pos);
- glBegin(GL_LINES);
- 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] - 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();
+ 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,
+static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
@@ -6801,7 +7517,7 @@ static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
ml = mb->editelems->first;
}
else {
- if ((base->flag & OB_FROMDUPLI) == 0) {
+ if ((base->flag_legacy & OB_FROMDUPLI) == 0) {
drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
ml = mb->elems.first;
@@ -6867,6 +7583,7 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
PartDeflect *pd = ob->pd;
float imat[4][4], tmat[4][4];
float vec[3] = {0.0, 0.0, 0.0};
+ float draw_color[3] = {0.0f, 0.0f, 0.0f};
/* scale size of circle etc with the empty drawsize */
const float size = (ob->type == OB_EMPTY) ? ob->empty_drawsize : 1.0f;
@@ -6876,35 +7593,53 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
normalize_v3(imat[0]); /* we don't do this because field doesnt scale either... apart from wind! */
normalize_v3(imat[1]);
#endif
+
+ const int unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3fv(draw_color);
if (pd->forcefield == PFIELD_WIND) {
float force_val = pd->f_strength;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f, draw_color);
+ immUniformColor3fv(draw_color);
}
unit_m4(tmat);
force_val *= 0.1f;
- drawcircball(GL_LINE_LOOP, vec, size, tmat);
+ imm_drawcircball(vec, size, tmat, pos);
vec[2] = 0.5f * force_val;
- drawcircball(GL_LINE_LOOP, vec, size, tmat);
+ imm_drawcircball(vec, size, tmat, pos);
vec[2] = 1.0f * force_val;
- drawcircball(GL_LINE_LOOP, vec, size, tmat);
+ imm_drawcircball(vec, size, tmat, pos);
vec[2] = 1.5f * force_val;
- drawcircball(GL_LINE_LOOP, vec, size, tmat);
+ imm_drawcircball(vec, size, tmat, pos);
vec[2] = 0.0f; /* reset vec for max dist circle */
-
}
else if (pd->forcefield == PFIELD_FORCE) {
float ffall_val = pd->f_power;
- if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
- drawcircball(GL_LINE_LOOP, vec, size, imat);
- if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(1.5f, ffall_val));
- drawcircball(GL_LINE_LOOP, vec, size * 1.5f, imat);
- if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(2.0f, ffall_val));
- drawcircball(GL_LINE_LOOP, vec, size * 2.0f, imat);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f, draw_color);
+ immUniformColor3fv(draw_color);
+ }
+
+ imm_drawcircball(vec, size, imat, pos);
+
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(1.5f, ffall_val), draw_color);
+ immUniformColor3fv(draw_color);
+ }
+
+ imm_drawcircball(vec, size * 1.5f, imat, pos);
+
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(2.0f, ffall_val), draw_color);
+ immUniformColor3fv(draw_color);
+ }
+
+ imm_drawcircball(vec, size * 2.0f, imat, pos);
}
else if (pd->forcefield == PFIELD_VORTEX) {
float force_val = pd->f_strength;
@@ -6912,16 +7647,17 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
unit_m4(tmat);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.7f);
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.7f, draw_color);
+ immUniformColor3fv(draw_color);
}
if (force_val < 0) {
- drawspiral(vec, size, tmat, 1);
- drawspiral(vec, size, tmat, 16);
+ drawspiral(pos, vec, size, tmat, 1);
+ drawspiral(pos, vec, size, tmat, 16);
}
else {
- drawspiral(vec, size, tmat, -1);
- drawspiral(vec, size, tmat, -16);
+ drawspiral(pos, vec, size, tmat, -1);
+ drawspiral(pos, vec, size, tmat, -16);
}
}
else if (pd->forcefield == PFIELD_GUIDE && ob->type == OB_CURVE) {
@@ -6931,18 +7667,19 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
float mindist = pd->f_strength;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f, draw_color);
+ immUniformColor3fv(draw_color);
}
/* path end */
setlinestyle(3);
where_on_path(ob, 1.0f, guidevec1, guidevec2, NULL, NULL, NULL);
- drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
+ imm_drawcircball(guidevec1, mindist, imat, pos);
/* path beginning */
setlinestyle(0);
where_on_path(ob, 0.0f, guidevec1, guidevec2, NULL, NULL, NULL);
- drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
+ imm_drawcircball(guidevec1, mindist, imat, pos);
copy_v3_v3(vec, guidevec1); /* max center */
}
@@ -6951,16 +7688,19 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
setlinestyle(3);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f, draw_color);
+ immUniformColor3fv(draw_color);
}
if (pd->falloff == PFIELD_FALL_SPHERE) {
/* as last, guide curve alters it */
- if (pd->flag & PFIELD_USEMAX)
- drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat);
+ if ((pd->flag & PFIELD_USEMAX) != 0) {
+ imm_drawcircball(vec, pd->maxdist, imat, pos);
+ }
- if (pd->flag & PFIELD_USEMIN)
- drawcircball(GL_LINE_LOOP, vec, pd->mindist, imat);
+ if ((pd->flag & PFIELD_USEMIN) != 0) {
+ imm_drawcircball(vec, pd->mindist, imat, pos);
+ }
}
else if (pd->falloff == PFIELD_FALL_TUBE) {
float radius, distance;
@@ -6973,16 +7713,18 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
vec[2] = distance;
distance = (pd->flag & PFIELD_POSZ) ? -distance : -2.0f * distance;
- if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR))
- drawtube(vec, radius, distance, tmat);
+ if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
+ imm_drawtube(vec, radius, distance, tmat, pos);
+ }
radius = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f;
distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
vec[2] = distance;
distance = (pd->flag & PFIELD_POSZ) ? -distance : -2.0f * distance;
- if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR))
- drawtube(vec, radius, distance, tmat);
+ if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
+ imm_drawtube(vec, radius, distance, tmat, pos);
+ }
}
else if (pd->falloff == PFIELD_FALL_CONE) {
float radius, distance;
@@ -6993,21 +7735,23 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
- drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat);
+ imm_drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat, pos);
if ((pd->flag & PFIELD_POSZ) == 0)
- drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat);
+ imm_drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat, pos);
}
radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
- drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat);
+ imm_drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat, pos);
if ((pd->flag & PFIELD_POSZ) == 0)
- drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat);
+ imm_drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat, pos);
}
}
setlinestyle(0);
+
+ immUnbindProgram();
}
static void draw_box(const float vec[8][3], bool solid)
@@ -7027,6 +7771,32 @@ static void draw_box(const float vec[8][3], bool solid)
glDisableClientState(GL_VERTEX_ARRAY);
}
+#ifdef WITH_GAMEENGINE
+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();
+}
+#endif
+
static void draw_bb_quadric(BoundBox *bb, char type, bool around_origin)
{
float size[3], cent[3];
@@ -7076,7 +7846,7 @@ 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;
@@ -7171,13 +7941,13 @@ static void drawtexspace(Object *ob)
}
/* draws wire outline */
-static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
+static void drawObjectSelect(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, Base *base,
const unsigned char ob_wire_col[4])
{
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;
@@ -7211,20 +7981,20 @@ static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
else if (ob->type == OB_MBALL) {
if (BKE_mball_is_basis(ob)) {
- if ((base->flag & OB_FROMDUPLI) == 0) {
+ if ((base->flag_legacy & OB_FROMDUPLI) == 0) {
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
drawDispListwire(&ob->curve_cache->disp, ob->type);
}
}
}
else if (ob->type == OB_ARMATURE) {
- if (!(ob->mode & OB_MODE_POSE && base == scene->basact)) {
+ if (!(ob->mode & OB_MODE_POSE && base == sl->basact)) {
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
- draw_armature(scene, v3d, ar, base, OB_WIRE, 0, ob_wire_col, true);
+ draw_armature(scene, sl, v3d, ar, base, OB_WIRE, 0, ob_wire_col, true);
}
}
- 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 +8009,8 @@ 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 +8029,7 @@ 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 +8053,7 @@ static void draw_hooks(Object *ob)
setlinestyle(0);
}
- glPointSize(3.0);
+ glPointSize(3.0f);
glBegin(GL_POINTS);
glVertex3fv(vec);
glEnd();
@@ -7324,7 +8094,7 @@ 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, SceneLayer *sl, Base *base, unsigned char r_ob_wire_col[4])
{
Object *ob = base->object;
int colindex = 0;
@@ -7338,19 +8108,19 @@ static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_
if ((scene->obedit == NULL) &&
(G.moving & G_TRANSFORM_OBJ) &&
- (base->flag & (SELECT + BA_WAS_SEL)))
+ ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)))
{
theme_id = TH_TRANSFORM;
}
else {
/* Sets the 'colindex' */
if (ID_IS_LINKED_DATABLOCK(ob)) {
- colindex = (base->flag & (SELECT + BA_WAS_SEL)) ? 2 : 1;
+ colindex = ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)) ? 2 : 1;
}
/* Sets the 'theme_id' or fallback to wire */
else {
- if (ob->flag & OB_FROMGROUP) {
- if (base->flag & (SELECT + BA_WAS_SEL)) {
+ if ((ob->flag & OB_FROMGROUP) != 0) {
+ if ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)) {
/* uses darker active color for non-active + selected */
theme_id = TH_GROUP_ACTIVE;
@@ -7363,8 +8133,8 @@ static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_
}
}
else {
- if (base->flag & (SELECT + BA_WAS_SEL)) {
- theme_id = scene->basact == base ? TH_ACTIVE : TH_SELECT;
+ if ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)) {
+ theme_id = sl->basact == base ? TH_ACTIVE : TH_SELECT;
}
else {
if (ob->type == OB_LAMP) theme_id = TH_LAMP;
@@ -7418,7 +8188,7 @@ 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];
@@ -7462,7 +8232,7 @@ static void draw_rigidbody_shape(Object *ob)
* main object drawing function, draws in selection
* \param dflag (draw flag) can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET
*/
-void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag)
+void draw_object(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Base *base, const short dflag)
{
ModifierData *md = NULL;
Object *ob = base->object;
@@ -7472,7 +8242,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
unsigned char _ob_wire_col[4]; /* dont initialize this */
const unsigned char *ob_wire_col = NULL; /* dont initialize this, use NULL crashes as a way to find invalid use */
bool zbufoff = false, is_paint = false, empty_object = false;
- const bool is_obact = (ob == OBACT);
+ const bool is_obact = (ob == OBACT_NEW);
const bool render_override = (v3d->flag2 & V3D_RENDER_OVERRIDE) != 0;
const bool is_picking = (G.f & G_PICKSEL) != 0;
const bool has_particles = (ob->particlesystem.first != NULL);
@@ -7512,7 +8282,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
}
- if (((base->flag & OB_FROMDUPLI) == 0) &&
+ if (((base->flag_legacy & OB_FROMDUPLI) == 0) &&
(md = modifiers_findByType(ob, eModifierType_Smoke)) &&
(modifier_isEnabled(scene, md, eModifierMode_Realtime)))
{
@@ -7536,7 +8306,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
/* xray delay? */
- if ((dflag & DRAW_PICKING) == 0 && (base->flag & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ if ((dflag & DRAW_PICKING) == 0 && (base->flag_legacy & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* don't do xray in particle mode, need the z-buffer */
if (!(ob->mode & OB_MODE_PARTICLE_EDIT)) {
/* xray and transp are set when it is drawing the 2nd/3rd pass */
@@ -7589,7 +8359,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
ED_view3d_project_base(ar, base);
- draw_object_wire_color(scene, base, _ob_wire_col);
+ draw_object_wire_color(scene, sl, base, _ob_wire_col);
ob_wire_col = _ob_wire_col;
glColor3ubv(ob_wire_col);
@@ -7644,15 +8414,29 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
/* draw outline for selected objects, mesh does itself */
if ((v3d->flag & V3D_SELECT_OUTLINE) && !render_override && ob->type != OB_MESH) {
if (dt > OB_WIRE && (ob->mode & OB_MODE_EDIT) == 0 && (dflag & DRAW_SCENESET) == 0) {
- if (!(ob->dtx & OB_DRAWWIRE) && (ob->flag & SELECT) && !(dflag & (DRAW_PICKING | DRAW_CONSTCOLOR))) {
- drawObjectSelect(scene, v3d, ar, base, ob_wire_col);
+ if (!(ob->dtx & OB_DRAWWIRE) && (base->flag & BASE_SELECTED) && !(dflag & (DRAW_PICKING | DRAW_CONSTCOLOR))) {
+ drawObjectSelect(scene, sl, v3d, ar, base, ob_wire_col);
+ }
+ }
+ }
+
+ /* 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 +8505,7 @@ 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 +8523,7 @@ 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) {
@@ -7753,7 +8537,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
#ifdef SEQUENCER_DAG_WORKAROUND
ensure_curve_cache(scene, ob);
#endif
- drawlattice(v3d, ob);
+ drawlattice(v3d, ob, dflag, ob_wire_col);
}
}
break;
@@ -7766,18 +8550,31 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
draw_bounding_volume(ob, ob->boundtype);
}
else {
+ unsigned char arm_col[4];
glLineWidth(1.0f);
- empty_object = draw_armature(scene, v3d, ar, base, dt, dflag, ob_wire_col, false);
+
+ if (ob_wire_col == NULL) {
+ float fcol[4];
+ glGetFloatv(GL_CURRENT_COLOR, fcol);
+ rgba_float_to_uchar(arm_col, fcol);
+ }
+ else
+ copy_v4_v4_uchar(arm_col, ob_wire_col);
+
+ empty_object = draw_armature(scene, sl, v3d, ar, base, dt, dflag, arm_col, false);
}
}
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];
@@ -7810,7 +8607,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* for visibility, also while wpaint */
- if (col || (ob->flag & SELECT)) {
+ if (col || (base->flag & BASE_SELECTED)) {
cpack(0xFFFFFF);
}
}
@@ -7858,6 +8655,7 @@ 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 +8688,7 @@ 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 +8752,13 @@ 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);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ /* prevent random colors being used */
+ drawaxes(rv3d->viewmatob, 1.0f, OB_ARROWS, ob_wire_col);
+ }
+ else {
+ drawaxes(rv3d->viewmatob, 1.0f, OB_ARROWS, NULL);
+ }
}
if (dtx & OB_DRAWBOUNDOX) {
draw_bounding_volume(ob, ob->boundtype);
@@ -8016,7 +8820,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
glDisable(GL_DEPTH_TEST);
}
- if ((base->flag & OB_FROMDUPLI) || render_override) {
+ if ((base->flag_legacy & OB_FROMDUPLI) || render_override) {
ED_view3d_clear_mats_rv3d(rv3d);
return;
}
@@ -8030,7 +8834,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
else if (is_obact)
do_draw_center = ACTIVE;
- else if (base->flag & SELECT)
+ else if (base->flag & BASE_SELECTED)
do_draw_center = SELECT;
else if (empty_object || (v3d->flag & V3D_DRAW_CENTERS))
do_draw_center = DESELECT;
@@ -8041,10 +8845,15 @@ 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) {
@@ -8486,11 +9295,13 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
if (dm) dm->release(dm);
}
-void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, const char dt, int outline)
+void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, const char dt, int outline, float wire_col[4])
{
if (ob == NULL)
return;
+ glColor4fv(wire_col);
+
switch (ob->type) {
case OB_MESH:
draw_object_mesh_instance(scene, v3d, rv3d, ob, dt, outline);
@@ -8501,7 +9312,7 @@ 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..e47adbea657 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 int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int 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/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index 182dc214f8e..c8f4fa5d172 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -160,7 +160,7 @@ static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
default: return NULL;
}
- return GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, field);
+ return GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1, GPU_R8, field, NULL);
}
typedef struct VolumeSlicer {
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index e73cc507f3e..b57f8e9d40f 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 +583,12 @@ 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);
+ MEM_freeN(rv3d->viewport);
+ rv3d->viewport = NULL;
+ }
}
static int view3d_ob_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *UNUSED(event))
@@ -641,7 +648,7 @@ static int view3d_ima_bg_drop_poll(bContext *C, wmDrag *drag, const wmEvent *eve
static int view3d_ima_empty_drop_poll(bContext *C, wmDrag *drag, const wmEvent *event)
{
- Base *base = ED_view3d_give_base_under_cursor(C, event->mval);
+ BaseLegacy *base = ED_view3d_give_base_under_cursor(C, event->mval);
/* either holding and ctrl and no object, or dropping to empty */
if (((base == NULL) && event->ctrl) ||
@@ -655,7 +662,7 @@ static int view3d_ima_empty_drop_poll(bContext *C, wmDrag *drag, const wmEvent *
static int view3d_ima_mesh_drop_poll(bContext *C, wmDrag *drag, const wmEvent *event)
{
- Base *base = ED_view3d_give_base_under_cursor(C, event->mval);
+ BaseLegacy *base = ED_view3d_give_base_under_cursor(C, event->mval);
if (base && base->object->type == OB_MESH)
return view3d_ima_drop_poll(C, drag, event);
@@ -739,6 +746,10 @@ 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->viewport);
+ }
MEM_freeN(rv3d);
ar->regiondata = NULL;
@@ -763,6 +774,7 @@ static void *view3d_main_region_duplicate(void *poin)
new->sms = NULL;
new->smooth_timer = NULL;
new->compositor = NULL;
+ new->viewport = NULL;
return new;
}
@@ -774,7 +786,7 @@ static void view3d_recalc_used_layers(ARegion *ar, wmNotifier *wmn, Scene *scene
wmWindow *win = wmn->wm->winactive;
ScrArea *sa;
unsigned int lay_used = 0;
- Base *base;
+ BaseLegacy *base;
if (!win) return;
@@ -927,21 +939,13 @@ static void view3d_main_region_listener(bScreen *sc, ScrArea *sa, ARegion *ar, w
switch (wmn->data) {
case ND_SHADING:
case ND_NODES:
- {
-#ifdef WITH_LEGACY_DEPSGRAPH
- Object *ob = OBACT;
- if ((v3d->drawtype == OB_MATERIAL) ||
- (ob && (ob->mode == OB_MODE_TEXTURE_PAINT)) ||
- (v3d->drawtype == OB_TEXTURE &&
- (scene->gm.matmode == GAME_MAT_GLSL ||
- BKE_scene_use_new_shading_nodes(scene))) ||
- !DEG_depsgraph_use_legacy())
-#endif
- {
- ED_region_tag_redraw(ar);
- }
+ /* TODO(sergey) This is a bit too much updates, but needed to
+ * have proper material drivers update in the viewport.
+ *
+ * How to solve?
+ */
+ ED_region_tag_redraw(ar);
break;
- }
case ND_SHADING_DRAW:
case ND_SHADING_LINKS:
ED_region_tag_redraw(ar);
@@ -958,12 +962,10 @@ static void view3d_main_region_listener(bScreen *sc, ScrArea *sa, ARegion *ar, w
case NC_LAMP:
switch (wmn->data) {
case ND_LIGHTING:
- if ((v3d->drawtype == OB_MATERIAL) ||
- (v3d->drawtype == OB_TEXTURE && (scene->gm.matmode == GAME_MAT_GLSL)) ||
- !DEG_depsgraph_use_legacy())
- {
- ED_region_tag_redraw(ar);
- }
+ /* TODO(sergey): This is a bit too much, but needed to
+ * handle updates from new depsgraph.
+ */
+ ED_region_tag_redraw(ar);
break;
case ND_LIGHTING_DRAW:
ED_region_tag_redraw(ar);
@@ -1259,8 +1261,6 @@ static void space_view3d_listener(bScreen *UNUSED(sc), ScrArea *sa, struct wmNot
}
const char *view3d_context_dir[] = {
- "selected_objects", "selected_bases", "selected_editable_objects",
- "selected_editable_bases", "visible_objects", "visible_bases", "selectable_objects", "selectable_bases",
"active_base", "active_object", NULL
};
@@ -1271,109 +1271,27 @@ static int view3d_context(const bContext *C, const char *member, bContextDataRes
if (CTX_data_dir(member)) {
CTX_data_dir_set(result, view3d_context_dir);
}
- else if (CTX_data_equals(member, "selected_objects") || CTX_data_equals(member, "selected_bases")) {
- View3D *v3d = CTX_wm_view3d(C);
- Scene *scene = CTX_data_scene(C);
- const unsigned int lay = v3d ? v3d->lay : scene->lay;
- Base *base;
- const bool selected_objects = CTX_data_equals(member, "selected_objects");
-
- for (base = scene->base.first; base; base = base->next) {
- if ((base->flag & SELECT) && (base->lay & lay)) {
- if ((base->object->restrictflag & OB_RESTRICT_VIEW) == 0) {
- if (selected_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
- }
- }
- }
- CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
- return 1;
- }
- else if (CTX_data_equals(member, "selected_editable_objects") || CTX_data_equals(member, "selected_editable_bases")) {
- View3D *v3d = CTX_wm_view3d(C);
- Scene *scene = CTX_data_scene(C);
- const unsigned int lay = v3d ? v3d->lay : scene->lay;
- Base *base;
- const bool selected_editable_objects = CTX_data_equals(member, "selected_editable_objects");
-
- for (base = scene->base.first; base; base = base->next) {
- if ((base->flag & SELECT) && (base->lay & lay)) {
- if ((base->object->restrictflag & OB_RESTRICT_VIEW) == 0) {
- if (0 == BKE_object_is_libdata(base->object)) {
- if (selected_editable_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
- }
- }
- }
- }
- CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
- return 1;
- }
- else if (CTX_data_equals(member, "visible_objects") || CTX_data_equals(member, "visible_bases")) {
- View3D *v3d = CTX_wm_view3d(C);
- Scene *scene = CTX_data_scene(C);
- const unsigned int lay = v3d ? v3d->lay : scene->lay;
- Base *base;
- const bool visible_objects = CTX_data_equals(member, "visible_objects");
-
- for (base = scene->base.first; base; base = base->next) {
- if (base->lay & lay) {
- if ((base->object->restrictflag & OB_RESTRICT_VIEW) == 0) {
- if (visible_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
- }
- }
- }
- CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
- return 1;
- }
- else if (CTX_data_equals(member, "selectable_objects") || CTX_data_equals(member, "selectable_bases")) {
- View3D *v3d = CTX_wm_view3d(C);
- Scene *scene = CTX_data_scene(C);
- const unsigned int lay = v3d ? v3d->lay : scene->lay;
- Base *base;
- const bool selectable_objects = CTX_data_equals(member, "selectable_objects");
-
- for (base = scene->base.first; base; base = base->next) {
- if (base->lay & lay) {
- if ((base->object->restrictflag & OB_RESTRICT_VIEW) == 0 && (base->object->restrictflag & OB_RESTRICT_SELECT) == 0) {
- if (selectable_objects)
- CTX_data_id_list_add(result, &base->object->id);
- else
- CTX_data_list_add(result, &scene->id, &RNA_ObjectBase, base);
- }
- }
- }
- CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
- return 1;
- }
else if (CTX_data_equals(member, "active_base")) {
- View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
- const unsigned int lay = v3d ? v3d->lay : scene->lay;
- if (scene->basact && (scene->basact->lay & lay)) {
- Object *ob = scene->basact->object;
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ if (sl->basact) {
+ Object *ob = sl->basact->object;
/* if hidden but in edit mode, we still display, can happen with animation */
- if ((ob->restrictflag & OB_RESTRICT_VIEW) == 0 || (ob->mode & OB_MODE_EDIT))
- CTX_data_pointer_set(result, &scene->id, &RNA_ObjectBase, scene->basact);
+ if ((sl->basact->flag & BASE_VISIBLED) != 0 || (ob->mode & OB_MODE_EDIT)) {
+ CTX_data_pointer_set(result, &scene->id, &RNA_ObjectBase, sl->basact);
+ }
}
return 1;
}
else if (CTX_data_equals(member, "active_object")) {
- View3D *v3d = CTX_wm_view3d(C);
- Scene *scene = CTX_data_scene(C);
- const unsigned int lay = v3d ? v3d->lay : scene->lay;
- if (scene->basact && (scene->basact->lay & lay)) {
- Object *ob = scene->basact->object;
- if ((ob->restrictflag & OB_RESTRICT_VIEW) == 0 || (ob->mode & OB_MODE_EDIT))
- CTX_data_id_pointer_set(result, &scene->basact->object->id);
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ if (sl->basact) {
+ Object *ob = sl->basact->object;
+ /* if hidden but in edit mode, we still display, can happen with animation */
+ if ((sl->basact->flag & BASE_VISIBLED) != 0 || (ob->mode & OB_MODE_EDIT) != 0) {
+ CTX_data_id_pointer_set(result, &ob->id);
+ }
}
return 1;
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index f23e587e55d..a9af383ee10 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -28,945 +28,338 @@
* \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_listbase.h"
+#include "BLI_math.h"
+#include "BLI_rect.h"
+#include "BLI_string.h"
+#include "BLI_threads.h"
-#include "BLF_api.h"
#include "BLT_translation.h"
-#include "ED_armature.h"
+#include "DNA_armature_types.h"
+#include "DNA_brush_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_key_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_windowmanager_types.h"
+
#include "ED_keyframing.h"
-#include "ED_gpencil.h"
+#include "ED_armature.h"
#include "ED_screen.h"
-#include "ED_space_api.h"
-#include "ED_screen_types.h"
#include "ED_transform.h"
+#include "ED_gpencil.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 */
+/* ******************** debug ***************** */
- float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; /* bright blue so it matches device LEDs */
+#define VIEW3D_DRAW_DEBUG 1
+/* TODO: expand scope of this flag so UI reflects the underlying code */
- negate_v3_v3(o, rv3d->ofs);
+#if VIEW3D_DRAW_DEBUG
- 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);
-
-
- 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 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) {
-
- 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) */
+ View3D *v3d = CTX_wm_view3d(C);
- 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 +414,7 @@ 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 +423,29 @@ 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 +455,14 @@ 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 +473,16 @@ 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 +498,14 @@ 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 +519,47 @@ 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 +568,12 @@ 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) {
@@ -1187,84 +584,90 @@ 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);
}
+ immUnbindProgram();
/* safety border */
if (ca) {
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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);
}
}
+ immUnbindProgram();
if (ca->flag & CAM_SHOWSENSOR) {
/* determine sensor fit, and get sensor x/y, for auto fit we
@@ -1298,8 +701,9 @@ 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);
}
}
@@ -1307,1392 +711,757 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
/* camera name - draw in highlighted text color */
if (ca && (ca->flag & CAM_SHOWNAME)) {
- UI_ThemeColor(TH_TEXT_HI);
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
BLF_draw_default(
x1i, y1i - (0.7f * U.widget_unit), 0.0f,
v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
}
-}
-/* *********************** backdraw for selection *************** */
+}
-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);
-
- 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;
- }
+ /* use the same program for everything */
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- 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;
- }
- 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;
- }
-}
-
-/* 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;
- }
- }
+ immUnbindProgram();
-exit:
- IMB_freeImBuf(buf);
- return index;
+ gpuMatrixEnd();
}
-
-/* ************************************************************* */
-
-static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
+static void view3d_draw_background_none(void)
{
- 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);
+ if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
+ view3d_draw_background_gradient();
}
else {
- iuser->flag &= ~IMA_SHOW_STEREO;
+ UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
-static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
- const bool do_foreground, const bool do_camera_frame)
+static void view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
- RegionView3D *rv3d = ar->regiondata;
- BGpic *bgpic;
- int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0;
+ if (scene->world) {
+ GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
- for (bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) {
- bgpic->iuser.scene = scene; /* Needed for render results. */
+ /* calculate full shader for background */
+ GPU_material_bind(gpumat, 1, 1, 1.0f, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
- if ((bgpic->flag & V3D_BGPIC_FOREGROUND) != fg_flag)
- continue;
+ if (GPU_material_bound(gpumat)) {
- 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;
- }
+ glClear(GL_DEPTH_BUFFER_BIT);
- 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) */
+ /* 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. */
- if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
- if (scene->camera)
- clip = BKE_object_movieclip_get(scene, scene->camera, true);
- }
- else {
- clip = bgpic->clip;
- }
+ 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 (clip == NULL)
- continue;
+ GPU_material_unbind(gpumat);
+ }
+ else {
+ view3d_draw_background_none();
+ }
+ }
+ else {
+ view3d_draw_background_none();
+ }
+}
- BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA);
- ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
+/* ******************** solid plates ***************** */
- image_aspect[0] = clip->aspx;
- image_aspect[1] = clip->aspy;
+/**
+ * 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);
- /* 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);
- }
+ 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.
+ */
- if (ibuf == NULL)
- continue;
+ 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 ((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);
+/**
+ *
+ */
+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));
+}
- continue;
- }
+/**
+ *
+ */
+static void view3d_draw_render_transparent_surfaces(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- if (ibuf->rect == NULL)
- IMB_rect_from_float(ibuf);
+/**
+ *
+ */
+static void view3d_draw_post_draw(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- if (rv3d->persp == RV3D_CAMOB) {
+/* ******************** geometry overlay ***************** */
- 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;
- }
+/**
+ * Front/back wire frames
+ */
+static void view3d_draw_wire_plates(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- /* 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;
- }
+/**
+ * Special treatment for selected objects
+ */
+static void view3d_draw_outline_plates(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- centx = (x1 + x2) / 2.0f;
- centy = (y1 + y2) / 2.0f;
+/* ******************** other elements ***************** */
- /* 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;
+#define DEBUG_GRID 0
- const float asp_src = w_src / h_src;
- const float asp_dst = w_dst / h_dst;
+static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
+{
+ /* 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 (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;
- }
+ int first = (int)ceil(-x0 / dx);
+ int last = (int)floor((max - x0) / dx);
- /* complete clip? */
- BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
- if (bgpic->rotation) {
- BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
- }
+ if (first <= last) {
+ *r_first = first;
+ *r_count = last - first + 1;
+ }
+ else {
+ *r_first = 0;
+ *r_count = 0;
+ }
- 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(" 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
+}
- continue;
- }
+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 */
- zoomx = (x2 - x1) / ibuf->x;
- zoomy = (y2 - y1) / ibuf->y;
+#if DEBUG_GRID
+ printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
+#endif
- /* 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 first, 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];
- }
+ gridline_range(x0, dx, ar->winx, &first, &x_ct);
+ gridline_range(y0, dx, ar->winy, &first, &y_ct);
- if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- glDepthMask(0);
+ int total_ct = x_ct + y_ct;
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+#if DEBUG_GRID
+ printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct);
+#endif
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- ED_region_pixelspace(ar);
+ return total_ct;
+}
- glTranslatef(centx, centy, 0.0);
- glRotatef(RAD2DEGF(-bgpic->rotation), 0.0f, 0.0f, 1.0f);
+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! */
- 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);
+#if DEBUG_GRID
+ printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod);
+#endif
- /* 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);
+ const float x_max = (float)ar->winx;
+ const float y_max = (float)ar->winy;
- glPixelZoom(1.0, 1.0);
- glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
+ int first, ct;
+ int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
+ int lines_skipped_for_next_unit = 0;
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ /* draw vertical lines */
+ gridline_range(x0, dx, x_max, &first, &ct);
- glDisable(GL_BLEND);
+ 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;
+ }
- glDepthMask(1);
- if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ if (x_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
- if (freeibuf)
- IMB_freeImBuf(freeibuf);
- if (releaseibuf)
- BKE_image_release_ibuf(ima, releaseibuf, lock);
- }
+ float x = (float)(x0 + i * dx);
+ immVertex2f(pos, x, 0.0f);
+ immVertex2f(pos, x, y_max);
+ ++x_ct;
}
-}
-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;
+ /* draw horizontal lines */
+ gridline_range(y0, dx, y_max, &first, &ct);
- if ((v3d->flag & V3D_DISPBGPICS) == 0)
- return;
+ 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;
+ }
- /* 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 (x_ct + y_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
- 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);
- }
+ float y = (float)(y0 + i * dx);
+ immVertex2f(pos, 0.0f, y);
+ immVertex2f(pos, x_max, y);
+ ++y_ct;
}
- 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;
+#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
-/* 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;
+ return lines_skipped_for_next_unit > 0;
}
-/* 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);
-
-}
+#define GRID_MIN_PX_D 6.0
+#define GRID_MIN_PX_F 6.0f
-/* clears zbuffer and draws it over */
-static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
+static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
- View3DAfter *v3da;
-
- if (*clear && v3d->zbuf) {
- glClear(GL_DEPTH_BUFFER_BIT);
- *clear = false;
- }
-
- 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;
-}
+ RegionView3D *rv3d = ar->regiondata;
+#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_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const 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);
+ const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
+ const double wy = 0.5 * ar->winy;
- v3d->xray = true;
- v3d->transp = true;
-
- glDepthMask(GL_FALSE);
+ double x = wx * fx / fw;
+ double y = wy * fy / fw;
- while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
- draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
- MEM_freeN(v3da);
- }
+ 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];
- v3d->transp = false;
- v3d->xray = false;
+ double dx = fabs(x - wx * fx / fw);
+ if (dx == 0) dx = fabs(y - wy * fy / fw);
- glDepthMask(GL_TRUE);
-}
+ x += wx;
+ y += wy;
-/* *********************** */
+ /* 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 */
-/*
- * 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
- */
+ glLineWidth(1.0f);
-#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;
-}
+#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer */
#endif
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
-static DupliObject *dupli_step(DupliObject *dob)
-{
- while (dob && dob->no_draw)
- dob = dob->next;
- return dob;
-}
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
-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);
- }
+ unsigned char col[3], col2[3];
+ UI_GetThemeColor3ubv(TH_GRID, col);
- 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 (unit->system) {
+ const void *usys;
+ int len;
+
+ bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
- apply_data = duplilist_apply(base->object, scene, lb);
+ bool first = true;
- dob = dupli_step(lb->first);
- if (dob) dob_next = dupli_step(dob->next);
+ if (usys) {
+ int i = len;
+ while (i--) {
+ double scalar = bUnit_GetScaler(usys, i);
- for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) {
- bool testbb = false;
+ 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.object = dob->ob;
+ if (first) {
+ first = false;
- /* Make sure lod is updated from dupli's position */
- savedlod = dob->ob->currentlod;
+ /* 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);
-#ifdef WITH_GAMEENGINE
- if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
- BKE_object_lod_update(dob->ob, rv3d->viewinv[3]);
- }
-#endif
+ int gridline_ct = gridline_count(ar, x, y, dx_scalar);
+ if (gridline_ct == 0)
+ goto drawgrid_cleanup; /* nothing to draw */
- /* 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);
+ immBegin(GL_LINES, gridline_ct * 2);
+ }
- /* 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;
+ 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);
- /* negative scale flag has to propagate */
- transflag = tbase.object->transflag;
+ UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
- 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;
+ 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
+ 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 int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int 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;
-
- 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);
- }
- }
-}
+ 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 */
-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);
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
- /* 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);
- }
-}
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
-/* *********************** customdata **************** */
-
-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 +1472,996 @@ 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;
+ const char *grid_unit = NULL;
- if (!draw_offscreen) {
- ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
- }
+ /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
+ * 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)
- view3d_draw_clipping(rv3d);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE); /* read & test depth, but don't alter it. TODO: separate UI depth buffer */
- /* set zbuffer after we draw clipping region */
- if (v3d->drawtype > OB_WIRE) {
- v3d->zbuf = true;
+ 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);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(rv3d->viewmat);
}
else {
- v3d->zbuf = false;
+ drawfloor(scene, v3d, &grid_unit, 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;
- }
- }
- }
+ glDisable(GL_DEPTH_TEST);
+}
- if (v3d->zbuf) {
- glEnable(GL_DEPTH_TEST);
- }
+static bool is_cursor_visible(Scene *scene)
+{
+ Object *ob = OBACT;
- /* 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);
+ /* 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;
+ }
}
- }
-
- /* 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);
+ /* 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 (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(scene, ar, v3d, base, dflag, TH_UNDEFINED);
+ if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
+ if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
+ return true;
}
}
}
- /* Transp and X-ray afterdraw stuff for sets is done later */
+ /* no exception met? then don't draw cursor! */
+ return false;
}
+ return true;
+}
- 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);
+static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ int co[2];
- draw_object(scene, ar, v3d, base, 0);
- }
- }
- }
- else {
- unsigned int lay_used = 0;
+ /* 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);
- /* then draw not selected and the duplis, but skip editmode object */
- for (base = scene->base.first; base; base = base->next) {
- lay_used |= base->lay;
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
- if (v3d->lay & base->lay) {
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- /* 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);
- }
- }
- }
+ const int segments = 16;
- /* mask out localview */
- v3d->lay_used = lay_used & ((1 << 20) - 1);
+ immBegin(GL_LINE_LOOP, segments);
- /* 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);
- }
- }
- }
- }
+ 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);
- /* perspective floor goes last to use scene depth and avoid writing to depth buffer */
- if (draw_grids_after) {
- drawfloor(scene, v3d, grid_unit, false);
- }
+ if (i % 2 == 0)
+ immAttrib3ub(color, 255, 0, 0);
+ else
+ immAttrib3ub(color, 255, 255, 255);
- /* 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);
- }
+ immVertex2f(pos, x, y);
+ }
+ immEnd();
- if (!draw_offscreen) {
- ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
- }
+ immUnbindProgram();
- if (rv3d->rflag & RV3D_CLIPPING)
- ED_view3d_clipping_disable();
+ VertexFormat_clear(format);
+ pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- /* important to do after clipping */
- if (do_bgpic) {
- view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame);
- }
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- if (!draw_offscreen) {
- BIF_draw_manipulator(C);
- }
+ unsigned char crosshair_color[3];
+ UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
+ immUniformColor3ubv(crosshair_color);
- /* cleanup */
- if (v3d->zbuf) {
- v3d->zbuf = false;
- glDisable(GL_DEPTH_TEST);
- }
+ 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();
- if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
- GPU_free_images_old();
+ immUnbindProgram();
}
}
-static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
+static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
{
- RegionView3D *rv3d = ar->regiondata;
+ const float k = U.rvisize * U.pixelsize; /* axis size */
+ const int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
- ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
+ const float startx = rect->xmin + k + 1.0f; /* axis center in screen coordinates, x=y */
+ const float starty = rect->ymin + k + 1.0f;
- /* set for opengl */
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(rv3d->winmat);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(rv3d->viewmat);
-}
+ float axis_pos[3][2];
+ unsigned char axis_col[3][4];
-/**
- * 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;
-};
+ int axis_order[3] = {0, 1, 2};
+ axis_sort_v3(rv3d->viewinv[2], axis_order);
-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;
-}
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
-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;
-}
+ /* 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;
-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);
-}
+ /* 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 */
+ }
-/*
- * 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);
+ /* draw axis lines */
+ glLineWidth(2.0f);
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- /* 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);
- }
+ 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);
- /* 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();
- }
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINES, 6);
- GPU_material_unbind(gpumat);
-
- glDepthFunc(GL_LEQUAL);
- glDisable(GL_DEPTH_TEST);
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
+
+ immAttrib4ubv(col, axis_col[i]);
+ immVertex2f(pos, startx, starty);
+ immVertex2fv(pos, axis_pos[i]);
}
- 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);
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
+ immEnd();
+ immUnbindProgram();
+ glDisable(GL_LINE_SMOOTH);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
- else {
- UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
+ /* draw axis names */
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
+
+ const char axis_text[2] = {'x' + i, '\0'};
+ BLF_color4ubv(BLF_default(), axis_col[i]);
+ BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
}
+
+ /* BLF_draw disabled blending for us */
}
-/* 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;
+#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 */
- glPushMatrix();
+ GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
- /* set temporary new size */
- bwinx = ar->winx;
- bwiny = ar->winy;
- brect = ar->winrct;
+ negate_v3_v3(o, rv3d->ofs);
- ar->winx = winx;
- ar->winy = winy;
- ar->winrct.xmin = 0;
- ar->winrct.ymin = 0;
- ar->winrct.xmax = winx;
- ar->winrct.ymax = winy;
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDepthMask(GL_FALSE); /* don't overwrite zbuf */
- UI_Theme_Store(&theme_state);
- UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+ 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);
- /* set flags */
- G.f |= G_RENDER_OGL;
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
- 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();
- }
+ 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);
- /* 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;
+ 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);
- if (v3d->drawtype < OB_SOLID) {
- ssao = v3d->fx_settings.ssao;
- v3d->fx_settings.ssao = NULL;
- }
+#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
- do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
+ color[3] = 127; /* more opaque toward the center */
+ immAttrib4ubv(col, color);
+ immVertex3fv(pos, o);
- if (ssao)
- v3d->fx_settings.ssao = ssao;
- }
+ 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
- /* 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);
- }
+ const float s = 0.05f * scale;
+ const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
- /* main drawing call */
- view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
+ 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];
- /* post process */
- if (do_compositing) {
- if (!winmat)
- is_persp = rv3d->is_persp;
- GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
- }
+ 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 ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
- /* draw grease-pencil stuff */
- ED_region_pixelspace(ar);
+ 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);
+ }
- 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);
+ add_v3_v3(p, o);
+ immVertex3fv(pos, p);
+ }
+ immEnd();
+
+#undef ROT_AXIS_DETAIL
}
- /* freeing the images again here could be done after the operator runs, leaving for now */
- GPU_free_images_anim();
+ color[3] = 255; /* solid dot */
}
+ else
+ color[3] = 127; /* see-through dot */
- /* restore size */
- ar->winx = bwinx;
- ar->winy = bwiny;
- ar->winrct = brect;
+ immUnbindProgram();
- glPopMatrix();
+ /* -- draw rotation center -- */
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+ glPointSize(5.0f);
+ immBegin(GL_POINTS, 1);
+ immAttrib4ubv(col, color);
+ immVertex3fv(pos, o);
+ immEnd();
+ immUnbindProgram();
- UI_Theme_Restore(&theme_state);
+#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
- G.f &= ~G_RENDER_OGL;
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
}
+#endif /* WITH_INPUT_NDOF */
-/**
- * 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;
- ImBuf *ibuf;
- const bool draw_sky = (alpha_mode == R_ADDSKY);
+/* ******************** non-meshes ***************** */
- /* view state */
- GPUFXSettings fx_settings = v3d->fx_settings;
- bool is_ortho = false;
- float winmat[4][4];
+static void view3d_draw_non_mesh(
+Scene *scene, SceneLayer *sl, 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();
- if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
- /* sizes differ, can't reuse */
- ofs = NULL;
+ /* 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_NEW);
+ 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;
}
- 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;
- }
+ if (ob->rigidbody_object) {
+ draw_rigidbody_shape(ob);
}
- ED_view3d_draw_offscreen_init(scene, v3d);
+ ED_view3d_clear_mats_rv3d(rv3d);
- GPU_offscreen_bind(ofs, true);
-
- /* read in pixels & stamp */
- 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);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
- 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);
+/* ******************** info ***************** */
- BKE_camera_to_gpu_dof(camera, &fx_settings);
+/**
+* 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_ortho = params.is_ortho;
- copy_m4_m4(winmat, params.winmat);
+ if (rv3d->persp == RV3D_CAMOB) {
+ drawviewborder(scene, ar, v3d);
}
- 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);
- }
+ else if (v3d->flag2 & V3D_RENDER_BORDER) {
+ drawrenderborder(ar, v3d);
}
+}
- 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);
+/**
+* Grease Pencil
+*/
+static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
+{
+ /* TODO viewport */
+}
- 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];
- }
- /* 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];
- }
- }
+/**
+* Viewport Name
+*/
+static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
+{
+ const char *name = NULL;
- 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);
+ 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 {
- unsigned char *rect_ub = (unsigned char *)ibuf->rect;
- i = sizex * sizey * 4;
- while (i--) {
- rect_ub[i] = accum_buffer[i] / samples;
+ else {
+ name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp");
}
- }
-
- MEM_freeN(accum_buffer);
}
- /* unbind */
- GPU_offscreen_unbind(ofs, true);
+ return name;
+}
- if (own_ofs) {
- GPU_offscreen_free(ofs);
- }
+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 (ibuf->rect_float && ibuf->rect)
- IMB_rect_from_float(ibuf);
+ if (v3d->localvd) {
+ BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
+ name = tmpstr;
+ }
- return ibuf;
+ UI_FontThemeColor(BLF_default(), 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
}
/**
- * 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
+ * draw info beside axes in bottom left-corner:
+ * framenum, object name, bone name (if available), marker name (if available)
*/
-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;
+static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
+{
+ const int cfra = CFRA;
+ const char *msg_pin = " (Pinned)";
+ const char *msg_sep = " : ";
- copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
- normalize_m4(rv3d.viewinv);
- invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
+ const int font_id = BLF_default();
- {
- CameraParams params;
- Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
+ char info[300];
+ char *s = info;
+ short offset = 1.5f * UI_UNIT_X + rect->xmin;
- 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);
+ s += sprintf(s, "(%d)", cfra);
- copy_m4_m4(rv3d.winmat, params.winmat);
- v3d.near = params.clipsta;
- v3d.far = params.clipend;
- v3d.lens = params.lens;
- }
+ /*
+ * 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)
+ */
- mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
- invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+ /* get name of marker on current frame (if available) */
+ const char *markern = BKE_scene_find_marker_name(scene, cfra);
- return ED_view3d_draw_offscreen_imbuf(
- scene, &v3d, &ar, width, height, flag,
- draw_background, alpha_mode, samples, full_samples, viewname,
- fx, ofs, err_out);
-}
+ /* 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;
-/**
- * \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++;
+ /* 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));
+ }
+ }
+ }
}
- }
- 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);
+ /* 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_FontThemeColor(font_id, TH_TIME_KEYFRAME);
+ else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra))
+ UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
+ else
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
}
else {
- UI_ThemeColor(TH_TEXT_HI);
- BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
+ /* no object */
+ if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra))
+ UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
+ else
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
}
-#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
-}
+ if (markern) {
+ s += sprintf(s, " <%s>", markern);
+ }
-static bool view3d_main_region_do_render_draw(Scene *scene)
-{
- RenderEngineType *type = RE_engines_find(scene->r.engine);
+ if (U.uiflag & USER_SHOW_ROTVIEWICON)
+ offset = U.widget_unit + (U.rvisize * 2) + rect->xmin;
- return (type && type->view_update && type->view_draw);
+ BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info));
}
-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);
+ SceneLayer *sl = CTX_data_scene_layer(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 = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI)
+ draw_dupli_objects(scene, sl, 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, sl, 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 (v3d->flag & V3D_DISPBGPICS)
- view3d_draw_bgpic_test(scene, ar, v3d, true, true);
+ if (only_depth)
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_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};
+ draw_all_objects(C, ar, true, true);
+}
- 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);
- }
- }
+/**
+ * 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)
+{
+ View3D *v3d = CTX_wm_view3d(C);
- UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
- mul_v3_fl(fill_color, alpha);
- fill_color[3] = 1.0f;
+ /* TODO viewport */
+ if (draw_data->is_render && ((!draw_data->clip_border) || (v3d->drawtype <= OB_WIRE))) {
+ draw_depth_buffer(C, ar);
}
-
- ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true);
}
-static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
+/**
+ * Draw all the plates that will fill the RGBD buffer
+ */
+static void view3d_draw_solid_plates(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;
+ /* 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);
+ }
- if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB)
- return false;
+ /* offline plates*/
+ if (draw_data->is_render) {
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
- if (scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) {
- if (v3d->stereo3d_camera == STEREO_MONO_ID)
- return false;
-
- return BKE_scene_multiview_is_stereo3d(&scene->r);
+ view3d_draw_render_draw(C, scene, ar, v3d, draw_data->clip_border, &draw_data->border_rect);
}
- return true;
+#if VIEW3D_DRAW_DEBUG
+ view3d_draw_debug_post_solid(C, ar, draw_data);
+#endif
}
-/* 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.
+/**
+ * Wires, outline, ...
*/
-static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
+static void view3d_draw_geometry_overlay(const bContext *C)
{
- 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];
+ view3d_draw_wire_plates(C);
+ view3d_draw_outline_plates(C);
+}
- /* 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;
+/* drawing cameras, lamps, ... */
+static void view3d_draw_non_meshes(const bContext *C, ARegion *ar)
+{
+ /* 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);
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ RegionView3D *rv3d = ar->regiondata;
- data = (Camera *)v3d->camera->data;
- shiftx = data->shiftx;
+ bool is_boundingbox = ((v3d->drawtype == OB_BOUNDBOX) ||
+ ((v3d->drawtype == OB_RENDER) && (v3d->prev_drawtype == OB_BOUNDBOX)));
- BLI_lock_thread(LOCK_VIEW3D);
- data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
+ 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
+ */
- BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ Object *ob = base->object;
- data->shiftx = shiftx;
- BLI_unlock_thread(LOCK_VIEW3D);
+ unsigned char ob_wire_col[4];
+ draw_object_wire_color(scene, sl, base, ob_wire_col);
+ view3d_draw_non_mesh(scene, sl, ob, base, v3d, rv3d, is_boundingbox, ob_wire_col);
+ }
}
- 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);
- }
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
}
-static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
- float winmat[4][4], const char *viewname)
+/**
+* Parent lines, grid, ...
+*/
+static void view3d_draw_other_elements(const bContext *C, ARegion *ar)
{
- /* 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);
+ view3d_draw_grid(C, ar);
- BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
- 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);
+#ifdef WITH_INPUT_NDOF
+ RegionView3D *rv3d = ar->regiondata;
- BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
- }
+ 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
}
-#ifdef WITH_GAMEENGINE
-static void update_lods(Scene *scene, float camera_pos[3])
+/**
+ * Paint brushes, armatures, ...
+ */
+static void view3d_draw_tool_ui(const bContext *UNUSED(C))
{
- Scene *sce_iter;
- Base *base;
- Object *ob;
-
- for (SETLOOPER(scene, sce_iter, base)) {
- ob = base->object;
- BKE_object_lod_update(ob, camera_pos);
- }
+ /* TODO viewport */
}
-#endif
-static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
- ARegion *ar, const char **grid_unit)
+/**
+ * Blueprint images
+ */
+static void view3d_draw_reference_images(const bContext *UNUSED(C))
{
- 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);
+ /* TODO viewport */
+}
- /* 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();
- }
+/**
+* 3D manipulators
+*/
+static void view3d_draw_manipulator(const bContext *C)
+{
+ View3D *v3d = CTX_wm_view3d(C);
+ v3d->zbuf = false;
+ BIF_draw_manipulator(C);
+}
- /* 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);
+/**
+* Information drawn on top of the solid plates and composed data
+*/
+void view3d_draw_region_info(const bContext *C, ARegion *ar)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ View3D *v3d = CTX_wm_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+ wmWindowManager *wm = CTX_wm_manager(C);
- 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;
+ /* correct projection matrix */
+ ED_region_pixelspace(ar);
- /* Make sure LoDs are up to date */
- update_lods(scene, rv3d->viewinv[3]);
- }
-#endif
+ /* local coordinate visible rect inside region, to accomodate overlapping ui */
+ rcti rect;
+ ED_region_visible_rect(ar, &rect);
- /* 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;
- }
+ view3d_draw_border(C, ar);
+ view3d_draw_grease_pencil(C);
- do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
+ if (U.uiflag & USER_SHOW_ROTVIEWICON) {
+ draw_view_axis(rv3d, &rect);
}
-
- /* 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);
+ if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
+ ED_scene_draw_fps(scene, &rect);
}
-
- /* 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);
+ else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
+ draw_viewport_name(ar, v3d, &rect);
}
- /* Disable back anti-aliasing */
- if (win->multisamples != USER_MULTISAMPLE_NONE) {
- glDisable(GL_MULTISAMPLE);
+ if (U.uiflag & USER_DRAWVIEWINFO) {
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Object *ob = OBACT_NEW;
+ draw_selected_name(scene, ob, &rect);
}
+#if 0 /* TODO */
+ if (grid_unit) { /* draw below the viewport name */
+ char numstr[32] = "";
- 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 */
- }
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+ if (v3d->grid != 1.0f) {
+ BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
+ }
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- BDR_drawSketch(C);
+ 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));
}
+#endif
+}
-#ifdef WITH_INPUT_NDOF
- 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);
+/**
+ * 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
}
-static bool is_cursor_visible(Scene *scene)
+static void view3d_render_pass(const bContext *C, ARegion *UNUSED(ar))
{
- Object *ob = OBACT;
+ Scene *scene = CTX_data_scene(C);
+ RenderEngineType *type = RE_engines_find(scene->r.engine); /* In the future we should get that from Layers */
- /* 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 (type->flag & RE_USE_OGL_PIPELINE) {
+ type->view_draw(NULL, C);
+ }
+ else {
+ // Offline Render engine
+ }
+}
- if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
- if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
- return true;
- }
- }
- }
+static void view3d_draw_view_new(const bContext *C, ARegion *ar, DrawData *UNUSED(draw_data))
+{
- /* no exception met? then don't draw cursor! */
- return false;
- }
+ view3d_draw_setup_view(C, ar);
- return true;
+ /* Only 100% compliant on new spec goes bellow */
+ view3d_render_pass(C, ar);
}
-static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
- ARegion *ar, View3D *v3d,
- const char *grid_unit, bool render_border)
+
+void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
- wmWindowManager *wm = CTX_wm_manager(C);
+ Scene *scene = CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ int mode = CTX_data_mode_enum(C);
RegionView3D *rv3d = ar->regiondata;
- rcti rect;
-
- /* local coordinate visible rect inside region, to accomodate overlapping ui */
- ED_region_visible_rect(ar, &rect);
+ /* TODO layers - In the future we should get RE from Layers */
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
- if (rv3d->persp == RV3D_CAMOB) {
- drawviewborder(scene, ar, v3d);
+ if (IS_VIEWPORT_LEGACY(v3d) && ((type->flag & RE_USE_OGL_PIPELINE) == 0)) {
+ view3d_main_region_draw_legacy(C, ar);
+ return;
}
- else if (v3d->flag2 & V3D_RENDER_BORDER) {
- glLineWidth(1.0f);
- setlinestyle(3);
- cpack(0x4040FF);
- 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);
+ if (!rv3d->viewport)
+ rv3d->viewport = GPU_viewport_create();
- setlinestyle(0);
- }
+ GPU_viewport_bind(rv3d->viewport, &ar->winrct, scene->r.engine, mode);
- 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);
- }
+ /* 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);
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- Object *ob;
+ if (type->flag & RE_USE_OGL_PIPELINE)
+ view3d_draw_view_new(C, ar, &draw_data);
+ else
+ view3d_draw_view(C, ar, &draw_data);
- /* 3d cursor */
- if (is_cursor_visible(scene)) {
- drawcursor(scene, ar, v3d);
- }
+ GPU_viewport_unbind(rv3d->viewport);
- if (U.uiflag & USER_SHOW_ROTVIEWICON)
- draw_view_axis(rv3d, &rect);
- else
- draw_view_icon(rv3d, &rect);
+ v3d->flag |= V3D_INVALID_BACKBUF;
+}
- ob = OBACT;
- if (U.uiflag & USER_DRAWVIEWINFO)
- draw_selected_name(scene, ob, &rect);
- }
+/* ******************** legacy interface ***************** */
+/**
+ * This will be removed once the viewport gets replaced
+ * meanwhile it should keep the old viewport working.
+ */
- if (rv3d->render_engine) {
- view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border);
- return;
+void VP_legacy_drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ if (is_cursor_visible(scene)) {
+ drawcursor(scene, ar, v3d);
}
+}
- 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);
- }
+void VP_legacy_draw_view_axis(RegionView3D *rv3d, rcti *rect)
+{
+ draw_view_axis(rv3d, rect);
+}
- 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 VP_legacy_draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
+{
+ draw_viewport_name(ar, v3d, rect);
}
-void view3d_main_region_draw(const bContext *C, ARegion *ar)
+void VP_legacy_draw_selected_name(Scene *scene, Object *ob, 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;
+ draw_selected_name(scene, ob, rect);
+}
- /* 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));
+void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
+{
+ drawgrid(unit, ar, v3d, grid_unit);
+}
- /* 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_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
+{
+ drawfloor(scene, v3d, grid_unit, write_depth);
+}
- /* 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_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);
+}
- v3d->flag |= V3D_INVALID_BACKBUF;
+bool VP_legacy_view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
+{
+ return view3d_stereo3d_active(C, scene, v3d, rv3d);
+}
- 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));
+void VP_legacy_view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
+{
+ view3d_stereo3d_setup(scene, v3d, ar);
}
-#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;
+bool VP_legacy_use_depth(Scene *scene, View3D *v3d)
+{
+ return use_depth_doit(scene, v3d);
+}
-void bl_debug_draw_quad_clear(void)
+void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
{
- _bl_debug_draw_quads_tot = 0;
- _bl_debug_draw_edges_tot = 0;
- _bl_debug_draw_color = 0x00FF0000;
+ drawviewborder(scene, ar, v3d);
}
-void bl_debug_color_set(const unsigned int color)
+
+void VP_drawrenderborder(ARegion *ar, View3D *v3d)
{
- _bl_debug_draw_color = color;
+ drawrenderborder(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_view3d_draw_background_none(void)
{
- 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++;
- }
+ view3d_draw_background_none();
}
-void bl_debug_draw_edge_add(const float v0[3], const float v1[3])
+
+void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
- 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++;
- }
-}
-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();
- }
+ 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..8edd3abce0a
--- /dev/null
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -0,0 +1,2482 @@
+/*
+ * ***** 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_legacy.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_layer.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);
+}
+
+/* *********************** backdraw for selection *************** */
+
+static void backdrawview3d(Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ struct Base *base = sl->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->flag & BASE_VISIBLED) != 0))
+ 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->sl, 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;
+ }
+
+ float col[4] = {1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend};
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect,
+ zoomx, zoomy, col);
+
+ 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 BaseLegacy *base;
+ short dflag;
+} View3DAfter;
+
+/* temp storage of Objects that need to be drawn as last */
+void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag)
+{
+ View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
+ BLI_assert((base->flag_legacy & 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, SceneLayer *sl, ARegion *ar, View3D *v3d)
+{
+ View3DAfter *v3da;
+
+ glDepthMask(GL_FALSE);
+ v3d->transp = true;
+
+ while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
+ draw_object(scene, sl, 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, SceneLayer *sl, 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, sl, 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, SceneLayer *sl, 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, sl, 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, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *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 */
+ unsigned char color_rgb[3];
+ const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
+ short transflag;
+ char dt;
+ short dtx;
+ DupliApplyData *apply_data;
+
+ if ((base->flag & BASE_VISIBLED) == 0) 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_legacy = OB_FROMDUPLI | base->flag_legacy;
+ tbase.flag = 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);
+ }
+
+ 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)) {
+ copy_m4_m4(dob->ob->obmat, dob->mat);
+ GPU_begin_dupli_object(dob);
+ draw_object(scene, sl, 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);
+}
+
+void draw_dupli_objects(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base)
+{
+ /* define the color here so draw_dupli_objects_color can be called
+ * from the set loop */
+
+ int color = (base->flag & BASE_SELECTED) ? 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, sl, 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;
+ SceneLayer *sl = BKE_scene_layer_context_active(scene);
+ /* 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 ((base->flag & BASE_VISIBLED) != 0) {
+ draw_object(scene, sl, ar, v3d, base, 0);
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ }
+ }
+ }
+ }
+
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ }
+ draw_object(scene, sl, 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, sl, 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, sl, ar, v3d, v3da->base, dflag_depth);
+ MEM_freeN(v3da);
+ }
+
+ v3d->xray = true;
+ v3d->transp = false;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
+ draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
+ MEM_freeN(v3da);
+ }
+
+ v3d->xray = true;
+ v3d->transp = true;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
+ draw_object(scene, sl, 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)
+{
+ SceneLayer *sl = C ? CTX_data_scene_layer(C) : BKE_scene_layer_render_active(scene);
+ 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 ((base->flag & BASE_VISIBLED) != 0) {
+ UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
+ draw_object(scene, sl, ar, v3d, base, dflag);
+
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag, TH_UNDEFINED);
+ }
+ }
+ }
+
+ /* Transp and X-ray afterdraw stuff for sets is done later */
+ }
+
+ if (draw_offscreen) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI)
+ draw_dupli_objects(scene, sl, ar, v3d, base);
+
+ draw_object(scene, sl, ar, v3d, base, 0);
+ }
+ }
+ }
+ else {
+ unsigned int lay_used = 0;
+
+ /* then draw not selected and the duplis, but skip editmode object */
+ for (base = sl->object_bases.first; base; base = base->next) {
+ lay_used |= base->lay;
+
+ if ((base->flag & BASE_VISIBLED) != 0) {
+
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects(scene, sl, ar, v3d, base);
+ }
+ if ((base->flag & BASE_SELECTED) == 0) {
+ if (base->object != scene->obedit)
+ draw_object(scene, sl, ar, v3d, base, 0);
+ }
+ }
+ }
+
+ /* mask out localview */
+ v3d->lay_used = lay_used & ((1 << 20) - 1);
+
+ /* draw selected and editmode */
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) {
+ draw_object(scene, sl, 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, sl, 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, sl, ar, v3d, &xrayclear);
+ if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, sl, 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
+
+ const int font_id = BLF_default();
+
+ /* is this more than half a frame behind? */
+ if (fps + 0.5f < (float)(FPS)) {
+ UI_FontThemeColor(font_id, TH_REDALERT);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
+ }
+ else {
+ UI_FontThemeColor(font_id, 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) {
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Object *ob = OBACT_NEW;
+ VP_legacy_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) {
+ VP_legacy_draw_viewport_name(ar, v3d, &rect);
+ }
+
+ if (grid_unit) { /* draw below the viewport name */
+ char numstr[32] = "";
+
+ UI_FontThemeColor(BLF_default(), 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_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index 5e13b3f27fc..1047eeec5e5 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -657,7 +657,7 @@ static bool view3d_orbit_calc_center(bContext *C, float r_dyn_ofs[3])
else if (ob_act == NULL || ob_act->mode == OB_MODE_OBJECT) {
/* object mode use boundbox centers */
View3D *v3d = CTX_wm_view3d(C);
- Base *base;
+ BaseLegacy *base;
unsigned int tot = 0;
float select_center[3];
@@ -2940,7 +2940,7 @@ static int view3d_all_exec(bContext *C, wmOperator *op) /* was view3d_home() in
ARegion *ar = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
- Base *base;
+ BaseLegacy *base;
float *curs;
const bool use_all_regions = RNA_boolean_get(op->ptr, "use_all_regions");
const bool skip_camera = (ED_view3d_camera_lock_check(v3d, ar->regiondata) ||
@@ -3045,7 +3045,7 @@ static int viewselected_exec(bContext *C, wmOperator *op)
if (ob && (ob->mode & OB_MODE_WEIGHT_PAINT)) {
/* hard-coded exception, we look for the one selected armature */
/* this is weak code this way, we should make a generic active/selection callback interface once... */
- Base *base;
+ BaseLegacy *base;
for (base = scene->base.first; base; base = base->next) {
if (TESTBASELIB(v3d, base)) {
if (base->object->type == OB_ARMATURE)
@@ -3091,7 +3091,7 @@ static int viewselected_exec(bContext *C, wmOperator *op)
ok_dist = 0; /* don't zoom */
}
else {
- Base *base;
+ BaseLegacy *base;
for (base = FIRSTBASE; base; base = base->next) {
if (TESTBASE(v3d, base)) {
@@ -3553,9 +3553,8 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
float new_ofs[3];
/* ZBuffer depth vars */
- bglMats mats;
float depth_close = FLT_MAX;
- double cent[2], p[3];
+ float p[3];
/* note; otherwise opengl won't work */
view3d_operator_needs_opengl(C);
@@ -3569,7 +3568,6 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
ED_view3d_dist_range_get(v3d, dist_range);
/* Get Z Depths, needed for perspective, nice for ortho */
- bgl_get_mats(&mats);
ED_view3d_draw_depth(scene, ar, v3d, true);
{
@@ -3585,11 +3583,11 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
MEM_SAFE_FREE(depth_temp.depths);
}
- cent[0] = (((double)rect.xmin) + ((double)rect.xmax)) / 2;
- cent[1] = (((double)rect.ymin) + ((double)rect.ymax)) / 2;
+ float centx = (((float)rect.xmin) + ((float)rect.xmax)) / 2;
+ float centy = (((float)rect.ymin) + ((float)rect.ymax)) / 2;
if (rv3d->is_persp) {
- double p_corner[3];
+ float p_corner[3];
/* no depths to use, we cant do anything! */
if (depth_close == FLT_MAX) {
@@ -3597,23 +3595,14 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
return OPERATOR_CANCELLED;
}
/* convert border to 3d coordinates */
- if ((!gluUnProject(cent[0], cent[1], depth_close,
- mats.modelview, mats.projection, (GLint *)mats.viewport,
- &p[0], &p[1], &p[2])) ||
- (!gluUnProject((double)rect.xmin, (double)rect.ymin, depth_close,
- mats.modelview, mats.projection, (GLint *)mats.viewport,
- &p_corner[0], &p_corner[1], &p_corner[2])))
+ if ((!ED_view3d_unproject(ar, centx, centy, depth_close, p)) ||
+ (!ED_view3d_unproject(ar, rect.xmin, rect.ymin, depth_close, p_corner)))
{
return OPERATOR_CANCELLED;
}
- dvec[0] = p[0] - p_corner[0];
- dvec[1] = p[1] - p_corner[1];
- dvec[2] = p[2] - p_corner[2];
-
- new_ofs[0] = -p[0];
- new_ofs[1] = -p[1];
- new_ofs[2] = -p[2];
+ sub_v3_v3v3(dvec, p, p_corner);
+ negate_v3_v3(new_ofs, p);
new_dist = len_v3(dvec);
@@ -3628,13 +3617,9 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
new_dist = rv3d->dist;
/* convert the drawn rectangle into 3d space */
- if (depth_close != FLT_MAX && gluUnProject(cent[0], cent[1], depth_close,
- mats.modelview, mats.projection, (GLint *)mats.viewport,
- &p[0], &p[1], &p[2]))
+ if (depth_close != FLT_MAX && ED_view3d_unproject(ar, centx, centy, depth_close, p))
{
- new_ofs[0] = -p[0];
- new_ofs[1] = -p[1];
- new_ofs[2] = -p[2];
+ negate_v3_v3(new_ofs, p);
}
else {
float mval_f[2];
@@ -4599,9 +4584,8 @@ void ED_view3d_clipping_local(RegionView3D *rv3d, float mat[4][4])
static int view3d_clipping_exec(bContext *C, wmOperator *op)
{
+ ARegion *ar = CTX_wm_region(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
- ViewContext vc;
- bglMats mats;
rcti rect;
WM_operator_properties_border_to_rcti(op, &rect);
@@ -4609,12 +4593,8 @@ static int view3d_clipping_exec(bContext *C, wmOperator *op)
rv3d->rflag |= RV3D_CLIPPING;
rv3d->clipbb = MEM_callocN(sizeof(BoundBox), "clipbb");
- /* note; otherwise opengl won't work */
- view3d_operator_needs_opengl(C);
-
- view3d_set_viewcontext(C, &vc);
- view3d_get_transformation(vc.ar, vc.rv3d, NULL, &mats); /* NULL because we don't want it in object space */
- ED_view3d_clipping_calc(rv3d->clipbb, rv3d->clip, &mats, &rect);
+ /* NULL object because we don't want it in object space */
+ ED_view3d_clipping_calc(rv3d->clipbb, rv3d->clip, ar, NULL, &rect);
return OPERATOR_FINISHED;
}
@@ -4910,9 +4890,7 @@ bool ED_view3d_autodist(
const int mval[2], float mouse_worldloc[3],
const bool alphaoverride, const float fallback_depth_pt[3])
{
- bglMats mats; /* ZBuffer depth vars */
float depth_close;
- double cent[2], p[3];
int margin_arr[] = {0, 2, 4};
int i;
bool depth_ok = false;
@@ -4920,9 +4898,6 @@ bool ED_view3d_autodist(
/* Get Z Depths, needed for perspective, nice for ortho */
ED_view3d_draw_depth(scene, ar, v3d, alphaoverride);
- /* call after in case settings have been modified since last drawing, see: T47089 */
- bgl_get_mats(&mats);
-
/* Attempt with low margin's first */
i = 0;
do {
@@ -4931,15 +4906,11 @@ bool ED_view3d_autodist(
} while ((depth_ok == false) && (i < ARRAY_SIZE(margin_arr)));
if (depth_ok) {
- cent[0] = (double)mval[0] + 0.5;
- cent[1] = (double)mval[1] + 0.5;
+ float centx = (float)mval[0] + 0.5f;
+ float centy = (float)mval[1] + 0.5f;
- if (gluUnProject(cent[0], cent[1], depth_close,
- mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2]))
+ if (ED_view3d_unproject(ar, centx, centy, depth_close, mouse_worldloc))
{
- mouse_worldloc[0] = (float)p[0];
- mouse_worldloc[1] = (float)p[1];
- mouse_worldloc[2] = (float)p[2];
return true;
}
}
@@ -4970,9 +4941,7 @@ void ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode)
bool ED_view3d_autodist_simple(ARegion *ar, const int mval[2], float mouse_worldloc[3],
int margin, float *force_depth)
{
- bglMats mats; /* ZBuffer depth vars, could cache? */
float depth;
- double cent[2], p[3];
/* Get Z Depths, needed for perspective, nice for ortho */
if (force_depth)
@@ -4983,21 +4952,9 @@ bool ED_view3d_autodist_simple(ARegion *ar, const int mval[2], float mouse_world
if (depth == FLT_MAX)
return false;
- cent[0] = (double)mval[0] + 0.5;
- cent[1] = (double)mval[1] + 0.5;
-
- bgl_get_mats(&mats);
-
- if (!gluUnProject(cent[0], cent[1], depth,
- mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2]))
- {
- return false;
- }
-
- mouse_worldloc[0] = (float)p[0];
- mouse_worldloc[1] = (float)p[1];
- mouse_worldloc[2] = (float)p[2];
- return true;
+ float centx = (float)mval[0] + 0.5f;
+ float centy = (float)mval[1] + 0.5f;
+ return ED_view3d_unproject(ar, centx, centy, depth, mouse_worldloc);
}
bool ED_view3d_autodist_depth(ARegion *ar, const int mval[2], int margin, float *depth)
diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c
index 04a6aa215f4..328e0b03bb8 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 int 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..39c2c2ed7dd 100644
--- a/source/blender/editors/space_view3d/view3d_header.c
+++ b/source/blender/editors/space_view3d/view3d_header.c
@@ -284,9 +284,10 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
ScrArea *sa = CTX_wm_area(C);
View3D *v3d = sa->spacedata.first;
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
ToolSettings *ts = CTX_data_tool_settings(C);
PointerRNA v3dptr, toolsptr, sceneptr;
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
Object *obedit = CTX_data_edit_object(C);
bGPdata *gpd = CTX_data_gpencil_data(C);
uiBlock *block;
@@ -334,8 +335,10 @@ 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);
@@ -371,11 +374,6 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
}
if (obedit == NULL && v3d->localvd == NULL) {
- unsigned int ob_lay = ob ? ob->lay : 0;
-
- /* Layers */
- uiTemplateLayers(layout, v3d->scenelock ? &sceneptr : &v3dptr, "layers", &v3dptr, "layers_used", ob_lay);
-
/* Scene lock */
uiItemR(layout, &v3dptr, "lock_camera_and_layers", 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..f3cc2a42460 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -38,6 +38,7 @@
struct ARegion;
struct ARegionType;
struct BoundBox;
+struct Batch;
struct DerivedMesh;
struct Object;
struct SmokeDomainSettings;
@@ -46,6 +47,7 @@ struct bContext;
struct bMotionPath;
struct bPoseChannel;
struct Mesh;
+struct SceneLayer;
struct wmOperatorType;
struct wmWindowManager;
struct wmKeyConfig;
@@ -142,11 +144,23 @@ 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_object(Scene *scene, struct SceneLayer *sl, struct ARegion *ar, View3D *v3d, BaseLegacy *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_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline, float wire_col[4]);
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, struct SceneLayer *, 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],
@@ -167,7 +181,7 @@ enum {
int view3d_effective_drawtype(const struct View3D *v3d);
/* drawarmature.c */
-bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
+bool draw_armature(Scene *scene, struct SceneLayer *sl, View3D *v3d, ARegion *ar, Base *base,
const short dt, const short dflag, const unsigned char ob_wire_col[4],
const bool is_outline);
@@ -193,11 +207,14 @@ 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);
+void view3d_draw_region_info(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 ED_view3d_after_add(ListBase *lb, BaseLegacy *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 +326,24 @@ 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_draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect);
+void VP_legacy_draw_selected_name(Scene *scene, Object *ob, 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, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *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_project.c b/source/blender/editors/space_view3d/view3d_project.c
index 65a6dee2f6c..f8b02f0b405 100644
--- a/source/blender/editors/space_view3d/view3d_project.c
+++ b/source/blender/editors/space_view3d/view3d_project.c
@@ -36,14 +36,13 @@
#include "BLI_sys_types.h" /* int64_t */
-#include "BIF_gl.h" /* bglMats */
-#include "BIF_glutil.h" /* bglMats */
-
#include "BLI_math_vector.h"
#include "BKE_camera.h"
#include "BKE_screen.h"
+#include "GPU_matrix.h"
+
#include "ED_view3d.h" /* own include */
#define BL_NEAR_CLIP 0.001
@@ -656,16 +655,22 @@ void ED_view3d_ob_project_mat_get_from_obmat(const RegionView3D *rv3d, float obm
}
/**
- * Uses window coordinates (x,y) and depth component z to find a point in
- * modelspace */
-void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z)
+ * Convert between region relative coordinates (x,y) and depth component z and
+ * a point in world space. */
+void ED_view3d_project(const struct ARegion *ar, const float world[3], float region[3])
{
- double ux, uy, uz;
+ // viewport is set up to make coordinates relative to the region, not window
+ RegionView3D *rv3d = ar->regiondata;
+ int viewport[4] = {0, 0, ar->winx, ar->winy};
- gluUnProject(x, y, z, mats->modelview, mats->projection,
- (GLint *)mats->viewport, &ux, &uy, &uz);
+ gpuProject(world, rv3d->viewmat, rv3d->winmat, viewport, region);
+}
+
+bool ED_view3d_unproject(const struct ARegion *ar, float regionx, float regiony, float regionz, float world[3])
+{
+ RegionView3D *rv3d = ar->regiondata;
+ int viewport[4] = {0, 0, ar->winx, ar->winy};
+ float region[3] = {regionx, regiony, regionz};
- out[0] = ux;
- out[1] = uy;
- out[2] = uz;
+ return gpuUnProject(region, rv3d->viewmat, rv3d->winmat, viewport, world);
}
diff --git a/source/blender/editors/space_view3d/view3d_ruler.c b/source/blender/editors/space_view3d/view3d_ruler.c
index aefe30bbe32..4a4d008f779 100644
--- a/source/blender/editors/space_view3d/view3d_ruler.c
+++ b/source/blender/editors/space_view3d/view3d_ruler.c
@@ -43,6 +43,8 @@
#include "BIF_gl.h"
+#include "GPU_immediate.h"
+
#include "WM_api.h"
#include "WM_types.h"
@@ -429,9 +431,9 @@ 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);
@@ -456,28 +458,38 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
glEnable(GL_BLEND);
- cpack(is_act ? color_act : color_base);
-
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
- glBegin(GL_LINE_STRIP);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ imm_cpack(is_act ? color_act : color_base);
+
+ immBegin(GL_LINE_STRIP, 3);
+
for (j = 0; j < 3; j++) {
- glVertex2fv(co_ss[j]);
+ immVertex2fv(pos, co_ss[j]);
}
- glEnd();
- cpack(0xaaaaaa);
+
+ immEnd();
+
+ imm_cpack(0xaaaaaa);
setlinestyle(3);
- glBegin(GL_LINE_STRIP);
+
+ immBegin(GL_LINE_STRIP, 3);
+
for (j = 0; j < 3; j++) {
- glVertex2fv(co_ss[j]);
+ immVertex2fv(pos, co_ss[j]);
}
- glEnd();
+
+ immEnd();
+
setlinestyle(0);
/* arc */
{
float dir_tmp[3];
float co_tmp[3];
- float arc_ss_coords[ARC_STEPS + 1][2];
+ float arc_ss_coord[2];
float dir_a[3];
float dir_b[3];
@@ -501,46 +513,19 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
copy_v3_v3(dir_tmp, dir_a);
- glColor3ubv(color_wire);
+ immUniformColor3ubv(color_wire);
+
+ immBegin(GL_LINE_STRIP, arc_steps + 1);
for (j = 0; j <= arc_steps; j++) {
madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
- ED_view3d_project_float_global(ar, co_tmp, arc_ss_coords[j], V3D_PROJ_TEST_NOP);
+ ED_view3d_project_float_global(ar, co_tmp, arc_ss_coord, V3D_PROJ_TEST_NOP);
mul_qt_v3(quat, dir_tmp);
- }
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, arc_ss_coords);
- glDrawArrays(GL_LINE_STRIP, 0, arc_steps + 1);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
-
- /* text */
- {
- char numstr[256];
- float numstr_size[2];
- float pos[2];
- const int prec = 2; /* XXX, todo, make optional */
- ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
-
- BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
-
- pos[0] = co_ss[1][0] + (cap_size * 2.0f);
- pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);
+ immVertex2fv(pos, arc_ss_coord);
+ }
- /* 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);
- /* draw text */
- glColor3ubv(color_text);
- BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
- BLF_rotation(blf_mono_font, 0.0f);
- BLF_draw(blf_mono_font, numstr, sizeof(numstr));
+ immEnd();
}
/* capping */
@@ -561,75 +546,88 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
glEnable(GL_BLEND);
- glColor3ubv(color_wire);
+ immUniformColor3ubv(color_wire);
- glBegin(GL_LINES);
+ immBegin(GL_LINES, 8);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
- glVertex2fv(cap);
+ immVertex2fv(pos, cap);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size);
- glVertex2fv(cap);
+ immVertex2fv(pos, cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size);
- glVertex2fv(cap);
+ immVertex2fv(pos, cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size);
- glVertex2fv(cap);
+ immVertex2fv(pos, cap);
/* angle vertex */
- glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
- glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
- glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
- glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
- glEnd();
+ immVertex2f(pos, co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
+ immVertex2f(pos, co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
+ immVertex2f(pos, co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
+ immVertex2f(pos, co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
+
+ immEnd();
glDisable(GL_BLEND);
}
- }
- else {
- glBegin(GL_LINE_STRIP);
- for (j = 0; j < 3; j += 2) {
- glVertex2fv(co_ss[j]);
- }
- glEnd();
- cpack(0xaaaaaa);
- setlinestyle(3);
- glBegin(GL_LINE_STRIP);
- for (j = 0; j < 3; j += 2) {
- glVertex2fv(co_ss[j]);
- }
- glEnd();
- setlinestyle(0);
- sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);
+ immUnbindProgram();
/* text */
{
char numstr[256];
float numstr_size[2];
- const int prec = 6; /* XXX, todo, make optional */
- float pos[2];
+ float posit[2];
+ const int prec = 2; /* XXX, todo, make optional */
ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
- mid_v2_v2v2(pos, co_ss[0], co_ss[2]);
-
- /* center text */
- pos[0] -= numstr_size[0] / 2.0f;
- pos[1] -= numstr_size[1] / 2.0f;
+ posit[0] = co_ss[1][0] + (cap_size * 2.0f);
+ posit[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);
+ UI_draw_roundbox(
+ posit[0] - bg_margin, posit[1] - bg_margin,
+ posit[0] + bg_margin + numstr_size[0], posit[1] + bg_margin + numstr_size[1],
+ bg_radius, color_back);
/* draw text */
- glColor3ubv(color_text);
- BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
+ BLF_color3ubv(blf_mono_font, color_text);
+ BLF_position(blf_mono_font, posit[0], posit[1], 0.0f);
+ BLF_rotation(blf_mono_font, 0.0f);
BLF_draw(blf_mono_font, numstr, sizeof(numstr));
}
+ }
+ else {
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ imm_cpack(is_act ? color_act : color_base);
+
+ immBegin(GL_LINE_STRIP, 2);
+
+ for (j = 0; j < 3; j += 2) {
+ immVertex2fv(pos, co_ss[j]);
+ }
+
+ immEnd();
+
+ imm_cpack(0xaaaaaa);
+ setlinestyle(3);
+
+ immBegin(GL_LINE_STRIP, 2);
+
+ for (j = 0; j < 3; j += 2) {
+ immVertex2fv(pos, co_ss[j]);
+ }
+
+ immEnd();
+
+ setlinestyle(0);
+
+ sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);
/* capping */
{
@@ -639,22 +637,55 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
normalize_v2(rot_90_vec);
glEnable(GL_BLEND);
- glColor3ubv(color_wire);
- glBegin(GL_LINES);
+ immUniformColor3ubv(color_wire);
+
+ immBegin(GL_LINES, 4);
+
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
- glVertex2fv(cap);
+ immVertex2fv(pos, cap);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size);
- glVertex2fv(cap);
+ immVertex2fv(pos, cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size);
- glVertex2fv(cap);
+ immVertex2fv(pos, cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size);
- glVertex2fv(cap);
- glEnd();
+ immVertex2fv(pos, cap);
+
+ immEnd();
glDisable(GL_BLEND);
}
+
+ immUnbindProgram();
+
+ /* text */
+ {
+ char numstr[256];
+ float numstr_size[2];
+ const int prec = 6; /* XXX, todo, make optional */
+ float posit[2];
+
+ ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
+
+ BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
+
+ mid_v2_v2v2(posit, co_ss[0], co_ss[2]);
+
+ /* center text */
+ posit[0] -= numstr_size[0] / 2.0f;
+ posit[1] -= numstr_size[1] / 2.0f;
+
+ /* draw text (bg) */
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox(posit[0] - bg_margin, posit[1] - bg_margin,
+ posit[0] + bg_margin + numstr_size[0], posit[1] + bg_margin + numstr_size[1],
+ bg_radius, color_back);
+ /* draw text */
+ BLF_color3ubv(blf_mono_font, color_text);
+ BLF_position(blf_mono_font, posit[0], posit[1], 0.0f);
+ BLF_draw(blf_mono_font, numstr, sizeof(numstr));
+ }
}
}
@@ -673,8 +704,14 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
float co_ss[3];
ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP);
- cpack(color_act);
- circ(co_ss[0], co_ss[1], size * U.pixelsize);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ imm_cpack(color_act);
+
+ imm_draw_lined_circle(pos, co_ss[0], co_ss[1], size * U.pixelsize, 32);
+
+ immUnbindProgram();
}
}
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index 3239d07553f..0a031555dff 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -64,11 +64,13 @@
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_depsgraph.h"
+#include "BKE_layer.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_editmesh.h"
+#include "BKE_scene.h"
#include "BKE_tracking.h"
#include "BKE_utildefines.h"
@@ -109,6 +111,7 @@ void view3d_set_viewcontext(bContext *C, ViewContext *vc)
memset(vc, 0, sizeof(ViewContext));
vc->ar = CTX_wm_region(C);
vc->scene = CTX_data_scene(C);
+ vc->sl = CTX_data_scene_layer(C);
vc->v3d = CTX_wm_view3d(C);
vc->win = CTX_wm_window(C);
vc->rv3d = CTX_wm_region_view3d(C);
@@ -116,34 +119,6 @@ void view3d_set_viewcontext(bContext *C, ViewContext *vc)
vc->obedit = CTX_data_edit_object(C);
}
-/*
- * ob == NULL if you want global matrices
- * */
-void view3d_get_transformation(const ARegion *ar, RegionView3D *rv3d, Object *ob, bglMats *mats)
-{
- float cpy[4][4];
- int i, j;
-
- if (ob) {
- mul_m4_m4m4(cpy, rv3d->viewmat, ob->obmat);
- }
- else {
- copy_m4_m4(cpy, rv3d->viewmat);
- }
-
- for (i = 0; i < 4; ++i) {
- for (j = 0; j < 4; ++j) {
- mats->projection[i * 4 + j] = rv3d->winmat[i][j];
- mats->modelview[i * 4 + j] = cpy[i][j];
- }
- }
-
- mats->viewport[0] = ar->winrct.xmin;
- mats->viewport[1] = ar->winrct.ymin;
- mats->viewport[2] = ar->winx;
- mats->viewport[3] = ar->winy;
-}
-
/* ********************** view3d_select: selection manipulations ********************* */
/* local prototypes */
@@ -399,13 +374,13 @@ static void do_lasso_select_pose(ViewContext *vc, Object *ob, const int mcords[]
}
}
-static void object_deselect_all_visible(Scene *scene, View3D *v3d)
+static void object_deselect_all_visible(SceneLayer *sl)
{
Base *base;
- for (base = scene->base.first; base; base = base->next) {
- if (BASE_SELECTABLE(v3d, base)) {
- ED_base_object_select(base, BA_DESELECT);
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if (BASE_SELECTABLE_NEW(base)) {
+ ED_object_base_select(base, BA_DESELECT);
}
}
}
@@ -416,15 +391,14 @@ static void do_lasso_select_objects(ViewContext *vc, const int mcords[][2], cons
Base *base;
if (extend == false && select)
- object_deselect_all_visible(vc->scene, vc->v3d);
+ object_deselect_all_visible(vc->sl);
- for (base = vc->scene->base.first; base; base = base->next) {
- if (BASE_SELECTABLE(vc->v3d, base)) { /* use this to avoid un-needed lasso lookups */
+ for (base = vc->sl->object_bases.first; base; base = base->next) {
+ if (BASE_SELECTABLE_NEW(base)) { /* use this to avoid un-needed lasso lookups */
if (ED_view3d_project_base(vc->ar, base) == V3D_PROJ_RET_OK) {
if (BLI_lasso_is_point_inside(mcords, moves, base->sx, base->sy, IS_CLIPPED)) {
- ED_base_object_select(base, select ? BA_SELECT : BA_DESELECT);
- base->object->flag = base->flag;
+ ED_object_base_select(base, select ? BA_SELECT : BA_DESELECT);
}
}
if (vc->obact == base->object && (base->object->mode & OB_MODE_POSE)) {
@@ -1017,8 +991,8 @@ static int object_select_menu_exec(bContext *C, wmOperator *op)
if (!toggle) {
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
- if (base->flag & SELECT) {
- ED_base_object_select(base, BA_DESELECT);
+ if ((base->flag & BASE_SELECTED) != 0) {
+ ED_object_base_select(base, BA_DESELECT);
changed = true;
}
}
@@ -1029,8 +1003,8 @@ static int object_select_menu_exec(bContext *C, wmOperator *op)
{
/* this is a bit dodjy, there should only be ONE object with this name, but library objects can mess this up */
if (STREQ(name, base->object->id.name + 2)) {
- ED_base_object_activate(C, base);
- ED_base_object_select(base, BA_SELECT);
+ ED_object_base_activate(C, base);
+ ED_object_base_select(base, BA_SELECT);
changed = true;
}
}
@@ -1074,14 +1048,12 @@ void VIEW3D_OT_select_menu(wmOperatorType *ot)
RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "Toggle selection instead of deselecting everything first");
}
-static void deselectall_except(Scene *scene, Base *b) /* deselect all except b */
+static void deselectall_except(SceneLayer *sl, Base *b) /* deselect all except b */
{
- Base *base;
-
- for (base = FIRSTBASE; base; base = base->next) {
- if (base->flag & SELECT) {
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if (base->flag & BASE_SELECTED) {
if (b != base) {
- ED_base_object_select(base, BA_DESELECT);
+ ED_object_base_select(base, BA_DESELECT);
}
}
}
@@ -1092,7 +1064,8 @@ static Base *object_mouse_select_menu(bContext *C, ViewContext *vc, unsigned int
short baseCount = 0;
bool ok;
LinkNode *linklist = NULL;
-
+
+ /* handle base->selcol */
CTX_DATA_BEGIN (C, Base *, base, selectable_bases)
{
ok = false;
@@ -1278,8 +1251,7 @@ static short mixed_bones_object_selectbuffer(
static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits,
Base *startbase, bool has_bones, bool do_nearest)
{
- Scene *scene = vc->scene;
- View3D *v3d = vc->v3d;
+ SceneLayer *sl = vc->sl;
Base *base, *basact = NULL;
int a;
@@ -1299,7 +1271,7 @@ static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int
}
else {
/* only exclude active object when it is selected... */
- if (BASACT && (BASACT->flag & SELECT) && hits > 1) notcol = BASACT->selcol;
+ if (BASACT_NEW && (BASACT_NEW->flag & BASE_SELECTED) && hits > 1) notcol = BASACT_NEW->selcol;
for (a = 0; a < hits; a++) {
if (min > buffer[4 * a + 1] && notcol != (buffer[4 * a + 3] & 0xFFFF)) {
@@ -1309,9 +1281,9 @@ static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int
}
}
- base = FIRSTBASE;
+ base = FIRSTBASE_NEW;
while (base) {
- if (BASE_SELECTABLE(v3d, base)) {
+ if (BASE_SELECTABLE_NEW(base)) {
if (base->selcol == selcol) break;
}
base = base->next;
@@ -1324,13 +1296,13 @@ static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int
while (base) {
/* skip objects with select restriction, to prevent prematurely ending this loop
* with an un-selectable choice */
- if (base->object->restrictflag & OB_RESTRICT_SELECT) {
+ if ((base->flag & BASE_SELECTABLED) == 0) {
base = base->next;
- if (base == NULL) base = FIRSTBASE;
+ if (base == NULL) base = FIRSTBASE_NEW;
if (base == startbase) break;
}
- if (BASE_SELECTABLE(v3d, base)) {
+ if (BASE_SELECTABLE_NEW(base)) {
for (a = 0; a < hits; a++) {
if (has_bones) {
/* skip non-bone objects */
@@ -1349,7 +1321,7 @@ static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int
if (basact) break;
base = base->next;
- if (base == NULL) base = FIRSTBASE;
+ if (base == NULL) base = FIRSTBASE_NEW;
if (base == startbase) break;
}
}
@@ -1374,7 +1346,7 @@ Base *ED_view3d_give_base_under_cursor(bContext *C, const int mval[2])
if (hits > 0) {
const bool has_bones = selectbuffer_has_bones(buffer, hits);
- basact = mouse_select_eval_buffer(&vc, buffer, hits, vc.scene->base.first, has_bones, do_nearest);
+ basact = mouse_select_eval_buffer(&vc, buffer, hits, vc.sl->object_bases.first, has_bones, do_nearest);
}
return basact;
@@ -1406,8 +1378,8 @@ static bool ed_object_select_pick(
{
ViewContext vc;
ARegion *ar = CTX_wm_region(C);
- View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Base *base, *startbase = NULL, *basact = NULL, *oldbasact = NULL;
bool is_obedit;
float dist = ED_view3d_select_dist_px() * 1.3333f;
@@ -1426,8 +1398,8 @@ static bool ed_object_select_pick(
}
/* always start list from basact in wire mode */
- startbase = FIRSTBASE;
- if (BASACT && BASACT->next) startbase = BASACT->next;
+ startbase = FIRSTBASE_NEW;
+ if (BASACT_NEW && BASACT_NEW->next) startbase = BASACT_NEW->next;
/* This block uses the control key to make the object selected by its center point rather than its contents */
/* in editmode do not activate */
@@ -1440,13 +1412,13 @@ static bool ed_object_select_pick(
else {
base = startbase;
while (base) {
- if (BASE_SELECTABLE(v3d, base)) {
+ if (BASE_SELECTABLE_NEW(base)) {
float screen_co[2];
if (ED_view3d_project_float_global(ar, base->object->obmat[3], screen_co,
V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
{
float dist_temp = len_manhattan_v2v2(mval_fl, screen_co);
- if (base == BASACT) dist_temp += 10.0f;
+ if (base == BASACT_NEW) dist_temp += 10.0f;
if (dist_temp < dist) {
dist = dist_temp;
basact = base;
@@ -1455,7 +1427,7 @@ static bool ed_object_select_pick(
}
base = base->next;
- if (base == NULL) base = FIRSTBASE;
+ if (base == NULL) base = FIRSTBASE_NEW;
if (base == startbase) break;
}
}
@@ -1482,7 +1454,7 @@ static bool ed_object_select_pick(
if (has_bones && basact) {
if (basact->object->type == OB_CAMERA) {
- if (BASACT == basact) {
+ if (BASACT_NEW == basact) {
int i, hitresult;
bool changed = false;
@@ -1520,8 +1492,8 @@ static bool ed_object_select_pick(
changed = true;
}
- basact->flag |= SELECT;
- basact->object->flag = basact->flag;
+ basact->flag |= BASE_SELECTED;
+ BKE_scene_object_base_flag_sync_from_base(basact);
retval = true;
@@ -1544,22 +1516,22 @@ static bool ed_object_select_pick(
/* we make the armature selected:
* not-selected active object in posemode won't work well for tools */
- basact->flag |= SELECT;
- basact->object->flag = basact->flag;
+ basact->flag |= BASE_SELECTED;
+ BKE_scene_base_flag_sync_from_base(basact);
retval = true;
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, basact->object);
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_ACTIVE, basact->object);
/* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
- if (BASACT && (BASACT->object->mode & OB_MODE_WEIGHT_PAINT)) {
+ if (BASACT_NEW && (BASACT_NEW->object->mode & OB_MODE_WEIGHT_PAINT)) {
/* prevent activating */
basact = NULL;
}
}
/* prevent bone selecting to pass on to object selecting */
- if (basact == BASACT)
+ if (basact == BASACT_NEW)
basact = NULL;
}
}
@@ -1571,37 +1543,37 @@ static bool ed_object_select_pick(
if (vc.obedit) {
/* only do select */
- deselectall_except(scene, basact);
- ED_base_object_select(basact, BA_SELECT);
+ deselectall_except(sl, basact);
+ ED_object_base_select(basact, BA_SELECT);
}
/* also prevent making it active on mouse selection */
- else if (BASE_SELECTABLE(v3d, basact)) {
+ else if (BASE_SELECTABLE_NEW(basact)) {
- oldbasact = BASACT;
+ oldbasact = BASACT_NEW;
if (extend) {
- ED_base_object_select(basact, BA_SELECT);
+ ED_object_base_select(basact, BA_SELECT);
}
else if (deselect) {
- ED_base_object_select(basact, BA_DESELECT);
+ ED_object_base_select(basact, BA_DESELECT);
}
else if (toggle) {
- if (basact->flag & SELECT) {
+ if (basact->flag & BASE_SELECTED) {
if (basact == oldbasact) {
- ED_base_object_select(basact, BA_DESELECT);
+ ED_object_base_select(basact, BA_DESELECT);
}
}
else {
- ED_base_object_select(basact, BA_SELECT);
+ ED_object_base_select(basact, BA_SELECT);
}
}
else {
- deselectall_except(scene, basact);
- ED_base_object_select(basact, BA_SELECT);
+ deselectall_except(sl, basact);
+ ED_object_base_select(basact, BA_SELECT);
}
if ((oldbasact != basact) && (is_obedit == false)) {
- ED_base_object_activate(C, basact); /* adds notifier */
+ ED_object_base_activate(C, basact); /* adds notifier */
}
}
@@ -2031,7 +2003,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
CTX_DATA_END;
}
else {
- object_deselect_all_visible(vc->scene, vc->v3d);
+ object_deselect_all_visible(vc->sl);
}
}
@@ -2054,8 +2026,8 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
Base *base;
col = vbuffer + 3;
- for (base = vc->scene->base.first; base && hits; base = base->next) {
- if (BASE_SELECTABLE(vc->v3d, base)) {
+ for (base = vc->sl->object_bases.first; base && hits; base = base->next) {
+ if (BASE_SELECTABLE_NEW(base)) {
while (base->selcol == (*col & 0xFFFF)) { /* we got an object */
if (*col & 0xFFFF0000) { /* we got a bone */
bone = get_indexed_bone(base->object, *col & ~(BONESEL_ANY));
@@ -2075,7 +2047,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
}
}
else if (!bone_only) {
- ED_base_object_select(base, select ? BA_SELECT : BA_DESELECT);
+ ED_object_base_select(base, select ? BA_SELECT : BA_DESELECT);
}
col += 4; /* next color */
@@ -2786,22 +2758,22 @@ static void obedit_circle_select(ViewContext *vc, const bool select, const int m
static bool object_circle_select(ViewContext *vc, const bool select, const int mval[2], float rad)
{
- Scene *scene = vc->scene;
+ SceneLayer *sl = vc->sl;
const float radius_squared = rad * rad;
const float mval_fl[2] = {mval[0], mval[1]};
bool changed = false;
- const int select_flag = select ? SELECT : 0;
+ const int select_flag = select ? BASE_SELECTED : 0;
Base *base;
- for (base = FIRSTBASE; base; base = base->next) {
- if (BASE_SELECTABLE(vc->v3d, base) && ((base->flag & SELECT) != select_flag)) {
+ for (base = FIRSTBASE_NEW; base; base = base->next) {
+ if (BASE_SELECTABLE_NEW(base) && ((base->flag & BASE_SELECTED) != select_flag)) {
float screen_co[2];
if (ED_view3d_project_float_global(vc->ar, base->object->obmat[3], screen_co,
V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
{
if (len_squared_v2v2(mval_fl, screen_co) <= radius_squared) {
- ED_base_object_select(base, select ? BA_SELECT : BA_DESELECT);
+ ED_object_base_select(base, select ? BA_SELECT : BA_DESELECT);
changed = true;
}
}
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 8582952d1a0..e1bbe40ea38 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -725,40 +725,35 @@ void ED_view3d_clipping_calc_from_boundbox(float clip[4][4], const BoundBox *bb,
}
}
-void ED_view3d_clipping_calc(BoundBox *bb, float planes[4][4], bglMats *mats, const rcti *rect)
+void ED_view3d_clipping_calc(BoundBox *bb, float planes[4][4], const ARegion *ar, const Object *ob, const rcti *rect)
{
- float modelview[4][4];
- double xs, ys, p[3];
- int val, flip_sign, a;
-
- /* near zero floating point values can give issues with gluUnProject
- * in side view on some implementations */
- if (fabs(mats->modelview[0]) < 1e-6) mats->modelview[0] = 0.0;
- if (fabs(mats->modelview[5]) < 1e-6) mats->modelview[5] = 0.0;
-
- /* Set up viewport so that gluUnProject will give correct values */
- mats->viewport[0] = 0;
- mats->viewport[1] = 0;
+ /* init in case unproject fails */
+ memset(bb->vec, 0, sizeof(bb->vec));
/* four clipping planes and bounding volume */
/* first do the bounding volume */
- for (val = 0; val < 4; val++) {
- xs = (val == 0 || val == 3) ? rect->xmin : rect->xmax;
- ys = (val == 0 || val == 1) ? rect->ymin : rect->ymax;
+ for (int val = 0; val < 4; val++) {
+ float xs = (val == 0 || val == 3) ? rect->xmin : rect->xmax;
+ float ys = (val == 0 || val == 1) ? rect->ymin : rect->ymax;
+
+ ED_view3d_unproject(ar, xs, ys, 0.0, bb->vec[val]);
+ ED_view3d_unproject(ar, xs, ys, 1.0, bb->vec[4 + val]);
+ }
- gluUnProject(xs, ys, 0.0, mats->modelview, mats->projection, mats->viewport, &p[0], &p[1], &p[2]);
- copy_v3fl_v3db(bb->vec[val], p);
+ /* optionally transform to object space */
+ if (ob) {
+ float imat[4][4];
+ invert_m4_m4(imat, ob->obmat);
- gluUnProject(xs, ys, 1.0, mats->modelview, mats->projection, mats->viewport, &p[0], &p[1], &p[2]);
- copy_v3fl_v3db(bb->vec[4 + val], p);
+ for (int val = 0; val < 8; val++) {
+ mul_m4_v3(imat, bb->vec[val]);
+ }
}
/* verify if we have negative scale. doing the transform before cross
* product flips the sign of the vector compared to doing cross product
* before transform then, so we correct for that. */
- for (a = 0; a < 16; a++)
- ((float *)modelview)[a] = mats->modelview[a];
- flip_sign = is_negative_m4(modelview);
+ int flip_sign = (ob) ? is_negative_m4(ob->obmat) : false;
ED_view3d_clipping_calc_from_boundbox(planes, bb, flip_sign);
}
@@ -1091,29 +1086,28 @@ void view3d_viewmatrix_set(Scene *scene, const View3D *v3d, RegionView3D *rv3d)
}
}
-static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar, bool use_obedit_skip)
+static void view3d_select_loop(ViewContext *vc, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, bool use_obedit_skip)
{
short code = 1;
char dt;
short dtx;
if (vc->obedit && vc->obedit->type == OB_MBALL) {
- draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
+ draw_object(scene, sl, ar, v3d, BASACT_NEW, DRAW_PICKING | DRAW_CONSTCOLOR);
}
else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
/* if not drawing sketch, draw bones */
if (!BDR_drawSketchNames(vc)) {
- draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
+ draw_object(scene, sl, ar, v3d, BASACT_NEW, DRAW_PICKING | DRAW_CONSTCOLOR);
}
}
else {
Base *base;
v3d->xray = true; /* otherwise it postpones drawing */
- for (base = scene->base.first; base; base = base->next) {
- if (base->lay & v3d->lay) {
-
- if ((base->object->restrictflag & OB_RESTRICT_SELECT) ||
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ if (((base->flag & BASE_SELECTABLED) == 0) ||
(use_obedit_skip && (scene->obedit->data == base->object->data)))
{
base->selcol = 0;
@@ -1122,7 +1116,7 @@ static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegi
base->selcol = code;
if (GPU_select_load_id(code)) {
- draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR);
+ draw_object(scene, sl, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR);
/* we draw duplicators for selection too */
if ((base->object->transflag & OB_DUPLI)) {
@@ -1130,7 +1124,7 @@ static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegi
DupliObject *dob;
Base tbase;
- tbase.flag = OB_FROMDUPLI;
+ tbase.flag_legacy = OB_FROMDUPLI;
lb = object_duplilist(G.main->eval_ctx, scene, base->object);
for (dob = lb->first; dob; dob = dob->next) {
@@ -1145,7 +1139,7 @@ static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegi
dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
- draw_object(scene, ar, v3d, &tbase, DRAW_PICKING | DRAW_CONSTCOLOR);
+ draw_object(scene, sl, ar, v3d, &tbase, DRAW_PICKING | DRAW_CONSTCOLOR);
tbase.object->dt = dt;
tbase.object->dtx = dtx;
@@ -1173,6 +1167,7 @@ static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegi
short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input, bool do_nearest)
{
Scene *scene = vc->scene;
+ SceneLayer *sl = vc->sl;
View3D *v3d = vc->v3d;
ARegion *ar = vc->ar;
rctf rect;
@@ -1209,7 +1204,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
else
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_ALL, 0);
- view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
+ view3d_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip);
hits = GPU_select_end();
@@ -1217,7 +1212,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
if (do_passes) {
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
- view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
+ view3d_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip);
GPU_select_end();
}
@@ -1319,7 +1314,7 @@ static bool view3d_localview_init(
ReportList *reports)
{
View3D *v3d = sa->spacedata.first;
- Base *base;
+ BaseLegacy *base;
float min[3], max[3], box[3], mid[3];
float size = 0.0f;
unsigned int locallay;
@@ -1422,7 +1417,7 @@ static bool view3d_localview_init(
if (base->lay & locallay) {
base->lay -= locallay;
if (base->lay == 0) base->lay = v3d->layact;
- if (base->object != scene->obedit) base->flag |= SELECT;
+ if (base->object != scene->obedit) base->flag_legacy |= SELECT;
base->object->lay = base->lay;
}
}
@@ -1493,7 +1488,7 @@ static bool view3d_localview_exit(
Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx)
{
View3D *v3d = sa->spacedata.first;
- struct Base *base;
+ struct BaseLegacy *base;
unsigned int locallay;
if (v3d->localvd) {
@@ -1510,7 +1505,7 @@ static bool view3d_localview_exit(
base->lay -= locallay;
if (base->lay == 0) base->lay = v3d->layact;
if (base->object != scene->obedit) {
- base->flag |= SELECT;
+ base->flag_legacy |= SELECT;
base->object->flag |= SELECT;
}
base->object->lay = base->lay;
diff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c
index 542dc410bc3..8390d56c610 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 int 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/CMakeLists.txt b/source/blender/editors/transform/CMakeLists.txt
index b7de49d8158..1a41d9ac95a 100644
--- a/source/blender/editors/transform/CMakeLists.txt
+++ b/source/blender/editors/transform/CMakeLists.txt
@@ -58,10 +58,6 @@ if(WITH_INTERNATIONAL)
add_definitions(-DWITH_INTERNATIONAL)
endif()
-if(WITH_LEGACY_DEPSGRAPH)
- add_definitions(-DWITH_LEGACY_DEPSGRAPH)
-endif()
-
add_definitions(${GL_DEFINITIONS})
blender_add_lib(bf_editor_transform "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c
index 1916f9b4dab..9316465fd5c 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -64,9 +64,11 @@
#include "BKE_mask.h"
#include "BKE_report.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+
#include "ED_image.h"
#include "ED_keyframing.h"
#include "ED_screen.h"
@@ -1598,8 +1600,16 @@ typedef enum {
LEFT,
RIGHT
} ArrowDirection;
+
+#define POS_INDEX 0
+/* NOTE: this --^ is a bit hackish, but simplifies VertexFormat usage among functions
+ * private to this file - merwin
+ */
+
static void drawArrow(ArrowDirection d, short offset, short length, short size)
{
+ immBegin(PRIM_LINES, 6);
+
switch (d) {
case LEFT:
offset = -offset;
@@ -1607,14 +1617,12 @@ static void drawArrow(ArrowDirection d, short offset, short length, short size)
size = -size;
/* fall-through */
case RIGHT:
- glBegin(GL_LINES);
- glVertex2s(offset, 0);
- glVertex2s(offset + length, 0);
- glVertex2s(offset + length, 0);
- glVertex2s(offset + length - size, -size);
- glVertex2s(offset + length, 0);
- glVertex2s(offset + length - size, size);
- glEnd();
+ immVertex2f(POS_INDEX, offset, 0);
+ immVertex2f(POS_INDEX, offset + length, 0);
+ immVertex2f(POS_INDEX, offset + length, 0);
+ immVertex2f(POS_INDEX, offset + length - size, -size);
+ immVertex2f(POS_INDEX, offset + length, 0);
+ immVertex2f(POS_INDEX, offset + length - size, size);
break;
case DOWN:
@@ -1623,45 +1631,45 @@ static void drawArrow(ArrowDirection d, short offset, short length, short size)
size = -size;
/* fall-through */
case UP:
- glBegin(GL_LINES);
- glVertex2s(0, offset);
- glVertex2s(0, offset + length);
- glVertex2s(0, offset + length);
- glVertex2s(-size, offset + length - size);
- glVertex2s(0, offset + length);
- glVertex2s(size, offset + length - size);
- glEnd();
+ immVertex2f(POS_INDEX, 0, offset);
+ immVertex2f(POS_INDEX, 0, offset + length);
+ immVertex2f(POS_INDEX, 0, offset + length);
+ immVertex2f(POS_INDEX, -size, offset + length - size);
+ immVertex2f(POS_INDEX, 0, offset + length);
+ immVertex2f(POS_INDEX, size, offset + length - size);
break;
}
+
+ immEnd();
}
static void drawArrowHead(ArrowDirection d, short size)
{
+ immBegin(PRIM_LINES, 4);
+
switch (d) {
case LEFT:
size = -size;
/* fall-through */
case RIGHT:
- glBegin(GL_LINES);
- glVertex2s(0, 0);
- glVertex2s(-size, -size);
- glVertex2s(0, 0);
- glVertex2s(-size, size);
- glEnd();
+ immVertex2f(POS_INDEX, 0, 0);
+ immVertex2f(POS_INDEX, -size, -size);
+ immVertex2f(POS_INDEX, 0, 0);
+ immVertex2f(POS_INDEX, -size, size);
break;
case DOWN:
size = -size;
/* fall-through */
case UP:
- glBegin(GL_LINES);
- glVertex2s(0, 0);
- glVertex2s(-size, -size);
- glVertex2s(0, 0);
- glVertex2s(size, -size);
- glEnd();
+ immVertex2f(POS_INDEX, 0, 0);
+ immVertex2f(POS_INDEX, -size, -size);
+ immVertex2f(POS_INDEX, 0, 0);
+ immVertex2f(POS_INDEX, size, -size);
break;
}
+
+ immEnd();
}
static void drawArc(float size, float angle_start, float angle_end, int segments)
@@ -1670,14 +1678,14 @@ static void drawArc(float size, float angle_start, float angle_end, int segments
float angle;
int a;
- glBegin(GL_LINE_STRIP);
+ immBegin(PRIM_LINE_STRIP, segments + 1);
for (angle = angle_start, a = 0; a < segments; angle += delta, a++) {
- glVertex2f(cosf(angle) * size, sinf(angle) * size);
+ immVertex2f(POS_INDEX, cosf(angle) * size, sinf(angle) * size);
}
- glVertex2f(cosf(angle_end) * size, sinf(angle_end) * size);
+ immVertex2f(POS_INDEX, cosf(angle_end) * size, sinf(angle_end) * size);
- glEnd();
+ immEnd();
}
static int helpline_poll(bContext *C)
@@ -1695,10 +1703,7 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
if (t->helpline != HLP_NONE && !(t->flag & T_USES_MANIPULATOR)) {
float vecrot[3], cent[2];
- int mval[2];
-
- mval[0] = x;
- mval[1] = y;
+ float mval[3] = { x, y, 0.0f };
copy_v3_v3(vecrot, t->center);
if (t->flag & T_EDIT) {
@@ -1712,42 +1717,45 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
projectFloatViewEx(t, vecrot, cent, V3D_PROJ_TEST_CLIP_ZERO);
- glPushMatrix();
+ gpuMatrixBegin3D_legacy(); /* TODO(merwin): finish the 2D matrix API & use here */
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ BLI_assert(pos == POS_INDEX);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
switch (t->helpline) {
case HLP_SPRING:
- UI_ThemeColor(TH_VIEW_OVERLAY);
-
+ immUniformThemeColor(TH_VIEW_OVERLAY);
setlinestyle(3);
- glLineWidth(1);
- glBegin(GL_LINES);
- glVertex2iv(t->mval);
- glVertex2fv(cent);
- glEnd();
+ glLineWidth(1.0f);
+
+ immBegin(PRIM_LINES, 2);
+ immVertex2f(POS_INDEX, (float)t->mval[0], (float)t->mval[1]);
+ immVertex2fv(POS_INDEX, cent);
+ immEnd();
- glTranslate2iv(mval);
- glRotatef(-RAD2DEGF(atan2f(cent[0] - t->mval[0], cent[1] - t->mval[1])), 0, 0, 1);
+ gpuTranslate3fv(mval);
+ gpuRotateAxis(-RAD2DEGF(atan2f(cent[0] - t->mval[0], cent[1] - t->mval[1])), 'Z');
setlinestyle(0);
- glLineWidth(3.0);
+ glLineWidth(3.0f);
drawArrow(UP, 5, 10, 5);
drawArrow(DOWN, 5, 10, 5);
break;
case HLP_HARROW:
- UI_ThemeColor(TH_VIEW_OVERLAY);
-
- glTranslate2iv(mval);
+ immUniformThemeColor(TH_VIEW_OVERLAY);
+ gpuTranslate3fv(mval);
- glLineWidth(3.0);
+ glLineWidth(3.0f);
drawArrow(RIGHT, 5, 10, 5);
drawArrow(LEFT, 5, 10, 5);
break;
case HLP_VARROW:
- UI_ThemeColor(TH_VIEW_OVERLAY);
+ immUniformThemeColor(TH_VIEW_OVERLAY);
- glTranslate2iv(mval);
+ gpuTranslate3fv(mval);
- glLineWidth(3.0);
+ glLineWidth(3.0f);
drawArrow(UP, 5, 10, 5);
drawArrow(DOWN, 5, 10, 5);
break;
@@ -1758,33 +1766,35 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
float dist = hypotf(dx, dy);
float delta_angle = min_ff(15.0f / dist, (float)M_PI / 4.0f);
float spacing_angle = min_ff(5.0f / dist, (float)M_PI / 12.0f);
- UI_ThemeColor(TH_VIEW_OVERLAY);
+
+ immUniformThemeColor(TH_VIEW_OVERLAY);
setlinestyle(3);
- glLineWidth(1);
- glBegin(GL_LINES);
- glVertex2iv(t->mval);
- glVertex2fv(cent);
- glEnd();
+ glLineWidth(1.0f);
+
+ immBegin(PRIM_LINES, 2);
+ immVertex2f(POS_INDEX, (float)t->mval[0], (float)t->mval[1]);
+ immVertex2fv(POS_INDEX, cent);
+ immEnd();
- glTranslatef(cent[0] - t->mval[0] + mval[0], cent[1] - t->mval[1] + mval[1], 0);
+ gpuTranslate3f(cent[0] - t->mval[0] + mval[0], cent[1] - t->mval[1] + mval[1], 0);
setlinestyle(0);
- glLineWidth(3.0);
+ glLineWidth(3.0f);
drawArc(dist, angle - delta_angle, angle - spacing_angle, 10);
drawArc(dist, angle + spacing_angle, angle + delta_angle, 10);
- glPushMatrix();
+ gpuPushMatrix();
- glTranslatef(cosf(angle - delta_angle) * dist, sinf(angle - delta_angle) * dist, 0);
- glRotatef(RAD2DEGF(angle - delta_angle), 0, 0, 1);
+ gpuTranslate3f(cosf(angle - delta_angle) * dist, sinf(angle - delta_angle) * dist, 0);
+ gpuRotateAxis(RAD2DEGF(angle - delta_angle), 'Z');
drawArrowHead(DOWN, 5);
- glPopMatrix();
+ gpuPopMatrix();
- glTranslatef(cosf(angle + delta_angle) * dist, sinf(angle + delta_angle) * dist, 0);
- glRotatef(RAD2DEGF(angle + delta_angle), 0, 0, 1);
+ gpuTranslate3f(cosf(angle + delta_angle) * dist, sinf(angle + delta_angle) * dist, 0);
+ gpuRotateAxis(RAD2DEGF(angle + delta_angle), 'Z');
drawArrowHead(UP, 5);
break;
@@ -1794,18 +1804,18 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
unsigned char col[3], col2[3];
UI_GetThemeColor3ubv(TH_GRID, col);
- glTranslate2iv(mval);
+ gpuTranslate3fv(mval);
- glLineWidth(3.0);
+ glLineWidth(3.0f);
UI_make_axis_color(col, col2, 'X');
- glColor3ubv((GLubyte *)col2);
+ immUniformColor3ubv((GLubyte *)col2);
drawArrow(RIGHT, 5, 10, 5);
drawArrow(LEFT, 5, 10, 5);
UI_make_axis_color(col, col2, 'Y');
- glColor3ubv((GLubyte *)col2);
+ immUniformColor3ubv((GLubyte *)col2);
drawArrow(UP, 5, 10, 5);
drawArrow(DOWN, 5, 10, 5);
@@ -1813,7 +1823,8 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
}
}
- glPopMatrix();
+ immUnbindProgram();
+ gpuMatrixEnd();
}
}
@@ -1821,7 +1832,7 @@ static void drawTransformView(const struct bContext *C, ARegion *UNUSED(ar), voi
{
TransInfo *t = arg;
- glLineWidth(1.0);
+ glLineWidth(1.0f);
drawConstraint(t);
drawPropCircle(C, t);
@@ -1841,8 +1852,9 @@ static void drawAutoKeyWarning(TransInfo *UNUSED(t), ARegion *ar)
int xco, yco;
ED_region_visible_rect(ar, &rect);
-
- BLF_width_and_height_default(printable, BLF_DRAW_STR_DUMMY_MAX, &printable_size[0], &printable_size[1]);
+
+ const int font_id = BLF_default();
+ BLF_width_and_height(font_id, 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);
@@ -1850,7 +1862,9 @@ static void drawAutoKeyWarning(TransInfo *UNUSED(t), ARegion *ar)
/* warning text (to clarify meaning of overlays)
* - original color was red to match the icon, but that clashes badly with a less nasty border
*/
- UI_ThemeColorShade(TH_TEXT_HI, -50);
+ unsigned char color[3];
+ UI_GetThemeColorShade3ubv(TH_TEXT_HI, -50, color);
+ BLF_color3ubv(font_id, color);
#ifdef WITH_INTERNATIONAL
BLF_draw_default(xco, yco, 0.0f, printable, BLF_DRAW_STR_DUMMY_MAX);
#else
@@ -1873,7 +1887,8 @@ static void drawTransformPixel(const struct bContext *UNUSED(C), ARegion *ar, vo
{
TransInfo *t = arg;
Scene *scene = t->scene;
- Object *ob = OBACT;
+ SceneLayer *sl = t->sl;
+ Object *ob = OBACT_NEW;
/* draw autokeyframing hint in the corner
* - only draw if enabled (advanced users may be distracted/annoyed),
@@ -6850,10 +6865,13 @@ static void drawEdgeSlide(TransInfo *t)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glPushAttrib(GL_CURRENT_BIT | GL_LINE_BIT | GL_POINT_BIT);
- glPushMatrix();
+ gpuMatrixBegin3D_legacy();
+
+ gpuMultMatrix3D(t->obedit->obmat);
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
- glMultMatrixf(t->obedit->obmat);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (sld->use_even == true) {
float co_a[3], co_b[3], co_mark[3];
@@ -6867,39 +6885,35 @@ static void drawEdgeSlide(TransInfo *t)
add_v3_v3v3(co_b, curr_sv->v_co_orig, curr_sv->dir_side[1]);
glLineWidth(line_size);
- UI_ThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
- glBegin(GL_LINES);
+ immUniformThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
+ immBeginAtMost(PRIM_LINES, 4);
if (curr_sv->v_side[0]) {
- glVertex3fv(curr_sv->v_side[0]->co);
- glVertex3fv(curr_sv->v_co_orig);
+ immVertex3fv(pos, curr_sv->v_side[0]->co);
+ immVertex3fv(pos, curr_sv->v_co_orig);
}
if (curr_sv->v_side[1]) {
- glVertex3fv(curr_sv->v_side[1]->co);
- glVertex3fv(curr_sv->v_co_orig);
+ immVertex3fv(pos, curr_sv->v_side[1]->co);
+ immVertex3fv(pos, curr_sv->v_co_orig);
}
- glEnd();
+ immEnd();
- UI_ThemeColorShadeAlpha(TH_SELECT, -30, alpha_shade);
+ immUniformThemeColorShadeAlpha(TH_SELECT, -30, alpha_shade);
glPointSize(ctrl_size);
- glBegin(GL_POINTS);
+ immBegin(PRIM_POINTS, 1);
if (sld->flipped) {
- if (curr_sv->v_side[1]) glVertex3fv(curr_sv->v_side[1]->co);
+ if (curr_sv->v_side[1]) immVertex3fv(pos, curr_sv->v_side[1]->co);
}
else {
- if (curr_sv->v_side[0]) glVertex3fv(curr_sv->v_side[0]->co);
+ if (curr_sv->v_side[0]) immVertex3fv(pos, curr_sv->v_side[0]->co);
}
- glEnd();
+ immEnd();
- UI_ThemeColorShadeAlpha(TH_SELECT, 255, alpha_shade);
+ immUniformThemeColorShadeAlpha(TH_SELECT, 255, alpha_shade);
glPointSize(guide_size);
- glBegin(GL_POINTS);
-#if 0
- interp_v3_v3v3(co_mark, co_b, co_a, fac);
- glVertex3fv(co_mark);
-#endif
+ immBegin(PRIM_POINTS, 1);
interp_line_v3_v3v3v3(co_mark, co_b, curr_sv->v_co_orig, co_a, fac);
- glVertex3fv(co_mark);
- glEnd();
+ immVertex3fv(pos, co_mark);
+ immEnd();
}
else {
if (is_clamp == false) {
@@ -6909,8 +6923,8 @@ static void drawEdgeSlide(TransInfo *t)
const int alpha_shade = -160;
glLineWidth(line_size);
- UI_ThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
- glBegin(GL_LINES);
+ immUniformThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
+ immBegin(PRIM_LINES, sld->totsv * 2);
sv = sld->sv;
for (i = 0; i < sld->totsv; i++, sv++) {
@@ -6928,18 +6942,19 @@ static void drawEdgeSlide(TransInfo *t)
add_v3_v3(a, sv->v_co_orig);
add_v3_v3(b, sv->v_co_orig);
- glVertex3fv(a);
- glVertex3fv(b);
+ immVertex3fv(pos, a);
+ immVertex3fv(pos, b);
}
- glEnd();
+ immEnd();
}
else {
BLI_assert(0);
}
}
- glPopMatrix();
- glPopAttrib();
+ immUnbindProgram();
+
+ gpuMatrixEnd();
glDisable(GL_BLEND);
@@ -7463,19 +7478,23 @@ static void drawVertSlide(TransInfo *t)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glPushAttrib(GL_CURRENT_BIT | GL_LINE_BIT | GL_POINT_BIT);
- glPushMatrix();
+ gpuMatrixBegin3D_legacy();
- glMultMatrixf(t->obedit->obmat);
+ gpuMultMatrix3D(t->obedit->obmat);
glLineWidth(line_size);
- UI_ThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
- glBegin(GL_LINES);
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
+
+ immBegin(PRIM_LINES, sld->totsv * 2);
if (is_clamp) {
sv = sld->sv;
for (i = 0; i < sld->totsv; i++, sv++) {
- glVertex3fv(sv->co_orig_3d);
- glVertex3fv(sv->co_link_orig_3d[sv->co_link_curr]);
+ immVertex3fv(pos, sv->co_orig_3d);
+ immVertex3fv(pos, sv->co_link_orig_3d[sv->co_link_curr]);
}
}
else {
@@ -7488,19 +7507,19 @@ static void drawVertSlide(TransInfo *t)
add_v3_v3(a, sv->co_orig_3d);
add_v3_v3(b, sv->co_orig_3d);
- glVertex3fv(a);
- glVertex3fv(b);
+ immVertex3fv(pos, a);
+ immVertex3fv(pos, b);
}
}
- glEnd();
+ immEnd();
glPointSize(ctrl_size);
- glBegin(GL_POINTS);
- glVertex3fv((sld->flipped && sld->use_even) ?
+ immBegin(PRIM_POINTS, 1);
+ immVertex3fv(pos, (sld->flipped && sld->use_even) ?
curr_sv->co_link_orig_3d[curr_sv->co_link_curr] :
curr_sv->co_orig_3d);
- glEnd();
+ immEnd();
glDisable(GL_BLEND);
@@ -7526,19 +7545,20 @@ static void drawVertSlide(TransInfo *t)
add_v3_v3(co_dest_3d, curr_sv->co_orig_3d);
- glLineWidth(1);
+ glLineWidth(1.0f);
setlinestyle(1);
- cpack(0xffffff);
- glBegin(GL_LINES);
- glVertex3fv(curr_sv->co_orig_3d);
- glVertex3fv(co_dest_3d);
+ imm_cpack(0xffffff);
- glEnd();
+ immBegin(PRIM_LINES, 2);
+ immVertex3fv(pos, curr_sv->co_orig_3d);
+ immVertex3fv(pos, co_dest_3d);
+ immEnd();
}
- glPopMatrix();
- glPopAttrib();
+ immUnbindProgram();
+
+ gpuMatrixEnd();
if (v3d && v3d->zbuf)
glEnable(GL_DEPTH_TEST);
diff --git a/source/blender/editors/transform/transform.h b/source/blender/editors/transform/transform.h
index d60eb2f0778..3abd86384cc 100644
--- a/source/blender/editors/transform/transform.h
+++ b/source/blender/editors/transform/transform.h
@@ -464,6 +464,7 @@ typedef struct TransInfo {
struct ScrArea *sa;
struct ARegion *ar;
struct Scene *scene;
+ struct SceneLayer *sl;
struct ToolSettings *settings;
struct wmTimer *animtimer;
struct wmKeyMap *keymap; /* so we can do lookups for header text */
diff --git a/source/blender/editors/transform/transform_constraints.c b/source/blender/editors/transform/transform_constraints.c
index d7b670b6476..60689be5500 100644
--- a/source/blender/editors/transform/transform_constraints.c
+++ b/source/blender/editors/transform/transform_constraints.c
@@ -40,9 +40,10 @@
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
@@ -715,7 +716,6 @@ void drawConstraint(TransInfo *t)
else {
if (tc->mode & CON_SELECT) {
float vec[3];
- char col2[3] = {255, 255, 255};
int depth_test_enabled;
convertViewVec(t, vec, (t->mval[0] - t->con.imval[0]), (t->mval[1] - t->con.imval[1]));
@@ -725,19 +725,26 @@ void drawConstraint(TransInfo *t)
drawLine(t, t->center_global, tc->mtx[1], 'Y', 0);
drawLine(t, t->center_global, tc->mtx[2], 'Z', 0);
- glColor3ubv((GLubyte *)col2);
-
depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
if (depth_test_enabled)
glDisable(GL_DEPTH_TEST);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ub(255, 255, 255);
+
setlinestyle(1);
- glBegin(GL_LINES);
- glVertex3fv(t->center_global);
- glVertex3fv(vec);
- glEnd();
+
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, t->center_global);
+ immVertex3fv(pos, vec);
+ immEnd();
+
setlinestyle(0);
+ immUnbindProgram();
+
if (depth_test_enabled)
glEnable(GL_DEPTH_TEST);
}
@@ -762,8 +769,6 @@ void drawPropCircle(const struct bContext *C, TransInfo *t)
float tmat[4][4], imat[4][4];
int depth_test_enabled;
- UI_ThemeColor(TH_GRID);
-
if (t->spacetype == SPACE_VIEW3D && rv3d != NULL) {
copy_m4_m4(tmat, rv3d->viewmat);
invert_m4_m4(imat, tmat);
@@ -796,10 +801,17 @@ void drawPropCircle(const struct bContext *C, TransInfo *t)
if (depth_test_enabled)
glDisable(GL_DEPTH_TEST);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_GRID);
+
set_inverted_drawing(1);
- drawcircball(GL_LINE_LOOP, t->center_global, t->prop_size, imat);
+ imm_drawcircball(t->center_global, t->prop_size, imat, pos);
set_inverted_drawing(0);
+ immUnbindProgram();
+
if (depth_test_enabled)
glEnable(GL_DEPTH_TEST);
diff --git a/source/blender/editors/transform/transform_conversions.c b/source/blender/editors/transform/transform_conversions.c
index 091a5773cf0..b68b3365e46 100644
--- a/source/blender/editors/transform/transform_conversions.c
+++ b/source/blender/editors/transform/transform_conversions.c
@@ -72,6 +72,7 @@
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_gpencil.h"
+#include "BKE_layer.h"
#include "BKE_key.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
@@ -828,7 +829,6 @@ static void pose_grab_with_ik_clear(Object *ob)
bKinematicConstraint *data;
bPoseChannel *pchan;
bConstraint *con, *next;
- bool need_dependency_update = false;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
/* clear all temporary lock flags */
@@ -843,7 +843,6 @@ static void pose_grab_with_ik_clear(Object *ob)
data = con->data;
if (data->flag & CONSTRAINT_IK_TEMP) {
/* iTaSC needs clear for removed constraints */
- need_dependency_update = true;
BIK_clear_data(ob->pose);
BLI_remlink(&pchan->constraints, con);
@@ -858,13 +857,8 @@ static void pose_grab_with_ik_clear(Object *ob)
}
}
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (!DEG_depsgraph_use_legacy() && need_dependency_update)
-#endif
- {
- /* TODO(sergey): Consider doing partial update only. */
- DAG_relations_tag_update(G.main);
- }
+ /* TODO(sergey): Consider doing partial update only. */
+ DAG_relations_tag_update(G.main);
}
/* adds the IK to pchan - returns if added */
@@ -1017,13 +1011,8 @@ static short pose_grab_with_ik(Object *ob)
/* iTaSC needs clear for new IK constraints */
if (tot_ik) {
BIK_clear_data(ob->pose);
-#ifdef WITH_LEGACY_DEPSGRAPH
- if (!DEG_depsgraph_use_legacy())
-#endif
- {
- /* TODO(sergey): Consuder doing partial update only. */
- DAG_relations_tag_update(G.main);
- }
+ /* TODO(sergey): Consuder doing partial update only. */
+ DAG_relations_tag_update(G.main);
}
return (tot_ik) ? 1 : 0;
@@ -5363,12 +5352,11 @@ static void ObjectToTransData(TransInfo *t, TransData *td, Object *ob)
/* it deselects Bases, so we have to call the clear function always after */
static void set_trans_object_base_flags(TransInfo *t)
{
- Scene *scene = t->scene;
- View3D *v3d = t->view;
+ SceneLayer *sl = t->sl;
/*
* if Base selected and has parent selected:
- * base->flag = BA_WAS_SEL
+ * base->flag_legacy = BA_WAS_SEL
*/
Base *base;
@@ -5377,32 +5365,32 @@ static void set_trans_object_base_flags(TransInfo *t)
return;
/* makes sure base flags and object flags are identical */
- BKE_scene_base_flag_to_objects(t->scene);
+ BKE_scene_base_flag_to_objects(t->sl);
/* Make sure depsgraph is here. */
DAG_scene_relations_update(G.main, t->scene);
/* handle pending update events, otherwise they got copied below */
- for (base = scene->base.first; base; base = base->next) {
+ for (base = sl->object_bases.first; base; base = base->next) {
if (base->object->recalc & OB_RECALC_ALL) {
/* TODO(sergey): Ideally, it's not needed. */
BKE_object_handle_update(G.main->eval_ctx, t->scene, base->object);
}
}
- for (base = scene->base.first; base; base = base->next) {
- base->flag &= ~BA_WAS_SEL;
+ for (base = sl->object_bases.first; base; base = base->next) {
+ base->flag_legacy &= ~BA_WAS_SEL;
- if (TESTBASELIB_BGMODE(v3d, scene, base)) {
+ if (TESTBASELIB_BGMODE_NEW(base)) {
Object *ob = base->object;
Object *parsel = ob->parent;
/* if parent selected, deselect */
while (parsel) {
- if (parsel->flag & SELECT) {
- Base *parbase = BKE_scene_base_find(scene, parsel);
+ Base *parbase = BKE_scene_layer_base_find(sl, parsel);
+ if (parbase->flag & BASE_SELECTED) {
if (parbase) { /* in rare cases this can fail */
- if (TESTBASELIB_BGMODE(v3d, scene, parbase)) {
+ if (TESTBASELIB_BGMODE_NEW(parbase)) {
break;
}
}
@@ -5415,29 +5403,24 @@ static void set_trans_object_base_flags(TransInfo *t)
if ((t->around == V3D_AROUND_LOCAL_ORIGINS) &&
(t->mode == TFM_ROTATION || t->mode == TFM_TRACKBALL))
{
- base->flag |= BA_TRANSFORM_CHILD;
+ base->flag_legacy |= BA_TRANSFORM_CHILD;
}
else {
- base->flag &= ~SELECT;
- base->flag |= BA_WAS_SEL;
+ base->flag &= ~BASE_SELECTED;
+ base->flag_legacy |= BA_WAS_SEL;
}
}
DAG_id_tag_update(&ob->id, OB_RECALC_OB);
}
}
- /* all recalc flags get flushed to all layers, so a layer flip later on works fine */
-#ifdef WITH_LEGACY_DEPSGRAPH
- DAG_scene_flush_update(G.main, t->scene, -1, 0);
-#endif
-
/* and we store them temporal in base (only used for transform code) */
/* this because after doing updates, the object->recalc is cleared */
- for (base = scene->base.first; base; base = base->next) {
+ for (base = sl->object_bases.first; base; base = base->next) {
if (base->object->recalc & OB_RECALC_OB)
- base->flag |= BA_HAS_RECALC_OB;
+ base->flag_legacy |= BA_HAS_RECALC_OB;
if (base->object->recalc & OB_RECALC_DATA)
- base->flag |= BA_HAS_RECALC_DATA;
+ base->flag_legacy |= BA_HAS_RECALC_DATA;
}
}
@@ -5459,8 +5442,7 @@ static bool mark_children(Object *ob)
static int count_proportional_objects(TransInfo *t)
{
int total = 0;
- Scene *scene = t->scene;
- View3D *v3d = t->view;
+ SceneLayer *sl = t->sl;
Base *base;
/* rotations around local centers are allowed to propagate, so we take all objects */
@@ -5468,8 +5450,8 @@ static int count_proportional_objects(TransInfo *t)
(t->mode == TFM_ROTATION || t->mode == TFM_TRACKBALL)))
{
/* mark all parents */
- for (base = scene->base.first; base; base = base->next) {
- if (TESTBASELIB_BGMODE(v3d, scene, base)) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if (TESTBASELIB_BGMODE_NEW(base)) {
Object *parent = base->object->parent;
/* flag all parents */
@@ -5481,22 +5463,24 @@ static int count_proportional_objects(TransInfo *t)
}
/* mark all children */
- for (base = scene->base.first; base; base = base->next) {
+ for (base = sl->object_bases.first; base; base = base->next) {
/* all base not already selected or marked that is editable */
- if ((base->object->flag & (SELECT | BA_TRANSFORM_CHILD | BA_TRANSFORM_PARENT)) == 0 &&
- (BASE_EDITABLE_BGMODE(v3d, scene, base)))
+ if ((base->object->flag & (BA_TRANSFORM_CHILD | BA_TRANSFORM_PARENT)) == 0 &&
+ (base->flag & BASE_SELECTED) == 0 &&
+ (BASE_EDITABLE_BGMODE_NEW(base)))
{
mark_children(base->object);
}
}
}
- for (base = scene->base.first; base; base = base->next) {
+ for (base = sl->object_bases.first; base; base = base->next) {
Object *ob = base->object;
/* if base is not selected, not a parent of selection or not a child of selection and it is editable */
- if ((ob->flag & (SELECT | BA_TRANSFORM_CHILD | BA_TRANSFORM_PARENT)) == 0 &&
- (BASE_EDITABLE_BGMODE(v3d, scene, base)))
+ if ((ob->flag & (BA_TRANSFORM_CHILD | BA_TRANSFORM_PARENT)) == 0 &&
+ (base->flag & BASE_SELECTED) == 0 &&
+ (BASE_EDITABLE_BGMODE_NEW(base)))
{
DAG_id_tag_update(&ob->id, OB_RECALC_OB);
@@ -5508,17 +5492,14 @@ static int count_proportional_objects(TransInfo *t)
/* all recalc flags get flushed to all layers, so a layer flip later on works fine */
DAG_scene_relations_update(G.main, t->scene);
-#ifdef WITH_LEGACY_DEPSGRAPH
- DAG_scene_flush_update(G.main, t->scene, -1, 0);
-#endif
/* and we store them temporal in base (only used for transform code) */
/* this because after doing updates, the object->recalc is cleared */
- for (base = scene->base.first; base; base = base->next) {
+ for (base = sl->object_bases.first; base; base = base->next) {
if (base->object->recalc & OB_RECALC_OB)
- base->flag |= BA_HAS_RECALC_OB;
+ base->flag_legacy |= BA_HAS_RECALC_OB;
if (base->object->recalc & OB_RECALC_DATA)
- base->flag |= BA_HAS_RECALC_DATA;
+ base->flag_legacy |= BA_HAS_RECALC_DATA;
}
return total;
@@ -5526,14 +5507,15 @@ static int count_proportional_objects(TransInfo *t)
static void clear_trans_object_base_flags(TransInfo *t)
{
- Scene *sce = t->scene;
+ SceneLayer *sl = t->sl;
Base *base;
- for (base = sce->base.first; base; base = base->next) {
- if (base->flag & BA_WAS_SEL)
- base->flag |= SELECT;
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if (base->flag_legacy & BA_WAS_SEL) {
+ base->flag |= BASE_SELECTED;
+ }
- base->flag &= ~(BA_WAS_SEL | BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA | BA_TEMP_TAG | BA_TRANSFORM_CHILD | BA_TRANSFORM_PARENT);
+ base->flag_legacy &= ~(BA_WAS_SEL | BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA | BA_TEMP_TAG | BA_TRANSFORM_CHILD | BA_TRANSFORM_PARENT);
}
}
@@ -6451,7 +6433,7 @@ static void createTransObject(bContext *C, TransInfo *t)
if (is_prop_edit) {
View3D *v3d = t->view;
- Base *base;
+ BaseLegacy *base;
for (base = scene->base.first; base; base = base->next) {
Object *ob = base->object;
@@ -7905,7 +7887,8 @@ static void createTransGPencil(bContext *C, TransInfo *t)
void createTransData(bContext *C, TransInfo *t)
{
Scene *scene = t->scene;
- Object *ob = OBACT;
+ SceneLayer *sl = t->sl;
+ Object *ob = OBACT_NEW;
/* if tests must match recalcData for correct updates */
if (t->options & CTX_TEXTURE) {
@@ -8065,10 +8048,9 @@ void createTransData(bContext *C, TransInfo *t)
* lines below just check is also visible */
Object *ob_armature = modifiers_isDeformedByArmature(ob);
if (ob_armature && ob_armature->mode & OB_MODE_POSE) {
- Base *base_arm = BKE_scene_base_find(t->scene, ob_armature);
+ Base *base_arm = BKE_scene_layer_base_find(t->sl, ob_armature);
if (base_arm) {
- View3D *v3d = t->view;
- if (BASE_VISIBLE(v3d, base_arm)) {
+ if (BASE_VISIBLE_NEW(base_arm)) {
createTransPose(t, ob_armature);
}
}
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index f78a23be7b8..f56d810eeda 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -62,8 +62,7 @@
#include "RNA_access.h"
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
+#include "GPU_immediate.h"
#include "BIK_api.h"
@@ -315,7 +314,7 @@ static bool fcu_test_selected(FCurve *fcu)
/* helper for recalcData() - for Action Editor transforms */
static void recalcData_actedit(TransInfo *t)
{
- Scene *scene = t->scene;
+ SceneLayer *sl= t->sl;
SpaceAction *saction = (SpaceAction *)t->sa->spacedata.first;
bAnimContext ac = {NULL};
@@ -326,7 +325,8 @@ static void recalcData_actedit(TransInfo *t)
/* initialize relevant anim-context 'context' data from TransInfo data */
/* NOTE: sync this with the code in ANIM_animdata_get_context() */
ac.scene = t->scene;
- ac.obact = OBACT;
+ ac.scene_layer = t->sl;
+ ac.obact = OBACT_NEW;
ac.sa = t->sa;
ac.ar = t->ar;
ac.sl = (t->sa) ? t->sa->spacedata.first : NULL;
@@ -363,7 +363,7 @@ static void recalcData_actedit(TransInfo *t)
static void recalcData_graphedit(TransInfo *t)
{
SpaceIpo *sipo = (SpaceIpo *)t->sa->spacedata.first;
- Scene *scene;
+ SceneLayer *sl = t->sl;
ListBase anim_data = {NULL, NULL};
bAnimContext ac = {NULL};
@@ -374,8 +374,9 @@ static void recalcData_graphedit(TransInfo *t)
/* initialize relevant anim-context 'context' data from TransInfo data */
/* NOTE: sync this with the code in ANIM_animdata_get_context() */
- scene = ac.scene = t->scene;
- ac.obact = OBACT;
+ ac.scene = t->scene;
+ ac.scene_layer = t->sl;
+ ac.obact = OBACT_NEW;
ac.sa = t->sa;
ac.ar = t->ar;
ac.sl = (t->sa) ? t->sa->spacedata.first : NULL;
@@ -709,7 +710,7 @@ static void recalcData_spaceclip(TransInfo *t)
/* helper for recalcData() - for object transforms, typically in the 3D view */
static void recalcData_objects(TransInfo *t)
{
- Base *base = t->scene->basact;
+ BaseLegacy *base = t->scene->basact;
if (t->obedit) {
if (ELEM(t->obedit->type, OB_CURVE, OB_SURF)) {
@@ -1050,14 +1051,19 @@ void drawLine(TransInfo *t, const float center[3], const float dir[3], char axis
UI_GetThemeColor3ubv(TH_GRID, col);
}
UI_make_axis_color(col, col2, axis);
- glColor3ubv(col2);
-
- setlinestyle(0);
- glBegin(GL_LINES);
- glVertex3fv(v1);
- glVertex3fv(v2);
- glEnd();
-
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ubv(col2);
+
+ immBegin(GL_LINES, 2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immEnd();
+
+ immUnbindProgram();
+
glPopMatrix();
}
}
@@ -1104,6 +1110,7 @@ static int initTransInfo_edit_pet_to_flag(const int proportional)
void initTransInfo(bContext *C, TransInfo *t, wmOperator *op, const wmEvent *event)
{
Scene *sce = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
ToolSettings *ts = CTX_data_tool_settings(C);
ARegion *ar = CTX_wm_region(C);
ScrArea *sa = CTX_wm_area(C);
@@ -1113,6 +1120,7 @@ void initTransInfo(bContext *C, TransInfo *t, wmOperator *op, const wmEvent *eve
PropertyRNA *prop;
t->scene = sce;
+ t->sl = sl;
t->sa = sa;
t->ar = ar;
t->obedit = obedit;
@@ -1767,8 +1775,8 @@ bool calculateCenterActive(TransInfo *t, bool select_only, float r_center[3])
}
}
else if (t->flag & T_POSE) {
- Scene *scene = t->scene;
- Object *ob = OBACT;
+ SceneLayer *sl = t->sl;
+ Object *ob = OBACT_NEW;
if (ob) {
bPoseChannel *pchan = BKE_pose_channel_active(ob);
if (pchan && (!select_only || (pchan->bone->flag & BONE_SELECTED))) {
@@ -1787,9 +1795,10 @@ bool calculateCenterActive(TransInfo *t, bool select_only, float r_center[3])
}
else {
/* object mode */
- Scene *scene = t->scene;
- Object *ob = OBACT;
- if (ob && (!select_only || (ob->flag & SELECT))) {
+ SceneLayer *sl = t->sl;
+ Object *ob = OBACT_NEW;
+ Base *base = BASACT_NEW;
+ if (ob && ((!select_only) || ((base->flag & BASE_SELECTED) != 0))) {
copy_v3_v3(r_center, ob->obmat[3]);
ok = true;
}
diff --git a/source/blender/editors/transform/transform_manipulator.c b/source/blender/editors/transform/transform_manipulator.c
index e141724f2df..9072f963460 100644
--- a/source/blender/editors/transform/transform_manipulator.c
+++ b/source/blender/editors/transform/transform_manipulator.c
@@ -77,6 +77,8 @@
#include "transform.h"
#include "GPU_select.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
/* return codes for select, and drawing flags */
@@ -271,11 +273,12 @@ static int calc_manipulator_stats(const bContext *C)
ScrArea *sa = CTX_wm_area(C);
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = CTX_data_edit_object(C);
View3D *v3d = sa->spacedata.first;
RegionView3D *rv3d = ar->regiondata;
Base *base;
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
bGPdata *gpd = CTX_data_gpencil_data(C);
const bool is_gp_edit = ((gpd) && (gpd->flag & GP_DATA_STROKE_EDITMODE));
int a, totsel = 0;
@@ -587,11 +590,12 @@ static int calc_manipulator_stats(const bContext *C)
else {
/* we need the one selected object, if its not active */
- ob = OBACT;
- if (ob && !(ob->flag & SELECT)) ob = NULL;
+ base = BASACT_NEW;
+ ob = OBACT_NEW;
+ if (base && ((base->flag & BASE_SELECTED) == 0)) ob = NULL;
- for (base = scene->base.first; base; base = base->next) {
- if (TESTBASELIB(v3d, base)) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if (TESTBASELIB_NEW(base)) {
if (ob == NULL)
ob = base->object;
calc_tw_center(scene, base->object->obmat[3]);
@@ -704,10 +708,10 @@ static void test_manipulator_axis(const bContext *C)
static float screen_aligned(RegionView3D *rv3d, float mat[4][4])
{
- glTranslate3fv(mat[3]);
+ gpuTranslate3fv(mat[3]);
/* sets view screen aligned */
- glRotatef(-360.0f * saacos(rv3d->viewquat[0]) / (float)M_PI, rv3d->viewquat[1], rv3d->viewquat[2], rv3d->viewquat[3]);
+ gpuRotate3f(-360.0f * saacos(rv3d->viewquat[0]) / (float)M_PI, rv3d->viewquat[1], rv3d->viewquat[2], rv3d->viewquat[3]);
return len_v3(mat[0]); /* draw scale */
}
@@ -720,7 +724,7 @@ static float screen_aligned(RegionView3D *rv3d, float mat[4][4])
* nsides = amount of points in ring
* nrigns = amount of rings
*/
-static void partial_doughnut(float radring, float radhole, int start, int end, int nsides, int nrings)
+static void partial_doughnut(unsigned int pos, float radring, float radhole, int start, int end, int nsides, int nrings)
{
float theta, phi, theta1;
float cos_theta, sin_theta;
@@ -743,7 +747,7 @@ static void partial_doughnut(float radring, float radhole, int start, int end, i
sin_theta1 = sinf(theta1);
if (do_caps && i == start) { // cap
- glBegin(GL_POLYGON);
+ immBegin(GL_TRIANGLE_FAN, nsides+1);
phi = 0.0;
for (j = nsides; j >= 0; j--) {
float cos_phi, sin_phi, dist;
@@ -753,12 +757,12 @@ static void partial_doughnut(float radring, float radhole, int start, int end, i
sin_phi = sinf(phi);
dist = radhole + radring * cos_phi;
- glVertex3f(cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi);
+ immVertex3f(pos, cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi);
}
- glEnd();
+ immEnd();
}
if (i >= start && i <= end) {
- glBegin(GL_QUAD_STRIP);
+ immBegin(GL_TRIANGLE_STRIP, (nsides+1) * 2);
phi = 0.0;
for (j = nsides; j >= 0; j--) {
float cos_phi, sin_phi, dist;
@@ -768,14 +772,14 @@ static void partial_doughnut(float radring, float radhole, int start, int end, i
sin_phi = sinf(phi);
dist = radhole + radring * cos_phi;
- glVertex3f(cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi);
- glVertex3f(cos_theta * dist, -sin_theta * dist, radring * sin_phi);
+ immVertex3f(pos, cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi);
+ immVertex3f(pos, cos_theta * dist, -sin_theta * dist, radring * sin_phi);
}
- glEnd();
+ immEnd();
}
if (do_caps && i == end) { // cap
- glBegin(GL_POLYGON);
+ immBegin(GL_TRIANGLE_FAN, nsides+1);
phi = 0.0;
for (j = nsides; j >= 0; j--) {
float cos_phi, sin_phi, dist;
@@ -785,9 +789,9 @@ static void partial_doughnut(float radring, float radhole, int start, int end, i
sin_phi = sinf(phi);
dist = radhole + radring * cos_phi;
- glVertex3f(cos_theta * dist, -sin_theta * dist, radring * sin_phi);
+ immVertex3f(pos, cos_theta * dist, -sin_theta * dist, radring * sin_phi);
}
- glEnd();
+ immEnd();
}
@@ -856,7 +860,7 @@ static void manipulator_setcolor(View3D *v3d, char axis, int colcode, unsigned c
}
}
- glColor4ubv(col);
+ immUniformColor4ubv(col);
}
static void manipulator_axis_order(RegionView3D *rv3d, int r_axis_order[3])
@@ -876,7 +880,7 @@ static void manipulator_axis_order(RegionView3D *rv3d, int r_axis_order[3])
/* viewmatrix should have been set OK, also no shademode! */
static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int colcode,
int flagx, int flagy, int flagz, int axis,
- const bool is_picksel)
+ const bool is_picksel, unsigned int pos)
{
switch (axis) {
case 0:
@@ -889,10 +893,10 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co
else {
manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0]));
}
- glBegin(GL_LINES);
- glVertex3f(0.2f, 0.0f, 0.0f);
- glVertex3f(1.0f, 0.0f, 0.0f);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.2f, 0.0f, 0.0f);
+ immVertex3f(pos, 1.0f, 0.0f, 0.0f);
+ immEnd();
}
break;
case 1:
@@ -904,10 +908,10 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co
else {
manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1]));
}
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.2f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.2f, 0.0f);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immEnd();
}
break;
case 2:
@@ -919,21 +923,21 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co
else {
manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2]));
}
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.2f);
- glVertex3f(0.0f, 0.0f, 1.0f);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, 0.2f);
+ immVertex3f(pos, 0.0f, 0.0f, 1.0f);
+ immEnd();
}
break;
}
}
static void draw_manipulator_axes(View3D *v3d, RegionView3D *rv3d, int colcode,
int flagx, int flagy, int flagz,
- const int axis_order[3], const bool is_picksel)
+ const int axis_order[3], const bool is_picksel, unsigned int pos)
{
int i;
for (i = 0; i < 3; i++) {
- draw_manipulator_axes_single(v3d, rv3d, colcode, flagx, flagy, flagz, axis_order[i], is_picksel);
+ draw_manipulator_axes_single(v3d, rv3d, colcode, flagx, flagy, flagz, axis_order[i], is_picksel, pos);
}
}
@@ -943,8 +947,8 @@ static void preOrthoFront(const bool ortho, float twmat[4][4], int axis)
float omat[4][4];
copy_m4_m4(omat, twmat);
orthogonalize_m4(omat, axis);
- glPushMatrix();
- glMultMatrixf(omat);
+ gpuPushMatrix();
+ gpuMultMatrix3D(omat);
glFrontFace(is_negative_m4(omat) ? GL_CW : GL_CCW);
}
}
@@ -952,7 +956,7 @@ static void preOrthoFront(const bool ortho, float twmat[4][4], int axis)
static void postOrtho(const bool ortho)
{
if (ortho == false) {
- glPopMatrix();
+ gpuPopMatrix();
}
}
@@ -981,10 +985,18 @@ static void draw_manipulator_rotate(
glDisable(GL_DEPTH_TEST);
unit_m4(unitmat);
+
/* prepare for screen aligned draw */
size = len_v3(rv3d->twmat[0]);
- glPushMatrix();
- glTranslate3fv(rv3d->twmat[3]);
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+ gpuTranslate3fv(rv3d->twmat[3]);
+
+
+ const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
if (arcs) {
/* clipplane makes nice handles, calc here because of multmatrix but with translate! */
@@ -993,29 +1005,29 @@ static void draw_manipulator_rotate(
glClipPlane(GL_CLIP_PLANE0, plane);
}
/* sets view screen aligned */
- glRotatef(-360.0f * saacos(rv3d->viewquat[0]) / (float)M_PI, rv3d->viewquat[1], rv3d->viewquat[2], rv3d->viewquat[3]);
+ gpuRotate3f(-360.0f * saacos(rv3d->viewquat[0]) / (float)M_PI, rv3d->viewquat[1], rv3d->viewquat[2], rv3d->viewquat[3]);
/* Screen aligned help circle */
if (arcs) {
if (is_picksel == false) {
- UI_ThemeColorShade(TH_BACK, -30);
- drawcircball(GL_LINE_LOOP, unitmat[3], size, unitmat);
+ immUniformThemeColorShade(TH_BACK, -30);
+ imm_drawcircball(unitmat[3], size, unitmat, pos);
}
}
/* Screen aligned trackball rot circle */
if (drawflags & MAN_ROT_T) {
if (is_picksel) GPU_select_load_id(MAN_ROT_T);
- else UI_ThemeColor(TH_TRANSFORM);
+ else immUniformThemeColor(TH_TRANSFORM);
- drawcircball(GL_LINE_LOOP, unitmat[3], 0.2f * size, unitmat);
+ imm_drawcircball(unitmat[3], 0.2f * size, unitmat, pos);
}
/* Screen aligned view rot circle */
if (drawflags & MAN_ROT_V) {
if (is_picksel) GPU_select_load_id(MAN_ROT_V);
- else UI_ThemeColor(TH_TRANSFORM);
- drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f * size, unitmat);
+ else immUniformThemeColor(TH_TRANSFORM);
+ imm_drawcircball(unitmat[3], 1.2f * size, unitmat, pos);
if (is_moving) {
float vec[3];
@@ -1023,14 +1035,15 @@ static void draw_manipulator_rotate(
vec[1] = 0; // XXX (float)(t->mouse.imval[1] - t->center2d[1]);
vec[2] = 0.0f;
normalize_v3_length(vec, 1.2f * size);
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3fv(vec);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immVertex3fv(pos,vec);
+ immEnd();
}
}
- glPopMatrix();
+ gpuPopMatrix();
+ gpuPushMatrix();
ortho = is_orthogonal_m4(rv3d->twmat);
@@ -1039,14 +1052,14 @@ static void draw_manipulator_rotate(
copy_m4_m4(matt, rv3d->twmat); // to copy the parts outside of [3][3]
// XXX mul_m4_m3m4(matt, t->mat, rv3d->twmat);
if (ortho) {
- glMultMatrixf(matt);
+ gpuMultMatrix3D(matt);
glFrontFace(is_negative_m4(matt) ? GL_CW : GL_CCW);
}
}
else {
if (ortho) {
glFrontFace(is_negative_m4(rv3d->twmat) ? GL_CW : GL_CCW);
- glMultMatrixf(rv3d->twmat);
+ gpuMultMatrix3D(rv3d->twmat);
}
}
@@ -1058,28 +1071,28 @@ static void draw_manipulator_rotate(
if ((drawflags & MAN_ROT_X) || (is_moving && (drawflags & MAN_ROT_Z))) {
preOrthoFront(ortho, rv3d->twmat, 2);
manipulator_setcolor(v3d, 'X', colcode, 255);
- glBegin(GL_LINES);
- glVertex3f(0.2f, 0.0f, 0.0f);
- glVertex3f(1.0f, 0.0f, 0.0f);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.2f, 0.0f, 0.0f);
+ immVertex3f(pos, 1.0f, 0.0f, 0.0f);
+ immEnd();
postOrtho(ortho);
}
if ((drawflags & MAN_ROT_Y) || (is_moving && (drawflags & MAN_ROT_X))) {
preOrthoFront(ortho, rv3d->twmat, 0);
manipulator_setcolor(v3d, 'Y', colcode, 255);
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.2f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.2f, 0.0f);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immEnd();
postOrtho(ortho);
}
if ((drawflags & MAN_ROT_Z) || (is_moving && (drawflags & MAN_ROT_Y))) {
preOrthoFront(ortho, rv3d->twmat, 1);
manipulator_setcolor(v3d, 'Z', colcode, 255);
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.2f);
- glVertex3f(0.0f, 0.0f, 1.0f);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, 0.2f);
+ immVertex3f(pos, 0.0f, 0.0f, 1.0f);
+ immEnd();
postOrtho(ortho);
}
}
@@ -1093,7 +1106,7 @@ static void draw_manipulator_rotate(
preOrthoFront(ortho, matt, 2);
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
else manipulator_setcolor(v3d, 'Z', colcode, 255);
- drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
+ imm_drawcircball(unitmat[3], 1.0, unitmat, pos);
postOrtho(ortho);
}
/* X circle */
@@ -1101,9 +1114,9 @@ static void draw_manipulator_rotate(
preOrthoFront(ortho, matt, 0);
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
else manipulator_setcolor(v3d, 'X', colcode, 255);
- glRotatef(90.0, 0.0, 1.0, 0.0);
- drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
- glRotatef(-90.0, 0.0, 1.0, 0.0);
+ gpuRotate3f(90.0, 0.0, 1.0, 0.0);
+ imm_drawcircball(unitmat[3], 1.0, unitmat, pos);
+ gpuRotate3f(-90.0, 0.0, 1.0, 0.0);
postOrtho(ortho);
}
/* Y circle */
@@ -1111,9 +1124,9 @@ static void draw_manipulator_rotate(
preOrthoFront(ortho, matt, 1);
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
else manipulator_setcolor(v3d, 'Y', colcode, 255);
- glRotatef(-90.0, 1.0, 0.0, 0.0);
- drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
- glRotatef(90.0, 1.0, 0.0, 0.0);
+ gpuRotate3f(-90.0, 1.0, 0.0, 0.0);
+ imm_drawcircball(unitmat[3], 1.0, unitmat, pos);
+ gpuRotate3f(90.0, 1.0, 0.0, 0.0);
postOrtho(ortho);
}
}
@@ -1126,7 +1139,7 @@ static void draw_manipulator_rotate(
preOrthoFront(ortho, rv3d->twmat, 2);
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
else manipulator_setcolor(v3d, 'Z', colcode, 255);
- partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48);
+ partial_doughnut(pos, cusize / 4.0f, 1.0f, 0, 48, 8, 48);
postOrtho(ortho);
}
/* X circle */
@@ -1134,9 +1147,9 @@ static void draw_manipulator_rotate(
preOrthoFront(ortho, rv3d->twmat, 0);
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
else manipulator_setcolor(v3d, 'X', colcode, 255);
- glRotatef(90.0, 0.0, 1.0, 0.0);
- partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48);
- glRotatef(-90.0, 0.0, 1.0, 0.0);
+ gpuRotate3f(90.0, 0.0, 1.0, 0.0);
+ partial_doughnut(pos, cusize / 4.0f, 1.0f, 0, 48, 8, 48);
+ gpuRotate3f(-90.0, 0.0, 1.0, 0.0);
postOrtho(ortho);
}
/* Y circle */
@@ -1144,9 +1157,9 @@ static void draw_manipulator_rotate(
preOrthoFront(ortho, rv3d->twmat, 1);
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
else manipulator_setcolor(v3d, 'Y', colcode, 255);
- glRotatef(-90.0, 1.0, 0.0, 0.0);
- partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48);
- glRotatef(90.0, 1.0, 0.0, 0.0);
+ gpuRotate3f(-90.0, 1.0, 0.0, 0.0);
+ partial_doughnut(pos, cusize / 4.0f, 1.0f, 0, 48, 8, 48);
+ gpuRotate3f(90.0, 1.0, 0.0, 0.0);
postOrtho(ortho);
}
@@ -1158,55 +1171,57 @@ static void draw_manipulator_rotate(
/* Z handle on X axis */
if (drawflags & MAN_ROT_Z) {
preOrthoFront(ortho, rv3d->twmat, 2);
- glPushMatrix();
+ gpuPushMatrix();
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
else manipulator_setcolor(v3d, 'Z', colcode, 255);
- partial_doughnut(0.7f * cusize, 1.0f, 31, 33, 8, 64);
+ partial_doughnut(pos, 0.7f * cusize, 1.0f, 31, 33, 8, 64);
- glPopMatrix();
+ gpuPopMatrix();
postOrtho(ortho);
}
/* Y handle on X axis */
if (drawflags & MAN_ROT_Y) {
preOrthoFront(ortho, rv3d->twmat, 1);
- glPushMatrix();
+ gpuPushMatrix();
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
else manipulator_setcolor(v3d, 'Y', colcode, 255);
- glRotatef(90.0, 1.0, 0.0, 0.0);
- glRotatef(90.0, 0.0, 0.0, 1.0);
- partial_doughnut(0.7f * cusize, 1.0f, 31, 33, 8, 64);
+ gpuRotate3f(90.0, 1.0, 0.0, 0.0);
+ gpuRotate3f(90.0, 0.0, 0.0, 1.0);
+ partial_doughnut(pos, 0.7f * cusize, 1.0f, 31, 33, 8, 64);
- glPopMatrix();
+ gpuPopMatrix();
postOrtho(ortho);
}
/* X handle on Z axis */
if (drawflags & MAN_ROT_X) {
preOrthoFront(ortho, rv3d->twmat, 0);
- glPushMatrix();
+ gpuPushMatrix();
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
else manipulator_setcolor(v3d, 'X', colcode, 255);
- glRotatef(-90.0, 0.0, 1.0, 0.0);
- glRotatef(90.0, 0.0, 0.0, 1.0);
- partial_doughnut(0.7f * cusize, 1.0f, 31, 33, 8, 64);
+ gpuRotate3f(-90.0, 0.0, 1.0, 0.0);
+ gpuRotate3f(90.0, 0.0, 0.0, 1.0);
+ partial_doughnut(pos, 0.7f * cusize, 1.0f, 31, 33, 8, 64);
- glPopMatrix();
+ gpuPopMatrix();
postOrtho(ortho);
}
}
/* restore */
- glLoadMatrixf(rv3d->viewmat);
+ gpuPopMatrix();
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ immUnbindProgram();
+ gpuMatrixEnd();
}
-static void drawsolidcube(float size)
+static void drawsolidcube(unsigned int pos, float size)
{
const float cube[8][3] = {
{-1.0, -1.0, -1.0},
@@ -1218,53 +1233,26 @@ static void drawsolidcube(float size)
{ 1.0, 1.0, 1.0},
{ 1.0, 1.0, -1.0},
};
- float n[3] = {0.0f};
-
- glPushMatrix();
- glScalef(size, size, size);
-
- glBegin(GL_QUADS);
- n[0] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
- n[0] = 0;
- glEnd();
-
- glBegin(GL_QUADS);
- n[1] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
- n[1] = 0;
- glEnd();
-
- glBegin(GL_QUADS);
- n[0] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
- n[0] = 0;
- glEnd();
-
- glBegin(GL_QUADS);
- n[1] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
- n[1] = 0;
- glEnd();
-
- glBegin(GL_QUADS);
- n[2] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
- n[2] = 0;
- glEnd();
-
- glBegin(GL_QUADS);
- n[2] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
- glEnd();
-
- glPopMatrix();
+
+ gpuPushMatrix();
+ gpuScaleUniform(size);
+
+ immBegin(GL_TRIANGLES, 12 * 3);
+ immVertex3fv(pos, cube[0]); immVertex3fv(pos, cube[1]); immVertex3fv(pos, cube[2]);
+ immVertex3fv(pos, cube[0]); immVertex3fv(pos, cube[2]); immVertex3fv(pos, cube[3]);
+ immVertex3fv(pos, cube[0]); immVertex3fv(pos, cube[4]); immVertex3fv(pos, cube[5]);
+ immVertex3fv(pos, cube[0]); immVertex3fv(pos, cube[5]); immVertex3fv(pos, cube[1]);
+ immVertex3fv(pos, cube[4]); immVertex3fv(pos, cube[7]); immVertex3fv(pos, cube[6]);
+ immVertex3fv(pos, cube[4]); immVertex3fv(pos, cube[6]); immVertex3fv(pos, cube[5]);
+ immVertex3fv(pos, cube[7]); immVertex3fv(pos, cube[3]); immVertex3fv(pos, cube[2]);
+ immVertex3fv(pos, cube[7]); immVertex3fv(pos, cube[2]); immVertex3fv(pos, cube[6]);
+ immVertex3fv(pos, cube[1]); immVertex3fv(pos, cube[5]); immVertex3fv(pos, cube[6]);
+ immVertex3fv(pos, cube[1]); immVertex3fv(pos, cube[6]); immVertex3fv(pos, cube[2]);
+ immVertex3fv(pos, cube[7]); immVertex3fv(pos, cube[4]); immVertex3fv(pos, cube[0]);
+ immVertex3fv(pos, cube[7]); immVertex3fv(pos, cube[0]); immVertex3fv(pos, cube[3]);
+ immEnd();
+
+ gpuPopMatrix();
}
@@ -1284,6 +1272,13 @@ static void draw_manipulator_scale(
glDisable(GL_DEPTH_TEST);
+ const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+
/* not in combo mode */
if ((combo & (V3D_MANIP_TRANSLATE | V3D_MANIP_ROTATE)) == 0) {
float size, unitmat[4][4];
@@ -1293,11 +1288,11 @@ static void draw_manipulator_scale(
if (is_picksel && shift == 0) GPU_select_load_id(MAN_SCALE_C);
else manipulator_setcolor(v3d, 'C', colcode, 255);
- glPushMatrix();
+ gpuPushMatrix();
size = screen_aligned(rv3d, rv3d->twmat);
unit_m4(unitmat);
- drawcircball(GL_LINE_LOOP, unitmat[3], 0.2f * size, unitmat);
- glPopMatrix();
+ imm_drawcircball(unitmat[3], 0.2f * size, unitmat, pos);
+ gpuPopMatrix();
dz = 1.0;
}
@@ -1310,11 +1305,11 @@ static void draw_manipulator_scale(
copy_m4_m4(matt, rv3d->twmat); // to copy the parts outside of [3][3]
// XXX mul_m4_m3m4(matt, t->mat, rv3d->twmat);
- glMultMatrixf(matt);
+ gpuMultMatrix3D(matt);
glFrontFace(is_negative_m4(matt) ? GL_CW : GL_CCW);
}
else {
- glMultMatrixf(rv3d->twmat);
+ gpuMultMatrix3D(rv3d->twmat);
glFrontFace(is_negative_m4(rv3d->twmat) ? GL_CW : GL_CCW);
}
@@ -1323,36 +1318,36 @@ static void draw_manipulator_scale(
/* in combo mode, this is always drawn as first type */
draw_manipulator_axes(v3d, rv3d, colcode,
drawflags & MAN_SCALE_X, drawflags & MAN_SCALE_Y, drawflags & MAN_SCALE_Z,
- axis_order, is_picksel);
+ axis_order, is_picksel, pos);
for (i = 0; i < 3; i++) {
switch (axis_order[i]) {
case 0: /* X cube */
if (drawflags & MAN_SCALE_X) {
- glTranslatef(dz, 0.0, 0.0);
+ gpuTranslate3f(dz, 0.0, 0.0);
if (is_picksel) GPU_select_load_id(MAN_SCALE_X);
else manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0]));
- drawsolidcube(cusize);
- glTranslatef(-dz, 0.0, 0.0);
+ drawsolidcube(pos, cusize);
+ gpuTranslate3f(-dz, 0.0, 0.0);
}
break;
case 1: /* Y cube */
if (drawflags & MAN_SCALE_Y) {
- glTranslatef(0.0, dz, 0.0);
+ gpuTranslate3f(0.0, dz, 0.0);
if (is_picksel) GPU_select_load_id(MAN_SCALE_Y);
else manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1]));
- drawsolidcube(cusize);
- glTranslatef(0.0, -dz, 0.0);
+ drawsolidcube(pos, cusize);
+ gpuTranslate3f(0.0, -dz, 0.0);
}
break;
case 2: /* Z cube */
if (drawflags & MAN_SCALE_Z) {
- glTranslatef(0.0, 0.0, dz);
+ gpuTranslate3f(0.0, 0.0, dz);
if (is_picksel) GPU_select_load_id(MAN_SCALE_Z);
else manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2]));
- drawsolidcube(cusize);
- glTranslatef(0.0, 0.0, -dz);
+ drawsolidcube(pos, cusize);
+ gpuTranslate3f(0.0, 0.0, -dz);
}
break;
}
@@ -1364,55 +1359,96 @@ static void draw_manipulator_scale(
int shift = 0; // XXX
if (shift) {
- glTranslatef(0.0, -dz, 0.0);
+ gpuTranslate3f(0.0, -dz, 0.0);
GPU_select_load_id(MAN_SCALE_C);
/* TODO: set glPointSize before drawing center point */
- glBegin(GL_POINTS);
- glVertex3f(0.0, 0.0, 0.0);
- glEnd();
+ immBegin(GL_POINTS, 1);
+ immVertex3f(0.0, 0.0, 0.0);
+ immEnd();
}
}
#endif
/* restore */
- glLoadMatrixf(rv3d->viewmat);
+ gpuPopMatrix();
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glFrontFace(GL_CCW);
-}
+ gpuMatrixEnd();
+ immUnbindProgram();
+}
-static void draw_cone(GLUquadricObj *qobj, float len, float width)
+#define NSEGMENTS 8
+static void draw_cone(unsigned int pos, 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 */
+ immBegin(GL_TRIANGLE_FAN, NSEGMENTS + 2);
+ immVertex3f(pos, 0, 0, ztop);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, p[i][0], p[i][1], zbase);
+ immVertex3f(pos, p[0][0], p[0][1], zbase);
+ immEnd();
+
+ /* end cap */
+ immBegin(GL_TRIANGLE_FAN, NSEGMENTS);
+ for (int i = NSEGMENTS - 1; i >= 0; --i)
+ immVertex3f(pos, p[i][0], p[i][1], zbase);
+ immEnd();
}
-static void draw_cylinder(GLUquadricObj *qobj, float len, float width)
+static void draw_cylinder(unsigned int pos, 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 */
+ immBegin(GL_TRIANGLE_STRIP, (NSEGMENTS + 1) * 2);
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ immVertex3f(pos, p[i][0], p[i][1], zbase);
+ immVertex3f(pos, p[i][0], p[i][1], ztop);
+ }
+ immVertex3f(pos, p[0][0], p[0][1], zbase);
+ immVertex3f(pos, p[0][0], p[0][1], ztop);
+ immEnd();
+
+ /* end caps */
+ immBegin(GL_TRIANGLE_FAN, NSEGMENTS);
+ for (int i = NSEGMENTS - 1; i >= 0; --i)
+ immVertex3f(pos, p[i][0], p[i][1], zbase);
+ immEnd();
+ immBegin(GL_TRIANGLE_FAN, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, p[i][0], p[i][1], ztop);
+ immEnd();
+}
+#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];
@@ -1425,21 +1461,28 @@ static void draw_manipulator_translate(
manipulator_axis_order(rv3d, axis_order);
- // XXX if (moving) glTranslate3fv(t->vec);
+ // XXX if (moving) gpuTranslate3fv(t->vec);
glDisable(GL_DEPTH_TEST);
+ const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+
/* center circle, do not add to selection when shift is pressed (planar constraint) */
if (is_picksel && shift == 0) GPU_select_load_id(MAN_TRANS_C);
else manipulator_setcolor(v3d, 'C', colcode, 255);
- glPushMatrix();
+ gpuPushMatrix();
size = screen_aligned(rv3d, rv3d->twmat);
unit_m4(unitmat);
- drawcircball(GL_LINE_LOOP, unitmat[3], 0.2f * size, unitmat);
- glPopMatrix();
+ imm_drawcircball(unitmat[3], 0.2f * size, unitmat, pos);
+ gpuPopMatrix();
/* and now apply matrix, we move to local matrix drawing */
- glMultMatrixf(rv3d->twmat);
+ gpuMultMatrix3D(rv3d->twmat);
/* axis */
GPU_select_load_id(-1);
@@ -1448,66 +1491,63 @@ static void draw_manipulator_translate(
if ((combo & V3D_MANIP_SCALE) == 0 || colcode == MAN_GHOST) {
draw_manipulator_axes(v3d, rv3d, colcode,
drawflags & MAN_TRANS_X, drawflags & MAN_TRANS_Y, drawflags & MAN_TRANS_Z,
- axis_order, is_picksel);
+ axis_order, is_picksel, pos);
}
-
/* 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) {
- glTranslatef(0.0, 0.0, dz);
+ gpuPushMatrix();
+ gpuTranslate3f(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(pos, cylen, cywid);
+ gpuPopMatrix();
}
break;
case 1: /* X Cone */
if (drawflags & MAN_TRANS_X) {
- glTranslatef(dz, 0.0, 0.0);
+ gpuPushMatrix();
+ gpuTranslate3f(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);
+ gpuRotate3f(90.0, 0.0, 1.0, 0.0);
+ draw_cone(pos, cylen, cywid);
+ gpuPopMatrix();
}
break;
case 2: /* Y Cone */
if (drawflags & MAN_TRANS_Y) {
- glTranslatef(0.0, dz, 0.0);
+ gpuPushMatrix();
+ gpuTranslate3f(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);
+ gpuRotate3f(-90.0, 1.0, 0.0, 0.0);
+ draw_cone(pos, cylen, cywid);
+ gpuPopMatrix();
}
break;
}
}
- gluDeleteQuadric(qobj);
- glLoadMatrixf(rv3d->viewmat);
+ gpuPopMatrix();
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ immUnbindProgram();
+ gpuMatrixEnd();
}
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;
@@ -1519,14 +1559,19 @@ static void draw_manipulator_rotate_cyl(
manipulator_axis_order(rv3d, axis_order);
+ const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
+
/* prepare for screen aligned draw */
- glPushMatrix();
+ gpuPushMatrix();
size = screen_aligned(rv3d, rv3d->twmat);
glDisable(GL_DEPTH_TEST);
- qobj = gluNewQuadric();
-
/* Screen aligned view rot circle */
if (drawflags & MAN_ROT_V) {
float unitmat[4][4];
@@ -1534,8 +1579,8 @@ static void draw_manipulator_rotate_cyl(
unit_m4(unitmat);
if (is_picksel) GPU_select_load_id(MAN_ROT_V);
- UI_ThemeColor(TH_TRANSFORM);
- drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f * size, unitmat);
+ immUniformThemeColor(TH_TRANSFORM);
+ imm_drawcircball(unitmat[3], 1.2f * size, unitmat, pos);
if (is_moving) {
float vec[3];
@@ -1543,13 +1588,13 @@ static void draw_manipulator_rotate_cyl(
vec[1] = 0; // XXX (float)(t->mouse.imval[1] - t->center2d[1]);
vec[2] = 0.0f;
normalize_v3_length(vec, 1.2f * size);
- glBegin(GL_LINES);
- glVertex3f(0.0, 0.0, 0.0);
- glVertex3fv(vec);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, 0.0, 0.0, 0.0);
+ immVertex3fv(pos, vec);
+ immEnd();
}
}
- glPopMatrix();
+ gpuPopMatrix();
/* apply the transform delta */
if (is_moving) {
@@ -1558,10 +1603,10 @@ static void draw_manipulator_rotate_cyl(
// XXX if (t->flag & T_USES_MANIPULATOR) {
// XXX mul_m4_m3m4(matt, t->mat, rv3d->twmat);
// XXX }
- glMultMatrixf(matt);
+ gpuMultMatrix3D(matt);
}
else {
- glMultMatrixf(rv3d->twmat);
+ gpuMultMatrix3D(rv3d->twmat);
}
glFrontFace(is_negative_m4(rv3d->twmat) ? GL_CW : GL_CCW);
@@ -1573,56 +1618,54 @@ static void draw_manipulator_rotate_cyl(
if ((combo & V3D_MANIP_SCALE) == 0) {
draw_manipulator_axes(v3d, rv3d, colcode,
drawflags & MAN_ROT_X, drawflags & MAN_ROT_Y, drawflags & MAN_ROT_Z,
- axis_order, is_picksel);
+ axis_order, is_picksel, pos);
}
-
- /* 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) {
- glTranslatef(1.0, 0.0, 0.0);
+ gpuPushMatrix();
+ gpuTranslate3f(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);
+ gpuRotate3f(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(pos, cylen, cywid);
+ gpuPopMatrix();
}
break;
case 1: /* Y cylinder */
if (drawflags & MAN_ROT_Y) {
- glTranslatef(0.0, 1.0, 0.0);
+ gpuPushMatrix();
+ gpuTranslate3f(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);
+ gpuRotate3f(-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(pos, cylen, cywid);
+ gpuPopMatrix();
}
break;
case 2: /* Z cylinder */
if (drawflags & MAN_ROT_Z) {
- glTranslatef(0.0, 0.0, 1.0);
+ gpuPushMatrix();
+ gpuTranslate3f(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(pos, cylen, cywid);
+ gpuPopMatrix();
}
break;
}
}
/* restore */
-
- gluDeleteQuadric(qobj);
- glLoadMatrixf(rv3d->viewmat);
+ gpuPopMatrix();
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ gpuMatrixEnd();
+ immUnbindProgram();
}
@@ -1636,6 +1679,7 @@ void BIF_draw_manipulator(const bContext *C)
ScrArea *sa = CTX_wm_area(C);
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
View3D *v3d = sa->spacedata.first;
RegionView3D *rv3d = ar->regiondata;
int totsel;
@@ -1660,7 +1704,7 @@ void BIF_draw_manipulator(const bContext *C)
case V3D_AROUND_ACTIVE:
{
bGPdata *gpd = CTX_data_gpencil_data(C);
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
if (((v3d->around == V3D_AROUND_ACTIVE) && (scene->obedit == NULL)) &&
((gpd == NULL) || !(gpd->flag & GP_DATA_STROKE_EDITMODE)) &&
diff --git a/source/blender/editors/transform/transform_orientations.c b/source/blender/editors/transform/transform_orientations.c
index 058af768885..67f1dc6e44d 100644
--- a/source/blender/editors/transform/transform_orientations.c
+++ b/source/blender/editors/transform/transform_orientations.c
@@ -586,10 +586,10 @@ static unsigned int bm_mesh_faces_select_get_n(BMesh *bm, BMVert **elems, const
int getTransformOrientation_ex(const bContext *C, float normal[3], float plane[3], const short around)
{
- Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = CTX_data_edit_object(C);
Base *base;
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
int result = ORIENTATION_NONE;
const bool activeOnly = (around == V3D_AROUND_ACTIVE);
@@ -1016,16 +1016,16 @@ int getTransformOrientation_ex(const bContext *C, float normal[3], float plane[3
}
else {
/* we need the one selected object, if its not active */
- View3D *v3d = CTX_wm_view3d(C);
- ob = OBACT;
- if (ob && (ob->flag & SELECT)) {
+ base = BASACT_NEW;
+ ob = OBACT_NEW;
+ if (base && ((base->flag & BASE_SELECTED) != 0)) {
/* pass */
}
else {
/* first selected */
ob = NULL;
- for (base = scene->base.first; base; base = base->next) {
- if (TESTBASELIB(v3d, base)) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if (TESTBASELIB_NEW(base)) {
ob = base->object;
break;
}
diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c
index 318d2718969..bd640463da2 100644
--- a/source/blender/editors/transform/transform_snap.c
+++ b/source/blender/editors/transform/transform_snap.c
@@ -49,7 +49,7 @@
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
-#include "BIF_gl.h"
+#include "GPU_immediate.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
@@ -163,36 +163,42 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
invert_m4_m4(imat, rv3d->viewmat);
-
+
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
for (p = t->tsnap.points.first; p; p = p->next) {
if (p == t->tsnap.selectedPoint) {
- glColor4ubv(selectedCol);
+ immUniformColor4ubv(selectedCol);
}
else {
- glColor4ubv(col);
+ immUniformColor4ubv(col);
}
- drawcircball(GL_LINE_LOOP, p->co, ED_view3d_pixel_size(rv3d, p->co) * size * 0.75f, imat);
+ imm_drawcircball(p->co, ED_view3d_pixel_size(rv3d, p->co) * size * 0.75f, imat, pos);
}
if (t->tsnap.status & POINT_INIT) {
- glColor4ubv(activeCol);
+ immUniformColor4ubv(activeCol);
- drawcircball(GL_LINE_LOOP, t->tsnap.snapPoint, ED_view3d_pixel_size(rv3d, t->tsnap.snapPoint) * size, imat);
+ imm_drawcircball(t->tsnap.snapPoint, ED_view3d_pixel_size(rv3d, t->tsnap.snapPoint) * size, imat, pos);
}
/* draw normal if needed */
if (usingSnappingNormal(t) && validSnappingNormal(t)) {
- glColor4ubv(activeCol);
+ immUniformColor4ubv(activeCol);
- glBegin(GL_LINES);
- glVertex3f(t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], t->tsnap.snapPoint[2]);
- glVertex3f(t->tsnap.snapPoint[0] + t->tsnap.snapNormal[0],
- t->tsnap.snapPoint[1] + t->tsnap.snapNormal[1],
- t->tsnap.snapPoint[2] + t->tsnap.snapNormal[2]);
- glEnd();
+ immBegin(GL_LINES, 2);
+ immVertex3f(pos, t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], t->tsnap.snapPoint[2]);
+ immVertex3f(pos, t->tsnap.snapPoint[0] + t->tsnap.snapNormal[0],
+ t->tsnap.snapPoint[1] + t->tsnap.snapNormal[1],
+ t->tsnap.snapPoint[2] + t->tsnap.snapNormal[2]);
+ immEnd();
}
-
+
+ immUnbindProgram();
+
if (v3d->zbuf)
glEnable(GL_DEPTH_TEST);
}
@@ -241,23 +247,29 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
glEnable(GL_BLEND);
+ unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
for (p = t->tsnap.points.first; p; p = p->next) {
if (p == t->tsnap.selectedPoint) {
- glColor4ubv(selectedCol);
+ immUniformColor4ubv(selectedCol);
}
else {
- glColor4ubv(col);
+ immUniformColor4ubv(col);
}
- ED_node_draw_snap(&ar->v2d, p->co, size, 0);
+ ED_node_draw_snap(&ar->v2d, p->co, size, 0, pos);
}
if (t->tsnap.status & POINT_INIT) {
- glColor4ubv(activeCol);
+ immUniformColor4ubv(activeCol);
- ED_node_draw_snap(&ar->v2d, t->tsnap.snapPoint, size, t->tsnap.snapNodeBorder);
+ ED_node_draw_snap(&ar->v2d, t->tsnap.snapPoint, size, t->tsnap.snapNodeBorder, pos);
}
-
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
}
}
@@ -520,7 +532,7 @@ static void initSnappingMode(TransInfo *t)
ToolSettings *ts = t->settings;
Object *obedit = t->obedit;
Scene *scene = t->scene;
- Base *base_act = scene->basact;
+ BaseLegacy *base_act = scene->basact;
if (t->spacetype == SPACE_NODE) {
/* force project off when not supported */
diff --git a/source/blender/editors/transform/transform_snap_object.c b/source/blender/editors/transform/transform_snap_object.c
index cf16bb8817d..cbd3827154b 100644
--- a/source/blender/editors/transform/transform_snap_object.c
+++ b/source/blender/editors/transform/transform_snap_object.c
@@ -1770,7 +1770,7 @@ static bool snapObjectsRay(
*
* To solve that problem, we do it first as an exception.
* */
- Base *base_act = sctx->scene->basact;
+ BaseLegacy *base_act = sctx->scene->basact;
if (base_act && base_act->object && base_act->object->mode & OB_MODE_PARTICLE_EDIT) {
Object *ob = base_act->object;
@@ -1791,11 +1791,11 @@ static bool snapObjectsRay(
ignore_object_active = true;
break;
}
- for (Base *base = sctx->scene->base.first; base != NULL; base = base->next) {
+ for (BaseLegacy *base = sctx->scene->base.first; base != NULL; base = base->next) {
if ((BASE_VISIBLE_BGMODE(sctx->v3d_data.v3d, sctx->scene, base)) &&
- (base->flag & (BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA)) == 0 &&
+ (base->flag_legacy & (BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA)) == 0 &&
- !((ignore_object_selected && (base->flag & (SELECT | BA_WAS_SEL))) ||
+ !((ignore_object_selected && (base->flag_legacy & (SELECT | BA_WAS_SEL))) ||
(ignore_object_active && base == base_act)))
{
Object *ob = base->object;
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/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index 5c5e84ee5f0..25e519cc428 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -55,6 +55,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+
#include "ED_image.h"
#include "ED_mesh.h"
#include "ED_uvedit.h"
@@ -65,12 +67,7 @@
#include "uvedit_intern.h"
-#include "GPU_basic_shader.h"
-
-/* use editmesh tessface */
-#define USE_EDBM_LOOPTRIS
-
-static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset);
+static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset, unsigned int pos);
void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
{
@@ -81,35 +78,67 @@ void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
mul_v2_fl(zoom, 256.0f * UI_DPI_FAC);
x_fac = zoom[0];
y_fac = zoom[1];
-
- cpack(0xFFFFFF);
+
glTranslate2fv(cursor);
- fdrawline(-0.05f * x_fac, 0, 0, 0.05f * y_fac);
- fdrawline(0, 0.05f * y_fac, 0.05f * x_fac, 0.0f);
- fdrawline(0.05f * x_fac, 0.0f, 0.0f, -0.05f * y_fac);
- fdrawline(0.0f, -0.05f * y_fac, -0.05f * x_fac, 0.0f);
- setlinestyle(4);
- cpack(0xFF);
- fdrawline(-0.05f * x_fac, 0.0f, 0.0f, 0.05f * y_fac);
- fdrawline(0.0f, 0.05f * y_fac, 0.05f * x_fac, 0.0f);
- fdrawline(0.05f * x_fac, 0.0f, 0.0f, -0.05f * y_fac);
- fdrawline(0.0f, -0.05f * y_fac, -0.05f * x_fac, 0.0f);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ imm_cpack(0xFFFFFF);
+
+ immBegin(GL_LINE_LOOP, 4);
+ immVertex2f(pos, -0.05f * x_fac, 0.0f);
+ immVertex2f(pos, 0.0f, 0.05f * y_fac);
+ immVertex2f(pos, 0.05f * x_fac, 0.0f);
+ immVertex2f(pos, 0.0f, -0.05f * y_fac);
+ immEnd();
+ setlinestyle(4);
+ imm_cpack(0xFF);
+
+ /* drawing individual segments, because the stipple pattern
+ * gets messed up when drawing a continuous loop */
+ immBegin(GL_LINES, 8);
+ immVertex2f(pos, -0.05f * x_fac, 0.0f);
+ immVertex2f(pos, 0.0f, 0.05f * y_fac);
+ immVertex2f(pos, 0.0f, 0.05f * y_fac);
+ immVertex2f(pos, 0.05f * x_fac, 0.0f);
+ immVertex2f(pos, 0.05f * x_fac, 0.0f);
+ immVertex2f(pos, 0.0f, -0.05f * y_fac);
+ immVertex2f(pos, 0.0f, -0.05f * y_fac);
+ immVertex2f(pos, -0.05f * x_fac, 0.0f);
+ immEnd();
- setlinestyle(0.0f);
- cpack(0x0);
- fdrawline(-0.020f * x_fac, 0.0f, -0.1f * x_fac, 0.0f);
- fdrawline(0.1f * x_fac, 0.0f, 0.020f * x_fac, 0.0f);
- fdrawline(0.0f, -0.020f * y_fac, 0.0f, -0.1f * y_fac);
- fdrawline(0.0f, 0.1f * y_fac, 0.0f, 0.020f * y_fac);
+ setlinestyle(0);
+ imm_cpack(0x0);
+
+ immBegin(GL_LINES, 8);
+ immVertex2f(pos, -0.020f * x_fac, 0.0f);
+ immVertex2f(pos, -0.1f * x_fac, 0.0f);
+ immVertex2f(pos, 0.1f * x_fac, 0.0f);
+ immVertex2f(pos, 0.020f * x_fac, 0.0f);
+ immVertex2f(pos, 0.0f, -0.020f * y_fac);
+ immVertex2f(pos, 0.0f, -0.1f * y_fac);
+ immVertex2f(pos, 0.0f, 0.1f * y_fac);
+ immVertex2f(pos, 0.0f, 0.020f * y_fac);
+ immEnd();
setlinestyle(1);
- cpack(0xFFFFFF);
- fdrawline(-0.020f * x_fac, 0.0f, -0.1f * x_fac, 0.0f);
- fdrawline(0.1f * x_fac, 0.0f, 0.020f * x_fac, 0.0f);
- fdrawline(0.0f, -0.020f * y_fac, 0.0f, -0.1f * y_fac);
- fdrawline(0.0f, 0.1f * y_fac, 0.0f, 0.020f * y_fac);
+ imm_cpack(0xFFFFFF);
+
+ immBegin(GL_LINES, 8);
+ immVertex2f(pos, -0.020f * x_fac, 0.0f);
+ immVertex2f(pos, -0.1f * x_fac, 0.0f);
+ immVertex2f(pos, 0.1f * x_fac, 0.0f);
+ immVertex2f(pos, 0.020f * x_fac, 0.0f);
+ immVertex2f(pos, 0.0f, -0.020f * y_fac);
+ immVertex2f(pos, 0.0f, -0.1f * y_fac);
+ immVertex2f(pos, 0.0f, 0.1f * y_fac);
+ immVertex2f(pos, 0.0f, 0.020f * y_fac);
+ immEnd();
+
+ immUnbindProgram();
glTranslatef(-cursor[0], -cursor[1], 0.0);
setlinestyle(0);
@@ -141,12 +170,18 @@ static void draw_uvs_shadow(Object *obedit)
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* draws the mesh when painting */
- UI_ThemeColor(TH_UV_SHADOW);
+ immUniformThemeColor(TH_UV_SHADOW);
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset);
+ draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
}
+
+ immUnbindProgram();
}
static int draw_uvs_dm_shadow(DerivedMesh *dm)
@@ -212,19 +247,27 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
BM_elem_flag_disable(efa, BM_ELEM_TAG);
}
}
-
+
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
if (totarea < FLT_EPSILON || totuvarea < FLT_EPSILON) {
col[0] = 1.0;
col[1] = col[2] = 0.0;
- glColor3fv(col);
+
+ immUniformColor3fv(col);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (BM_elem_flag_test(efa, BM_ELEM_TAG)) {
- glBegin(GL_POLYGON);
+ immBegin(GL_TRIANGLE_FAN, efa->len);
+
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
- glEnd();
+
+ immEnd();
}
}
}
@@ -254,18 +297,23 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
areadiff = 1.0f - (area / uvarea);
weight_to_rgb(col, areadiff);
- glColor3fv(col);
+ immUniformColor3fv(col);
- /* TODO: USE_EDBM_LOOPTRIS */
- glBegin(GL_POLYGON);
+ /* TODO: use editmesh tessface */
+ immBegin(GL_TRIANGLE_FAN, efa->len);
+
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
- glEnd();
+
+ immEnd();
}
}
}
+
+ immUnbindProgram();
+
break;
}
case SI_UVDT_STRETCH_ANGLE:
@@ -278,7 +326,13 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
BLI_buffer_declare_static(vec2f, auv_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE);
col[3] = 0.5f; /* hard coded alpha, not that nice */
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
@@ -319,16 +373,16 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
ang[i] = angle_normalized_v3v3(av[i], av[(i + 1) % efa_len]);
}
- /* TODO: USE_EDBM_LOOPTRIS */
- glBegin(GL_POLYGON);
+ /* TODO: use editmesh tessface */
+ immBegin(GL_TRIANGLE_FAN, efa->len);
BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
a = fabsf(uvang[i] - ang[i]) / (float)M_PI;
weight_to_rgb(col, 1.0f - pow2f(1.0f - a));
- glColor3fv(col);
- glVertex2fv(luv->uv);
+ immAttrib3fv(color, col);
+ immVertex2fv(pos, luv->uv);
}
- glEnd();
+ immEnd();
}
else {
if (tf == activetf)
@@ -337,6 +391,8 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
}
}
+ immUnbindProgram();
+
BLI_buffer_free(&uvang_buf);
BLI_buffer_free(&ang_buf);
BLI_buffer_free(&av_buf);
@@ -350,34 +406,38 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
BLI_buffer_free(&tf_uvorig_buf);
}
-static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset)
+static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset, unsigned int pos)
{
BMIter liter;
BMLoop *l;
MLoopUV *luv;
- glBegin(GL_LINE_LOOP);
+ immBegin(GL_LINE_LOOP, efa->len);
+
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
- glEnd();
+
+ immEnd();
}
-static void draw_uvs_lineloop_mpoly(Mesh *me, MPoly *mpoly)
+static void draw_uvs_lineloop_mpoly(Mesh *me, MPoly *mpoly, unsigned int pos)
{
MLoopUV *mloopuv;
int i;
- glBegin(GL_LINE_LOOP);
+ immBegin(GL_LINE_LOOP, mpoly->totloop);
+
mloopuv = &me->mloopuv[mpoly->loopstart];
for (i = mpoly->totloop; i != 0; i--, mloopuv++) {
- glVertex2fv(mloopuv->uv);
+ immVertex2fv(pos, mloopuv->uv);
}
- glEnd();
+
+ immEnd();
}
-static void draw_uvs_other_mesh_texface(Object *ob, const Image *curimage, const int other_uv_filter)
+static void draw_uvs_other_mesh_texface(Object *ob, const Image *curimage, const int other_uv_filter, unsigned int pos)
{
Mesh *me = ob->data;
MPoly *mpoly = me->mpoly;
@@ -398,10 +458,10 @@ static void draw_uvs_other_mesh_texface(Object *ob, const Image *curimage, const
}
}
- draw_uvs_lineloop_mpoly(me, mpoly);
+ draw_uvs_lineloop_mpoly(me, mpoly, pos);
}
}
-static void draw_uvs_other_mesh_new_shading(Object *ob, const Image *curimage, const int other_uv_filter)
+static void draw_uvs_other_mesh_new_shading(Object *ob, const Image *curimage, const int other_uv_filter, unsigned int pos)
{
Mesh *me = ob->data;
MPoly *mpoly = me->mpoly;
@@ -453,41 +513,43 @@ static void draw_uvs_other_mesh_new_shading(Object *ob, const Image *curimage, c
}
}
- draw_uvs_lineloop_mpoly(me, mpoly);
+ draw_uvs_lineloop_mpoly(me, mpoly, pos);
}
}
static void draw_uvs_other_mesh(Object *ob, const Image *curimage, const bool new_shading_nodes,
- const int other_uv_filter)
+ const int other_uv_filter, unsigned int pos)
{
if (new_shading_nodes) {
- draw_uvs_other_mesh_new_shading(ob, curimage, other_uv_filter);
+ draw_uvs_other_mesh_new_shading(ob, curimage, other_uv_filter, pos);
}
else {
- draw_uvs_other_mesh_texface(ob, curimage, other_uv_filter);
+ draw_uvs_other_mesh_texface(ob, curimage, other_uv_filter, pos);
}
}
-static void draw_uvs_other(Scene *scene, Object *obedit, const Image *curimage, const bool new_shading_nodes,
+static void draw_uvs_other(SceneLayer *sl, Object *obedit, const Image *curimage, const bool new_shading_nodes,
const int other_uv_filter)
{
- Base *base;
-
- UI_ThemeColor(TH_UV_OTHERS);
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
- for (base = scene->base.first; base; base = base->next) {
- Object *ob = base->object;
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- if (!(base->flag & SELECT)) continue;
- if (!(base->lay & scene->lay)) continue;
- if (ob->restrictflag & OB_RESTRICT_VIEW) continue;
+ immUniformThemeColor(TH_UV_OTHERS);
- if ((ob->type == OB_MESH) && (ob != obedit) && ((Mesh *)ob->data)->mloopuv) {
- draw_uvs_other_mesh(ob, curimage, new_shading_nodes, other_uv_filter);
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if (((base->flag & BASE_SELECTED) != 0) &&
+ ((base->flag & BASE_VISIBLED) != 0))
+ {
+ Object *ob = base->object;
+ if ((ob->type == OB_MESH) && (ob != obedit) && ((Mesh *)ob->data)->mloopuv) {
+ draw_uvs_other_mesh(ob, curimage, new_shading_nodes, other_uv_filter, pos);
+ }
}
}
+ immUnbindProgram();
}
-static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, Object *ob)
+static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *ob)
{
const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
Image *curimage = ED_space_image(sima);
@@ -495,11 +557,9 @@ static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, Object *ob)
Material *ma;
if (sima->flag & SI_DRAW_OTHER) {
- draw_uvs_other(scene, ob, curimage, new_shading_nodes, sima->other_uv_filter);
+ draw_uvs_other(sl, ob, curimage, new_shading_nodes, sima->other_uv_filter);
}
- UI_ThemeColor(TH_UV_SHADOW);
-
ma = give_current_material(ob, ob->actcol);
if (me->mtpoly) {
@@ -512,24 +572,33 @@ static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, Object *ob)
mloopuv = me->mloopuv;
}
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformThemeColor(TH_UV_SHADOW);
+
mloopuv_base = mloopuv;
for (a = me->totpoly; a > 0; a--, mpoly++) {
if ((scene->toolsettings->uv_flag & UV_SHOW_SAME_IMAGE) && mpoly->mat_nr != ob->actcol - 1)
continue;
- glBegin(GL_LINE_LOOP);
+
+ immBegin(GL_LINE_LOOP, mpoly->totloop);
mloopuv = mloopuv_base + mpoly->loopstart;
for (b = 0; b < mpoly->totloop; b++, mloopuv++) {
- glVertex2fv(mloopuv->uv);
+ immVertex2fv(pos, mloopuv->uv);
}
- glEnd();
+
+ immEnd();
}
+
+ immUnbindProgram();
}
}
-#ifdef USE_EDBM_LOOPTRIS
-static void draw_uvs_looptri(BMEditMesh *em, unsigned int *r_loop_index, const int cd_loop_uv_offset)
+static void draw_uvs_looptri(BMEditMesh *em, unsigned int *r_loop_index, const int cd_loop_uv_offset, unsigned int pos)
{
unsigned int i = *r_loop_index;
BMFace *f = em->looptris[i][0]->f;
@@ -537,16 +606,15 @@ static void draw_uvs_looptri(BMEditMesh *em, unsigned int *r_loop_index, const i
unsigned int j;
for (j = 0; j < 3; j++) {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(em->looptris[i][j], cd_loop_uv_offset);
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
i++;
} while (i != em->tottri && (f == em->looptris[i][0]->f));
*r_loop_index = i - 1;
}
-#endif
/* draws uv's in the image space */
-static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
+static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obedit)
{
const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
ToolSettings *ts;
@@ -554,9 +622,6 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
BMEditMesh *em = me->edit_btmesh;
BMesh *bm = em->bm;
BMFace *efa, *efa_act;
-#ifndef USE_EDBM_LOOPTRIS
- BMFace *activef;
-#endif
BMLoop *l;
BMIter iter, liter;
MTexPoly *tf, *activetf = NULL;
@@ -570,10 +635,9 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
const int cd_poly_tex_offset = CustomData_get_offset(&bm->pdata, CD_MTEXPOLY);
+ unsigned int pos;
+
activetf = EDBM_mtexpoly_active_get(em, &efa_act, false, false); /* will be set to NULL if hidden */
-#ifndef USE_EDBM_LOOPTRIS
- activef = BM_mesh_active_face_get(bm, false, false);
-#endif
ts = scene->toolsettings;
drawfaces = draw_uvs_face_check(scene);
@@ -598,7 +662,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
curimage = (activetf) ? activetf->tpage : ima;
}
- draw_uvs_other(scene, obedit, curimage, new_shading_nodes, sima->other_uv_filter);
+ draw_uvs_other(sl, obedit, curimage, new_shading_nodes, sima->other_uv_filter);
}
/* 1. draw shadow mesh */
@@ -622,7 +686,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
finaldm->release(finaldm);
}
}
-
+
/* 2. draw colored faces */
if (sima->flag & SI_DRAW_STRETCH) {
@@ -635,65 +699,36 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
-#ifdef USE_EDBM_LOOPTRIS
- {
- unsigned int i;
- for (i = 0; i < em->tottri; i++) {
- efa = em->looptris[i][0]->f;
- tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
- if (uvedit_face_visible_test(scene, ima, efa, tf)) {
- const bool is_select = uvedit_face_select_test(scene, efa, cd_loop_uv_offset);
- BM_elem_flag_enable(efa, BM_ELEM_TAG);
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
- if (tf == activetf) {
- /* only once */
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_QUARTTONE);
- UI_ThemeColor4(TH_EDITMESH_ACTIVE);
- }
- else {
- glColor4ubv((GLubyte *)(is_select ? col2 : col1));
- }
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- glBegin(GL_TRIANGLES);
- draw_uvs_looptri(em, &i, cd_loop_uv_offset);
- glEnd();
-
- if (tf == activetf) {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- }
- }
- else {
- BM_elem_flag_disable(efa, BM_ELEM_TAG);
- }
- }
- }
-#else
- BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
+ for (unsigned int i = 0; i < em->tottri; i++) {
+ efa = em->looptris[i][0]->f;
tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
if (uvedit_face_visible_test(scene, ima, efa, tf)) {
+ const bool is_select = uvedit_face_select_test(scene, efa, cd_loop_uv_offset);
BM_elem_flag_enable(efa, BM_ELEM_TAG);
- if (tf == activetf) continue; /* important the temp boolean is set above */
- if (uvedit_face_select_test(scene, efa, cd_loop_uv_offset))
- glColor4ubv((GLubyte *)col2);
- else
- glColor4ubv((GLubyte *)col1);
-
- glBegin(GL_POLYGON);
- BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- glVertex2fv(luv->uv);
+ if (tf == activetf) {
+ /* only once */
+ immUniformThemeColor(TH_EDITMESH_ACTIVE);
}
- glEnd();
+ else {
+ immUniformColor4ubv(is_select ? col2 : col1);
+ }
+
+ immBegin(GL_TRIANGLES, (em->looptris[i][0]->f->len - 2) * 3);
+ draw_uvs_looptri(em, &i, cd_loop_uv_offset, pos);
+ immEnd();
}
else {
- if (tf == activetf)
- activetf = NULL;
BM_elem_flag_disable(efa, BM_ELEM_TAG);
}
}
-#endif
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
}
else {
@@ -715,30 +750,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
}
/* 3. draw active face stippled */
-#ifndef USE_EDBM_LOOPTRIS
- if (activef) {
- tf = BM_ELEM_CD_GET_VOID_P(activef, cd_poly_tex_offset);
- if (uvedit_face_visible_test(scene, ima, activef, tf)) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- UI_ThemeColor4(TH_EDITMESH_ACTIVE);
-
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_QUARTTONE);
-
- glBegin(GL_POLYGON);
- BM_ITER_ELEM (l, &liter, activef, BM_LOOPS_OF_FACE) {
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- glVertex2fv(luv->uv);
- }
- glEnd();
+ /* (removed during OpenGL upgrade, reimplement if needed) */
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- glDisable(GL_BLEND);
- }
- }
-#endif
-
/* 4. draw edges */
if (sima->flag & SI_SMOOTH_UV) {
@@ -751,104 +764,152 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
switch (sima->dt_uv) {
case SI_UVDT_DASH:
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
if (tf) {
- cpack(0x111111);
+ imm_cpack(0x111111);
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset);
+ draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
setlinestyle(2);
- cpack(0x909090);
+ imm_cpack(0x909090);
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset);
+ draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
setlinestyle(0);
}
}
+
+ immUnbindProgram();
+
break;
case SI_UVDT_BLACK: /* black/white */
- case SI_UVDT_WHITE:
- if (sima->dt_uv == SI_UVDT_WHITE) glColor3f(1.0f, 1.0f, 1.0f);
- else glColor3f(0.0f, 0.0f, 0.0f);
+ case SI_UVDT_WHITE:
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ if (sima->dt_uv == SI_UVDT_WHITE) {
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
+ }
+ else {
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+ }
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset);
+ draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
}
+
+ immUnbindProgram();
+
break;
case SI_UVDT_OUTLINE:
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glLineWidth(3);
- cpack(0x0);
-
+ imm_cpack(0x0);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset);
+ draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
}
-
+
+ immUnbindProgram();
+
glLineWidth(1);
UI_GetThemeColor4ubv(TH_WIRE_EDIT, col2);
- glColor4ubv((unsigned char *)col2);
if (me->drawflag & ME_DRAWEDGES) {
- int sel, lastsel = -1;
+ int sel;
UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1);
+ VertexFormat *format = immVertexFormat();
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
if (interpedges) {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
- glBegin(GL_LINE_LOOP);
+ immBegin(GL_LINE_LOOP, efa->len);
+
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset);
- glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2);
+ immAttrib4ubv(color, sel ? (GLubyte *)col1 : (GLubyte *)col2);
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
- glEnd();
+
+ immEnd();
}
+
+ immUnbindProgram();
}
else {
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
+ int lastsel = -1;
+
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
- glBegin(GL_LINES);
+ immBegin(GL_LINES, efa->len * 2);
+
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
sel = uvedit_edge_select_test(scene, l, cd_loop_uv_offset);
if (sel != lastsel) {
- glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2);
+ immAttrib4ubv(color, sel ? (GLubyte *)col1 : (GLubyte *)col2);
lastsel = sel;
}
+
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
luv = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
- glEnd();
+
+ immEnd();
}
+
+ immUnbindProgram();
}
}
else {
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv(col2);
+
/* no nice edges */
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset);
+ draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
}
+
+ immUnbindProgram();
}
-
+
break;
}
@@ -861,50 +922,80 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
if (drawfaces) {
float cent[2];
-
+ bool col_set = false;
+
+ VertexFormat *format = immVertexFormat();
+ pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+
pointsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
glPointSize(pointsize);
- glBegin(GL_POINTS);
+ immBeginAtMost(GL_POINTS, bm->totface);
/* unselected faces */
- UI_ThemeColor(TH_WIRE);
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
if (!uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) {
+ /* Only set color for the first face */
+ if (!col_set) {
+ UI_GetThemeColor3ubv(TH_WIRE, col1);
+ immAttrib3ubv(color, col1);
+
+ col_set = true;
+ }
+
uv_poly_center(efa, cent, cd_loop_uv_offset);
- glVertex2fv(cent);
+ immVertex2fv(pos, cent);
}
}
+ col_set = false;
+
/* selected faces */
- UI_ThemeColor(TH_FACE_DOT);
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
if (uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) {
+ /* Only set color for the first face */
+ if (!col_set) {
+ UI_GetThemeColor3ubv(TH_FACE_DOT, col1);
+ immAttrib3ubv(color, col1);
+
+ col_set = true;
+ }
+
uv_poly_center(efa, cent, cd_loop_uv_offset);
- glVertex2fv(cent);
+ immVertex2fv(pos, cent);
}
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
/* 6. draw uv vertices */
if (drawfaces != 2) { /* 2 means Mesh Face Mode */
+ pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* unselected uvs */
- UI_ThemeColor(TH_VERTEX);
+ immUniformThemeColor(TH_VERTEX);
pointsize = UI_GetThemeValuef(TH_VERTEX_SIZE);
glPointSize(pointsize);
-
- glBegin(GL_POINTS);
+
+ immBeginAtMost(GL_POINTS, bm->totloop);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
@@ -912,17 +1003,19 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
if (!uvedit_uv_select_test(scene, l, cd_loop_uv_offset))
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
}
- glEnd();
+
+ immEnd();
/* pinned uvs */
/* give odd pointsizes odd pin pointsizes */
glPointSize(pointsize * 2 + (((int)pointsize % 2) ? (-1) : 0));
- cpack(0xFF);
+ imm_cpack(0xFF);
- glBegin(GL_POINTS);
+ immBeginAtMost(GL_POINTS, bm->totloop);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
@@ -931,16 +1024,18 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
if (luv->flag & MLOOPUV_PINNED)
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
}
- glEnd();
+
+ immEnd();
/* selected uvs */
- UI_ThemeColor(TH_VERTEX_SELECT);
+ immUniformThemeColor(TH_VERTEX_SELECT);
glPointSize(pointsize);
- glBegin(GL_POINTS);
+ immBeginAtMost(GL_POINTS, bm->totloop);
+
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
@@ -949,10 +1044,13 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset))
- glVertex2fv(luv->uv);
+ immVertex2fv(pos, luv->uv);
}
}
- glEnd();
+
+ immEnd();
+
+ immUnbindProgram();
}
}
@@ -973,7 +1071,7 @@ static void draw_uv_shadows_get(SpaceImage *sima, Object *ob, Object *obedit, bo
*show_texpaint = (ob && ob->type == OB_MESH && ob->mode == OB_MODE_TEXTURE_PAINT);
}
-void ED_uvedit_draw_main(SpaceImage *sima, ARegion *ar, Scene *scene, Object *obedit, Object *obact)
+void ED_uvedit_draw_main(SpaceImage *sima, ARegion *ar, Scene *scene, SceneLayer *sl, Object *obedit, Object *obact)
{
ToolSettings *toolsettings = scene->toolsettings;
bool show_uvedit, show_uvshadow, show_texpaint_uvshadow;
@@ -985,9 +1083,9 @@ void ED_uvedit_draw_main(SpaceImage *sima, ARegion *ar, Scene *scene, Object *ob
if (show_uvshadow)
draw_uvs_shadow(obedit);
else if (show_uvedit)
- draw_uvs(sima, scene, obedit);
+ draw_uvs(sima, scene, sl, obedit);
else
- draw_uvs_texpaint(sima, scene, obact);
+ draw_uvs_texpaint(sima, scene, sl, obact);
if (show_uvedit && !(toolsettings->use_uv_sculpt))
ED_image_draw_cursor(ar, sima->cursor);
diff --git a/source/blender/editors/uvedit/uvedit_smart_stitch.c b/source/blender/editors/uvedit/uvedit_smart_stitch.c
index 50aec737c8e..014aa65efb5 100644
--- a/source/blender/editors/uvedit/uvedit_smart_stitch.c
+++ b/source/blender/editors/uvedit/uvedit_smart_stitch.c
@@ -63,6 +63,8 @@
#include "ED_screen.h"
#include "ED_space_api.h"
+#include "GPU_batch.h"
+
#include "RNA_access.h"
#include "RNA_define.h"
@@ -1538,63 +1540,118 @@ static void stitch_calculate_edge_normal(BMEditMesh *em, UvEdge *edge, float *no
normalize_v2(normal);
}
+static void stitch_draw_vbo(VertexBuffer *vbo, int type, const float col[4])
+{
+ Batch *batch = Batch_create(type, vbo, NULL);
+ Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
+ Batch_Uniform4fv(batch, "color", col);
+ Batch_draw(batch);
+ Batch_discard_all(batch);
+}
+
+/* TODO make things pretier : store batches inside StitchPreviewer instead of the bare verts pos */
static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *arg)
{
- int i, index = 0;
+ int j, index = 0;
+ unsigned int num_line = 0, num_tri, tri_idx = 0, line_idx = 0;
StitchState *state = (StitchState *)arg;
StitchPreviewer *stitch_preview = state->stitch_preview;
+ VertexBuffer *vbo, *vbo_line;
+ float col[4];
- glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
- glEnableClientState(GL_VERTEX_ARRAY);
+ static VertexFormat format = { 0 };
+ static unsigned pos_id;
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ }
glEnable(GL_BLEND);
- UI_ThemeColor4(TH_STITCH_PREVIEW_ACTIVE);
- glVertexPointer(2, GL_FLOAT, 0, stitch_preview->static_tris);
- glDrawArrays(GL_TRIANGLES, 0, stitch_preview->num_static_tris * 3);
-
- glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_polys);
- for (i = 0; i < stitch_preview->num_polys; i++) {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- UI_ThemeColor4(TH_STITCH_PREVIEW_FACE);
- glDrawArrays(GL_POLYGON, index, stitch_preview->uvs_per_polygon[i]);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- UI_ThemeColor4(TH_STITCH_PREVIEW_EDGE);
- glDrawArrays(GL_POLYGON, index, stitch_preview->uvs_per_polygon[i]);
-#if 0
- glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
- UI_ThemeColor4(TH_STITCH_PREVIEW_VERT);
- glDrawArrays(GL_POLYGON, index, stitch_preview->uvs_per_polygon[i]);
-#endif
-
- index += stitch_preview->uvs_per_polygon[i];
+ /* Static Tris */
+ UI_GetThemeColor4fv(TH_STITCH_PREVIEW_ACTIVE, col);
+ vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, stitch_preview->num_static_tris * 3);
+ for (int i = 0; i < stitch_preview->num_static_tris * 3; i++)
+ setAttrib(vbo, pos_id, i, &stitch_preview->static_tris[i*2]);
+ stitch_draw_vbo(vbo, GL_TRIANGLES, col);
+
+
+ /* Preview Polys */
+ for (int i = 0; i < stitch_preview->num_polys; i++)
+ num_line += stitch_preview->uvs_per_polygon[i];
+
+ num_tri = num_line - 2 * stitch_preview->num_polys;
+
+ /* we need to convert the polys into triangles / lines */
+ vbo = VertexBuffer_create_with_format(&format);
+ vbo_line = VertexBuffer_create_with_format(&format);
+
+ VertexBuffer_allocate_data(vbo, num_tri * 3);
+ VertexBuffer_allocate_data(vbo_line, num_line * 2);
+
+ for (int i = 0; i < stitch_preview->num_polys; i++) {
+ BLI_assert(stitch_preview->uvs_per_polygon[i] >= 3);
+
+ /* Start line */
+ setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index]);
+ setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + 2]);
+
+ for (j = 1; j < stitch_preview->uvs_per_polygon[i] - 1; ++j) {
+ setAttrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index]);
+ setAttrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index + (j+0)*2]);
+ setAttrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index + (j+1)*2]);
+
+ setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + (j+0)*2]);
+ setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + (j+1)*2]);
+ }
+
+ /* Closing line */
+ setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index]);
+ setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + j*2]); /* j = uvs_per_polygon[i] - 1*/
+
+ index += stitch_preview->uvs_per_polygon[i] * 2;
}
+ UI_GetThemeColor4fv(TH_STITCH_PREVIEW_FACE, col);
+ stitch_draw_vbo(vbo, GL_TRIANGLES, col);
+ UI_GetThemeColor4fv(TH_STITCH_PREVIEW_EDGE, col);
+ stitch_draw_vbo(vbo_line, GL_LINES, col);
+
glDisable(GL_BLEND);
- /* draw vert preview */
+
+ /* draw stitch vert/lines preview */
if (state->mode == STITCH_VERT) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) * 2.0f);
- UI_ThemeColor4(TH_STITCH_PREVIEW_STITCHABLE);
- glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_stitchable);
- glDrawArrays(GL_POINTS, 0, stitch_preview->num_stitchable);
+ UI_GetThemeColor4fv(TH_STITCH_PREVIEW_STITCHABLE, col);
+ vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, stitch_preview->num_stitchable);
+ for (int i = 0; i < stitch_preview->num_stitchable; i++)
+ setAttrib(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
+ stitch_draw_vbo(vbo, GL_POINTS, col);
- UI_ThemeColor4(TH_STITCH_PREVIEW_UNSTITCHABLE);
- glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_unstitchable);
- glDrawArrays(GL_POINTS, 0, stitch_preview->num_unstitchable);
+ UI_GetThemeColor4fv(TH_STITCH_PREVIEW_UNSTITCHABLE, col);
+ vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, stitch_preview->num_unstitchable);
+ for (int i = 0; i < stitch_preview->num_unstitchable; i++)
+ setAttrib(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
+ stitch_draw_vbo(vbo, GL_POINTS, col);
}
else {
- UI_ThemeColor4(TH_STITCH_PREVIEW_STITCHABLE);
- glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_stitchable);
- glDrawArrays(GL_LINES, 0, 2 * stitch_preview->num_stitchable);
-
- UI_ThemeColor4(TH_STITCH_PREVIEW_UNSTITCHABLE);
- glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_unstitchable);
- glDrawArrays(GL_LINES, 0, 2 * stitch_preview->num_unstitchable);
+ UI_GetThemeColor4fv(TH_STITCH_PREVIEW_STITCHABLE, col);
+ vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, stitch_preview->num_stitchable * 2);
+ for (int i = 0; i < stitch_preview->num_stitchable * 2; i++)
+ setAttrib(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
+ stitch_draw_vbo(vbo, GL_LINES, col);
+
+ UI_GetThemeColor4fv(TH_STITCH_PREVIEW_UNSTITCHABLE, col);
+ vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, stitch_preview->num_unstitchable * 2);
+ for (int i = 0; i < stitch_preview->num_unstitchable * 2; i++)
+ setAttrib(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
+ stitch_draw_vbo(vbo, GL_LINES, col);
}
-
- glPopClientAttrib();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
static UvEdge *uv_edge_get(BMLoop *l, StitchState *state)
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
index f63cf771120..0e03ab84a47 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
@@ -127,7 +127,7 @@ BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : Str
BKE_scene_set_background(freestyle_bmain, freestyle_scene);
// Camera
- Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, OB_CAMERA, NULL);
+ Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, (SceneLayer *)freestyle_scene->render_layers.first, OB_CAMERA, NULL);
DAG_relations_tag_update(freestyle_bmain);
Camera *camera = (Camera *)object_camera->data;
@@ -166,7 +166,7 @@ BlenderStrokeRenderer::~BlenderStrokeRenderer()
// compositor has finished.
// release objects and data blocks
- for (Base *b = (Base *)freestyle_scene->base.first; b; b = b->next) {
+ for (BaseLegacy *b = (BaseLegacy *)freestyle_scene->base.first; b; b = b->next) {
Object *ob = b->object;
void *data = ob->data;
char *name = ob->id.name;
@@ -674,7 +674,7 @@ int BlenderStrokeRenderer::get_stroke_count() const
void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
{
#if 0
- Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, OB_MESH);
+ Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, (SceneLayer *)freestyle_scene->render_layers.first, OB_MESH);
DAG_relations_tag_update(freestyle_bmain);
#else
Object *object_mesh = NewMesh();
@@ -922,7 +922,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
Object *BlenderStrokeRenderer::NewMesh() const
{
Object *ob;
- Base *base;
+ BaseLegacy *base;
char name[MAX_ID_NAME];
unsigned int mesh_id = get_stroke_mesh_id();
diff --git a/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.cpp b/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.cpp
index 9c462bb6b2b..6f5491fc8ef 100644
--- a/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.cpp
+++ b/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.cpp
@@ -51,7 +51,6 @@ IndexedFaceSet::IndexedFaceSet() : Rep()
_MISize = 0;
_TIndices = NULL;
_TISize = 0;
- _displayList = 0;
}
IndexedFaceSet::IndexedFaceSet(float *iVertices, unsigned iVSize, float *iNormals, unsigned iNSize,
@@ -150,8 +149,6 @@ IndexedFaceSet::IndexedFaceSet(float *iVertices, unsigned iVSize, float *iNormal
_TISize = iTISize;
_TIndices = iTIndices;
}
-
- _displayList = 0;
}
IndexedFaceSet::IndexedFaceSet(const IndexedFaceSet& iBrother) : Rep(iBrother)
@@ -215,8 +212,6 @@ IndexedFaceSet::IndexedFaceSet(const IndexedFaceSet& iBrother) : Rep(iBrother)
_TIndices = new unsigned[_TISize];
memcpy(_TIndices, iBrother.tindices(), _TISize * sizeof(unsigned));
}
-
- _displayList = 0;
}
IndexedFaceSet::~IndexedFaceSet()
@@ -276,10 +271,6 @@ IndexedFaceSet::~IndexedFaceSet()
delete[] _TIndices;
_TIndices = NULL;
}
-
- // should find a way to deallocates the displayList
- // glDeleteLists(GLuint list, GLSizei range)
- _displayList = 0;
}
void IndexedFaceSet::accept(SceneVisitor& v)
diff --git a/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h b/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h
index 8d7bf986bde..16dea6f907e 100644
--- a/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h
+++ b/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.h
@@ -150,8 +150,6 @@ public:
std::swap(_MISize, ioOther._MISize);
std::swap(_TISize, ioOther._TISize);
- std::swap(_displayList, ioOther._displayList);
-
Rep::swap(ioOther);
}
@@ -173,12 +171,6 @@ public:
/*! Compute the Bounding Box */
virtual void ComputeBBox();
- /*! modifiers */
- inline void setDisplayList(unsigned int index)
- {
- _displayList = index;
- }
-
/*! Accessors */
virtual const float *vertices() const
{
@@ -280,11 +272,6 @@ public:
return _TISize;
}
- inline unsigned int displayList() const
- {
- return _displayList;
- }
-
protected:
float *_Vertices;
float *_Normals;
@@ -311,8 +298,6 @@ protected:
unsigned _MISize;
unsigned _TISize;
- unsigned int _displayList;
-
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:IndexedFaceSet")
#endif
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 8885209ce01..66e792c9749 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -31,6 +31,9 @@ set(INC
../imbuf
../makesdna
../makesrna
+ ../draw
+
+ ../editors/include
# For node muting stuff...
../nodes
@@ -47,6 +50,7 @@ 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 +58,33 @@ 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_uniformbuffer.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 +109,7 @@ 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 +117,88 @@ 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_uniformbuffer.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_checker_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_simple_lighting_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_line_dashed_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.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_shuffle_color_frag.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_3D_passthrough_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_screen_aligned_axis_name_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.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_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_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_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_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_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_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_edit_overlay_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edit_overlay_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edit_overlay_vert.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_keyframe_diamond_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_keyframe_diamond_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..066bc9eeba7
--- /dev/null
+++ b/source/blender/gpu/GPU_batch.h
@@ -0,0 +1,43 @@
+/*
+ * ***** 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);
+
+/* Replacement for gluSphere */
+Batch *Batch_get_sphere(int lod);
+
+void gpu_batch_init(void);
+void gpu_batch_exit(void);
diff --git a/source/blender/gpu/GPU_debug.h b/source/blender/gpu/GPU_debug.h
index 61b2bc591ce..c7a99d33654 100644
--- a/source/blender/gpu/GPU_debug.h
+++ b/source/blender/gpu/GPU_debug.h
@@ -41,24 +41,6 @@ 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_extensions.h b/source/blender/gpu/GPU_extensions.h
index 31ad8243c4b..ff00a83d00b 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -53,6 +53,8 @@ int GPU_max_textures(void);
float GPU_max_texture_anisotropy(void);
int GPU_max_color_texture_samples(void);
int GPU_max_cube_map_size(void);
+int GPU_max_ubo_binds(void);
+int GPU_max_ubo_size(void);
int GPU_color_depth(void);
void GPU_get_dfdy_factors(float fac[2]);
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 2719b8fa6a8..15617832c9b 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -50,8 +50,9 @@ 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_bind(GPUFrameBuffer *fb);
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot);
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, struct GPUTexture *tex);
void GPU_framebuffer_free(GPUFrameBuffer *fb);
@@ -66,6 +67,10 @@ void GPU_framebuffer_blur(
GPUFrameBuffer *fb, struct GPUTexture *tex,
GPUFrameBuffer *blurfb, struct GPUTexture *blurtex);
+void GPU_framebuffer_blit(
+ GPUFrameBuffer *fb_read, int read_slot,
+ GPUFrameBuffer *fb_write, int write_slot, bool use_depth);
+
/* GPU OffScreen
* - wrapper around framebuffer and texture for simple offscreen drawing
* - changes size if graphics card can't support it */
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
new file mode 100644
index 00000000000..4a0840e22c0
--- /dev/null
+++ b/source/blender/gpu/GPU_immediate.h
@@ -0,0 +1,50 @@
+/*
+ * ***** 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);
+void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
+
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
new file mode 100644
index 00000000000..1be75be1253
--- /dev/null
+++ b/source/blender/gpu/GPU_matrix.h
@@ -0,0 +1,149 @@
+/*
+ * ***** 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
+ */
+
+#ifndef _GPU_MATRIX_H_
+#define _GPU_MATRIX_H_
+
+#include "BLI_sys_types.h"
+#include "GPU_glew.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 gpuRotate3f(float deg, float x, float y, float z); /* axis of rotation should be a unit vector */
+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);
+
+/* 3D Projection between Window and World Space */
+
+void gpuProject(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3]);
+bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[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);
+
+/* call after using glScale, glTranslate, etc. between draw calls */
+void gpuMatrixUpdate_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..1e03d9abe25 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -38,6 +38,7 @@ extern "C" {
typedef struct GPUShader GPUShader;
struct GPUTexture;
+struct GPUUniformBuffer;
/* GPU Shader
* - only for fragment shaders now
@@ -69,14 +70,17 @@ void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);
void GPU_shader_unbind(void);
+int GPU_shader_get_program(GPUShader *shader);
void *GPU_shader_get_interface(GPUShader *shader);
void GPU_shader_set_interface(GPUShader *shader, void *interface);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
+int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
int arraysize, const float *value);
void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length,
int arraysize, const int *value);
+void GPU_shader_uniform_buffer(GPUShader *shader, int location, struct GPUUniformBuffer *ubo);
void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number);
@@ -85,13 +89,82 @@ 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_EDIT,
+ GPU_SHADER_EDGES_OVERLAY,
+ GPU_SHADER_KEYFRAME_DIAMOND,
+ GPU_SHADER_SIMPLE_LIGHTING,
+ /* for simple 2D drawing */
+ GPU_SHADER_2D_UNIFORM_COLOR,
+ GPU_SHADER_2D_FLAT_COLOR,
+ GPU_SHADER_2D_SMOOTH_COLOR,
+ GPU_SHADER_2D_IMAGE_COLOR,
+ GPU_SHADER_2D_CHECKER,
+ GPU_SHADER_2D_DIAG_STRIPES,
+ /* for simple 3D drawing */
+ GPU_SHADER_3D_UNIFORM_COLOR,
+ GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE,
+ GPU_SHADER_3D_FLAT_COLOR,
+ GPU_SHADER_3D_SMOOTH_COLOR,
+ GPU_SHADER_3D_DEPTH_ONLY,
+ /* basic image drawing */
+ GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
+ 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_AA,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
+ 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_AA,
+ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
+ GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
+ GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
+ /* lines */
+ GPU_SHADER_2D_LINE_DASHED_COLOR,
+ /* lamp drawing */
+ GPU_SHADER_3D_GROUNDPOINT,
+ GPU_SHADER_3D_GROUNDLINE,
+ GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
+ /* bone drawing */
+ GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR,
+ GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR,
+ /* axis name */
+ GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS,
+ /* instance */
+ GPU_SHADER_INSTANCE_UNIFORM_COLOR,
+ GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
+
+ 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_texture.h b/source/blender/gpu/GPU_texture.h
index 756fe79151b..a8df80cd626 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -55,25 +55,112 @@ typedef struct GPUTexture GPUTexture;
* - if created with from_blender, will not free the texture
*/
-typedef enum GPUHDRType {
- GPU_HDR_NONE = 0,
- GPU_HDR_HALF_FLOAT = 1,
- GPU_HDR_FULL_FLOAT = (1 << 1),
-} GPUHDRType;
+/* Wrapper to supported OpenGL/Vulkan texture internal storage
+ * If you need a type just uncomment it. Be aware that some formats
+ * are not supported by renderbuffers. All of the following formats
+ * are part of the OpenGL 3.3 core
+ * specification. */
+typedef enum GPUTextureFormat {
+ /* Formats texture & renderbuffer */
+ GPU_RGBA16F,
+ GPU_RGBA8,
+ GPU_RG32F,
+ GPU_RG16F,
+ GPU_R8,
+#if 0
+ GPU_RGBA32F,
+ GPU_RGBA32I,
+ GPU_RGBA32UI,
+ GPU_RGBA16,
+ GPU_RGBA16I,
+ GPU_RGBA16UI,
+ GPU_RGBA8I,
+ GPU_RGBA8UI,
+ GPU_RG32I,
+ GPU_RG32UI,
+ GPU_RG16,
+ GPU_RG16I,
+ GPU_RG16UI,
+ GPU_RG8,
+ GPU_RG8I,
+ GPU_RG8UI,
+ GPU_R32F,
+ GPU_R32I,
+ GPU_R32UI,
+ GPU_R16F,
+ GPU_R16I,
+ GPU_R16UI,
+ GPU_R16,
+ GPU_R8I,
+ GPU_R8UI,
+#endif
+
+ /* Special formats texture & renderbuffer */
+#if 0
+ GPU_R11F_G11F_B10F,
+ GPU_RGB10_A2,
+ GPU_RGB10_A2UI,
+ GPU_DEPTH32F_STENCIL8,
+ GPU_DEPTH24_STENCIL8,
+#endif
+
+ /* Texture only format */
+#if 0
+ GPU_RGBA16_SNORM,
+ GPU_RGBA8_SNORM,
+ GPU_RGB32F,
+ GPU_RGB32I,
+ GPU_RGB32UI,
+ GPU_RGB16_SNORM,
+ GPU_RGB16F,
+ GPU_RGB16I,
+ GPU_RGB16UI,
+ GPU_RGB16,
+ GPU_RGB8_SNORM,
+ GPU_RGB8,
+ GPU_RGB8I,
+ GPU_RGB8UI,
+ GPU_RG16_SNORM,
+ GPU_RG8_SNORM,
+ GPU_R16_SNORM,
+ GPU_R8_SNORM,
+#endif
+
+ /* Special formats texture only */
+#if 0
+ GPU_SRGB8_A8,
+ GPU_SRGB8,
+ GPU_RGB9_E5,
+ GPU_COMPRESSED_RG_RGTC2,
+ GPU_COMPRESSED_SIGNED_RG_RGTC2,
+ GPU_COMPRESSED_RED_RGTC1,
+ GPU_COMPRESSED_SIGNED_RED_RGTC1,
+#endif
+
+ /* Depth Formats */
+ GPU_DEPTH_COMPONENT32F,
+ GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+} GPUTextureFormat;
GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, GPUHDRType hdr, char err_out[256]);
-GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels);
+GPUTexture *GPU_texture_create_1D_custom(
+ int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_custom(
+ int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_3D_custom(
+ int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
-GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]);
-GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_multisample(
- int w, int h, const float *pixels, GPUHDRType hdr, int samples, char err_out[256]);
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
+
GPUTexture *GPU_texture_from_blender(
struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time, int mipmap);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
+
void GPU_invalid_tex_init(void);
void GPU_invalid_tex_bind(int mode);
void GPU_invalid_tex_free(void);
@@ -81,12 +168,13 @@ void GPU_invalid_tex_free(void);
void GPU_texture_free(GPUTexture *tex);
void GPU_texture_ref(GPUTexture *tex);
-
void GPU_texture_bind(GPUTexture *tex, int number);
void GPU_texture_unbind(GPUTexture *tex);
int GPU_texture_bound_number(GPUTexture *tex);
-void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter);
+void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
+void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
+void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat);
struct GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
int GPU_texture_framebuffer_attachment(GPUTexture *tex);
diff --git a/source/blender/gpu/GPU_uniformbuffer.h b/source/blender/gpu/GPU_uniformbuffer.h
new file mode 100644
index 00000000000..bcb6e1077b7
--- /dev/null
+++ b/source/blender/gpu/GPU_uniformbuffer.h
@@ -0,0 +1,44 @@
+/*
+ * ***** 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): Clement Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_uniformbuffer.h
+ * \ingroup gpu
+ */
+
+typedef struct GPUUniformBuffer GPUUniformBuffer;
+
+GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256]);
+void GPU_uniformbuffer_free(GPUUniformBuffer *ubo);
+
+void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data);
+
+void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number);
+#if 0
+void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo);
+#endif
+
+int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo);
diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h
new file mode 100644
index 00000000000..f0e991fdac2
--- /dev/null
+++ b/source/blender/gpu/GPU_viewport.h
@@ -0,0 +1,98 @@
+/*
+ * ***** 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>
+
+#include "DNA_vec_types.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_texture.h"
+
+typedef struct GPUViewport GPUViewport;
+
+#define MAX_BUFFERS 8
+#define MAX_TEXTURES 16
+#define MAX_PASSES 16
+#define MAX_STORAGE 2 /* extend if needed */
+
+/* All FramebufferLists are just the same pointers with different names */
+typedef struct FramebufferList {
+ struct GPUFrameBuffer *framebuffers[MAX_BUFFERS];
+} FramebufferList;
+
+typedef struct TextureList {
+ struct GPUTexture *textures[MAX_TEXTURES];
+} TextureList;
+
+typedef struct PassList {
+ struct DRWPass *passes[MAX_PASSES];
+} PassList;
+
+typedef struct StorageList {
+ void *storage[MAX_STORAGE]; /* custom structs from the engine */
+} StorageList;
+
+/* Buffer and textures used by the viewport by default */
+typedef struct DefaultFramebufferList {
+ struct GPUFrameBuffer *default_fb;
+} DefaultFramebufferList;
+
+typedef struct DefaultTextureList {
+ struct GPUTexture *color;
+ struct GPUTexture *depth;
+} DefaultTextureList;
+
+typedef struct DefaultPassList {
+ struct DRWPass *non_meshes_pass;
+ struct DRWPass *ob_center_pass;
+} DefaultPassList;
+
+GPUViewport *GPU_viewport_create(void);
+void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect, const char *engine, int mode);
+void GPU_viewport_unbind(GPUViewport *viewport);
+void GPU_viewport_free(GPUViewport *viewport);
+
+void GPU_viewport_get_engine_data(GPUViewport *viewport, FramebufferList **fbs, TextureList **txs, PassList **pss, StorageList **str);
+void GPU_viewport_get_mode_data(GPUViewport *viewport, FramebufferList **fbs, TextureList **txs, PassList **pss, StorageList **str);
+
+/* 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..a40e801d48f
--- /dev/null
+++ b/source/blender/gpu/gawain/batch.c
@@ -0,0 +1,349 @@
+
+// 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)
+ {
+ Batch* batch = calloc(1, sizeof(Batch));
+
+ Batch_init(batch, prim_type, verts, elem);
+
+ return batch;
+ }
+
+void Batch_init(Batch* batch, 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->verts = verts;
+ batch->elem = elem;
+ batch->prim_type = prim_type;
+ batch->phase = READY_TO_DRAW;
+ }
+
+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 (loc == -1) continue;
+
+ 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_Uniform1i(Batch* batch, const char* name, int value)
+ {
+ int loc = glGetUniformLocation(batch->program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform1i(loc, value);
+ }
+
+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);
+ }
+
+
+
+// clement : temp stuff
+void Batch_draw_stupid(Batch* batch)
+{
+ 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);
+}
+
+// clement : temp stuff
+void Batch_draw_stupid_instanced(Batch* batch, unsigned int instance_vbo, int instance_count,
+ int attrib_nbr, int attrib_stride, int attrib_size[16], int attrib_loc[16])
+{
+ if (batch->vao_id)
+ glBindVertexArray(batch->vao_id);
+ else
+ Batch_prime(batch);
+
+ if (batch->program_dirty)
+ Batch_update_program_bindings(batch);
+
+ glBindBuffer(GL_ARRAY_BUFFER, instance_vbo);
+ int ptr_ofs = 0;
+ for (int i = 0; i < attrib_nbr; ++i) {
+ int size = attrib_size[i];
+ int loc = attrib_loc[i];
+ int atr_ofs = 0;
+
+ while (size > 0) {
+ glEnableVertexAttribArray(loc + atr_ofs);
+ glVertexAttribPointer(loc + atr_ofs, (size > 4) ? 4 : size, GL_FLOAT, GL_FALSE,
+ sizeof(float) * attrib_stride, (GLvoid*)(sizeof(float) * ptr_ofs));
+ glVertexAttribDivisor(loc + atr_ofs, 1);
+ atr_ofs++;
+ ptr_ofs += (size > 4) ? 4 : size;
+ size -= 4;
+ }
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ // Batch_use_program(batch);
+
+ //gpuBindMatrices(batch->program);
+
+ if (batch->elem)
+ {
+ const ElementList* el = batch->elem;
+
+ glDrawElementsInstanced(batch->prim_type, el->index_ct, GL_UNSIGNED_INT, 0, instance_count);
+ }
+ else
+ glDrawArraysInstanced(batch->prim_type, 0, batch->verts->vertex_ct, instance_count);
+
+ // 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..c12cc4e66a5
--- /dev/null
+++ b/source/blender/gpu/gawain/batch.h
@@ -0,0 +1,105 @@
+
+// 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 Batch{
+ // 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_init(Batch*, 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_Uniform1i(Batch*, const char* name, int value);
+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*);
+
+
+// clement : temp stuff
+void Batch_draw_stupid(Batch*);
+void Batch_draw_stupid_instanced(Batch*, unsigned int instance_vbo, int instance_count,
+ int attrib_nbr, int attrib_stride, int attrib_loc[16], int attrib_size[16]);
+
+
+
+
+
+
+#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..450656c4ebf
--- /dev/null
+++ b/source/blender/gpu/gawain/buffer_id.cpp
@@ -0,0 +1,115 @@
+
+// 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 = 0;
+ 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
+
+ // 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();
+
+ GLuint new_vao_id = 0;
+ 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..cda0e98ac29
--- /dev/null
+++ b/source/blender/gpu/gawain/immediate.c
@@ -0,0 +1,880 @@
+
+// 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(void)
+ {
+#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(void)
+ {
+#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(void)
+ {
+#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(void)
+ {
+ immDeactivate();
+ buffer_id_free(imm.vbo_id);
+ initialized = false;
+ }
+
+VertexFormat* immVertexFormat(void)
+ {
+ 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(void)
+ {
+#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(void)
+ {
+#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 immUniform2f(const char* name, float x, float y)
+{
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform2f(loc, x, y);
+}
+
+void immUniform2fv(const char* name, const float data[2])
+{
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform2fv(loc, 1, data);
+}
+
+void immUniform3f(const char* name, float x, float y, float z)
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform3f(loc, x, y, z);
+ }
+
+void immUniform3fv(const char* name, const float data[3])
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniform3fv(loc, 1, data);
+ }
+
+void immUniformArray3fv(const char* name, const float *data, int count)
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+ assert(count > 0);
+#endif
+
+ glUniform3fv(loc, count, data);
+ }
+
+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 immUniformMatrix4fv(const char* name, const float data[4][4])
+ {
+ int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+ assert(loc != -1);
+#endif
+
+ glUniformMatrix4fv(loc, 1, GL_FALSE, (float *)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..1e5729e5cce
--- /dev/null
+++ b/source/blender/gpu/gawain/immediate.h
@@ -0,0 +1,111 @@
+
+// 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 immUniform2f(const char* name, float x, float y);
+void immUniform2fv(const char* name, const float data[2]);
+void immUniform3f(const char* name, float x, float y, float z);
+void immUniform3fv(const char* name, const float data[3]);
+void immUniformArray3fv(const char* name, const float *data, int count);
+void immUniform4f(const char* name, float x, float y, float z, float w);
+void immUniform4fv(const char* name, const float data[4]);
+void immUniformMatrix4fv(const char* name, const float data[4][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..827703403e3
--- /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(void)
+ {
+ 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..5e86f1e26ba
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -0,0 +1,122 @@
+/*
+ * ***** 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 "BLI_utildefines.h"
+#include "BLI_math.h"
+
+#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);
+}
+
+static Batch *sphere_high = NULL;
+static Batch *sphere_med = NULL;
+static Batch *sphere_low = NULL;
+
+static VertexBuffer *vbo;
+static VertexFormat format = {0};
+static unsigned int pos_id, nor_id;
+static unsigned int vert;
+
+static void batch_sphere_lat_lon_vert(float lat, float lon)
+{
+ float pos[3];
+ pos[0] = sinf(lat) * cosf(lon);
+ pos[1] = cosf(lat);
+ pos[2] = sinf(lat) * sinf(lon);
+
+ setAttrib(vbo, nor_id, vert, pos);
+ setAttrib(vbo, pos_id, vert++, pos);
+}
+
+/* Replacement for gluSphere */
+static Batch *batch_sphere(int lat_res, int lon_res)
+{
+ const float lon_inc = 2 * M_PI / lon_res;
+ const float lat_inc = M_PI / lat_res;
+ float lon, lat;
+
+ if (format.attrib_ct == 0) {
+ pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ }
+
+ vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, (lat_res-1) * lon_res * 6);
+ vert = 0;
+
+ lon = 0.0f;
+ for(int i = 0; i < lon_res; i++, lon += lon_inc) {
+ lat = 0.0f;
+ for(int j = 0; j < lat_res; j++, lat += lat_inc) {
+ if (j != lat_res - 1) { /* Pole */
+ batch_sphere_lat_lon_vert(lat+lat_inc, lon+lon_inc);
+ batch_sphere_lat_lon_vert(lat+lat_inc, lon);
+ batch_sphere_lat_lon_vert(lat, lon);
+ }
+
+ if (j != 0) { /* Pole */
+ batch_sphere_lat_lon_vert(lat, lon+lon_inc);
+ batch_sphere_lat_lon_vert(lat+lat_inc, lon+lon_inc);
+ batch_sphere_lat_lon_vert(lat, lon);
+ }
+ }
+ }
+
+ return Batch_create(GL_TRIANGLES, vbo, NULL);
+}
+
+Batch *Batch_get_sphere(int lod)
+{
+ BLI_assert(lod >= 0 && lod <= 2);
+
+ if (lod == 0)
+ return sphere_low;
+ else if (lod == 1)
+ return sphere_med;
+ else
+ return sphere_high;
+}
+
+void gpu_batch_init(void)
+{
+ /* Hard coded resolution */
+ sphere_low = batch_sphere(8, 16);
+ sphere_med = batch_sphere(16, 10);
+ sphere_high = batch_sphere(32, 24);
+}
+
+void gpu_batch_exit(void)
+{
+ Batch_discard_all(sphere_low);
+ Batch_discard_all(sphere_med);
+ Batch_discard_all(sphere_high);
+}
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 211394e7932..4223ec54f74 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1192,7 +1192,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
#if 0
input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
#endif
- input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL);
+ input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 964c2b5051e..528bdefc209 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -225,7 +225,13 @@ static GPUTexture * create_concentric_sample_texture(int side)
}
}
- tex = GPU_texture_create_1D_procedural(side * side, texels, NULL);
+ tex = GPU_texture_create_1D_custom(side * side, 2, GPU_RG16F, (float *)texels, NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_unbind(tex);
+
MEM_freeN(texels);
return tex;
}
@@ -247,7 +253,13 @@ static GPUTexture *create_spiral_sample_texture(int numsaples)
texels[i][1] = r * sinf(phi);
}
- tex = GPU_texture_create_1D_procedural(numsaples, (float *)texels, NULL);
+ tex = GPU_texture_create_1D_custom(numsaples, 2, GPU_RG16F, (float *)texels, NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_unbind(tex);
+
MEM_freeN(texels);
return tex;
}
@@ -358,6 +370,7 @@ void GPU_fx_compositor_destroy(GPUFX *fx)
static GPUTexture * create_jitter_texture(void)
{
+ GPUTexture *tex;
float jitter[64 * 64][2];
int i;
@@ -367,7 +380,15 @@ static GPUTexture * create_jitter_texture(void)
normalize_v2(jitter[i]);
}
- return GPU_texture_create_2D_procedural(64, 64, &jitter[0][0], true, NULL);
+ tex = GPU_texture_create_2D_custom(64, 64, 2, GPU_RG16F, &jitter[0][0], NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_wrap_mode(tex, true);
+ GPU_texture_unbind(tex);
+
+ return tex;
}
@@ -382,9 +403,6 @@ 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;
@@ -436,7 +454,7 @@ bool GPU_fx_compositor_initialize_passes(
if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
cleanup_fx_gl_data(fx, false);
- if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
+ if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
@@ -488,38 +506,42 @@ bool GPU_fx_compositor_initialize_passes(
{
if (!(fx->dof_half_downsampled_near = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_half_downsampled_far = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
- if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_procedural(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, false, err_out)))
+
+ if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RG16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
+ GPU_texture_bind(fx->dof_nearfar_coc, 0);
+ GPU_texture_filter_mode(fx->dof_nearfar_coc, false);
+ GPU_texture_wrap_mode(fx->dof_nearfar_coc, false);
+ GPU_texture_unbind(fx->dof_nearfar_coc);
-
- if (!(fx->dof_near_blur = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
+ if (!(fx->dof_near_blur = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RGBA16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
- if (!(fx->dof_far_blur = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
+ if (!(fx->dof_far_blur = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RGBA16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
@@ -534,21 +556,21 @@ bool GPU_fx_compositor_initialize_passes(
if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
@@ -567,7 +589,7 @@ bool GPU_fx_compositor_initialize_passes(
/* we need to pass data between shader stages, allocate an extra color buffer */
if (num_passes > 1) {
if (!fx->color_buffer_sec) {
- if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
+ if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
@@ -585,11 +607,8 @@ 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 +653,7 @@ 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 +682,7 @@ 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 +692,7 @@ 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);
@@ -699,14 +717,16 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
GPU_shader_bind(depth_resolve_shader);
GPU_texture_bind(fx->depth_buffer_xray, 0);
- GPU_texture_filter_mode(fx->depth_buffer_xray, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer_xray, false);
+ GPU_texture_filter_mode(fx->depth_buffer_xray, true);
GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray);
/* draw */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
- GPU_texture_filter_mode(fx->depth_buffer_xray, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer_xray, true);
+ GPU_texture_filter_mode(fx->depth_buffer_xray, false);
GPU_texture_unbind(fx->depth_buffer_xray);
GPU_shader_unbind();
@@ -821,7 +841,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(ssao_shader, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(ssao_shader, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->jitter_buffer, numslots++);
@@ -837,7 +858,8 @@ bool GPU_fx_do_composite_pass(
/* disable bindings */
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->jitter_buffer);
GPU_texture_unbind(fx->ssao_spiral_samples_tex);
@@ -913,18 +935,19 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, false);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
/* disable filtering for the texture so custom downsample can do the right thing */
- GPU_texture_filter_mode(src, false, false);
+ GPU_texture_filter_mode(src, false);
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);
@@ -932,9 +955,10 @@ bool GPU_fx_do_composite_pass(
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
- GPU_texture_filter_mode(src, false, true);
+ GPU_texture_filter_mode(src, true);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near);
@@ -965,10 +989,10 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far);
- GPU_texture_filter_mode(fx->dof_half_downsampled_far, false, false);
+ GPU_texture_filter_mode(fx->dof_half_downsampled_far, 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);
@@ -985,14 +1009,14 @@ bool GPU_fx_do_composite_pass(
GPU_framebuffer_texture_detach(fx->dof_far_blur);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
- GPU_texture_filter_mode(fx->dof_half_downsampled_near, false, false);
+ GPU_texture_filter_mode(fx->dof_half_downsampled_near, false);
selection[0] = 1.0f;
selection[1] = 0.0f;
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 */
@@ -1025,14 +1049,15 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_near_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_uniform, fx->dof_near_blur);
- GPU_texture_filter_mode(fx->dof_near_blur, false, true);
+ GPU_texture_filter_mode(fx->dof_near_blur, true);
GPU_texture_bind(fx->dof_far_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->far_uniform, fx->dof_far_blur);
- GPU_texture_filter_mode(fx->dof_far_blur, false, true);
+ GPU_texture_filter_mode(fx->dof_far_blur, true);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, false);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_shader_uniform_texture(dof_shader_pass3, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
@@ -1047,7 +1072,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_near_blur);
GPU_texture_unbind(fx->dof_far_blur);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_unbind(fx->depth_buffer);
/* may not be attached, in that case this just returns */
@@ -1107,18 +1132,20 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass1, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
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);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
@@ -1144,14 +1171,15 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_vector(dof_shader_pass2, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass2, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
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);
@@ -1168,11 +1196,12 @@ 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 */
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->dof_near_coc_final_buffer);
@@ -1195,7 +1224,7 @@ 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 +1250,7 @@ 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 */
@@ -1256,7 +1285,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass5, interface->medium_blurred_uniform, fx->dof_near_coc_buffer);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass5, interface->depth_uniform, fx->depth_buffer);
/* if this is the last pass, prepare for rendering on the frambuffer */
@@ -1267,7 +1297,8 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_near_coc_buffer);
GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
/* may not be attached, in that case this just returns */
diff --git a/source/blender/gpu/intern/gpu_debug.c b/source/blender/gpu/intern/gpu_debug.c
index d632e767ca9..bfda589b452 100644
--- a/source/blender/gpu/intern/gpu_debug.c
+++ b/source/blender/gpu/intern/gpu_debug.c
@@ -20,7 +20,7 @@
*
* The Original Code is: all of this file.
*
- * Contributor(s): Brecht Van Lommel, Jason Wilkins.
+ * Contributor(s): Brecht Van Lommel, Jason Wilkins, Mike Erwin.
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -43,122 +43,18 @@
#include <stdlib.h>
#include <string.h>
-#define CASE_CODE_RETURN_STR(code) case code: return #code;
+#ifndef __APPLE__ /* only non-Apple systems implement OpenGL debug callbacks */
-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>";
- }
-}
+/* control whether we use older AMD_debug_output extension
+ * some supported GPU + OS combos do not have the newer extensions */
+ #define LEGACY_DEBUG 1
-
-/* Debug callbacks need the same calling convention as OpenGL functions.
- */
-#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
- /* Win32 but not WinCE */
-# define APIENTRY __stdcall
-#else
-# define APIENTRY
-#endif
+/* Debug callbacks need the same calling convention as OpenGL functions. */
+ #if defined(_WIN32)
+ #define APIENTRY __stdcall
+ #else
+ #define APIENTRY
+ #endif
static const char* source_name(GLenum source)
@@ -188,32 +84,11 @@ 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 +107,28 @@ 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) {
@@ -260,148 +145,88 @@ static void APIENTRY gpu_debug_proc_amd(
fflush(stderr);
}
}
-#endif
-
+ #endif /* LEGACY_DEBUG */
-#undef APIENTRY
+ #undef APIENTRY
+#endif /* not Apple */
void gpu_debug_init(void)
{
+#ifdef __APPLE__
+ fprintf(stderr, "OpenGL debug callback is not available on Apple.\n");
+#else /* not Apple */
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");
- 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");
+ 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);
-#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;
+ #endif
+ else {
+ fprintf(stderr, "Failed to hook OpenGL debug callback.\n");
+ }
+#endif /* not Apple */
}
void gpu_debug_exit(void)
{
-#ifndef WITH_GLEW_ES
-#ifndef GLEW_ES_ONLY
- if (GLEW_VERSION_4_3) {
- glDebugMessageCallback(NULL, NULL);
-
- return;
- }
-#endif
-#endif
-
- if (GLEW_KHR_debug) {
-#ifndef GLEW_ES_ONLY
+#ifndef __APPLE__
+ if (GLEW_VERSION_4_3 || GLEW_KHR_debug) {
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
#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
+#ifdef __APPLE__
+ UNUSED_VARS(buf);
+#else /* not Apple */
+ 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
+ #endif
+#endif /* not Apple */
}
void GPU_print_error_debug(const char *str)
@@ -409,401 +234,3 @@ void GPU_print_error_debug(const char *str)
if (G.debug & G_DEBUG)
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};
-
- float value[32];
- int a;
-
- memset(value, 0xff, sizeof(value));
- glGetFloatv(type, value);
-
- if (glGetError() == GL_NO_ERROR) {
- printf("%s: ", name);
- for (a = 0; a < 32; a++) {
- if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) {
- break;
- }
- printf("%.2f ", value[a]);
- }
- printf("\n");
- }
-}
-
-#define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val)
-
-void GPU_state_print(void)
-{
- GPU_ASSERT_NO_GL_ERRORS("GPU_state_print"); /* clear any errors */
-
- gpu_state_print_fl(GL_ACCUM_ALPHA_BITS);
- gpu_state_print_fl(GL_ACCUM_BLUE_BITS);
- gpu_state_print_fl(GL_ACCUM_CLEAR_VALUE);
- gpu_state_print_fl(GL_ACCUM_GREEN_BITS);
- gpu_state_print_fl(GL_ACCUM_RED_BITS);
- gpu_state_print_fl(GL_ACTIVE_TEXTURE);
- gpu_state_print_fl(GL_ALIASED_LINE_WIDTH_RANGE);
- gpu_state_print_fl(GL_ALIASED_POINT_SIZE_RANGE);
- gpu_state_print_fl(GL_ALPHA_BIAS);
- gpu_state_print_fl(GL_ALPHA_BITS);
- gpu_state_print_fl(GL_ALPHA_SCALE);
- gpu_state_print_fl(GL_ALPHA_TEST);
- gpu_state_print_fl(GL_ALPHA_TEST_FUNC);
- gpu_state_print_fl(GL_ALPHA_TEST_REF);
- gpu_state_print_fl(GL_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_ATTRIB_STACK_DEPTH);
- gpu_state_print_fl(GL_AUTO_NORMAL);
- gpu_state_print_fl(GL_AUX_BUFFERS);
- gpu_state_print_fl(GL_BLEND);
- gpu_state_print_fl(GL_BLEND_COLOR);
- gpu_state_print_fl(GL_BLEND_DST_ALPHA);
- gpu_state_print_fl(GL_BLEND_DST_RGB);
- gpu_state_print_fl(GL_BLEND_EQUATION_ALPHA);
- gpu_state_print_fl(GL_BLEND_EQUATION_RGB);
- gpu_state_print_fl(GL_BLEND_SRC_ALPHA);
- gpu_state_print_fl(GL_BLEND_SRC_RGB);
- gpu_state_print_fl(GL_BLUE_BIAS);
- gpu_state_print_fl(GL_BLUE_BITS);
- gpu_state_print_fl(GL_BLUE_SCALE);
- gpu_state_print_fl(GL_CLIENT_ACTIVE_TEXTURE);
- gpu_state_print_fl(GL_CLIENT_ATTRIB_STACK_DEPTH);
- gpu_state_print_fl(GL_CLIP_PLANE0);
- gpu_state_print_fl(GL_COLOR_ARRAY);
- gpu_state_print_fl(GL_COLOR_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_COLOR_ARRAY_SIZE);
- gpu_state_print_fl(GL_COLOR_ARRAY_STRIDE);
- gpu_state_print_fl(GL_COLOR_ARRAY_TYPE);
- gpu_state_print_fl(GL_COLOR_CLEAR_VALUE);
- gpu_state_print_fl(GL_COLOR_LOGIC_OP);
- gpu_state_print_fl(GL_COLOR_MATERIAL);
- gpu_state_print_fl(GL_COLOR_MATERIAL_FACE);
- gpu_state_print_fl(GL_COLOR_MATERIAL_PARAMETER);
- gpu_state_print_fl(GL_COLOR_MATRIX);
- gpu_state_print_fl(GL_COLOR_MATRIX_STACK_DEPTH);
- gpu_state_print_fl(GL_COLOR_SUM);
- gpu_state_print_fl(GL_COLOR_TABLE);
- gpu_state_print_fl(GL_COLOR_WRITEMASK);
- gpu_state_print_fl(GL_COMPRESSED_TEXTURE_FORMATS);
- gpu_state_print_fl(GL_CONVOLUTION_1D);
- gpu_state_print_fl(GL_CONVOLUTION_2D);
- gpu_state_print_fl(GL_CULL_FACE);
- gpu_state_print_fl(GL_CULL_FACE_MODE);
- gpu_state_print_fl(GL_CURRENT_COLOR);
- gpu_state_print_fl(GL_CURRENT_FOG_COORD);
- gpu_state_print_fl(GL_CURRENT_INDEX);
- gpu_state_print_fl(GL_CURRENT_NORMAL);
- gpu_state_print_fl(GL_CURRENT_PROGRAM);
- gpu_state_print_fl(GL_CURRENT_RASTER_COLOR);
- gpu_state_print_fl(GL_CURRENT_RASTER_DISTANCE);
- gpu_state_print_fl(GL_CURRENT_RASTER_INDEX);
- gpu_state_print_fl(GL_CURRENT_RASTER_POSITION);
- gpu_state_print_fl(GL_CURRENT_RASTER_POSITION_VALID);
- gpu_state_print_fl(GL_CURRENT_RASTER_SECONDARY_COLOR);
- gpu_state_print_fl(GL_CURRENT_RASTER_TEXTURE_COORDS);
- gpu_state_print_fl(GL_CURRENT_SECONDARY_COLOR);
- gpu_state_print_fl(GL_CURRENT_TEXTURE_COORDS);
- gpu_state_print_fl(GL_DEPTH_BIAS);
- gpu_state_print_fl(GL_DEPTH_BITS);
- gpu_state_print_fl(GL_DEPTH_CLEAR_VALUE);
- gpu_state_print_fl(GL_DEPTH_FUNC);
- gpu_state_print_fl(GL_DEPTH_RANGE);
- gpu_state_print_fl(GL_DEPTH_SCALE);
- gpu_state_print_fl(GL_DEPTH_TEST);
- gpu_state_print_fl(GL_DEPTH_WRITEMASK);
- gpu_state_print_fl(GL_DITHER);
- gpu_state_print_fl(GL_DOUBLEBUFFER);
- gpu_state_print_fl(GL_DRAW_BUFFER);
- gpu_state_print_fl(GL_DRAW_BUFFER0);
- gpu_state_print_fl(GL_EDGE_FLAG);
- gpu_state_print_fl(GL_EDGE_FLAG_ARRAY);
- gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_STRIDE);
- gpu_state_print_fl(GL_ELEMENT_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_FEEDBACK_BUFFER_SIZE);
- gpu_state_print_fl(GL_FEEDBACK_BUFFER_TYPE);
- gpu_state_print_fl(GL_FOG);
- gpu_state_print_fl(GL_FOG_COLOR);
- gpu_state_print_fl(GL_FOG_COORD_ARRAY);
- gpu_state_print_fl(GL_FOG_COORD_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_FOG_COORD_ARRAY_STRIDE);
- gpu_state_print_fl(GL_FOG_COORD_ARRAY_TYPE);
- gpu_state_print_fl(GL_FOG_COORD_SRC);
- gpu_state_print_fl(GL_FOG_DENSITY);
- gpu_state_print_fl(GL_FOG_END);
- gpu_state_print_fl(GL_FOG_HINT);
- gpu_state_print_fl(GL_FOG_INDEX);
- gpu_state_print_fl(GL_FOG_MODE);
- gpu_state_print_fl(GL_FOG_START);
- gpu_state_print_fl(GL_FRAGMENT_PROGRAM_ARB); /* TODO: remove ARB program support */
- gpu_state_print_fl(GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
- gpu_state_print_fl(GL_FRONT_FACE);
- gpu_state_print_fl(GL_GENERATE_MIPMAP_HINT);
- gpu_state_print_fl(GL_GREEN_BIAS);
- gpu_state_print_fl(GL_GREEN_BITS);
- gpu_state_print_fl(GL_GREEN_SCALE);
- gpu_state_print_fl(GL_HISTOGRAM);
- gpu_state_print_fl(GL_INDEX_ARRAY);
- gpu_state_print_fl(GL_INDEX_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_INDEX_ARRAY_STRIDE);
- gpu_state_print_fl(GL_INDEX_ARRAY_TYPE);
- gpu_state_print_fl(GL_INDEX_BITS);
- gpu_state_print_fl(GL_INDEX_CLEAR_VALUE);
- gpu_state_print_fl(GL_INDEX_LOGIC_OP);
- gpu_state_print_fl(GL_INDEX_MODE);
- gpu_state_print_fl(GL_INDEX_OFFSET);
- gpu_state_print_fl(GL_INDEX_SHIFT);
- gpu_state_print_fl(GL_INDEX_WRITEMASK);
- gpu_state_print_fl(GL_LIGHT0);
- gpu_state_print_fl(GL_LIGHT1);
- gpu_state_print_fl(GL_LIGHT2);
- gpu_state_print_fl(GL_LIGHT3);
- gpu_state_print_fl(GL_LIGHT4);
- gpu_state_print_fl(GL_LIGHT5);
- gpu_state_print_fl(GL_LIGHT6);
- gpu_state_print_fl(GL_LIGHT7);
- gpu_state_print_fl(GL_LIGHTING);
- gpu_state_print_fl(GL_LIGHT_MODEL_AMBIENT);
- gpu_state_print_fl(GL_LIGHT_MODEL_COLOR_CONTROL);
- gpu_state_print_fl(GL_LIGHT_MODEL_LOCAL_VIEWER);
- gpu_state_print_fl(GL_LIGHT_MODEL_TWO_SIDE);
- gpu_state_print_fl(GL_LINE_SMOOTH);
- gpu_state_print_fl(GL_LINE_SMOOTH_HINT);
- gpu_state_print_fl(GL_LINE_STIPPLE);
- gpu_state_print_fl(GL_LINE_STIPPLE_PATTERN);
- gpu_state_print_fl(GL_LINE_STIPPLE_REPEAT);
- gpu_state_print_fl(GL_LINE_WIDTH);
- gpu_state_print_fl(GL_LINE_WIDTH_GRANULARITY);
- gpu_state_print_fl(GL_LINE_WIDTH_RANGE);
- gpu_state_print_fl(GL_LIST_BASE);
- gpu_state_print_fl(GL_LIST_INDEX);
- gpu_state_print_fl(GL_LIST_MODE);
- gpu_state_print_fl(GL_LOGIC_OP);
- gpu_state_print_fl(GL_LOGIC_OP_MODE);
- gpu_state_print_fl(GL_MAP1_COLOR_4);
- gpu_state_print_fl(GL_MAP1_GRID_DOMAIN);
- gpu_state_print_fl(GL_MAP1_GRID_SEGMENTS);
- gpu_state_print_fl(GL_MAP1_INDEX);
- gpu_state_print_fl(GL_MAP1_NORMAL);
- gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_1);
- gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_2);
- gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_3);
- gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_4);
- gpu_state_print_fl(GL_MAP1_VERTEX_3);
- gpu_state_print_fl(GL_MAP1_VERTEX_4);
- gpu_state_print_fl(GL_MAP2_COLOR_4);
- gpu_state_print_fl(GL_MAP2_GRID_DOMAIN);
- gpu_state_print_fl(GL_MAP2_GRID_SEGMENTS);
- gpu_state_print_fl(GL_MAP2_INDEX);
- gpu_state_print_fl(GL_MAP2_NORMAL);
- gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_1);
- gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_2);
- gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_3);
- gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_4);
- gpu_state_print_fl(GL_MAP2_VERTEX_3);
- gpu_state_print_fl(GL_MAP2_VERTEX_4);
- gpu_state_print_fl(GL_MAP_COLOR);
- gpu_state_print_fl(GL_MAP_STENCIL);
- gpu_state_print_fl(GL_MATRIX_MODE);
- gpu_state_print_fl(GL_MAX_3D_TEXTURE_SIZE);
- gpu_state_print_fl(GL_MAX_ATTRIB_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_CLIP_PLANES);
- gpu_state_print_fl(GL_MAX_COLOR_MATRIX_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- gpu_state_print_fl(GL_MAX_CUBE_MAP_TEXTURE_SIZE);
- gpu_state_print_fl(GL_MAX_DRAW_BUFFERS);
- gpu_state_print_fl(GL_MAX_ELEMENTS_INDICES);
- gpu_state_print_fl(GL_MAX_ELEMENTS_VERTICES);
- gpu_state_print_fl(GL_MAX_EVAL_ORDER);
- gpu_state_print_fl(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
- gpu_state_print_fl(GL_MAX_LIGHTS);
- gpu_state_print_fl(GL_MAX_LIST_NESTING);
- gpu_state_print_fl(GL_MAX_MODELVIEW_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_NAME_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_PIXEL_MAP_TABLE);
- gpu_state_print_fl(GL_MAX_PROJECTION_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_TEXTURE_COORDS);
- gpu_state_print_fl(GL_MAX_TEXTURE_IMAGE_UNITS);
- gpu_state_print_fl(GL_MAX_TEXTURE_LOD_BIAS);
- gpu_state_print_fl(GL_MAX_TEXTURE_SIZE);
- gpu_state_print_fl(GL_MAX_TEXTURE_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_TEXTURE_UNITS);
- gpu_state_print_fl(GL_MAX_VARYING_FLOATS);
- gpu_state_print_fl(GL_MAX_VERTEX_ATTRIBS);
- gpu_state_print_fl(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
- gpu_state_print_fl(GL_MAX_VERTEX_UNIFORM_COMPONENTS);
- gpu_state_print_fl(GL_MAX_VIEWPORT_DIMS);
- gpu_state_print_fl(GL_MINMAX);
- gpu_state_print_fl(GL_MODELVIEW_MATRIX);
- gpu_state_print_fl(GL_MODELVIEW_STACK_DEPTH);
- gpu_state_print_fl(GL_MULTISAMPLE);
- gpu_state_print_fl(GL_NAME_STACK_DEPTH);
- gpu_state_print_fl(GL_NORMALIZE);
- gpu_state_print_fl(GL_NORMAL_ARRAY);
- gpu_state_print_fl(GL_NORMAL_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_NORMAL_ARRAY_STRIDE);
- gpu_state_print_fl(GL_NORMAL_ARRAY_TYPE);
- gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS);
- gpu_state_print_fl(GL_PACK_ALIGNMENT);
- gpu_state_print_fl(GL_PACK_IMAGE_HEIGHT);
- gpu_state_print_fl(GL_PACK_LSB_FIRST);
- gpu_state_print_fl(GL_PACK_ROW_LENGTH);
- gpu_state_print_fl(GL_PACK_SKIP_IMAGES);
- gpu_state_print_fl(GL_PACK_SKIP_PIXELS);
- gpu_state_print_fl(GL_PACK_SKIP_ROWS);
- gpu_state_print_fl(GL_PACK_SWAP_BYTES);
- gpu_state_print_fl(GL_PERSPECTIVE_CORRECTION_HINT);
- gpu_state_print_fl(GL_PIXEL_MAP_A_TO_A_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_B_TO_B_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_G_TO_G_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_A_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_B_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_G_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_I_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_R_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_R_TO_R_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_S_TO_S_SIZE);
- gpu_state_print_fl(GL_PIXEL_PACK_BUFFER_BINDING);
- gpu_state_print_fl(GL_PIXEL_UNPACK_BUFFER_BINDING);
- gpu_state_print_fl(GL_POINT_DISTANCE_ATTENUATION);
- gpu_state_print_fl(GL_POINT_FADE_THRESHOLD_SIZE);
- gpu_state_print_fl(GL_POINT_SIZE);
- gpu_state_print_fl(GL_POINT_SIZE_GRANULARITY);
- gpu_state_print_fl(GL_POINT_SIZE_MAX);
- gpu_state_print_fl(GL_POINT_SIZE_MIN);
- gpu_state_print_fl(GL_POINT_SIZE_RANGE);
- gpu_state_print_fl(GL_POINT_SMOOTH);
- gpu_state_print_fl(GL_POINT_SMOOTH_HINT);
- gpu_state_print_fl(GL_POINT_SPRITE);
- gpu_state_print_fl(GL_POLYGON_MODE);
- gpu_state_print_fl(GL_POLYGON_OFFSET_FACTOR);
- gpu_state_print_fl(GL_POLYGON_OFFSET_FILL);
- gpu_state_print_fl(GL_POLYGON_OFFSET_LINE);
- gpu_state_print_fl(GL_POLYGON_OFFSET_POINT);
- gpu_state_print_fl(GL_POLYGON_OFFSET_UNITS);
- gpu_state_print_fl(GL_POLYGON_SMOOTH);
- gpu_state_print_fl(GL_POLYGON_SMOOTH_HINT);
- gpu_state_print_fl(GL_POLYGON_STIPPLE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_BIAS);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_SCALE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_BIAS);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_SCALE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_COLOR_TABLE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_BIAS);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_SCALE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_BIAS);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_SCALE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_BIAS);
- gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_SCALE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_BIAS);
- gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_SCALE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_COLOR_TABLE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_BIAS);
- gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_SCALE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_RED_BIAS);
- gpu_state_print_fl(GL_POST_CONVOLUTION_RED_SCALE);
- gpu_state_print_fl(GL_PROJECTION_MATRIX);
- gpu_state_print_fl(GL_PROJECTION_STACK_DEPTH);
- gpu_state_print_fl(GL_READ_BUFFER);
- gpu_state_print_fl(GL_RED_BIAS);
- gpu_state_print_fl(GL_RED_BITS);
- gpu_state_print_fl(GL_RED_SCALE);
- gpu_state_print_fl(GL_RENDER_MODE);
- gpu_state_print_fl(GL_RESCALE_NORMAL);
- gpu_state_print_fl(GL_RGBA_MODE);
- gpu_state_print_fl(GL_SAMPLES);
- gpu_state_print_fl(GL_SAMPLE_BUFFERS);
- gpu_state_print_fl(GL_SAMPLE_COVERAGE_INVERT);
- gpu_state_print_fl(GL_SAMPLE_COVERAGE_VALUE);
- gpu_state_print_fl(GL_SCISSOR_BOX);
- gpu_state_print_fl(GL_SCISSOR_TEST);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_SIZE);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_STRIDE);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_TYPE);
- gpu_state_print_fl(GL_SELECTION_BUFFER_SIZE);
- gpu_state_print_fl(GL_SEPARABLE_2D);
- gpu_state_print_fl(GL_SHADE_MODEL);
- gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_GRANULARITY);
- gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_RANGE);
- gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_GRANULARITY);
- gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_RANGE);
- gpu_state_print_fl(GL_STENCIL_BACK_FAIL);
- gpu_state_print_fl(GL_STENCIL_BACK_FUNC);
- gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_FAIL);
- gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_PASS);
- gpu_state_print_fl(GL_STENCIL_BACK_REF);
- gpu_state_print_fl(GL_STENCIL_BACK_VALUE_MASK);
- gpu_state_print_fl(GL_STENCIL_BACK_WRITEMASK);
- gpu_state_print_fl(GL_STENCIL_BITS);
- gpu_state_print_fl(GL_STENCIL_CLEAR_VALUE);
- gpu_state_print_fl(GL_STENCIL_FAIL);
- gpu_state_print_fl(GL_STENCIL_FUNC);
- gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_FAIL);
- gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_PASS);
- gpu_state_print_fl(GL_STENCIL_REF);
- gpu_state_print_fl(GL_STENCIL_TEST);
- gpu_state_print_fl(GL_STENCIL_VALUE_MASK);
- gpu_state_print_fl(GL_STENCIL_WRITEMASK);
- gpu_state_print_fl(GL_STEREO);
- gpu_state_print_fl(GL_SUBPIXEL_BITS);
- gpu_state_print_fl(GL_TEXTURE_1D);
- gpu_state_print_fl(GL_TEXTURE_2D);
- gpu_state_print_fl(GL_TEXTURE_3D);
- gpu_state_print_fl(GL_TEXTURE_BINDING_1D);
- gpu_state_print_fl(GL_TEXTURE_BINDING_2D);
- gpu_state_print_fl(GL_TEXTURE_BINDING_3D);
- gpu_state_print_fl(GL_TEXTURE_BINDING_CUBE_MAP);
- gpu_state_print_fl(GL_TEXTURE_COMPRESSION_HINT);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_SIZE);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_STRIDE);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_TYPE);
- gpu_state_print_fl(GL_TEXTURE_CUBE_MAP);
- gpu_state_print_fl(GL_TEXTURE_GEN_Q);
- gpu_state_print_fl(GL_TEXTURE_GEN_R);
- gpu_state_print_fl(GL_TEXTURE_GEN_S);
- gpu_state_print_fl(GL_TEXTURE_GEN_T);
- gpu_state_print_fl(GL_TEXTURE_MATRIX);
- gpu_state_print_fl(GL_TEXTURE_STACK_DEPTH);
- gpu_state_print_fl(GL_TRANSPOSE_COLOR_MATRIX);
- gpu_state_print_fl(GL_TRANSPOSE_MODELVIEW_MATRIX);
- gpu_state_print_fl(GL_TRANSPOSE_PROJECTION_MATRIX);
- gpu_state_print_fl(GL_TRANSPOSE_TEXTURE_MATRIX);
- gpu_state_print_fl(GL_UNPACK_ALIGNMENT);
- gpu_state_print_fl(GL_UNPACK_IMAGE_HEIGHT);
- gpu_state_print_fl(GL_UNPACK_LSB_FIRST);
- gpu_state_print_fl(GL_UNPACK_ROW_LENGTH);
- gpu_state_print_fl(GL_UNPACK_SKIP_IMAGES);
- gpu_state_print_fl(GL_UNPACK_SKIP_PIXELS);
- gpu_state_print_fl(GL_UNPACK_SKIP_ROWS);
- gpu_state_print_fl(GL_UNPACK_SWAP_BYTES);
- gpu_state_print_fl(GL_VERTEX_ARRAY);
- gpu_state_print_fl(GL_VERTEX_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_VERTEX_ARRAY_SIZE);
- gpu_state_print_fl(GL_VERTEX_ARRAY_STRIDE);
- gpu_state_print_fl(GL_VERTEX_ARRAY_TYPE);
- gpu_state_print_fl(GL_VERTEX_PROGRAM_POINT_SIZE);
- gpu_state_print_fl(GL_VERTEX_PROGRAM_TWO_SIDE);
- gpu_state_print_fl(GL_VIEWPORT);
- gpu_state_print_fl(GL_ZOOM_X);
- gpu_state_print_fl(GL_ZOOM_Y);
-}
-
-#undef gpu_state_print_fl
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 7936811ab4d..1fb1e239310 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -38,8 +38,6 @@
#include <string.h>
-#include "GPU_glew.h"
-
#include "BLI_blenlib.h"
#include "BLI_linklist.h"
#include "BLI_math.h"
@@ -278,7 +276,7 @@ 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 +296,7 @@ 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);
@@ -857,30 +851,6 @@ void GPU_create_gl_tex(
int tpx = rectw;
int tpy = recth;
- /* 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! */
- if (textarget == GL_TEXTURE_2D &&
- ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) ||
- is_over_resolution_limit(textarget, rectw, recth)))
- {
- rectw = smaller_power_of_2_limit(rectw);
- recth = smaller_power_of_2_limit(recth);
-
- if (use_high_bit_depth) {
- ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- frect = ibuf->rect_float;
- }
- else {
- ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- rect = ibuf->rect;
- }
- }
-
/* create image */
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
@@ -1205,9 +1175,7 @@ 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 ((!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))
- {
+ if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y)) {
int x_limit = smaller_power_of_2_limit(ibuf->x);
int y_limit = smaller_power_of_2_limit(ibuf->y);
@@ -1436,31 +1404,40 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
if (smoke_has_colors(sds->fluid)) {
float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
smoke_get_rgba(sds->fluid, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 4, data);
+ sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_density(sds->fluid));
+ sds->tex = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, smoke_get_density(sds->fluid), NULL);
}
- sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_flame(sds->fluid)) : NULL;
+ sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
+ GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, smoke_get_flame(sds->fluid), NULL) :
+ NULL;
}
else if (!sds->tex && highres) {
/* rgba texture for color + density */
if (smoke_turbulence_has_colors(sds->wt)) {
float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
smoke_turbulence_get_rgba(sds->wt, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 4, data);
+ sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_density(sds->wt));
+ sds->tex = GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
}
- sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_flame(sds->wt)) : NULL;
+ sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
+ GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL):
+ NULL;
}
- sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, sds->shadow);
+ sds->tex_shadow = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, sds->shadow, NULL);
}
#else // WITH_SMOKE
(void)highres;
@@ -2182,7 +2159,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
int count = 0;
- for (Base *base = scene->base.first; base; base = base->next) {
+ for (BaseLegacy *base = scene->base.first; base; base = base->next) {
if (base->object->type != OB_LAMP)
continue;
@@ -2285,7 +2262,13 @@ 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 +2290,7 @@ 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 +2300,7 @@ 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 +2318,26 @@ void GPU_state_init(void)
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
+void GPU_enable_program_point_size(void)
+{
+#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(void)
+{
+#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..d7ed65e853e 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
@@ -71,6 +69,8 @@ static struct GPUGlobal {
GLint maxtexsize;
GLint maxcubemapsize;
GLint maxtextures;
+ GLint maxubosize;
+ GLint maxubobinds;
bool extdisabled;
int colordepth;
int samples_color_texture_max;
@@ -123,6 +123,16 @@ int GPU_max_cube_map_size(void)
return GG.maxcubemapsize;
}
+int GPU_max_ubo_binds(void)
+{
+ return GG.maxubobinds;
+}
+
+int GPU_max_ubo_size(void)
+{
+ return GG.maxubosize;
+}
+
void GPU_get_dfdy_factors(float fac[2])
{
copy_v2_v2(fac, GG.dfdyfactors);
@@ -130,8 +140,21 @@ 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);
@@ -143,6 +166,9 @@ void gpu_extensions_init(void)
else
GG.max_anisotropy = 1.0f;
+ glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &GG.maxubobinds);
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
+
GLint r, g, b;
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
@@ -249,6 +275,8 @@ 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..d632e1b44e6 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -32,9 +32,11 @@
#include "BKE_global.h"
+#include "GPU_batch.h"
#include "GPU_debug.h"
#include "GPU_glew.h"
#include "GPU_framebuffer.h"
+#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
@@ -54,44 +56,37 @@ struct GPUFrameBuffer {
static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
{
+ const char *format = "GPUFrameBuffer: framebuffer status %s\n";
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 +96,33 @@ 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 +134,16 @@ 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 +151,7 @@ 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 +164,21 @@ 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 +198,7 @@ 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 +206,8 @@ 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 +236,7 @@ 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 +246,11 @@ 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]));
@@ -286,6 +262,43 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
glPushMatrix();
}
+void GPU_framebuffer_bind(GPUFrameBuffer *fb)
+{
+ int numslots = 0, i;
+ GLenum attachments[4];
+ GLenum readattachement = 0;
+ GPUTexture *tex;
+
+ for (i = 0; i < 4; i++) {
+ if (fb->colortex[i]) {
+ attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
+ tex = fb->colortex[i];
+
+ if (!readattachement)
+ readattachement = GL_COLOR_ATTACHMENT0 + i;
+
+ numslots++;
+ }
+ }
+
+ /* bind framebuffer */
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+
+ if (numslots == 0) {
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ tex = fb->depthtex;
+ }
+ else {
+ /* last bound prevails here, better allow explicit control here too */
+ glDrawBuffers(numslots, attachments);
+ glReadBuffer(readattachement);
+ }
+
+ glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
+ GG.currentfb = fb->object;
+}
+
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
{
@@ -301,15 +314,14 @@ 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]));
GG.currentfb = fb->object;
- GG.currentfb = fb->object;
}
bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
@@ -319,22 +331,17 @@ 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 +358,10 @@ 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 +372,7 @@ 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;
}
}
@@ -374,73 +381,116 @@ void GPU_framebuffer_blur(
GPUFrameBuffer *fb, GPUTexture *tex,
GPUFrameBuffer *blurfb, GPUTexture *blurtex)
{
+ const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
+ const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
+
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {{0}};
+ static Batch batch = {0};
+
const float scaleh[2] = {1.0f / GPU_texture_width(blurtex), 0.0f};
const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(tex)};
GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
- int scale_uniform, texture_source_uniform;
if (!blur_shader)
return;
- scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
- texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
+ /* Preparing to draw quad */
+ if (format.attrib_ct == 0) {
+ unsigned int i = 0;
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int uvs = add_attrib(&format, "uvs", GL_FLOAT, 2, KEEP_FLOAT);
+
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 36);
+
+ for (int j = 0; j < 3; ++j) {
+ setAttrib(&vbo, uvs, i, fullscreenuvs[j]); setAttrib(&vbo, pos, i++, fullscreencos[j]);
+ }
+ for (int j = 1; j < 4; ++j) {
+ setAttrib(&vbo, uvs, i, fullscreenuvs[j]); setAttrib(&vbo, pos, i++, fullscreencos[j]);
+ }
+
+ Batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
+ }
- /* Blurring horizontally */
+ glDisable(GL_DEPTH_TEST);
+
+ /* Load fresh matrices */
+ gpuMatrixBegin3D(); /* TODO: finish 2D API */
+ /* Blurring horizontally */
/* 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;
- GPU_shader_bind(blur_shader);
- GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh);
- GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
glViewport(0, 0, GPU_texture_width(blurtex), GPU_texture_height(blurtex));
- /* Preparing to draw quad */
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glDisable(GL_DEPTH_TEST);
-
GPU_texture_bind(tex, 0);
- /* Drawing quad */
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0); glVertex2f(1, 1);
- glTexCoord2d(1, 0); glVertex2f(-1, 1);
- glTexCoord2d(1, 1); glVertex2f(-1, -1);
- glTexCoord2d(0, 1); glVertex2f(1, -1);
- glEnd();
+ Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
+ Batch_Uniform2f(&batch, "ScaleU", scaleh[0], scaleh[1]);
+ Batch_Uniform1i(&batch, "textureSource", GL_TEXTURE0);
+ Batch_draw(&batch);
/* 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;
glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
- GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev);
- GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
+
GPU_texture_bind(blurtex, 0);
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0); glVertex2f(1, 1);
- glTexCoord2d(1, 0); glVertex2f(-1, 1);
- glTexCoord2d(1, 1); glVertex2f(-1, -1);
- glTexCoord2d(0, 1); glVertex2f(1, -1);
- glEnd();
+ /* Hack to make the following uniform stick */
+ Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
+ Batch_Uniform2f(&batch, "ScaleU", scalev[0], scalev[1]);
+ Batch_Uniform1i(&batch, "textureSource", GL_TEXTURE0);
+ Batch_draw(&batch);
- GPU_shader_unbind();
+ gpuMatrixEnd();
+}
+
+void GPU_framebuffer_blit(GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write, int write_slot, bool use_depth)
+{
+ GPUTexture *read_tex = (use_depth) ? fb_read->depthtex : fb_read->colortex[read_slot];
+ GPUTexture *write_tex = (use_depth) ? fb_write->depthtex : fb_write->colortex[write_slot];
+ int read_attach = (use_depth) ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(read_tex);
+ int write_attach = (use_depth) ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(write_tex);
+ int read_bind = GPU_texture_opengl_bindcode(read_tex);
+ int write_bind = GPU_texture_opengl_bindcode(write_tex);
+ const int read_w = GPU_texture_width(read_tex);
+ const int read_h = GPU_texture_height(read_tex);
+ const int write_w = GPU_texture_width(write_tex);
+ const int write_h = GPU_texture_height(write_tex);
+
+ /* read from multi-sample buffer */
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_read->object);
+ glFramebufferTexture2D(
+ GL_READ_FRAMEBUFFER, read_attach,
+ GL_TEXTURE_2D, read_bind, 0);
+ BLI_assert(glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+
+ /* write into new single-sample buffer */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_write->object);
+ glFramebufferTexture2D(
+ GL_DRAW_FRAMEBUFFER, write_attach,
+ GL_TEXTURE_2D, write_bind, 0);
+ BLI_assert(glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+
+ glBlitFramebuffer(0, 0, read_w, read_h, 0, 0, write_w, write_h, (use_depth) ? GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ /* Restore previous framebuffer */
+ glBindFramebuffer(GL_FRAMEBUFFER, GG.currentfb);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
/* GPUOffScreen */
@@ -464,12 +514,7 @@ 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)
@@ -484,18 +529,18 @@ 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;
}
- ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, GPU_HDR_NONE, samples, err_out);
+ ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, samples, err_out);
if (!ofs->color) {
GPU_offscreen_free(ofs);
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 +614,37 @@ 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 +655,8 @@ 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..5188ca4c0e2
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -0,0 +1,81 @@
+/*
+ * ***** 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 "BLI_utildefines.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);
+}
+
+void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
+{
+ unsigned char col[4];
+ UI_GetThemeColorShadeAlpha4ubv(colorid, coloffset, alphaoffset, col);
+ immUniformColor4ub(col[0], col[1], col[2], col[3]);
+}
diff --git a/source/blender/gpu/intern/gpu_init_exit.c b/source/blender/gpu/intern/gpu_init_exit.c
index c72c83b6b07..7a6b1ff6c70 100644
--- a/source/blender/gpu/intern/gpu_init_exit.c
+++ b/source/blender/gpu/intern/gpu_init_exit.c
@@ -31,7 +31,8 @@
#include "BLI_sys_types.h"
#include "GPU_init_exit.h" /* interface */
-
+#include "GPU_immediate.h"
+#include "GPU_batch.h"
#include "BKE_global.h"
#include "intern/gpu_codegen.h"
@@ -59,14 +60,22 @@ void GPU_init(void)
if (G.debug & G_DEBUG_GPU)
gpu_debug_init();
+ gpu_batch_init();
+
+ immInit();
}
void GPU_exit(void)
{
+ immDestroy();
+
+ gpu_batch_exit();
+
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 4e2043471b6..28cf7bd1c76 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -2369,6 +2369,11 @@ static void gpu_lamp_shadow_free(GPULamp *lamp)
}
}
+static GPUTexture *gpu_lamp_create_vsm_shadow_map(int size)
+{
+ return GPU_texture_create_2D_custom(size, size, 2, GPU_RG32F, NULL, NULL);
+}
+
GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
{
Lamp *la;
@@ -2409,19 +2414,19 @@ 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;
}
/* Shadow color map */
- lamp->tex = GPU_texture_create_vsm_shadow_map(lamp->size, NULL);
+ lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
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;
}
@@ -2438,13 +2443,13 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- lamp->blurtex = GPU_texture_create_vsm_shadow_map(lamp->size * 0.5, NULL);
+ lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5);
if (!lamp->blurtex) {
gpu_lamp_shadow_free(lamp);
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 +2471,7 @@ 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..c022301d6a9
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -0,0 +1,708 @@
+/*
+ * ***** 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(void)
+{
+ memset(&state, 0, sizeof(MatrixState));
+}
+
+void gpuMatrixBegin2D(void)
+{
+ state.mode = MATRIX_MODE_2D;
+ state.top = 0;
+ unit_m3(ModelView2D);
+ gpuOrtho2D(-1.0f, +1.0f, -1.0f, +1.0f); // or identity?
+}
+
+void gpuMatrixBegin3D(void)
+{
+ 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(void)
+{
+ /* 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(void)
+{
+ 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(void)
+{
+ 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(void)
+{
+ 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(void)
+{
+ 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_post(ModelView3D, m);
+ CHECKMAT(ModelView3D);
+ state.dirty = true;
+}
+
+void gpuMultMatrix2D(const float m[3][3])
+{
+ BLI_assert(state.mode == MATRIX_MODE_2D);
+ mul_m3_m3_post(ModelView2D, m);
+ CHECKMAT(ModelView2D);
+ state.dirty = true;
+}
+
+void gpuRotate3f(float deg, float x, float y, float z)
+{
+ const float axis[3] = {x, y, z};
+ gpuRotate3fv(deg, axis);
+}
+
+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 world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3])
+{
+ float v[4];
+
+ mul_v4_m4v3(v, model, world);
+ mul_m4_v4(proj, v);
+
+ if (v[3] != 0.0f) {
+ mul_v3_fl(v, 1.0f / v[3]);
+ }
+
+ 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 int view[4], float world[3])
+{
+ float pm[4][4];
+ float in[4];
+ float out[4];
+
+ mul_m4_m4m4(pm, proj, model);
+
+ if (!invert_m4(pm)) {
+ zero_v3(world);
+ 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) {
+ copy_v3_v3(world, out);
+ return false;
+ }
+
+ mul_v3_v3fl(world, out, 1.0f / out[3]);
+ 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 (m == NULL) {
+ static Mat4 temp;
+ m = temp;
+ }
+
+#if SUPPORT_LEGACY_MATRIX
+ if (state.mode == MATRIX_MODE_INACTIVE) {
+ Mat4 proj;
+ glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
+ glGetFloatv(GL_PROJECTION_MATRIX, (float*)proj);
+ mul_m4_m4_pre(m, proj);
+ return (const float*)m;
+ }
+#endif
+
+ BLI_assert(state.mode == MATRIX_MODE_3D);
+
+ 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, (const float (*)[4])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(void)
+{
+ return state.dirty;
+}
+
+#if SUPPORT_LEGACY_MATRIX
+void gpuMatrixUpdate_legacy(void)
+{
+ BLI_assert(state.mode == MATRIX_MODE_INACTIVE);
+ state.dirty = true;
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 14f2764b009..4bfae6523a9 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -36,15 +36,87 @@
#include "GPU_compositing.h"
#include "GPU_debug.h"
#include "GPU_extensions.h"
-#include "GPU_glew.h"
#include "GPU_shader.h"
+#include "GPU_uniformbuffer.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_checker_frag_glsl[];
+extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
+extern char datatoc_gpu_shader_simple_lighting_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_shuffle_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_3D_passthrough_vert_glsl[];
+
+extern char datatoc_gpu_shader_instance_vert_glsl[];
+extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
+extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
+extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
+extern char datatoc_gpu_shader_instance_screen_aligned_axis_name_vert_glsl[];
+
+extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
+extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
+
+extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
+extern char datatoc_gpu_shader_point_varying_color_outline_aa_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_aa_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
+
+extern char datatoc_gpu_shader_2D_line_dashed_vert_glsl[];
+extern char datatoc_gpu_shader_2D_line_dashed_frag_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_edit_overlay_frag_glsl[];
+extern char datatoc_gpu_shader_edit_overlay_geom_glsl[];
+extern char datatoc_gpu_shader_edit_overlay_vert_glsl[];
+extern char datatoc_gpu_shader_text_vert_glsl[];
+extern char datatoc_gpu_shader_text_frag_glsl[];
+extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
+extern char datatoc_gpu_shader_keyframe_diamond_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 +134,25 @@ 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) */
+/* cache of built-in shaders (each is created on first use) */
+static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
- GLuint vertex; /* handle for vertex shader */
- GLuint geometry; /* handle for geometry shader */
- GLuint fragment; /* handle for fragment shader */
+/* cache for shader fx. Those can exist in combinations so store them here */
+static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
- int totattrib; /* total number of attributes */
- int uniforms; /* required uniforms */
-
- 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 +175,9 @@ 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 +188,6 @@ 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 +225,8 @@ 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 +498,20 @@ 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)
@@ -484,14 +529,29 @@ 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);
}
+int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+
+ return glGetUniformBlockIndex(shader->program, name);
+}
+
void *GPU_shader_get_interface(GPUShader *shader)
{
return shader->uniform_interface;
}
+/* Clement : Temp */
+int GPU_shader_get_program(GPUShader *shader)
+{
+ return (int)shader->program;
+}
+
void GPU_shader_set_interface(GPUShader *shader, void *interface)
{
shader->uniform_interface = interface;
@@ -502,16 +562,12 @@ 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 +575,10 @@ 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 +586,7 @@ 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)
@@ -547,9 +599,19 @@ void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int ou
}
}
+void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
+{
+ int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
+
+ if (location == -1) {
+ return;
+ }
+
+ glUniformBlockBinding(shader->program, location, bindpoint);
+}
+
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 +627,164 @@ 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_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
+ datatoc_gpu_shader_keyframe_diamond_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_EDIT] = { datatoc_gpu_shader_edit_overlay_vert_glsl,
+ datatoc_gpu_shader_edit_overlay_frag_glsl,
+ datatoc_gpu_shader_edit_overlay_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_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_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_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
+
+ [GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_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_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_shuffle_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_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ datatoc_gpu_shader_3D_groundline_geom_glsl },
+
+ [GPU_SHADER_2D_LINE_DASHED_COLOR] = { datatoc_gpu_shader_2D_line_dashed_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl },
+
+ [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
+ { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_simple_lighting_frag_glsl},
+ [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = { datatoc_gpu_shader_instance_screen_aligned_axis_name_vert_glsl,
+ datatoc_gpu_shader_flat_color_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_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_outline_aa_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_AA] =
+ { datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
+ [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
+
+ [GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
+ { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ };
+
+ if (builtin_shaders[shader] == NULL) {
+ /* just a few special cases */
+ const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" :
+ (shader == GPU_SHADER_SIMPLE_LIGHTING) ? "#define USE_NORMALS;\n" :
+ (shader == GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR) ? "#define USE_INSTANCE_COLOR;\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 +804,7 @@ 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 +858,27 @@ 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..3513250993e 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -49,9 +49,8 @@ static struct GPUTextureGlobal {
} GG = {NULL, NULL, NULL};
/* GPUTexture */
-
struct GPUTexture {
- int w, h; /* width/height */
+ int w, h, d; /* width/height/depth */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
@@ -62,42 +61,162 @@ struct GPUTexture {
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int fb_attachment; /* slot the texture is attached to */
- int depth; /* is a depth texture? if 3D how deep? */
+ bool depth; /* is a depth texture? */
};
-static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels)
+static GLenum GPU_texture_get_format(int components, GPUTextureFormat data_type, GLenum *format, bool *is_depth)
{
- unsigned char *pixels, *p;
- const float *fp = fpixels;
- const int len = 4 * length;
+ if (data_type == GPU_DEPTH_COMPONENT24 ||
+ data_type == GPU_DEPTH_COMPONENT16 ||
+ data_type == GPU_DEPTH_COMPONENT32F)
+ {
+ *is_depth = true;
+ *format = GL_DEPTH_COMPONENT;
+ }
+ else {
+ *is_depth = false;
+
+ switch (components) {
+ case 1: *format = GL_RED; break;
+ case 2: *format = GL_RG; break;
+ case 3: *format = GL_RGB; break;
+ case 4: *format = GL_RGBA; break;
+ default: break;
+ }
+ }
+
+ /* You can add any of the available type to this list
+ * For available types see GPU_texture.h */
+ switch (data_type) {
+ /* Formats texture & renderbuffer */
+ case GPU_RGBA16F: return GL_RGBA16F;
+ case GPU_RG32F: return GL_RG32F;
+ case GPU_RG16F: return GL_RG16F;
+ case GPU_RGBA8: return GL_RGBA8;
+ case GPU_R8: return GL_R8;
+ /* Special formats texture & renderbuffer */
+ /* ** Add Format here **/
+ /* Texture only format */
+ /* ** Add Format here **/
+ /* Special formats texture only */
+ /* ** Add Format here **/
+ /* Depth Formats */
+ case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F;
+ case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24;
+ case GPU_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT16;
+ default:
+ fprintf(stderr, "Texture format incorrect or unsupported\n");
+ return 0;
+ }
+}
- p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels");
+static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
+{
+ const unsigned int xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
+ float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex");
+
+ if (nfpixels) {
+ GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
+
+ for (unsigned k = 0; k < tex->d; k++) {
+ for (unsigned j = 0; j < tex->h; j++) {
+ for (unsigned i = 0; i < tex->w; i++) {
+ /* obviously doing nearest filtering here,
+ * it's going to be slow in any case, let's not make it worse */
+ float xb = i * xf;
+ float yb = j * yf;
+ float zb = k * zf;
+ unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
+ unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
- for (int a = 0; a < len; a++, p++, fp++)
- *p = FTOCHAR((*fp));
+ if (channels == 4) {
+ nfpixels[offset * 4] = fpixels[offset_orig * 4];
+ nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
+ nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
+ nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
+ }
+ else
+ nfpixels[offset] = fpixels[offset_orig];
+ }
+ }
+ }
+ }
- return pixels;
+ return nfpixels;
}
-static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
+/* This tries to allocate video memory for a given texture
+ * If alloc fails, lower the resolution until it fits. */
+static bool GPU_texture_try_alloc(
+ GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum format, int channels,
+ bool try_rescale, const float *fpixels, float **rescaled_fpixels)
{
- void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels");
+ int r_width;
- if (target == GL_TEXTURE_1D)
- glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
- else
- glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
-
- MEM_freeN(pixels);
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_1D:
+ glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, GL_FLOAT, NULL);
+ break;
+ case GL_PROXY_TEXTURE_2D:
+ glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, GL_FLOAT, NULL);
+ break;
+ case GL_PROXY_TEXTURE_3D:
+ glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, GL_FLOAT, NULL);
+ break;
+ }
+
+ glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &r_width);
+
+ if (r_width == 0 && try_rescale) {
+ const int w = tex->w, h = tex->h, d = tex->d;
+
+ /* Find largest texture possible */
+ while (r_width == 0) {
+ tex->w /= 2;
+ tex->h /= 2;
+ tex->d /= 2;
+
+ /* really unlikely to happen but keep this just in case */
+ if (tex->w == 0) break;
+ if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) break;
+ if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) break;
+
+ if (proxy == GL_PROXY_TEXTURE_1D)
+ glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, GL_FLOAT, NULL);
+ else if (proxy == GL_PROXY_TEXTURE_2D)
+ glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, GL_FLOAT, NULL);
+ else if (proxy == GL_PROXY_TEXTURE_3D)
+ glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, GL_FLOAT, NULL);
+
+ glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
+ }
+
+ /* Rescale */
+ if (r_width > 0) {
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_1D:
+ case GL_PROXY_TEXTURE_2D:
+ /* Do nothing for now */
+ return false;
+ case GL_PROXY_TEXTURE_3D:
+ *rescaled_fpixels = GPU_texture_3D_rescale(tex, w, h, d, channels, fpixels);
+ return (bool)*rescaled_fpixels;
+ }
+ }
+ }
+
+ return (r_width > 0);
}
static GPUTexture *GPU_texture_create_nD(
- int w, int h, int n, const float *fpixels, int depth,
- GPUHDRType hdr_type, int components, int samples,
- char err_out[256])
+ int w, int h, int d, int n, const float *fpixels,
+ GPUTextureFormat data_type, int components, int samples,
+ const bool can_rescale, char err_out[256])
{
- GLenum type, format, internalformat;
- void *pixels = NULL;
+ GLenum format, internalformat, proxy;
+ float *rescaled_fpixels = NULL;
+ const float *pix;
+ bool valid;
if (samples) {
CLAMP_MAX(samples, GPU_max_color_texture_samples());
@@ -106,121 +225,99 @@ static GPUTexture *GPU_texture_create_nD(
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
+ tex->d = d;
tex->number = -1;
tex->refcount = 1;
- tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
- tex->target_base = (n == 1) ? GL_TEXTURE_1D : GL_TEXTURE_2D;
- tex->depth = depth;
+
+ if (n == 1) {
+ if (h == 0)
+ tex->target_base = tex->target = GL_TEXTURE_1D;
+ else
+ tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY;
+ }
+ else if (n == 2) {
+ if (d == 0)
+ tex->target_base = tex->target = GL_TEXTURE_2D;
+ else
+ tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
+ }
+ else if (n == 3) {
+ tex->target_base = tex->target = GL_TEXTURE_3D;
+ }
+
tex->fb_attachment = -1;
+ if (samples && n == 2 && d == 0)
+ tex->target = GL_TEXTURE_2D_MULTISAMPLE;
+
+ internalformat = GPU_texture_get_format(components, data_type, &format, &tex->depth);
+
+ /* Generate Texture object */
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
- if (err_out) {
- BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
- (int)glGetError());
- }
- else {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
- }
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
+ else
+ fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
- 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);
- }
-
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
- if (depth) {
- type = GL_UNSIGNED_BYTE;
- format = GL_DEPTH_COMPONENT;
- internalformat = GL_DEPTH_COMPONENT;
+ /* Check if texture fit in VRAM */
+ if (d > 0) {
+ proxy = GL_PROXY_TEXTURE_3D;
+ }
+ else if (h > 0) {
+ proxy = GL_PROXY_TEXTURE_2D;
}
else {
- type = GL_FLOAT;
-
- if (components == 4) {
- format = GL_RGBA;
- switch (hdr_type) {
- case GPU_HDR_NONE:
- internalformat = GL_RGBA8;
- break;
- /* the following formats rely on ARB_texture_float or OpenGL 3.0 */
- case GPU_HDR_HALF_FLOAT:
- internalformat = GL_RGBA16F_ARB;
- break;
- case GPU_HDR_FULL_FLOAT:
- internalformat = GL_RGBA32F_ARB;
- break;
- default:
- break;
- }
- }
- else if (components == 2) {
- /* these formats rely on ARB_texture_rg or OpenGL 3.0 */
- format = GL_RG;
- switch (hdr_type) {
- case GPU_HDR_NONE:
- internalformat = GL_RG8;
- break;
- case GPU_HDR_HALF_FLOAT:
- internalformat = GL_RG16F;
- break;
- case GPU_HDR_FULL_FLOAT:
- internalformat = GL_RG32F;
- break;
- default:
- break;
- }
- }
-
- if (fpixels && hdr_type == GPU_HDR_NONE) {
- type = GL_UNSIGNED_BYTE;
- pixels = GPU_texture_convert_pixels(w * h, fpixels);
- }
+ proxy = GL_PROXY_TEXTURE_1D;
}
- if (tex->target == GL_TEXTURE_1D) {
- glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);
+ valid = GPU_texture_try_alloc(tex, proxy, internalformat, format, components, can_rescale, fpixels,
+ &rescaled_fpixels);
- if (fpixels) {
- glTexSubImage1D(tex->target, 0, 0, w, format, type,
- pixels ? pixels : fpixels);
+ if (!valid) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture alloc failed");
+ else
+ fprintf(stderr, "GPUTexture: texture alloc failed. Not enough Video Memory.");
+ GPU_texture_free(tex);
+ return NULL;
+ }
- if (tex->w > w) {
- GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1);
- }
- }
+ /* Upload Texture */
+ pix = (rescaled_fpixels) ? rescaled_fpixels : fpixels;
+
+ if (tex->target == GL_TEXTURE_1D) {
+ glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, GL_FLOAT, pix);
}
- else {
+ else if (tex->target == GL_TEXTURE_1D_ARRAY ||
+ tex->target == GL_TEXTURE_2D ||
+ tex->target == GL_TEXTURE_2D_MULTISAMPLE)
+ {
if (samples) {
glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
+ if (pix)
+ glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, format, GL_FLOAT, pix);
}
else {
- glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
- format, type, NULL);
- }
-
- if (fpixels) {
- glTexSubImage2D(tex->target, 0, 0, 0, w, h,
- format, type, pixels ? pixels : fpixels);
-
- if (tex->w > w)
- GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h);
- if (tex->h > h)
- GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h);
+ glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, format, GL_FLOAT, pix);
}
}
+ else {
+ glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, format, GL_FLOAT, pix);
+ }
- if (pixels)
- MEM_freeN(pixels);
+ if (rescaled_fpixels)
+ MEM_freeN(rescaled_fpixels);
- if (depth) {
+ /* Texture Parameters */
+ if (tex->depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
@@ -232,137 +329,14 @@ static GPUTexture *GPU_texture_create_nD(
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
- if (tex->target_base != GL_TEXTURE_1D) {
- glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ if (n > 1) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
- else
- glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-
- return tex;
-}
-
-
-GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels)
-{
- GLenum type, format, internalformat;
- void *pixels = NULL;
-
- GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
- tex->w = w;
- tex->h = h;
- tex->depth = depth;
- tex->number = -1;
- tex->refcount = 1;
- tex->target = GL_TEXTURE_3D;
- tex->target_base = GL_TEXTURE_3D;
-
- glGenTextures(1, &tex->bindcode);
-
- if (!tex->bindcode) {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
- GPU_texture_free(tex);
- return NULL;
- }
-
- tex->number = 0;
- glBindTexture(tex->target, tex->bindcode);
-
- GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture");
-
- type = GL_FLOAT;
- if (channels == 4) {
- format = GL_RGBA;
- internalformat = GL_RGBA8;
- }
- else {
- format = GL_RED;
- internalformat = GL_INTENSITY8;
+ if (n > 2) {
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
- /* 3D textures are quite heavy, test if it's possible to create them first */
- glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
-
- bool rescale = false;
- int r_width;
-
- glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
-
- while (r_width == 0) {
- rescale = true;
- tex->w /= 2;
- tex->h /= 2;
- tex->depth /= 2;
- glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
- glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
- }
-
- /* really unlikely to happen but keep this just in case */
- tex->w = max_ii(tex->w, 1);
- tex->h = max_ii(tex->h, 1);
- tex->depth = max_ii(tex->depth, 1);
-
-#if 0
- if (fpixels)
- 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) {
- /* FIXME: should these be floating point? */
- const unsigned int xf = w / tex->w, yf = h / tex->h, zf = depth / tex->depth;
- float *tex3d = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->depth, "tex3d");
-
- GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
-
- for (unsigned k = 0; k < tex->depth; k++) {
- for (unsigned j = 0; j < tex->h; j++) {
- for (unsigned i = 0; i < tex->w; i++) {
- /* obviously doing nearest filtering here,
- * it's going to be slow in any case, let's not make it worse */
- float xb = i * xf;
- float yb = j * yf;
- float zb = k * zf;
- unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
- unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
-
- if (channels == 4) {
- tex3d[offset * 4] = fpixels[offset_orig * 4];
- tex3d[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
- tex3d[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
- tex3d[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
- }
- else
- tex3d[offset] = fpixels[offset_orig];
- }
- }
- }
-
- glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d);
-
- 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");
- }
- }
-
-
- 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);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-
- if (pixels)
- MEM_freeN(pixels);
-
GPU_texture_unbind(tex);
return tex;
@@ -400,7 +374,7 @@ 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 +428,7 @@ 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;
@@ -473,114 +447,64 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
}
-GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, char err_out[256])
+GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, 0, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
-
- return tex;
+ return GPU_texture_create_nD(w, 0, 0, 1, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, char err_out[256])
+GPUTexture *GPU_texture_create_1D_custom(
+ int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, 0, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
-
- return tex;
+ return GPU_texture_create_nD(w, 0, 0, 1, pixels, data_type, channels, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_2D_multisample(
- int w, int h, const float *fpixels, GPUHDRType hdr, int samples, char err_out[256])
-{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, samples, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
- return tex;
+GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
+GPUTexture *GPU_texture_create_2D_custom(
+ int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, 0, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
-
- return tex;
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
-{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, samples, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
- return tex;
+GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out);
}
-/**
- * A shadow map for VSM needs two components (depth and depth^2)
- */
-GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
+GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, 0, err_out);
-
- if (tex) {
- /* Now we tweak some of the settings */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- GPU_texture_unbind(tex);
- }
-
- return tex;
+ return GPU_texture_create_nD(w, h, d, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256])
+GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out);
-
- if (tex) {
- /* Now we tweak some of the settings */
- if (repeat) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
- GPU_texture_unbind(tex);
- }
-
- return tex;
+ return GPU_texture_create_nD(w, h, d, 3, pixels, GPU_RGBA8, 4, 0, true, err_out);
}
-GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256])
+GPUTexture *GPU_texture_create_3D_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out);
-
- if (tex) {
- /* Now we tweak some of the settings */
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out);
+}
- GPU_texture_unbind(tex);
- }
+GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, 0, false, err_out);
+}
- return tex;
+GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, samples, false, err_out);
}
void GPU_invalid_tex_init(void)
{
const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL);
- GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, GPU_HDR_NONE, NULL);
- GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color);
+ GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, NULL);
+ GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, color, NULL);
}
void GPU_invalid_tex_bind(int mode)
@@ -625,21 +549,26 @@ 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;
+ /* TODO: remove this lines once we're using GLSL everywhere */
+ GLenum target = tex->target_base;
+ if (tex->target_base == GL_TEXTURE_1D_ARRAY)
+ target = GL_TEXTURE_2D;
+ if (tex->target_base == GL_TEXTURE_2D_ARRAY)
+ target = GL_TEXTURE_3D;
+ glEnable(target);
+
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0);
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind");
+ tex->number = number;
}
void GPU_texture_unbind(GPUTexture *tex)
@@ -651,18 +580,24 @@ 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);
- tex->number = -1;
+ /* TODO: remove this lines */
+ GLenum target = tex->target_base;
+ if (tex->target_base == GL_TEXTURE_1D_ARRAY)
+ target = GL_TEXTURE_2D;
+ if (tex->target_base == GL_TEXTURE_2D_ARRAY)
+ target = GL_TEXTURE_3D;
+ glDisable(target);
+
+ 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)
@@ -670,7 +605,7 @@ int GPU_texture_bound_number(GPUTexture *tex)
return tex->number;
}
-void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
+void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
@@ -680,29 +615,60 @@ 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");
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
- if (tex->number != 0) glActiveTexture(arbnumber);
+ /* TODO viewport: use GL_COMPARE_REF_TO_TEXTURE after we switch to core profile */
+ if (tex->depth)
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, use_compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE);
- 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);
- }
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
+}
- if (use_filter) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
+{
+ if (tex->number >= GPU_max_textures()) {
+ fprintf(stderr, "Not enough texture slots.\n");
+ return;
}
- else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ if (tex->number == -1)
+ return;
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+
+ GLenum filter = use_filter ? GL_LINEAR : GL_NEAREST;
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
+{
+ if (tex->number >= GPU_max_textures()) {
+ fprintf(stderr, "Not enough texture slots.\n");
+ return;
}
- if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
+ if (tex->number == -1)
+ return;
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+
+ GLenum repeat = use_repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE;
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, repeat);
+ if (tex->target_base != GL_TEXTURE_1D)
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, repeat);
+ if (tex->target_base == GL_TEXTURE_3D)
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, repeat);
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_free(GPUTexture *tex)
diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.c b/source/blender/gpu/intern/gpu_uniformbuffer.c
new file mode 100644
index 00000000000..76aa1a8226f
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_uniformbuffer.c
@@ -0,0 +1,105 @@
+/*
+ * ***** 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): Clement Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file gpu_uniformbuffer.c
+ * \ingroup gpu
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+
+#include "GPU_extensions.h"
+#include "GPU_glew.h"
+#include "GPU_uniformbuffer.h"
+
+struct GPUUniformBuffer {
+ int size; /* in bytes */
+ GLuint bindcode; /* opengl identifier for UBO */
+ int bindpoint; /* current binding point */
+};
+
+GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256])
+{
+ GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBuffer), "GPUUniformBuffer");
+ ubo->size = size;
+
+ /* Generate Buffer object */
+ glGenBuffers(1, &ubo->bindcode);
+
+ if (!ubo->bindcode) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
+ GPU_uniformbuffer_free(ubo);
+ return NULL;
+ }
+
+ if (ubo->size > GPU_max_ubo_size()) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
+ GPU_uniformbuffer_free(ubo);
+ return NULL;
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
+ glBufferData(GL_UNIFORM_BUFFER, ubo->size, data, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ return ubo;
+}
+
+void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
+{
+ glDeleteBuffers(1, &ubo->bindcode);
+ MEM_freeN(ubo);
+}
+
+void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
+{
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
+{
+ if (number >= GPU_max_ubo_binds()) {
+ fprintf(stderr, "Not enough UBO slots.\n");
+ return;
+ }
+
+ if (ubo->bindcode != 0) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
+ }
+
+ ubo->bindpoint = number;
+}
+
+int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo)
+{
+ return ubo->bindpoint;
+} \ No newline at end of file
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
new file mode 100644
index 00000000000..c8e60c089d3
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -0,0 +1,397 @@
+/*
+ * ***** 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 <string.h>
+
+#include "BLI_rect.h"
+#include "BLI_string.h"
+
+#include "DNA_vec_types.h"
+
+#include "BKE_global.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_glew.h"
+#include "GPU_immediate.h"
+#include "GPU_texture.h"
+#include "GPU_viewport.h"
+
+#include "DRW_engine.h"
+
+#include "MEM_guardedalloc.h"
+
+struct GPUViewport {
+ float pad[4];
+
+ /* debug */
+ GPUTexture *debug_depth;
+ int size[2];
+
+ /* Viewport Buffer Storage */
+ FramebufferList *fbl;
+ TextureList *txl;
+ PassList *psl;
+ StorageList *stl;
+
+ char engine_name[32];
+
+ /* Mode storage */
+ FramebufferList *fbl_mode;
+ TextureList *txl_mode;
+ PassList *psl_mode;
+ StorageList *stl_mode;
+ int mode;
+};
+
+static void GPU_viewport_buffers_free(FramebufferList *fbl, TextureList *txl);
+static void GPU_viewport_storage_free(StorageList *stl);
+static void GPU_viewport_passes_free(PassList *psl);
+
+GPUViewport *GPU_viewport_create(void)
+{
+ GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
+ viewport->fbl = MEM_callocN(sizeof(FramebufferList), "FramebufferList");
+ viewport->txl = MEM_callocN(sizeof(TextureList), "TextureList");
+ viewport->psl = MEM_callocN(sizeof(PassList), "PassList");
+ viewport->stl = MEM_callocN(sizeof(StorageList), "StorageList");
+ viewport->fbl_mode = MEM_callocN(sizeof(FramebufferList), "FramebufferList");
+ viewport->txl_mode = MEM_callocN(sizeof(TextureList), "TextureList");
+ viewport->psl_mode = MEM_callocN(sizeof(PassList), "PassList");
+ viewport->stl_mode = MEM_callocN(sizeof(StorageList), "StorageList");
+ viewport->size[0] = viewport->size[1] = -1;
+
+ return viewport;
+}
+
+void GPU_viewport_get_engine_data(GPUViewport *viewport, FramebufferList **fbs, TextureList **txs, PassList **pss, StorageList **str)
+{
+ *fbs = viewport->fbl;
+ *txs = viewport->txl;
+ *pss = viewport->psl;
+ *str = viewport->stl;
+}
+
+void GPU_viewport_get_mode_data(GPUViewport *viewport, FramebufferList **fbs, TextureList **txs, PassList **pss, StorageList **str)
+{
+ *fbs = viewport->fbl_mode;
+ *txs = viewport->txl_mode;
+ *pss = viewport->psl_mode;
+ *str = viewport->stl_mode;
+}
+
+void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect, const char *engine, int mode)
+{
+ DefaultFramebufferList *dfbl = (DefaultFramebufferList *)viewport->fbl;
+ DefaultTextureList *dtxl = (DefaultTextureList *)viewport->txl;
+
+ /* add one pixel because of scissor test */
+ int rect_w = BLI_rcti_size_x(rect) + 1, rect_h = BLI_rcti_size_y(rect) + 1;
+
+ if (G.debug_value != 666 && G.debug_value != 667) {
+ /* TODO for testing only, we need proper cache invalidation */
+ GPU_viewport_passes_free(viewport->psl);
+ GPU_viewport_passes_free(viewport->psl_mode);
+ }
+
+ if (!STREQ(engine, viewport->engine_name)) {
+ GPU_viewport_storage_free(viewport->stl);
+ GPU_viewport_buffers_free(viewport->fbl, viewport->txl);
+
+ BLI_strncpy(viewport->engine_name, engine, 32);
+ }
+
+ if (mode != viewport->mode) {
+ GPU_viewport_buffers_free(viewport->fbl_mode, viewport->txl_mode);
+ GPU_viewport_passes_free(viewport->psl_mode);
+ GPU_viewport_storage_free(viewport->stl_mode);
+
+ viewport->mode = mode;
+ }
+
+ if (dfbl->default_fb) {
+ if (rect_w != viewport->size[0] || rect_h != viewport->size[1]) {
+ GPU_viewport_buffers_free(viewport->fbl, viewport->txl);
+ GPU_viewport_buffers_free(viewport->fbl_mode, viewport->txl_mode);
+ }
+ }
+
+ if (!dfbl->default_fb) {
+ bool ok = true;
+ viewport->size[0] = rect_w;
+ viewport->size[1] = rect_h;
+
+ dfbl->default_fb = GPU_framebuffer_create();
+ if (!dfbl->default_fb) {
+ ok = false;
+ goto cleanup;
+ }
+
+ /* Color */
+ /* No multi samples for now */
+ dtxl->color = GPU_texture_create_2D(rect_w, rect_h, NULL, NULL);
+ if (!dtxl->color) {
+ ok = false;
+ goto cleanup;
+ }
+
+ if (!GPU_framebuffer_texture_attach(dfbl->default_fb, dtxl->color, 0)) {
+ ok = false;
+ goto cleanup;
+ }
+
+ /* Depth */
+ dtxl->depth = GPU_texture_create_depth(rect_w, rect_h, NULL);
+ if (!dtxl->depth) {
+ ok = false;
+ goto cleanup;
+ }
+ else if (!GPU_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0)) {
+ ok = false;
+ goto cleanup;
+ }
+ else if (!GPU_framebuffer_check_valid(dfbl->default_fb, NULL)) {
+ ok = false;
+ goto cleanup;
+ }
+
+cleanup:
+ if (!ok) {
+ GPU_viewport_free(viewport);
+ MEM_freeN(viewport);
+ return;
+ }
+
+ GPU_framebuffer_restore();
+ }
+
+ GPU_framebuffer_slots_bind(dfbl->default_fb, 0);
+}
+
+static void draw_ofs_to_screen(GPUViewport *viewport)
+{
+ DefaultTextureList *dtxl = (DefaultTextureList *)viewport->txl;
+
+ GPUTexture *color = dtxl->color;
+
+ const float w = (float)GPU_texture_width(color);
+ const float h = (float)GPU_texture_height(color);
+
+ 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_MODULATE_ALPHA);
+
+ GPU_texture_bind(color, 0);
+
+ 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(color);
+
+ immUnbindProgram();
+}
+
+void GPU_viewport_unbind(GPUViewport *viewport)
+{
+ DefaultFramebufferList *dfbl = (DefaultFramebufferList *)viewport->fbl;
+
+ if (dfbl->default_fb) {
+ GPU_framebuffer_texture_unbind(NULL, NULL);
+ GPU_framebuffer_restore();
+
+ glEnable(GL_SCISSOR_TEST);
+
+ /* This might be bandwidth limiting */
+ draw_ofs_to_screen(viewport);
+ }
+}
+
+static void GPU_viewport_buffers_free(FramebufferList *fbl, TextureList *txl)
+{
+ int i;
+ for (i = MAX_BUFFERS - 1; i > -1; --i) {
+ GPUFrameBuffer *fb = fbl->framebuffers[i];
+ if (fb) {
+ GPU_framebuffer_free(fb);
+ fbl->framebuffers[i] = NULL;
+ }
+ }
+ for (i = MAX_TEXTURES - 1; i > -1; --i) {
+ GPUTexture *tex = txl->textures[i];
+ if (tex) {
+ GPU_texture_free(tex);
+ txl->textures[i] = NULL;
+ }
+ }
+}
+
+static void GPU_viewport_storage_free(StorageList *stl)
+{
+ for (int i = MAX_STORAGE - 1; i > -1; --i) {
+ void *storage = stl->storage[i];
+ if (storage) {
+ MEM_freeN(storage);
+ stl->storage[i] = NULL;
+ }
+ }
+}
+
+static void GPU_viewport_passes_free(PassList *psl)
+{
+ for (int i = MAX_PASSES - 1; i > -1; --i) {
+ struct DRWPass *pass = psl->passes[i];
+ if (pass) {
+ DRW_pass_free(pass);
+ MEM_freeN(pass);
+ psl->passes[i] = NULL;
+ }
+ }
+}
+
+void GPU_viewport_free(GPUViewport *viewport)
+{
+ GPU_viewport_debug_depth_free(viewport);
+
+ GPU_viewport_buffers_free(viewport->fbl, viewport->txl);
+ GPU_viewport_passes_free(viewport->psl);
+ GPU_viewport_storage_free(viewport->stl);
+
+ GPU_viewport_buffers_free(viewport->fbl_mode, viewport->txl_mode);
+ GPU_viewport_passes_free(viewport->psl_mode);
+ GPU_viewport_storage_free(viewport->stl_mode);
+
+ MEM_freeN(viewport->fbl);
+ MEM_freeN(viewport->txl);
+ MEM_freeN(viewport->psl);
+ MEM_freeN(viewport->stl);
+
+ MEM_freeN(viewport->fbl_mode);
+ MEM_freeN(viewport->txl_mode);
+ MEM_freeN(viewport->psl_mode);
+ MEM_freeN(viewport->stl_mode);
+}
+
+/****************** debug ********************/
+
+bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256])
+{
+ viewport->debug_depth = GPU_texture_create_2D_custom(width, height, 4, GPU_RGBA16F, NULL, 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..f5217a9d238
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -0,0 +1,19 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
+#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_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
new file mode 100644
index 00000000000..85aab7e06ef
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -0,0 +1,25 @@
+
+// Draw dashed lines, perforated in screen space.
+// Based on a (3D) version by Mike Erwin.
+
+#if __VERSION__ == 120
+ noperspective varying float distance_along_line;
+ #define fragColor gl_FragColor
+#else
+ noperspective in float distance_along_line;
+ out vec4 fragColor;
+#endif
+
+uniform float dash_width;
+uniform float dash_width_on;
+uniform vec4 color1;
+uniform vec4 color2;
+
+void main()
+{
+ if (mod(distance_along_line, dash_width) <= dash_width_on) {
+ fragColor = color1;
+ } else {
+ fragColor = color2;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
new file mode 100644
index 00000000000..e89b3262fab
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
@@ -0,0 +1,20 @@
+
+// Draw dashed lines, perforated in screen space.
+// Based on a (3D) version by Mike Erwin.
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute vec2 line_origin; // = pos for one vertex of the line
+ noperspective varying float distance_along_line;
+#else
+ in vec2 pos;
+ in vec2 line_origin;
+ noperspective out float distance_along_line;
+#endif
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+ distance_along_line = distance(line_origin, pos);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
new file mode 100644
index 00000000000..201e5e90ecc
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_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_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
new file mode 100644
index 00000000000..a37ae16f837
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_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_varying_color_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_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_aa_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_groundline_geom.glsl b/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl
new file mode 100644
index 00000000000..f16fa21b342
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl
@@ -0,0 +1,16 @@
+
+/* Make to be used with dynamic batching so no Model Matrix needed */
+uniform mat4 ViewProjectionMatrix;
+
+layout(points) in;
+layout(line_strip, max_vertices = 2) out;
+
+void main()
+{
+ vec3 vert = gl_in[0].gl_Position.xyz;
+ gl_Position = ViewProjectionMatrix * vec4(vert.xyz, 1.0);
+ EmitVertex();
+ gl_Position = ViewProjectionMatrix * vec4(vert.xy, 0.0, 1.0);
+ EmitVertex();
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl
new file mode 100644
index 00000000000..55f410eb25d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl
@@ -0,0 +1,11 @@
+
+/* Made to be used with dynamic batching so no Model Matrix needed */
+uniform mat4 ViewProjectionMatrix;
+
+in vec3 pos;
+
+void main()
+{
+ gl_Position = ViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0);
+ gl_PointSize = 2.0;
+}
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_passthrough_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
new file mode 100644
index 00000000000..60793bf56b6
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
@@ -0,0 +1,8 @@
+
+/* Does Nothing */
+in vec3 pos;
+
+void main()
+{
+ gl_Position = vec4(pos, 1.0);
+}
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_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
new file mode 100644
index 00000000000..287f95b48ab
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_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_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
new file mode 100644
index 00000000000..d05920002ed
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_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_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..58150c004e5
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
@@ -0,0 +1,27 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+#ifdef USE_NORMALS
+uniform mat3 NormalMatrix;
+#endif
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+#ifdef USE_NORMALS
+ attribute vec3 nor;
+ varying vec3 normal;
+#endif
+#else
+ in vec3 pos;
+#ifdef USE_NORMALS
+ in vec3 nor;
+ out vec3 normal;
+#endif
+#endif
+
+void main()
+{
+#ifdef USE_NORMALS
+ normal = normalize(NormalMatrix * nor);
+#endif
+ 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_checker_frag.glsl b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
new file mode 100644
index 00000000000..3b24af916a0
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
@@ -0,0 +1,24 @@
+
+uniform vec4 color1;
+uniform vec4 color2;
+uniform int size;
+
+#if __VERSION__ == 120
+ #define fragColor gl_FragColor
+#else
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ vec2 phase = mod(gl_FragCoord.xy, (size*2));
+
+ if ((phase.x > size && phase.y < size) ||
+ (phase.x < size && phase.y > size))
+ {
+ fragColor = color1;
+ }
+ else {
+ fragColor = color2;
+ }
+}
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_diag_stripes_frag.glsl b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
new file mode 100644
index 00000000000..74cf1c5a3dc
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
@@ -0,0 +1,24 @@
+
+uniform vec4 color1;
+uniform vec4 color2;
+uniform int size1;
+uniform int size2;
+
+#if __VERSION__ == 120
+ #define fragColor gl_FragColor
+#else
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ float phase = mod((gl_FragCoord.x + gl_FragCoord.y), (size1 + size2));
+
+ if (phase < size1)
+ {
+ fragColor = color1;
+ }
+ else {
+ fragColor = color2;
+ }
+}
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_edit_overlay_frag.glsl b/source/blender/gpu/shaders/gpu_shader_edit_overlay_frag.glsl
new file mode 100644
index 00000000000..dcee761650b
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edit_overlay_frag.glsl
@@ -0,0 +1,194 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+flat in vec3 edgesCrease;
+flat in vec3 edgesBweight;
+flat in ivec3 flag;
+flat in vec4 faceColor;
+flat in int clipCase;
+// #ifdef VERTEX_SELECTION
+smooth in vec3 vertexColor;
+// #endif
+
+/* We use a vec4[2] interface to pass edge data
+ * (without fragmenting memory accesses)
+ *
+ * There is 2 cases :
+ *
+ * - Simple case : geometry shader return edge distances
+ * in the first 2 components of the first vec4.
+ * This needs noperspective interpolation.
+ * The rest is filled with vertex screen positions.
+ * eData1.zw actually contain v2
+ * eData2.xy actually contain v1
+ * eData2.zw actually contain v0
+ *
+ * - Hard case : two 2d edge corner are described by each
+ * vec4 as origin and direction. This is constant over
+ * the triangle and use to detect the correct case. */
+
+noperspective in vec4 eData1;
+flat in vec4 eData2;
+
+out vec4 FragColor;
+
+#define EDGE_EXISTS (1 << 0)
+#define EDGE_ACTIVE (1 << 1)
+#define EDGE_SELECTED (1 << 2)
+#define EDGE_SEAM (1 << 3)
+#define EDGE_SHARP (1 << 4)
+/* Vertex flag is shifted and combined with the edge flag */
+#define VERTEX_ACTIVE (1 << (0 + 8))
+#define VERTEX_SELECTED (1 << (1 + 8))
+
+/* Style Parameters in pixel */
+const float transitionWidth = 1.0;
+
+/* Width : minimum central size
+ * Outline : additional info */
+const float edgeWidth = 0.2;
+const float edgeOutlineWidth = 1.5;
+
+const float vertexWidth = 2.0;
+const float vertexOutline = 2.0;
+
+/* Array to retreive vert/edge indices */
+const ivec3 clipEdgeIdx[6] = ivec3[6](
+ ivec3(1, 0, 2),
+ ivec3(2, 0, 1),
+ ivec3(2, 1, 0),
+ ivec3(2, 1, 0),
+ ivec3(2, 0, 1),
+ ivec3(1, 0, 2)
+);
+
+const ivec3 clipPointIdx[6] = ivec3[6](
+ ivec3(0, 1, 2),
+ ivec3(0, 2, 1),
+ ivec3(0, 2, 1),
+ ivec3(1, 2, 0),
+ ivec3(1, 2, 0),
+ ivec3(2, 1, 0)
+);
+
+float getEdgeSize(int v)
+{
+ float size = 0.0;
+
+ size += ((flag[v] & EDGE_EXISTS) != 0) ? edgeWidth : 0;
+ size += ((flag[v] & EDGE_SEAM) != 0) ? edgeOutlineWidth : 0;
+ size += ((flag[v] & EDGE_SHARP) != 0) ? edgeOutlineWidth : 0;
+ size += (edgesCrease[v] > 0.0) ? edgeOutlineWidth : 0;
+ size += (edgesBweight[v] > 0.0) ? edgeOutlineWidth : 0;
+
+ return size;
+}
+
+float getVertexSize(int v)
+{
+ float size = vertexWidth;
+
+ size += ((flag[v] & VERTEX_ACTIVE) != 0) ? vertexOutline : 0;
+
+ return size;
+}
+
+void colorDist(vec4 color, float width, inout float dist)
+{
+ FragColor = mix(color, FragColor, smoothstep(0.0, transitionWidth, dist));
+ dist += width;
+}
+
+float distToEdge(vec2 o, vec2 dir)
+{
+ vec2 af = gl_FragCoord.xy - o;
+ float daf = dot(dir, af);
+ return sqrt(abs(dot(af, af) - daf * daf));
+}
+
+void main()
+{
+ vec3 e, p;
+
+ /* Step 1 : Computing Distances */
+
+ if (clipCase == 0) {
+ e.xy = eData1.xy;
+
+ /* computing missing distance */
+ vec2 dir = normalize(eData2.zw - eData2.xy);
+ e.z = distToEdge(eData2.zw, dir);
+
+ p.x = distance(eData2.zw, gl_FragCoord.xy);
+ p.y = distance(eData2.xy, gl_FragCoord.xy);
+ p.z = distance(eData1.zw, gl_FragCoord.xy);
+ }
+ else {
+ ivec3 eidxs = clipEdgeIdx[clipCase - 1];
+ ivec3 pidxs = clipPointIdx[clipCase - 1];
+
+ e[eidxs.x] = distToEdge(eData1.xy, eData1.zw);
+ e[eidxs.y] = distToEdge(eData2.xy, eData2.zw);
+
+ /* Three edges visible cases */
+ if (clipCase == 1 || clipCase == 2 || clipCase == 4) {
+ e[eidxs.z] = distToEdge(eData1.xy, normalize(eData2.xy - eData1.xy));
+ p[pidxs.y] = distance(eData2.xy, gl_FragCoord.xy);
+ }
+ else {
+ e[eidxs.z] = 1e10; /* off screen */
+ p[pidxs.y] = 1e10; /* off screen */
+ }
+
+ p[pidxs.x] = distance(eData1.xy, gl_FragCoord.xy);
+ p[pidxs.z] = 1e10; /* off screen */
+ }
+
+ /* Step 2 : coloring (order dependant) */
+
+ /* First */
+ FragColor = faceColor;
+
+ /* Edges */
+ for (int v = 0; v < 3; ++v) {
+ float edgeness = e[v] - getEdgeSize(v);
+
+ /* Ordered from outer to inner */
+ if (edgesBweight[v] > 0.0)
+ colorDist(vec4(0.0, 0.4, 1.0, edgesBweight[v]), edgeOutlineWidth, edgeness);
+
+ if (edgesCrease[v] > 0.0)
+ colorDist(vec4(0.0, 1.0, 1.0, edgesCrease[v]), edgeOutlineWidth, edgeness);
+
+ if ((flag[v] & EDGE_SEAM) != 0)
+ colorDist(vec4(1.0, 0.0, 0.0, 1.0), edgeOutlineWidth, edgeness);
+
+ if ((flag[v] & EDGE_SHARP) != 0)
+ colorDist(vec4(0.0, 0.5, 1.0, 1.0), edgeOutlineWidth, edgeness);
+
+ if ((flag[v] & EDGE_ACTIVE) != 0)
+ colorDist(vec4(1.0, 1.0, 0.0, 1.0), edgeWidth, edgeness);
+ else if ((flag[v] & EDGE_SELECTED) != 0)
+ colorDist(vec4(0.0, 1.0, 0.0, 1.0), edgeWidth, edgeness);
+ else if ((flag[v] & EDGE_EXISTS) != 0)
+ colorDist(vec4(0.0, 0.0, 0.0, 1.0), edgeWidth, edgeness);
+ }
+
+ /* Points */
+ for (int v = 0; v < 3; ++v) {
+ float size = p[v] - getVertexSize(v);
+
+ /* Ordered from outer to inner */
+ if ((flag[v] & VERTEX_ACTIVE) != 0)
+ colorDist(vec4(1.0, 0.0, 0.0, 1.0), vertexOutline, size);
+
+ if ((flag[v] & VERTEX_SELECTED) != 0)
+ colorDist(vec4(0.0, 1.0, 0.0, 1.0), vertexWidth, size);
+ else
+ colorDist(vec4(0.0, 0.0, 0.0, 1.0), vertexWidth, size);
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edit_overlay_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edit_overlay_geom.glsl
new file mode 100644
index 00000000000..8bd46d8810c
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edit_overlay_geom.glsl
@@ -0,0 +1,327 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+#define EDGE_FIX
+
+layout(triangles) in;
+
+#ifdef EDGE_FIX
+/* To fix the edge artifacts, we render
+ * an outline strip around the screenspace
+ * triangle. Order is important.
+ * TODO diagram
+ * fixupsize should be equal to this formula with a small offset
+ * 2 * max(max_vert_radius, max_edge_width) / sqrt(2)
+ */
+
+layout(triangle_strip, max_vertices=23) out;
+#else
+layout(triangle_strip, max_vertices=3) out;
+#endif
+
+const float fixupSize = 9.5; /* in pixels */
+
+uniform mat4 ProjectionMatrix;
+uniform vec2 viewportSize;
+
+in vec4 vPos[];
+in vec4 pPos[];
+in ivec4 vData[];
+
+/* these are the same for all vertices
+ * and does not need interpolation */
+flat out vec3 edgesCrease;
+flat out vec3 edgesSharp;
+flat out ivec3 flag;
+flat out vec4 faceColor;
+flat out int clipCase;
+// #ifdef VERTEX_SELECTION
+smooth out vec3 vertexColor;
+// #endif
+
+/* See fragment shader */
+noperspective out vec4 eData1;
+flat out vec4 eData2;
+
+
+#define VERTEX_ACTIVE (1 << 0)
+#define VERTEX_SELECTED (1 << 1)
+#define VERTEX_LOOSE (1 << 2)
+
+#define FACE_ACTIVE (1 << 3)
+#define FACE_SELECTED (1 << 4)
+
+/* Table 1. Triangle Projection Cases */
+const ivec4 clipPointsIdx[6] = ivec4[6](
+ ivec4(0, 1, 2, 2),
+ ivec4(0, 2, 1, 1),
+ ivec4(0, 0, 1, 2),
+ ivec4(1, 2, 0, 0),
+ ivec4(1, 1, 0, 2),
+ ivec4(2, 2, 0, 1)
+);
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], vec2 vpos, int v)
+{
+ /* endpoints of opposite edge */
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
+ /* Edge normalized vector */
+ vec2 dir = normalize(e2 - e1);
+ /* perpendicular to dir */
+ vec2 orthogonal = vec2(-dir.y, dir.x);
+
+ return abs(dot(vpos - e1, orthogonal));
+}
+
+vec3 getVertexColor(int v)
+{
+ if ((vData[v].x & VERTEX_ACTIVE) != 0)
+ return vec3(0.0, 1.0, 0.0);
+ else if ((vData[v].x & VERTEX_SELECTED) != 0)
+ return vec3(1.0, 0.0, 0.0);
+ else
+ return vec3(0.0, 0.0, 0.0);
+}
+
+vec4 getClipData(vec2 pos[3], ivec2 vidx)
+{
+ vec2 A = pos[vidx.x];
+ vec2 Adir = normalize(A - pos[vidx.y]);
+
+ return vec4(A, Adir);
+}
+
+void doVertex(int v, vec4 pos)
+{
+#ifdef VERTEX_SELECTION
+ vertexColor = getVertexColor(v);
+#endif
+
+ gl_Position = pos;
+
+ EmitVertex();
+}
+
+void doLooseVertex(int v, vec4 pos, vec2 fixvec)
+{
+ doVertex(v, pos + vec4( fixvec.x, fixvec.y, 0.0, 0.0));
+
+ /* Quad */
+ doVertex(v, pos + vec4( fixvec.x, fixvec.y, 0.0, 0.0));
+ doVertex(v, pos + vec4(-fixvec.x, fixvec.y, 0.0, 0.0));
+ doVertex(v, pos + vec4( fixvec.x, -fixvec.y, 0.0, 0.0));
+ doVertex(v, pos + vec4(-fixvec.x, -fixvec.y, 0.0, 0.0));
+
+ doVertex(v, pos + vec4(-fixvec.x, -fixvec.y, 0.0, 0.0));
+}
+
+void main()
+{
+ /* First we detect which case we are in */
+ clipCase = 0;
+
+ /* if perspective */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* See Table 1. Triangle Projection Cases */
+ clipCase += int(pPos[0].z / pPos[0].w < -1 || vPos[0].z > 0.0) * 4;
+ clipCase += int(pPos[1].z / pPos[1].w < -1 || vPos[1].z > 0.0) * 2;
+ clipCase += int(pPos[2].z / pPos[2].w < -1 || vPos[2].z > 0.0) * 1;
+ }
+
+ /* If triangle is behind nearplane, early out */
+ if (clipCase == 7)
+ return;
+
+ /* Edge */
+ ivec3 eflag; vec3 ecrease, esharp;
+ for (int v = 0; v < 3; ++v) {
+ flag[v] = eflag[v] = vData[v].y | (vData[v].x << 8);
+ edgesCrease[v] = ecrease[v] = vData[v].z / 255.0;
+ edgesSharp[v] = esharp[v] = vData[v].w / 255.0;
+ }
+
+ /* Face */
+ if ((vData[0].x & FACE_ACTIVE) != 0) {
+ faceColor = vec4(0.1, 1.0, 0.0, 0.2);
+ }
+ else if ((vData[0].x & FACE_SELECTED) != 0) {
+ faceColor = vec4(1.0, 0.2, 0.0, 0.2);
+ }
+ else {
+ faceColor = vec4(0.0, 0.0, 0.0, 0.2);
+ }
+
+ /* Vertex */
+ vec2 pos[3] = vec2[3](proj(pPos[0]), proj(pPos[1]), proj(pPos[2]));
+
+ /* Loose Vertex : emit quads linked by degenerate triangles */
+ if ((vData[0].x & VERTEX_LOOSE) != 0) {
+ vec2 fixvec[3];
+
+ /* there is no face */
+ faceColor = vec4(0.0);
+
+ /* and don't forget to overide clipCase */
+ clipCase = 0;
+
+ /* only verterx position 0 is used */
+ eData1 = eData2 = vec4(1e10);
+
+ vec2 dir = vec2(1.0) * fixupSize;
+ /* Make it view independant */
+ dir /= viewportSize;
+
+ for (int v = 0; v < 3; ++v) {
+ fixvec[v] = dir;
+ if (ProjectionMatrix[3][3] == 0.0) {
+ fixvec[v] *= -vPos[v].z;
+ }
+ }
+
+ for (int v = 0; v < 3; ++v) {
+ eData2.zw = pos[v];
+ flag[0] = (vData[v].x << 8);
+ doLooseVertex(v, pPos[v], fixvec[v]);
+ }
+ }
+ /* Simple case : compute edge distances in geometry shader */
+ else if (clipCase == 0) {
+
+ /* Packing screen positions and 2 distances */
+ eData1 = vec4(0.0, 0.0, pos[2]);
+ eData2 = vec4(pos[1], pos[0]);
+
+ /* Only pass the first 2 distances */
+ for (int v = 0; v < 2; ++v) {
+ eData1[v] = dist(pos, pos[v], v);
+ doVertex(v, pPos[v]);
+ eData1[v] = 0.0;
+ }
+
+ /* and the last vertex */
+ doVertex(2, pPos[2]);
+
+#ifdef EDGE_FIX
+ vec2 fixvec[6];
+ vec2 fixvecaf[6];
+ vec2 cornervec[3];
+
+ /* This fix the case when 2 vertices are perfectly aligned
+ * and corner vectors have nowhere to go.
+ * ie: length(cornervec[i]) == 0 */
+ const float epsilon = 1e-2; /* in pixel so not that much */
+ const vec2 bias[3] = vec2[3](
+ vec2( epsilon, epsilon),
+ vec2(-epsilon, epsilon),
+ vec2( 0.0, -epsilon)
+ );
+
+ for (int i = 0; i < 3; ++i) {
+ int i1 = (i + 1) % 3;
+ int i2 = (i + 2) % 3;
+
+ vec2 v1 = pos[i] + bias[i];
+ vec2 v2 = pos[i1] + bias[i1];
+ vec2 v3 = pos[i2] + bias[i2];
+
+ /* Edge normalized vector */
+ vec2 dir = normalize(v2 - v1);
+ vec2 dir2 = normalize(v3 - v1);
+
+ cornervec[i] = -normalize(dir + dir2);
+
+ /* perpendicular to dir */
+ vec2 perp = vec2(-dir.y, dir.x);
+
+ /* Backface case */
+ if (dot(perp, dir2) > 0) {
+ perp = -perp;
+ }
+
+ /* Make it view independant */
+ perp *= fixupSize / viewportSize;
+ cornervec[i] *= fixupSize / viewportSize;
+ fixvec[i] = fixvecaf[i] = perp;
+
+ /* Perspective */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* vPos[i].z is negative and we don't want
+ * our fixvec to be flipped */
+ fixvec[i] *= -vPos[i].z;
+ fixvecaf[i] *= -vPos[i1].z;
+ cornervec[i] *= -vPos[i].z;
+ }
+ }
+
+ /* to not let face color bleed */
+ faceColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ /* we don't want other edges : make them far*/
+ eData1 = vec4(1e10);
+
+ /* Start with the same last vertex to create a
+ * degenerate triangle in order to "create"
+ * a new triangle strip */
+ for (int i = 2; i < 5; ++i) {
+ int vbe = (i - 1) % 3;
+ int vaf = (i + 1) % 3;
+ int v = i % 3;
+
+ /* Position of the "hidden" thrid vertex
+ * we set it early because it has*/
+ eData1.zw = pos[vbe];
+
+ doVertex(vaf, pPos[v]);
+ doVertex(vaf, pPos[v] + vec4(fixvec[v], 0.0, 0.0));
+
+ /* Now one triangle only shade one edge
+ * so we use the edge distance calculated
+ * in the fragment shader, the third edge;
+ * we do this because we need flat interp to
+ * draw a continuous triangle strip */
+ eData2.xy = pos[vaf];
+ eData2.zw = pos[v];
+ flag[0] = (vData[v].x << 8);
+ flag[1] = (vData[vaf].x << 8);
+ flag[2] = eflag[vbe];
+ edgesCrease[2] = ecrease[vbe];
+ edgesSharp[2] = esharp[vbe];
+
+ doVertex(v, pPos[vaf]);
+ doVertex(v, pPos[vaf] + vec4(fixvecaf[v], 0.0, 0.0));
+
+ /* corner vertices should not drax edges but draw point only */
+ flag[2] = (vData[vbe].x << 8);
+ doVertex(v, pPos[vaf]);
+ doVertex(v, pPos[vaf] + vec4(cornervec[vaf], 0.0, 0.0));
+ }
+
+ /* finish the loop strip */
+ doVertex(0, pPos[2]);
+ doVertex(0, pPos[2] + vec4(fixvec[2], 0.0, 0.0));
+#endif
+ }
+ /* Harder case : compute visible edges vectors */
+ else {
+ ivec4 vindices = clipPointsIdx[clipCase - 1];
+
+ eData1 = getClipData(pos, vindices.xz);
+ eData2 = getClipData(pos, vindices.yw);
+
+ for (int v = 0; v < 3; ++v)
+ doVertex(v, pPos[v]);
+ }
+
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edit_overlay_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edit_overlay_vert.glsl
new file mode 100644
index 00000000000..5bc9a8bef85
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edit_overlay_vert.glsl
@@ -0,0 +1,23 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+uniform mat4 ModelViewMatrix;
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in ivec4 data;
+
+out vec4 vPos;
+out vec4 pPos;
+out ivec4 vData;
+
+void main()
+{
+ vPos = ModelViewMatrix * vec4(pos, 1.0);
+ pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vData = data;
+}
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_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
new file mode 100644
index 00000000000..fa4f41b79fb
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_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 sampler2D image;
+uniform vec4 color;
+uniform vec4 shuffle;
+
+void main()
+{
+ vec4 sample = texture2D(image, texCoord_interp);
+ fragColor = vec4(sample.r * shuffle.r +
+ sample.g * shuffle.g +
+ sample.b * shuffle.b +
+ sample.a * shuffle.a) * color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl
new file mode 100644
index 00000000000..ce82dc6af2a
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl
@@ -0,0 +1,29 @@
+
+uniform mat4 ViewMatrix;
+uniform mat4 ViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+in vec3 nor;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec4 color;
+
+out vec3 normal;
+flat out vec4 finalColor;
+
+void main()
+{
+ mat4 FinalModelMatrix = ModelMatrix * InstanceModelMatrix;
+ mat4 ModelViewProjectionMatrix = ViewProjectionMatrix * FinalModelMatrix;
+ /* This is slow and run per vertex, but it's still faster than
+ * doing it per instance on CPU and sending it on via instance attrib */
+ mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * FinalModelMatrix)));
+
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ normal = NormalMatrix * nor;
+
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_axis_name_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_axis_name_vert.glsl
new file mode 100644
index 00000000000..a39bfde41ee
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_axis_name_vert.glsl
@@ -0,0 +1,29 @@
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec3 screen_vecs[2];
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos; /* using Z as axis id */
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec3 color;
+in float size;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ vec3 offset;
+
+ if (pos.z == 0.0)
+ offset = vec3(1.125, 0.0, 0.0);
+ else if (pos.z == 1.0)
+ offset = vec3(0.0, 1.125, 0.0);
+ else
+ offset = vec3(0.0, 0.0, 1.125);
+
+ vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
+ gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(offset * size, 1.0) + vec4(screen_pos * size, 0.0));
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl
new file mode 100644
index 00000000000..ba0ac29fb79
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl
@@ -0,0 +1,29 @@
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec3 screen_vecs[2];
+uniform float size;
+uniform float pixel_size;
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos;
+
+/* ---- Per instance Attribs ---- */
+in vec3 world_pos;
+in vec3 color;
+
+flat out vec4 finalColor;
+
+float mul_project_m4_v3_zfac(in vec3 co)
+{
+ return (ViewProjectionMatrix[0][3] * co.x) +
+ (ViewProjectionMatrix[1][3] * co.y) +
+ (ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3];
+}
+
+void main()
+{
+ float pix_size = mul_project_m4_v3_zfac(world_pos) * pixel_size;
+ vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
+ gl_Position = ViewProjectionMatrix * vec4(world_pos + screen_pos * size * pix_size, 1.0);
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
new file mode 100644
index 00000000000..9ade68644fe
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
@@ -0,0 +1,18 @@
+
+uniform mat4 ViewProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec3 color;
+in float size;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos * size, 1.0);
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
new file mode 100644
index 00000000000..eac167e8045
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ViewProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+
+void main()
+{
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
new file mode 100644
index 00000000000..ebda79558c7
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
@@ -0,0 +1,38 @@
+
+#if __VERSION__ == 120
+ varying vec4 radii;
+ varying vec4 finalColor;
+ varying vec4 finalOutlineColor;
+ #define fragColor gl_FragColor
+#else
+ in vec4 radii;
+ in vec4 finalColor;
+ in vec4 finalOutlineColor;
+ out vec4 fragColor;
+#endif
+
+void main() {
+ vec2 quad = abs(gl_PointCoord - vec2(0.5));
+ float dist = quad.x + quad.y;
+
+// 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 mid_stroke = 0.5 * (radii[1] + radii[2]);
+
+ vec4 backgroundColor = vec4(finalOutlineColor.rgb, 0.0);
+
+ if (dist > mid_stroke)
+ fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist));
+ else
+ fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
new file mode 100644
index 00000000000..6f33491af55
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
@@ -0,0 +1,44 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+const float pixel_fudge = sqrt(2.0);
+const float outline_width = 1.25 * pixel_fudge;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute float size;
+ attribute vec4 color;
+ attribute vec4 outlineColor;
+ varying vec4 finalColor;
+ varying vec4 finalOutlineColor;
+ varying vec4 radii;
+#else
+ in vec2 pos;
+ in float size;
+ in vec4 color;
+ in vec4 outlineColor;
+ out vec4 finalColor;
+ out vec4 finalOutlineColor;
+ out vec4 radii;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+ // pass through unchanged
+ gl_PointSize = size + pixel_fudge; // 0.5 pixel_fudge on either side
+ finalColor = color;
+ finalOutlineColor = outlineColor;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * gl_PointSize;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - pixel_fudge;
+ radii[2] = radius - outline_width;
+ radii[3] = radius - outline_width - pixel_fudge;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
new file mode 100644
index 00000000000..8c8d81f6997
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_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_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_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
new file mode 100644
index 00000000000..f83785de95e
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_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_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_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
new file mode 100644
index 00000000000..d6cbe2d9a22
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_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_sep_gaussian_blur_frag.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
index b485d2cce86..d7cdec9441d 100644
--- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
@@ -1,16 +1,25 @@
uniform vec2 ScaleU;
uniform sampler2D textureSource;
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2D texture
+#endif
+
void main()
{
vec4 color = vec4(0.0);
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-3.0 * ScaleU.x, -3.0 * ScaleU.y)) * 0.015625;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-2.0 * ScaleU.x, -2.0 * ScaleU.y)) * 0.09375;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-1.0 * ScaleU.x, -1.0 * ScaleU.y)) * 0.234375;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(0.0, 0.0)) * 0.3125;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(1.0 * ScaleU.x, 1.0 * ScaleU.y)) * 0.234375;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(2.0 * ScaleU.x, 2.0 * ScaleU.y)) * 0.09375;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(3.0 * ScaleU.x, 3.0 * ScaleU.y)) * 0.015625;
+ color += texture2D(textureSource, texCoord_interp.st + vec2(-3.0 * ScaleU.x, -3.0 * ScaleU.y)) * 0.015625;
+ color += texture2D(textureSource, texCoord_interp.st + vec2(-2.0 * ScaleU.x, -2.0 * ScaleU.y)) * 0.09375;
+ color += texture2D(textureSource, texCoord_interp.st + vec2(-1.0 * ScaleU.x, -1.0 * ScaleU.y)) * 0.234375;
+ color += texture2D(textureSource, texCoord_interp.st + vec2(0.0, 0.0)) * 0.3125;
+ color += texture2D(textureSource, texCoord_interp.st + vec2(1.0 * ScaleU.x, 1.0 * ScaleU.y)) * 0.234375;
+ color += texture2D(textureSource, texCoord_interp.st + vec2(2.0 * ScaleU.x, 2.0 * ScaleU.y)) * 0.09375;
+ color += texture2D(textureSource, texCoord_interp.st + vec2(3.0 * ScaleU.x, 3.0 * ScaleU.y)) * 0.015625;
- gl_FragColor = color;
+ fragColor = color;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
index 5d00108b052..a0e5b022e67 100644
--- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
@@ -1,6 +1,18 @@
+uniform mat4 ModelViewProjectionMatrix;
+
+#if __VERSION__ == 120
+ attribute vec2 pos;
+ attribute vec2 uvs;
+ varying vec2 texCoord_interp;
+#else
+ in vec2 pos;
+ in vec2 uvs;
+ out vec2 texCoord_interp;
+#endif
+
void main()
{
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ texCoord_interp = uvs;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
new file mode 100644
index 00000000000..4eacd08d5af
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
@@ -0,0 +1,25 @@
+
+#ifndef USE_INSTANCE_COLOR
+uniform vec4 color;
+#endif
+uniform vec3 light;
+
+#if __VERSION__ == 120
+ varying vec3 normal;
+#ifdef USE_INSTANCE_COLOR
+ varying vec4 finalColor;
+#endif
+ #define fragColor gl_FragColor
+#else
+ in vec3 normal;
+#ifdef USE_INSTANCE_COLOR
+ flat in vec4 finalColor;
+ #define color finalColor
+#endif
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ fragColor = color * max(0.0, dot(normalize(normal), light));
+}
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_action_types.h b/source/blender/makesdna/DNA_action_types.h
index 1083400ece2..cc64ce92881 100644
--- a/source/blender/makesdna/DNA_action_types.h
+++ b/source/blender/makesdna/DNA_action_types.h
@@ -238,6 +238,8 @@ typedef struct bPoseChannel {
float chan_mat[4][4]; /* matrix result of loc/quat/size, and where we put deform in, see next line */
float pose_mat[4][4]; /* constraints accumulate here. in the end, pose_mat = bone->arm_mat * chan_mat
* this matrix is object space */
+ float disp_mat[4][4]; /* for display, pose_mat with bone length applied */
+ float disp_tail_mat[4][4]; /* for display, pose_mat with bone length applied and translated to tail*/
float constinv[4][4]; /* inverse result of constraints.
* doesn't include effect of restposition, parent, and local transform*/
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_layer_types.h b/source/blender/makesdna/DNA_layer_types.h
new file mode 100644
index 00000000000..de2bd51f647
--- /dev/null
+++ b/source/blender/makesdna/DNA_layer_types.h
@@ -0,0 +1,177 @@
+/*
+ * ***** 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): Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file DNA_layer_types.h
+ * \ingroup DNA
+ */
+
+#ifndef __DNA_LAYER_TYPES_H__
+#define __DNA_LAYER_TYPES_H__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "DNA_listBase.h"
+
+typedef struct Base {
+ struct Base *next, *prev;
+ short flag;
+ short refcount;
+ short sx, sy;
+ struct Object *object;
+ unsigned int selcol;
+ unsigned int lay;
+ int flag_legacy;
+ int pad;
+} Base;
+
+typedef struct CollectionOverride {
+ struct CollectionOverride *next, *prev;
+ char name[64]; /* MAX_NAME */
+ /* TODO proper data */
+} CollectionOverride;
+
+typedef struct LayerCollection {
+ struct LayerCollection *next, *prev;
+ struct SceneCollection *scene_collection;
+ short flag;
+ short pad[3];
+ ListBase object_bases; /* (ObjectBase *)LinkData->data - synced with collection->objects and collection->filter_objects */
+ ListBase overrides;
+ ListBase layer_collections; /* synced with collection->collections */
+ ListBase engine_settings; /* CollectionEngineSettings */
+ ListBase mode_settings; /* CollectionModeSettings */
+} LayerCollection;
+
+typedef struct SceneLayer {
+ struct SceneLayer *next, *prev;
+ char name[64]; /* MAX_NAME */
+ char engine[32]; /* render engine */
+ short active_collection;
+ short flag;
+ short pad[2];
+ ListBase object_bases; /* ObjectBase */
+ struct Base *basact;
+ ListBase layer_collections; /* LayerCollection */
+} SceneLayer;
+
+typedef struct SceneCollection {
+ struct SceneCollection *next, *prev;
+ char name[64]; /* MAX_NAME */
+ char filter[64]; /* MAX_NAME */
+ int active_object_index; /* for UI */
+ int pad;
+ ListBase objects; /* (Object *)LinkData->data */
+ ListBase filter_objects; /* (Object *)LinkData->data */
+ ListBase scene_collections; /* nested collections */
+} SceneCollection;
+
+/* Base->flag */
+enum {
+ BASE_SELECTED = (1 << 0),
+ BASE_VISIBLED = (1 << 1),
+ BASE_SELECTABLED = (1 << 2),
+ BASE_FROMDUPLI = (1 << 3),
+ BASE_DIRTY_ENGINE_SETTINGS = (1 << 4),
+};
+
+/* LayerCollection->flag */
+enum {
+ COLLECTION_VISIBLE = (1 << 0),
+ COLLECTION_SELECTABLE = (1 << 1),
+ COLLECTION_FOLDED = (1 << 2),
+};
+
+/* SceneLayer->flag */
+enum {
+ SCENE_LAYER_RENDER = (1 << 0),
+ SCENE_LAYER_ENGINE_DIRTY = (1 << 1),
+};
+
+
+/* *************************************************************** */
+/* Engine Settings */
+
+typedef struct CollectionEngineProperty {
+ struct CollectionEngineProperty *next, *prev;
+ char name[64]; /* MAX_NAME */
+ short type;
+ short pad;
+ char flag;
+ char pad2[3];
+} CollectionEngineProperty;
+
+typedef struct CollectionEnginePropertyInt {
+ struct CollectionEngineProperty data;
+ int value;
+ int pad;
+} CollectionEnginePropertyInt;
+
+typedef struct CollectionEnginePropertyBool {
+ struct CollectionEngineProperty data;
+ int value;
+ int pad;
+} CollectionEnginePropertyBool;
+
+typedef struct CollectionEnginePropertyFloat {
+ struct CollectionEngineProperty data;
+ float value;
+ float pad;
+} CollectionEnginePropertyFloat;
+
+typedef struct CollectionEngineSettings {
+ struct CollectionEngineSettings *next, *prev;
+ char name[32]; /* engine name - MAX_NAME */
+ ListBase properties; /* CollectionProperty */
+ int type; /* CollectionEngineSettingsType */
+ int pad;
+} CollectionEngineSettings;
+
+/* CollectionEngineProperty->flag */
+enum {
+ COLLECTION_PROP_USE = (1 << 0),
+};
+
+/* CollectionEngineProperty.type */
+typedef enum CollectionEnginePropertyType {
+ COLLECTION_PROP_TYPE_FLOAT = 0,
+ COLLECTION_PROP_TYPE_INT = 1,
+ COLLECTION_PROP_TYPE_BOOL = 2,
+} CollectionEnginePropertyType;
+
+/* CollectionEngineSettings->type */
+typedef enum CollectionEngineSettingsType {
+ COLLECTION_MODE_NONE = 0,
+ COLLECTION_MODE_OBJECT = 1,
+ COLLECTION_MODE_EDIT = 2,
+} CollectionModeSettingsType;
+
+/* *************************************************************** */
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* __DNA_LAYER_TYPES_H__ */
+
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 0c500e366a7..bd8278f897a 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -90,6 +90,43 @@ typedef struct TexPaintSlot {
int pad;
} TexPaintSlot;
+/* Material Engine Settings */
+typedef struct MaterialEngineSettings {
+ struct MaterialEngineSettings *next, *prev;
+ char name[32]; /* engine name - MAX_NAME */
+ void *data;
+} MaterialEngineSettings;
+
+/* Clay engine */
+
+/* MaterialRuntimeClay.flag */
+#define CLAY_OUTDATED 1
+
+typedef struct MaterialEngineSettingsClay {
+ short type;
+ short matcap_icon; /* Icon ID */
+
+ float matcap_rot;
+ float matcap_hue;
+ float matcap_sat;
+ float matcap_val;
+
+ float ssao_distance;
+ float ssao_attenuation;
+ float ssao_factor_cavity;
+ float ssao_factor_edge;
+
+ /* Runtime */
+ short flag;
+ short pad;
+ int ubo_index;
+} MaterialEngineSettingsClay;
+
+/* MaterialEngineSettingsClay.type */
+#define CLAY_MATCAP_NONE 0
+#define CLAY_MATCAP_SIMPLE 1
+#define CLAY_MATCAP_COMPLETE 2
+
typedef struct Material {
ID id;
struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
@@ -203,6 +240,9 @@ typedef struct Material {
struct TexPaintSlot *texpaintslot; /* cached slot for painting. Make sure to recalculate before use
* with refresh_texpaint_image_cache */
+ /* Engine Settings */
+ ListBase engines_settings; /* MaterialEngineSettings */
+
ListBase gpumaterial; /* runtime */
} Material;
diff --git a/source/blender/makesdna/DNA_mesh_types.h b/source/blender/makesdna/DNA_mesh_types.h
index 39e56925903..15ea3d4d37a 100644
--- a/source/blender/makesdna/DNA_mesh_types.h
+++ b/source/blender/makesdna/DNA_mesh_types.h
@@ -127,6 +127,7 @@ typedef struct Mesh {
short totcol;
struct Multires *mr DNA_DEPRECATED; /* deprecated multiresolution modeling data, only keep for loading old files */
+ void *batch_cache;
} Mesh;
/* deprecated by MTFace, only here for file reading */
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index d24c7faa9f5..fb0a02e92ae 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -46,6 +46,7 @@ struct Object;
struct AnimData;
struct Ipo;
struct BoundBox;
+struct CollectionEngineSettings;
struct Path;
struct Material;
struct PartDeflect;
@@ -223,7 +224,10 @@ typedef struct Object {
float jump_speed;
float fall_speed;
unsigned char max_jumps;
- char pad2[3];
+ char pad2;
+
+ /* Depsgraph */
+ short base_flag; /* used by depsgraph, flushed from base */
/** Collision mask settings */
unsigned short col_group, col_mask;
@@ -299,6 +303,8 @@ typedef struct Object {
LodLevel *currentlod;
struct PreviewImage *preview;
+
+ ListBase collection_settings; /* used by depsgraph, flushed from collection-tree */
} Object;
/* Warning, this is not used anymore because hooks are now modifiers */
diff --git a/source/blender/makesdna/DNA_outliner_types.h b/source/blender/makesdna/DNA_outliner_types.h
index 984e3334414..44844653f3b 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 */
@@ -96,6 +99,8 @@ typedef struct TreeStore {
#define TSE_KEYMAP_ITEM 35 /* NO ID */
#define TSE_ID_BASE 36 /* NO ID */
#define TSE_GP_LAYER 37 /* NO ID */
+#define TSE_LAYER_COLLECTION 38 /* NO ID */
+#define TSE_SCENE_COLLECTION 39 /* NO ID */
/* Check whether given TreeStoreElem should have a real ID in its ->id member. */
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 918d0f00040..03958b004ed 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -47,6 +47,8 @@ extern "C" {
#include "DNA_ID.h"
#include "DNA_freestyle_types.h"
#include "DNA_gpu_types.h"
+#include "DNA_layer_types.h"
+#include "DNA_material_types.h"
#include "DNA_userdef_types.h"
struct CurveMapping;
@@ -65,18 +67,13 @@ struct bGPdata;
struct bGPDbrush;
struct MovieClip;
struct ColorSpace;
+struct SceneCollection;
/* ************************************************************* */
/* Scene Data */
/* Base - Wrapper for referencing Objects in a Scene */
-typedef struct Base {
- struct Base *next, *prev;
- unsigned int lay, selcol;
- int flag;
- short sx, sy;
- struct Object *object;
-} Base;
+#define BaseLegacy Base
/* ************************************************************* */
/* Output Format Data */
@@ -543,6 +540,50 @@ typedef enum BakePassFilter {
#define R_BAKE_PASS_FILTER_ALL (~0)
/* *************************************************************** */
+/* Engine Settings */
+
+typedef struct RenderEngineSettings {
+ struct RenderEngineSettings *next, *prev;
+ char name[32]; /* engine name */
+ void *data;
+} RenderEngineSettings;
+
+/* Render Data */
+typedef struct RenderEngineSettingsClay {
+ /* Use same layout as MaterialEngineSettingsClay so this struct
+ * can be used as Material Settings. */
+ short type;
+ short matcap_icon; /* Icon ID */
+
+ float matcap_rot;
+ float matcap_hue;
+ float matcap_sat;
+ float matcap_val;
+
+ float ssao_distance;
+ float ssao_attenuation;
+ float ssao_factor_cavity;
+ float ssao_factor_edge;
+
+ short flag;
+ short pad;
+ int ubo_index;
+ /* end of MaterialEngineSettingsClay */
+
+ /* Global Settings */
+ short options;
+ short pad1;
+ int ssao_samples;
+ int pad2[2];
+} RenderEngineSettingsClay;
+
+/* RenderEngineSettingsClay.options */
+typedef enum ClayFlagSettings {
+ CLAY_USE_AO = (1 << 0),
+ CLAY_USE_HSV = (1 << 1),
+} ClayFlagSettings;
+
+/* *************************************************************** */
/* Render Data */
typedef struct RenderData {
@@ -1628,7 +1669,7 @@ typedef struct Scene {
struct Scene *set;
ListBase base;
- struct Base *basact; /* active base */
+ struct BaseLegacy *basact; /* active base */
struct Object *obedit; /* name replaces old G.obedit */
float cursor[3]; /* 3d cursor location */
@@ -1706,6 +1747,14 @@ typedef struct Scene {
struct RigidBodyWorld *rigidbody_world;
struct PreviewImage *preview;
+
+ ListBase render_layers;
+ struct SceneCollection *collection;
+ int active_layer;
+ int pad4;
+
+ ListBase engines_settings; /* RenderEngineSettings */
+ int pad5[2];
} Scene;
/* **************** RENDERDATA ********************* */
@@ -1895,6 +1944,7 @@ enum {
/* scene->r.engine (scene.c) */
extern const char *RE_engine_id_BLENDER_RENDER;
extern const char *RE_engine_id_BLENDER_GAME;
+extern const char *RE_engine_id_BLENDER_CLAY;
extern const char *RE_engine_id_CYCLES;
/* **************** SCENE ********************* */
@@ -1913,16 +1963,16 @@ extern const char *RE_engine_id_CYCLES;
/* depricate this! */
#define TESTBASE(v3d, base) ( \
- ((base)->flag & SELECT) && \
+ ((base)->flag_legacy & SELECT) && \
((base)->lay & v3d->lay) && \
(((base)->object->restrictflag & OB_RESTRICT_VIEW) == 0))
#define TESTBASELIB(v3d, base) ( \
- ((base)->flag & SELECT) && \
+ ((base)->flag_legacy & SELECT) && \
((base)->lay & v3d->lay) && \
((base)->object->id.lib == NULL) && \
(((base)->object->restrictflag & OB_RESTRICT_VIEW) == 0))
#define TESTBASELIB_BGMODE(v3d, scene, base) ( \
- ((base)->flag & SELECT) && \
+ ((base)->flag_legacy & SELECT) && \
((base)->lay & (v3d ? v3d->lay : scene->lay)) && \
((base)->object->id.lib == NULL) && \
(((base)->object->restrictflag & OB_RESTRICT_VIEW) == 0))
@@ -1931,20 +1981,41 @@ extern const char *RE_engine_id_CYCLES;
((base)->object->id.lib == NULL) && \
(((base)->object->restrictflag & OB_RESTRICT_VIEW) == 0))
#define BASE_SELECTABLE(v3d, base) ( \
- (base->lay & v3d->lay) && \
- (base->object->restrictflag & (OB_RESTRICT_SELECT | OB_RESTRICT_VIEW)) == 0)
+ (v3d != NULL) && \
+ ((base)->object->restrictflag & (OB_RESTRICT_SELECT | OB_RESTRICT_VIEW)) == 0)
#define BASE_VISIBLE(v3d, base) ( \
- (base->lay & v3d->lay) && \
- (base->object->restrictflag & OB_RESTRICT_VIEW) == 0)
+ ((base)->lay & v3d->lay) && \
+ ((base)->object->restrictflag & OB_RESTRICT_VIEW) == 0)
#define BASE_VISIBLE_BGMODE(v3d, scene, base) ( \
- (base->lay & (v3d ? v3d->lay : scene->lay)) && \
- (base->object->restrictflag & OB_RESTRICT_VIEW) == 0)
+ ((base)->lay & (v3d ? v3d->lay : scene->lay)) && \
+ ((base)->object->restrictflag & OB_RESTRICT_VIEW) == 0)
+
+#define TESTBASELIB_NEW(base) ( \
+ (((base)->flag & BASE_SELECTED) != 0) && \
+ ((base)->object->id.lib == NULL) && \
+ (((base)->flag & BASE_VISIBLED) != 0))
+#define TESTBASELIB_BGMODE_NEW(base) ( \
+ (((base)->flag & BASE_SELECTED) != 0) && \
+ ((base)->object->id.lib == NULL) && \
+ (((base)->flag & BASE_VISIBLED) != 0))
+#define BASE_EDITABLE_BGMODE_NEW(base) ( \
+ ((base)->object->id.lib == NULL) && \
+ (((base)->flag & BASE_VISIBLED) != 0))
+#define BASE_SELECTABLE_NEW(base) \
+ (((base)->flag & BASE_SELECTABLED) != 0)
+#define BASE_VISIBLE_NEW(base) ( \
+ ((base)->flag & BASE_VISIBLED) != 0)
#define FIRSTBASE scene->base.first
#define LASTBASE scene->base.last
#define BASACT (scene->basact)
#define OBACT (BASACT ? BASACT->object: NULL)
+#define FIRSTBASE_NEW (sl)->object_bases.first
+#define LASTBASE_NEW (sl)->object_bases.last
+#define BASACT_NEW ((sl)->basact)
+#define OBACT_NEW (BASACT_NEW ? BASACT_NEW->object: NULL)
+
#define V3D_CAMERA_LOCAL(v3d) ((!(v3d)->scenelock && (v3d)->camera) ? (v3d)->camera : NULL)
#define V3D_CAMERA_SCENE(scene, v3d) ((!(v3d)->scenelock && (v3d)->camera) ? (v3d)->camera : (scene)->camera)
@@ -1959,7 +2030,7 @@ extern const char *RE_engine_id_CYCLES;
#define TIME2FRA(a) ((((double) scene->r.frs_sec) * (double)(a)) / (double)scene->r.frs_sec_base)
#define FPS (((double) scene->r.frs_sec) / (double)scene->r.frs_sec_base)
-/* base->flag is in DNA_object_types.h */
+/* base->legacy_flag is in DNA_object_types.h */
/* toolsettings->snap_flag */
#define SCE_SNAP 1
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_space_types.h b/source/blender/makesdna/DNA_space_types.h
index 5e015544dc9..10f41408f48 100644
--- a/source/blender/makesdna/DNA_space_types.h
+++ b/source/blender/makesdna/DNA_space_types.h
@@ -181,7 +181,8 @@ typedef enum eSpaceButtons_Context {
BCONTEXT_CONSTRAINT = 11,
BCONTEXT_BONE_CONSTRAINT = 12,
BCONTEXT_RENDER_LAYER = 13,
-
+ BCONTEXT_COLLECTION = 14,
+
/* always as last... */
BCONTEXT_TOT
} eSpaceButtons_Context;
@@ -273,21 +274,23 @@ typedef enum eSpaceOutliner_Flag {
/* SpaceOops->outlinevis */
typedef enum eSpaceOutliner_Mode {
- SO_ALL_SCENES = 0,
- SO_CUR_SCENE = 1,
- SO_VISIBLE = 2,
- SO_SELECTED = 3,
- SO_ACTIVE = 4,
- SO_SAME_TYPE = 5,
- SO_GROUPS = 6,
- SO_LIBRARIES = 7,
- /* SO_VERSE_SESSION = 8, */ /* deprecated! */
- /* SO_VERSE_MS = 9, */ /* deprecated! */
- SO_SEQUENCE = 10,
- SO_DATABLOCKS = 11,
- SO_USERDEF = 12,
- /* SO_KEYMAP = 13, */ /* deprecated! */
- SO_ID_ORPHANS = 14,
+ SO_ALL_SCENES = 0,
+ SO_CUR_SCENE = 1,
+ SO_VISIBLE = 2,
+ SO_SELECTED = 3,
+ SO_ACTIVE = 4,
+ SO_SAME_TYPE = 5,
+ SO_GROUPS = 6,
+ SO_LIBRARIES = 7,
+ /* SO_VERSE_SESSION = 8, */ /* deprecated! */
+ /* SO_VERSE_MS = 9, */ /* deprecated! */
+ SO_SEQUENCE = 10,
+ SO_DATABLOCKS = 11,
+ SO_USERDEF = 12,
+ /* SO_KEYMAP = 13, */ /* deprecated! */
+ SO_ID_ORPHANS = 14,
+ SO_ACT_LAYER = 15,
+ SO_COLLECTIONS = 16,
} eSpaceOutliner_Mode;
/* SpaceOops->storeflag */
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/makesdna/intern/makesdna.c b/source/blender/makesdna/intern/makesdna.c
index 2cea8715a65..b6cf3d555fa 100644
--- a/source/blender/makesdna/intern/makesdna.c
+++ b/source/blender/makesdna/intern/makesdna.c
@@ -130,6 +130,7 @@ static const char *includefiles[] = {
"DNA_freestyle_types.h",
"DNA_linestyle_types.h",
"DNA_cachefile_types.h",
+ "DNA_layer_types.h",
/* see comment above before editing! */
/* empty string to indicate end of includefiles */
@@ -1342,4 +1343,5 @@ int main(int argc, char **argv)
#include "DNA_freestyle_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_cachefile_types.h"
+#include "DNA_layer_types.h"
/* end of list */
diff --git a/source/blender/makesrna/RNA_access.h b/source/blender/makesrna/RNA_access.h
index f9aaec69ce7..f4df95cf873 100644
--- a/source/blender/makesrna/RNA_access.h
+++ b/source/blender/makesrna/RNA_access.h
@@ -106,6 +106,7 @@ extern StructRNA RNA_ClothCollisionSettings;
extern StructRNA RNA_ClothModifier;
extern StructRNA RNA_ClothSettings;
extern StructRNA RNA_CloudsTexture;
+extern StructRNA RNA_CollectionEngineSettings;
extern StructRNA RNA_CollectionProperty;
extern StructRNA RNA_CollisionModifier;
extern StructRNA RNA_CollisionSensor;
@@ -317,6 +318,8 @@ extern StructRNA RNA_LaplacianSmoothModifier;
extern StructRNA RNA_Lattice;
extern StructRNA RNA_LatticeModifier;
extern StructRNA RNA_LatticePoint;
+extern StructRNA RNA_LayerCollection;
+extern StructRNA RNA_LayerCollectionOverride;
extern StructRNA RNA_Library;
extern StructRNA RNA_LimitDistanceConstraint;
extern StructRNA RNA_LimitLocationConstraint;
@@ -383,6 +386,8 @@ extern StructRNA RNA_MaterialStrand;
extern StructRNA RNA_MaterialSubsurfaceScattering;
extern StructRNA RNA_MaterialTextureSlot;
extern StructRNA RNA_MaterialVolume;
+extern StructRNA RNA_MaterialEngineSettings;
+extern StructRNA RNA_MaterialEngineSettingsClay;
extern StructRNA RNA_Mask;
extern StructRNA RNA_MaskLayer;
extern StructRNA RNA_Menu;
@@ -498,12 +503,15 @@ extern StructRNA RNA_RenderLayer;
extern StructRNA RNA_RenderPass;
extern StructRNA RNA_RenderResult;
extern StructRNA RNA_RenderSettings;
+extern StructRNA RNA_RenderEngineSettings;
+extern StructRNA RNA_RenderEngineSettingsClay;
extern StructRNA RNA_RigidBodyWorld;
extern StructRNA RNA_RigidBodyObject;
extern StructRNA RNA_RigidBodyJointConstraint;
extern StructRNA RNA_SPHFluidSettings;
extern StructRNA RNA_Scene;
extern StructRNA RNA_SceneGameData;
+extern StructRNA RNA_SceneLayer;
extern StructRNA RNA_SceneRenderLayer;
extern StructRNA RNA_SceneSequence;
extern StructRNA RNA_SceneObjects;
diff --git a/source/blender/makesrna/RNA_enum_types.h b/source/blender/makesrna/RNA_enum_types.h
index 1c9b3593d17..b9bb741bcde 100644
--- a/source/blender/makesrna/RNA_enum_types.h
+++ b/source/blender/makesrna/RNA_enum_types.h
@@ -61,6 +61,7 @@ extern EnumPropertyItem rna_enum_object_modifier_type_items[];
extern EnumPropertyItem rna_enum_constraint_type_items[];
extern EnumPropertyItem rna_enum_boidrule_type_items[];
extern EnumPropertyItem rna_enum_sequence_modifier_type_items[];
+extern EnumPropertyItem rna_enum_layer_collection_mode_settings_type_items[];
extern EnumPropertyItem rna_enum_modifier_triangulate_quad_method_items[];
extern EnumPropertyItem rna_enum_modifier_triangulate_ngon_method_items[];
diff --git a/source/blender/makesrna/intern/CMakeLists.txt b/source/blender/makesrna/intern/CMakeLists.txt
index 0f3ea27a7f9..0bf2bbb6109 100644
--- a/source/blender/makesrna/intern/CMakeLists.txt
+++ b/source/blender/makesrna/intern/CMakeLists.txt
@@ -192,6 +192,10 @@ if(WITH_GAMEENGINE)
add_definitions(-DWITH_GAMEENGINE)
endif()
+if(WITH_CLAY_ENGINE)
+ add_definitions(-DWITH_CLAY_ENGINE)
+endif()
+
if(WITH_IMAGE_OPENEXR)
add_definitions(-DWITH_OPENEXR)
endif()
@@ -341,6 +345,7 @@ blender_include_dirs(
../../bmesh
../../blentranslation
../../depsgraph
+ ../../draw
../../gpu
../../imbuf
../../ikplugin
diff --git a/source/blender/makesrna/intern/rna_context.c b/source/blender/makesrna/intern/rna_context.c
index d7a679e9702..27e88f592ab 100644
--- a/source/blender/makesrna/intern/rna_context.c
+++ b/source/blender/makesrna/intern/rna_context.c
@@ -107,6 +107,26 @@ static PointerRNA rna_Context_scene_get(PointerRNA *ptr)
return rna_pointer_inherit_refine(ptr, &RNA_Scene, CTX_data_scene(C));
}
+static PointerRNA rna_Context_scene_layer_get(PointerRNA *ptr)
+{
+ bContext *C = (bContext *)ptr->data;
+ return rna_pointer_inherit_refine(ptr, &RNA_SceneLayer, CTX_data_scene_layer(C));
+}
+
+static PointerRNA rna_Context_scene_collection_get(PointerRNA *ptr)
+{
+ bContext *C = (bContext *)ptr->data;
+ ptr->id.data = CTX_data_scene(C);
+ return rna_pointer_inherit_refine(ptr, &RNA_SceneCollection, CTX_data_scene_collection(C));
+}
+
+static PointerRNA rna_Context_layer_collection_get(PointerRNA *ptr)
+{
+ bContext *C = (bContext *)ptr->data;
+ ptr->id.data = CTX_data_scene(C);
+ return rna_pointer_inherit_refine(ptr, &RNA_LayerCollection, CTX_data_layer_collection(C));
+}
+
static PointerRNA rna_Context_tool_settings_get(PointerRNA *ptr)
{
bContext *C = (bContext *)ptr->data;
@@ -203,6 +223,21 @@ void RNA_def_context(BlenderRNA *brna)
RNA_def_property_struct_type(prop, "Scene");
RNA_def_property_pointer_funcs(prop, "rna_Context_scene_get", NULL, NULL, NULL);
+ prop = RNA_def_property(srna, "render_layer", PROP_POINTER, PROP_NONE);
+ RNA_def_property_clear_flag(prop, PROP_EDITABLE);
+ RNA_def_property_struct_type(prop, "SceneLayer");
+ RNA_def_property_pointer_funcs(prop, "rna_Context_scene_layer_get", NULL, NULL, NULL);
+
+ prop = RNA_def_property(srna, "scene_collection", PROP_POINTER, PROP_NONE);
+ RNA_def_property_clear_flag(prop, PROP_EDITABLE);
+ RNA_def_property_struct_type(prop, "SceneCollection");
+ RNA_def_property_pointer_funcs(prop, "rna_Context_scene_collection_get", NULL, NULL, NULL);
+
+ prop = RNA_def_property(srna, "layer_collection", PROP_POINTER, PROP_NONE);
+ RNA_def_property_clear_flag(prop, PROP_EDITABLE);
+ RNA_def_property_struct_type(prop, "LayerCollection");
+ RNA_def_property_pointer_funcs(prop, "rna_Context_layer_collection_get", NULL, NULL, NULL);
+
prop = RNA_def_property(srna, "tool_settings", PROP_POINTER, PROP_NONE);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_struct_type(prop, "ToolSettings");
diff --git a/source/blender/makesrna/intern/rna_group.c b/source/blender/makesrna/intern/rna_group.c
index aa02a3c159d..2a5a0011279 100644
--- a/source/blender/makesrna/intern/rna_group.c
+++ b/source/blender/makesrna/intern/rna_group.c
@@ -53,9 +53,9 @@ static PointerRNA rna_Group_objects_get(CollectionPropertyIterator *iter)
return rna_pointer_inherit_refine(&iter->parent, &RNA_Object, ((GroupObject *)internal->link)->ob);
}
-static void rna_Group_objects_link(Group *group, bContext *C, ReportList *reports, Object *object)
+static void rna_Group_objects_link(Group *group, ReportList *reports, Object *object)
{
- if (!BKE_group_object_add(group, object, CTX_data_scene(C), NULL)) {
+ if (!BKE_group_object_add(group, object)) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' already in group '%s'", object->id.name + 2, group->id.name + 2);
return;
}
@@ -63,9 +63,9 @@ static void rna_Group_objects_link(Group *group, bContext *C, ReportList *report
WM_main_add_notifier(NC_OBJECT | ND_DRAW, &object->id);
}
-static void rna_Group_objects_unlink(Group *group, bContext *C, ReportList *reports, Object *object)
+static void rna_Group_objects_unlink(Group *group, ReportList *reports, Object *object)
{
- if (!BKE_group_object_unlink(group, object, CTX_data_scene(C), NULL)) {
+ if (!BKE_group_object_unlink(group, object)) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' not in group '%s'", object->id.name + 2, group->id.name + 2);
return;
}
@@ -91,7 +91,7 @@ static void rna_def_group_objects(BlenderRNA *brna, PropertyRNA *cprop)
/* add object */
func = RNA_def_function(srna, "link", "rna_Group_objects_link");
- RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
+ RNA_def_function_flag(func, FUNC_USE_REPORTS);
RNA_def_function_ui_description(func, "Add this object to a group");
/* object to add */
parm = RNA_def_pointer(func, "object", "Object", "", "Object to add");
@@ -100,7 +100,7 @@ static void rna_def_group_objects(BlenderRNA *brna, PropertyRNA *cprop)
/* remove object */
func = RNA_def_function(srna, "unlink", "rna_Group_objects_unlink");
RNA_def_function_ui_description(func, "Remove this object to a group");
- RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
+ RNA_def_function_flag(func, FUNC_USE_REPORTS);
/* object to remove */
parm = RNA_def_pointer(func, "object", "Object", "", "Object to remove");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
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_internal.h b/source/blender/makesrna/intern/rna_internal.h
index 76455adbc78..b904b65a37a 100644
--- a/source/blender/makesrna/intern/rna_internal.h
+++ b/source/blender/makesrna/intern/rna_internal.h
@@ -279,7 +279,7 @@ void RNA_api_material(StructRNA *srna);
void RNA_api_mesh(struct StructRNA *srna);
void RNA_api_meta(struct StructRNA *srna);
void RNA_api_object(struct StructRNA *srna);
-void RNA_api_object_base(struct StructRNA *srna);
+void RNA_api_object_base_legacy(struct StructRNA *srna);
void RNA_api_pose(struct StructRNA *srna);
void RNA_api_pose_channel(struct StructRNA *srna);
void RNA_api_scene(struct StructRNA *srna);
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_material.c b/source/blender/makesrna/intern/rna_material.c
index b293f20dd95..4d3e3ffca26 100644
--- a/source/blender/makesrna/intern/rna_material.c
+++ b/source/blender/makesrna/intern/rna_material.c
@@ -313,6 +313,31 @@ static void rna_MaterialTextureSlot_use_set(PointerRNA *ptr, int value)
}
}
+static StructRNA *rna_MaterialEngineSettings_refine(PointerRNA *ptr)
+{
+#ifdef WITH_CLAY_ENGINE
+ MaterialEngineSettings *mes = (MaterialEngineSettings *)ptr->data;
+ if (STREQ(mes->name, RE_engine_id_BLENDER_CLAY)) {
+ return &RNA_MaterialEngineSettingsClay;
+ }
+#endif
+ return &RNA_MaterialEngineSettings;
+}
+
+static void rna_Material_update_engine_data(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *UNUSED(ptr))
+{
+#if 0
+ Material *ma = (Material *)ptr->data;
+ RenderEngineSettings *ed = DRW_material_settings_get(ma, sce->r.engine, NULL);
+
+ if (ed->runtime) {
+ MEM_freeN(ed->runtime);
+ ed->runtime = NULL;
+ }
+#endif
+ WM_main_add_notifier(NC_SPACE | ND_SPACE_VIEW3D, NULL);
+}
+
static void rna_Material_use_diffuse_ramp_set(PointerRNA *ptr, int value)
{
Material *ma = (Material *)ptr->data;
@@ -824,6 +849,118 @@ static void rna_def_material_mtex(BlenderRNA *brna)
RNA_def_property_update(prop, 0, "rna_Material_update");
}
+static void rna_def_material_settings_clay(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ static EnumPropertyItem clay_matcap_items[] = {
+ {ICON_MATCAP_01, "01", ICON_MATCAP_01, "", ""},
+ {ICON_MATCAP_02, "02", ICON_MATCAP_02, "", ""},
+ {ICON_MATCAP_03, "03", ICON_MATCAP_03, "", ""},
+ {ICON_MATCAP_04, "04", ICON_MATCAP_04, "", ""},
+ {ICON_MATCAP_05, "05", ICON_MATCAP_05, "", ""},
+ {ICON_MATCAP_06, "06", ICON_MATCAP_06, "", ""},
+ {ICON_MATCAP_07, "07", ICON_MATCAP_07, "", ""},
+ {ICON_MATCAP_08, "08", ICON_MATCAP_08, "", ""},
+ {ICON_MATCAP_09, "09", ICON_MATCAP_09, "", ""},
+ {ICON_MATCAP_10, "10", ICON_MATCAP_10, "", ""},
+ {ICON_MATCAP_11, "11", ICON_MATCAP_11, "", ""},
+ {ICON_MATCAP_12, "12", ICON_MATCAP_12, "", ""},
+ {ICON_MATCAP_13, "13", ICON_MATCAP_13, "", ""},
+ {ICON_MATCAP_14, "14", ICON_MATCAP_14, "", ""},
+ {ICON_MATCAP_15, "15", ICON_MATCAP_15, "", ""},
+ {ICON_MATCAP_16, "16", ICON_MATCAP_16, "", ""},
+ {ICON_MATCAP_17, "17", ICON_MATCAP_17, "", ""},
+ {ICON_MATCAP_18, "18", ICON_MATCAP_18, "", ""},
+ {ICON_MATCAP_19, "19", ICON_MATCAP_19, "", ""},
+ {ICON_MATCAP_20, "20", ICON_MATCAP_20, "", ""},
+ {ICON_MATCAP_21, "21", ICON_MATCAP_21, "", ""},
+ {ICON_MATCAP_22, "22", ICON_MATCAP_22, "", ""},
+ {ICON_MATCAP_23, "23", ICON_MATCAP_23, "", ""},
+ {ICON_MATCAP_24, "24", ICON_MATCAP_24, "", ""},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ static EnumPropertyItem clay_matcap_type[] = {
+ {CLAY_MATCAP_NONE, "NONE", 0, "Scene", "Use default scene matcap"},
+ {CLAY_MATCAP_SIMPLE, "SIMPLE", 0, "Simple", "Let you choose the texture to use with the default settings"},
+ {CLAY_MATCAP_COMPLETE, "COMPLETE", 0, "Complete", "Expose all settings"},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ srna = RNA_def_struct(brna, "MaterialEngineSettingsClay", "MaterialEngineSettings");
+ RNA_def_struct_ui_text(srna, "Material Clay Settings", "Clay Engine settings for a Material data-block");
+ RNA_def_struct_sdna_from(srna, "MaterialEngineSettingsClay", "data");
+
+ prop = RNA_def_property(srna, "type", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_items(prop, clay_matcap_type);
+ RNA_def_property_ui_text(prop, "Settings Type", "What settings to use for this material");
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "matcap_icon", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_items(prop, clay_matcap_items);
+ RNA_def_property_ui_text(prop, "Matcap", "Image to use for Material Capture by this material");
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "matcap_rotation", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "matcap_rot");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Rotation", "Orientation of the matcap on the model");
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "matcap_hue", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Hue shift", "Hue correction of the matcap");
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "matcap_saturation", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "matcap_sat");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Saturation", "Saturation correction of the matcap");
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "matcap_value", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "matcap_val");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Value", "Value correction of the matcap");
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "ssao_factor_cavity", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Cavity Strength", "Strength of the Cavity effect");
+ RNA_def_property_range(prop, 0.0f, 250.0f);
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "ssao_factor_edge", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Edge Strength", "Strength of the Edge effect");
+ RNA_def_property_range(prop, 0.0f, 250.0f);
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "ssao_distance", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Distance", "Distance of object that contribute to the Cavity/Edge effect");
+ RNA_def_property_range(prop, 0.0f, 100000.0f);
+ RNA_def_property_ui_range(prop, 0.0f, 100.0f, 1, 3);
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+
+ prop = RNA_def_property(srna, "ssao_attenuation", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Attenuation", "Attenuation constant");
+ RNA_def_property_range(prop, 1.0f, 100000.0f);
+ RNA_def_property_ui_range(prop, 1.0f, 100.0f, 1, 3);
+ RNA_def_property_update(prop, 0, "rna_Material_update_engine_data");
+}
+
+static void rna_def_material_engine_settings(BlenderRNA *brna)
+{
+ StructRNA *srna;
+
+ srna = RNA_def_struct(brna, "MaterialEngineSettings", NULL);
+ RNA_def_struct_ui_text(srna, "Engine Settings", "Engine specific settings");
+ RNA_def_struct_sdna(srna, "MaterialEngineSettings");
+ RNA_def_struct_refine_func(srna, "rna_MaterialEngineSettings_refine");
+
+ rna_def_material_settings_clay(brna);
+}
+
static void rna_def_material_gamesettings(BlenderRNA *brna)
{
StructRNA *srna;
@@ -2087,6 +2224,11 @@ void RNA_def_material(BlenderRNA *brna)
RNA_def_property_struct_type(prop, "MaterialGameSettings");
RNA_def_property_ui_text(prop, "Game Settings", "Game material settings");
+ /* Engine settings */
+ prop = RNA_def_property(srna, "engines_settings", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_struct_type(prop, "MaterialEngineSettings");
+ RNA_def_property_ui_text(prop, "Material Engine Settings", "Engine specific settings");
+
/* nodetree */
prop = RNA_def_property(srna, "node_tree", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "nodetree");
@@ -2136,6 +2278,7 @@ void RNA_def_material(BlenderRNA *brna)
rna_def_material_strand(brna);
rna_def_material_physics(brna);
rna_def_material_gamesettings(brna);
+ rna_def_material_engine_settings(brna);
RNA_api_material(srna);
}
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index b3c166a6810..ecb011991e5 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -297,23 +297,14 @@ static void rna_Object_dependency_update(Main *bmain, Scene *UNUSED(scene), Poin
}
/* when changing the selection flag the scene needs updating */
-static void rna_Object_select_update(Main *UNUSED(bmain), Scene *scene, PointerRNA *ptr)
-{
- if (scene) {
- Object *ob = (Object *)ptr->id.data;
- short mode = (ob->flag & SELECT) ? BA_SELECT : BA_DESELECT;
- ED_base_object_select(BKE_scene_base_find(scene, ob), mode);
- }
-}
-
static void rna_Base_select_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
{
- Base *base = (Base *)ptr->data;
- short mode = (base->flag & BA_SELECT) ? BA_SELECT : BA_DESELECT;
+ BaseLegacy *base = (BaseLegacy *)ptr->data;
+ short mode = (base->flag_legacy & BA_SELECT) ? BA_SELECT : BA_DESELECT;
ED_base_object_select(base, mode);
}
-static void rna_Object_layer_update__internal(Main *bmain, Scene *scene, Base *base, Object *ob)
+static void rna_Object_layer_update__internal(Main *bmain, Scene *scene, BaseLegacy *base, Object *ob)
{
/* try to avoid scene sort */
if (scene == NULL) {
@@ -335,7 +326,7 @@ static void rna_Object_layer_update__internal(Main *bmain, Scene *scene, Base *b
static void rna_Object_layer_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
- Base *base;
+ BaseLegacy *base;
base = scene ? BKE_scene_base_find(scene, ob) : NULL;
if (!base)
@@ -351,7 +342,7 @@ static void rna_Object_layer_update(Main *bmain, Scene *scene, PointerRNA *ptr)
static void rna_Base_layer_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
- Base *base = (Base *)ptr->data;
+ BaseLegacy *base = (BaseLegacy *)ptr->data;
Object *ob = (Object *)base->object;
rna_Object_layer_update__internal(bmain, scene, base, ob);
@@ -1120,7 +1111,7 @@ static void rna_Object_layer_set(PointerRNA *ptr, const int *values)
static void rna_Base_layer_set(PointerRNA *ptr, const int *values)
{
- Base *base = (Base *)ptr->data;
+ BaseLegacy *base = (BaseLegacy *)ptr->data;
unsigned int lay;
lay = rna_Object_layer_validate__internal(values, base->lay);
@@ -2250,11 +2241,6 @@ static void rna_def_object(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Local View Layers", "3D local view layers the object is on");
- prop = RNA_def_property(srna, "select", PROP_BOOLEAN, PROP_NONE);
- RNA_def_property_boolean_sdna(prop, NULL, "flag", SELECT);
- RNA_def_property_ui_text(prop, "Select", "Object selection state");
- RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_Object_select_update");
-
/* for data access */
prop = RNA_def_property(srna, "bound_box", PROP_FLOAT, PROP_NONE);
RNA_def_property_multi_array(prop, 2, boundbox_dimsize);
@@ -2899,14 +2885,14 @@ static void rna_def_dupli_object(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Dupli Type", "Duplicator type that generated this dupli object");
}
-static void rna_def_object_base(BlenderRNA *brna)
+static void rna_def_object_base_legacy(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
- srna = RNA_def_struct(brna, "ObjectBase", NULL);
+ srna = RNA_def_struct(brna, "ObjectBaseLegacy", NULL);
RNA_def_struct_sdna(srna, "Base");
- RNA_def_struct_ui_text(srna, "Object Base", "An object instance in a scene");
+ RNA_def_struct_ui_text(srna, "Object Base Legacy", "An object instance in a scene (deprecated)");
RNA_def_struct_ui_icon(srna, ICON_OBJECT_DATA);
prop = RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
@@ -2926,13 +2912,13 @@ static void rna_def_object_base(BlenderRNA *brna)
RNA_def_property_array(prop, 8);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Local View Layers", "3D local view layers the object base is on");
-
+
prop = RNA_def_property(srna, "select", PROP_BOOLEAN, PROP_NONE);
- RNA_def_property_boolean_sdna(prop, NULL, "flag", BA_SELECT);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag_legacy", BA_SELECT);
RNA_def_property_ui_text(prop, "Select", "Object base selection state");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_Base_select_update");
-
- RNA_api_object_base(srna);
+
+ RNA_api_object_base_legacy(srna);
}
void RNA_def_object(BlenderRNA *brna)
@@ -2941,7 +2927,7 @@ void RNA_def_object(BlenderRNA *brna)
RNA_define_animate_sdna(false);
rna_def_object_game_settings(brna);
- rna_def_object_base(brna);
+ rna_def_object_base_legacy(brna);
rna_def_vertex_group(brna);
rna_def_material_slot(brna);
rna_def_dupli_object(brna);
diff --git a/source/blender/makesrna/intern/rna_object_api.c b/source/blender/makesrna/intern/rna_object_api.c
index c680abe71a4..0390ba04223 100644
--- a/source/blender/makesrna/intern/rna_object_api.c
+++ b/source/blender/makesrna/intern/rna_object_api.c
@@ -40,10 +40,12 @@
#include "RNA_define.h"
#include "DNA_constraint_types.h"
+#include "DNA_layer_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "BKE_depsgraph.h"
+#include "BKE_layer.h"
#include "rna_internal.h" /* own include */
@@ -90,6 +92,62 @@ static EnumPropertyItem space_items[] = {
#include "DEG_depsgraph.h"
+static void rna_Object_select_set(Object *ob, bContext *C, ReportList *reports, int action)
+{
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+
+ if (!base) {
+ BKE_reportf(reports, RPT_ERROR, "Object '%s' not in Render Layer '%s'!", ob->id.name + 2, sl->name);
+ return;
+ }
+
+ if (action == 2) { /* TOGGLE */
+ if ((base->flag & BASE_SELECTED) != 0) {
+ action = 1; /* DESELECT */
+ }
+ else {
+ action = 0; /* SELECT */
+ }
+ }
+
+ switch (action) {
+ case 1: /* DESELECT */
+ base->flag &= ~BASE_SELECTED;
+ break;
+ case 0: /* SELECT */
+ default:
+ BKE_scene_layer_base_select(sl, base);
+ break;
+ }
+}
+
+static int rna_Object_select_get(Object *ob, bContext *C, ReportList *reports)
+{
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+
+ if (!base) {
+ BKE_reportf(reports, RPT_ERROR, "Object '%s' not in Render Layer '%s'!", ob->id.name + 2, sl->name);
+ return -1;
+ }
+
+ return ((base->flag & BASE_SELECTED) != 0) ? 1 : 0;
+}
+
+static int rna_Object_visible_get(Object *ob, bContext *C, ReportList *reports)
+{
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+
+ if (!base) {
+ BKE_reportf(reports, RPT_ERROR, "Object '%s' not in Render Layer '%s'!", ob->id.name + 2, sl->name);
+ return -1;
+ }
+
+ return ((base->flag & BASE_VISIBLED) != 0) ? 1 : 0;
+}
+
/* Convert a given matrix from a space to another (using the object and/or a bone as reference). */
static void rna_Scene_mat_convert_space(Object *ob, ReportList *reports, bPoseChannel *pchan,
float *mat, float *mat_ret, int from, int to)
@@ -413,9 +471,9 @@ finally:
free_bvhtree_from_mesh(&treeData);
}
-/* ObjectBase */
+/* ObjectBaseLegacy */
-static void rna_ObjectBase_layers_from_view(Base *base, View3D *v3d)
+static void rna_ObjectBaseLegacy_layers_from_view(BaseLegacy *base, View3D *v3d)
{
base->lay = base->object->lay = v3d->lay;
}
@@ -504,6 +562,32 @@ void RNA_api_object(StructRNA *srna)
};
#endif
+ static EnumPropertyItem object_select_items[] = {
+ {0, "SELECT", 0, "Select", "Select object from the active render layer"},
+ {1, "DESELECT", 0, "Deselect", "Deselect object from the active render layer"},
+ {2, "TOGGLE", 0, "Toggle", "Toggle object selection from the active render layer"},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ /* Special wrapper to access the base selection value */
+ func = RNA_def_function(srna, "select_set", "rna_Object_select_set");
+ RNA_def_function_ui_description(func, "Select the object (for the active render layer)");
+ RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
+ parm = RNA_def_enum(func, "action", object_select_items, 0, "Action", "Select mode");
+ RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
+
+ func = RNA_def_function(srna, "select_get", "rna_Object_select_get");
+ RNA_def_function_ui_description(func, "Get the object selection for the active render layer");
+ RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
+ parm = RNA_def_boolean(func, "result", 0, "", "Object selected");
+ RNA_def_function_return(func, parm);
+
+ func = RNA_def_function(srna, "visible_get", "rna_Object_visible_get");
+ RNA_def_function_ui_description(func, "Get the object visibility for the active render layer");
+ RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
+ parm = RNA_def_boolean(func, "result", 0, "", "Object visible");
+ RNA_def_function_return(func, parm);
+
/* Matrix space conversion */
func = RNA_def_function(srna, "convert_space", "rna_Scene_mat_convert_space");
RNA_def_function_ui_description(func, "Convert (transform) the given matrix from one space to another");
@@ -707,12 +791,12 @@ void RNA_api_object(StructRNA *srna)
}
-void RNA_api_object_base(StructRNA *srna)
+void RNA_api_object_base_legacy(StructRNA *srna)
{
FunctionRNA *func;
PropertyRNA *parm;
- func = RNA_def_function(srna, "layers_from_view", "rna_ObjectBase_layers_from_view");
+ func = RNA_def_function(srna, "layers_from_view", "rna_ObjectBaseLegacy_layers_from_view");
RNA_def_function_ui_description(func,
"Sets the object layers from a 3D View (use when adding an object in local view)");
parm = RNA_def_pointer(func, "view", "SpaceView3D", "", "");
diff --git a/source/blender/makesrna/intern/rna_object_force.c b/source/blender/makesrna/intern/rna_object_force.c
index 514fca1b011..ca0b4063616 100644
--- a/source/blender/makesrna/intern/rna_object_force.c
+++ b/source/blender/makesrna/intern/rna_object_force.c
@@ -605,7 +605,7 @@ static void rna_EffectorWeight_update(Main *UNUSED(bmain), Scene *UNUSED(scene),
if (id && GS(id->name) == ID_SCE) {
Scene *scene = (Scene *)id;
- Base *base;
+ BaseLegacy *base;
for (base = scene->base.first; base; base = base->next) {
BKE_ptcache_object_reset(scene, base->object, PTCACHE_RESET_DEPSGRAPH);
diff --git a/source/blender/makesrna/intern/rna_render.c b/source/blender/makesrna/intern/rna_render.c
index 518c7efd915..5f796261c73 100644
--- a/source/blender/makesrna/intern/rna_render.c
+++ b/source/blender/makesrna/intern/rna_render.c
@@ -261,6 +261,24 @@ static void engine_update_script_node(RenderEngine *engine, struct bNodeTree *nt
RNA_parameter_list_free(&list);
}
+static void engine_collection_settings_create(RenderEngine *engine, struct CollectionEngineSettings *ces)
+{
+ extern FunctionRNA rna_RenderEngine_collection_settings_create_func;
+ PointerRNA ptr,cesptr;
+ ParameterList list;
+ FunctionRNA *func;
+
+ RNA_pointer_create(NULL, engine->type->ext.srna, engine, &ptr);
+ RNA_pointer_create(NULL, &RNA_CollectionEngineSettings, ces, &cesptr);
+ func = &rna_RenderEngine_collection_settings_create_func;
+
+ RNA_parameter_list_create(&list, &ptr, func);
+ RNA_parameter_set_lookup(&list, "collection_settings", &cesptr);
+ engine->type->ext.call(NULL, &ptr, func, &list);
+
+ RNA_parameter_list_free(&list);
+}
+
/* RenderEngine registration */
static void rna_RenderEngine_unregister(Main *UNUSED(bmain), StructRNA *type)
@@ -281,7 +299,7 @@ static StructRNA *rna_RenderEngine_register(Main *bmain, ReportList *reports, vo
RenderEngineType *et, dummyet = {NULL};
RenderEngine dummyengine = {NULL};
PointerRNA dummyptr;
- int have_function[6];
+ int have_function[7];
/* setup dummy engine & engine type to store static properties in */
dummyengine.type = &dummyet;
@@ -323,8 +341,9 @@ static StructRNA *rna_RenderEngine_register(Main *bmain, ReportList *reports, vo
et->view_update = (have_function[3]) ? engine_view_update : NULL;
et->view_draw = (have_function[4]) ? engine_view_draw : NULL;
et->update_script_node = (have_function[5]) ? engine_update_script_node : NULL;
+ et->collection_settings_create = (have_function[6]) ? engine_collection_settings_create : NULL;
- BLI_addtail(&R_engines, et);
+ RE_engines_register(bmain, et);
return et->ext.srna;
}
@@ -489,6 +508,13 @@ static void rna_def_render_engine(BlenderRNA *brna)
parm = RNA_def_pointer(func, "node", "Node", "", "");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
+ /* per-collection engine settings initialization */
+ func = RNA_def_function(srna, "collection_settings_create", NULL);
+ RNA_def_function_ui_description(func, "Create the per collection settings for the engine");
+ RNA_def_function_flag(func, FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE);
+ parm = RNA_def_pointer(func, "collection_settings", "CollectionEngineSettings", "", "");
+ RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
+
/* tag for redraw */
func = RNA_def_function(srna, "tag_redraw", "engine_tag_redraw");
RNA_def_function_ui_description(func, "Request redraw for viewport rendering");
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index 121e4f56a6e..86140eaaa05 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -32,6 +32,7 @@
#include "DNA_particle_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
+#include "DNA_layer_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_userdef_types.h"
#include "DNA_world_types.h"
@@ -47,8 +48,12 @@
#include "BKE_editmesh.h"
#include "BKE_paint.h"
+#include "ED_object.h"
+
#include "GPU_extensions.h"
+#include "DRW_engine.h"
+
#include "RNA_define.h"
#include "RNA_enum_types.h"
@@ -77,6 +82,8 @@
#include "BLI_threads.h"
+#define NO_ENGINE "NO_ENGINE"
+
#ifdef WITH_OPENEXR
EnumPropertyItem rna_enum_exr_codec_items[] = {
{R_IMF_EXR_CODEC_NONE, "NONE", 0, "None", ""},
@@ -431,6 +438,12 @@ EnumPropertyItem rna_enum_gpencil_interpolation_mode_items[] = {
{0, NULL, 0, NULL, NULL}
};
+EnumPropertyItem rna_enum_layer_collection_mode_settings_type_items[] = {
+ {COLLECTION_MODE_OBJECT, "OBJECT", 0, "Object", ""},
+ {COLLECTION_MODE_EDIT, "EDIT", 0, "Edit", ""},
+ {0, NULL, 0, NULL, NULL}
+};
+
#ifdef RNA_RUNTIME
#include "DNA_anim_types.h"
@@ -445,10 +458,12 @@ EnumPropertyItem rna_enum_gpencil_interpolation_mode_items[] = {
#include "MEM_guardedalloc.h"
#include "BKE_brush.h"
+#include "BKE_collection.h"
#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_image.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_pointcache.h"
@@ -606,11 +621,11 @@ static void rna_SpaceImageEditor_uv_sculpt_update(Main *bmain, Scene *scene, Poi
static int rna_Scene_object_bases_lookup_string(PointerRNA *ptr, const char *key, PointerRNA *r_ptr)
{
Scene *scene = (Scene *)ptr->data;
- Base *base;
+ BaseLegacy *base;
for (base = scene->base.first; base; base = base->next) {
if (STREQLEN(base->object->id.name + 2, key, sizeof(base->object->id.name) - 2)) {
- *r_ptr = rna_pointer_inherit_refine(ptr, &RNA_ObjectBase, base);
+ *r_ptr = rna_pointer_inherit_refine(ptr, &RNA_ObjectBaseLegacy, base);
return true;
}
}
@@ -623,13 +638,13 @@ static PointerRNA rna_Scene_objects_get(CollectionPropertyIterator *iter)
ListBaseIterator *internal = &iter->internal.listbase;
/* we are actually iterating a Base list, so override get */
- return rna_pointer_inherit_refine(&iter->parent, &RNA_Object, ((Base *)internal->link)->object);
+ return rna_pointer_inherit_refine(&iter->parent, &RNA_Object, ((BaseLegacy *)internal->link)->object);
}
-static Base *rna_Scene_object_link(Scene *scene, bContext *C, ReportList *reports, Object *ob)
+static BaseLegacy *rna_Scene_object_link(Scene *scene, bContext *C, ReportList *reports, Object *ob)
{
Scene *scene_act = CTX_data_scene(C);
- Base *base;
+ BaseLegacy *base;
if (BKE_scene_base_find(scene, ob)) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' is already in scene '%s'", ob->id.name + 2, scene->id.name + 2);
@@ -660,7 +675,7 @@ static Base *rna_Scene_object_link(Scene *scene, bContext *C, ReportList *report
static void rna_Scene_object_unlink(Scene *scene, ReportList *reports, Object *ob)
{
- Base *base = BKE_scene_base_find(scene, ob);
+ BaseLegacy *base = BKE_scene_base_find(scene, ob);
if (!base) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' is not in this scene '%s'", ob->id.name + 2, scene->id.name + 2);
return;
@@ -1728,7 +1743,7 @@ static void rna_Scene_use_nodes_update(bContext *C, PointerRNA *ptr)
static void rna_Physics_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
{
Scene *scene = (Scene *)ptr->id.data;
- Base *base;
+ BaseLegacy *base;
for (base = scene->base.first; base; base = base->next)
BKE_ptcache_object_reset(scene, base->object, PTCACHE_RESET_DEPSGRAPH);
@@ -1799,7 +1814,7 @@ static void rna_Scene_use_simplify_update(Main *bmain, Scene *UNUSED(scene), Poi
{
Scene *sce = ptr->id.data;
Scene *sce_iter;
- Base *base;
+ BaseLegacy *base;
BKE_main_id_tag_listbase(&bmain->object, LIB_TAG_DOIT, true);
for (SETLOOPER(sce, sce_iter, base))
@@ -1888,6 +1903,43 @@ static void rna_GameSettings_exit_key_set(PointerRNA *ptr, int value)
gm->exitkey = value;
}
+static StructRNA *rna_RenderEngineSettings_refine(PointerRNA *ptr)
+{
+#ifdef WITH_CLAY_ENGINE
+ RenderEngineSettings *res = (RenderEngineSettings *)ptr->data;
+
+ if (STREQ(res->name, RE_engine_id_BLENDER_CLAY)) {
+ return &RNA_RenderEngineSettingsClay;
+ }
+#endif
+ return &RNA_RenderEngineSettings;
+}
+
+static PointerRNA rna_RenderEngineSettings_active_get(PointerRNA *ptr)
+{
+ Scene *scene = (Scene *)ptr->data;
+ RenderEngineSettings *res;
+
+ /* Ensure settings exists */
+ DRW_render_settings_get(scene, scene->r.engine);
+
+ res = BLI_findstring(&scene->engines_settings, scene->r.engine, offsetof(RenderEngineSettings, name));
+
+ return rna_pointer_inherit_refine(ptr, &RNA_RenderEngineSettings, res);
+}
+
+static void rna_RenderEngineSettings_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
+{
+ Scene *sce = (Scene *)ptr->id.data;
+ MaterialEngineSettingsClay *res;
+
+ res = (MaterialEngineSettingsClay *)DRW_render_settings_get(sce, sce->r.engine);
+
+ res->flag = CLAY_OUTDATED;
+
+ WM_main_add_notifier(NC_SPACE | ND_SPACE_VIEW3D, NULL);
+}
+
static TimeMarker *rna_TimeLine_add(Scene *scene, const char name[], int frame)
{
TimeMarker *marker = MEM_callocN(sizeof(TimeMarker), "TimeMarker");
@@ -2206,6 +2258,608 @@ static int rna_gpu_is_hq_supported_get(PointerRNA *UNUSED(ptr))
return GPU_instanced_drawing_support() && GPU_geometry_shader_support();
}
+static void rna_SceneCollection_name_set(PointerRNA *ptr, const char *value)
+{
+ Scene *scene = (Scene *)ptr->id.data;
+ SceneCollection *sc = (SceneCollection *)ptr->data;
+ SceneCollection *sc_master = BKE_collection_master(scene);
+
+ BLI_strncpy_utf8(sc->name, value, sizeof(sc->name));
+ BLI_uniquename(&sc_master->scene_collections, sc, DATA_("SceneCollection"), '.', offsetof(SceneCollection, name), sizeof(sc->name));
+}
+
+static void rna_SceneCollection_filter_set(PointerRNA *ptr, const char *value)
+{
+ Scene *scene = (Scene *)ptr->id.data;
+ SceneCollection *sc = (SceneCollection *)ptr->data;
+ BLI_strncpy_utf8(sc->filter, value, sizeof(sc->filter));
+
+ TODO_LAYER_SYNC_FILTER;
+ (void)scene;
+}
+
+static PointerRNA rna_SceneCollection_objects_get(CollectionPropertyIterator *iter)
+{
+ ListBaseIterator *internal = &iter->internal.listbase;
+
+ /* we are actually iterating a LinkData list, so override get */
+ return rna_pointer_inherit_refine(&iter->parent, &RNA_Object, ((LinkData *)internal->link)->data);
+}
+
+static SceneCollection *rna_SceneCollection_new(ID *id, SceneCollection *sc_parent, const char *name)
+{
+ Scene *scene = (Scene *)id;
+ SceneCollection *sc = BKE_collection_add(scene, sc_parent, name);
+
+ DAG_id_tag_update(&scene->id, 0);
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+
+ return sc;
+}
+
+static void rna_SceneCollection_remove(
+ ID *id, SceneCollection *sc_parent, ReportList *reports, PointerRNA *sc_ptr)
+{
+ Scene *scene = (Scene *)id;
+ SceneCollection *sc = sc_ptr->data;
+
+ const int index = BLI_findindex(&sc_parent->scene_collections, sc);
+ if (index == -1) {
+ BKE_reportf(reports, RPT_ERROR, "Collection '%s' is not a sub-collection of '%s'",
+ sc->name, sc_parent->name);
+ return;
+ }
+
+ if (!BKE_collection_remove(scene, sc)) {
+ BKE_reportf(reports, RPT_ERROR, "Collection '%s' could not be removed from collection '%s'",
+ sc->name, sc_parent->name);
+ return;
+ }
+
+ RNA_POINTER_INVALIDATE(sc_ptr);
+
+ DAG_id_tag_update(&scene->id, 0);
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+}
+
+static int rna_SceneCollection_objects_active_index_get(PointerRNA *ptr)
+{
+ SceneCollection *sc = (SceneCollection *)ptr->data;
+ return sc->active_object_index;
+}
+
+static void rna_SceneCollection_objects_active_index_set(PointerRNA *ptr, int value)
+{
+ SceneCollection *sc = (SceneCollection *)ptr->data;
+ sc->active_object_index = value;
+}
+
+static void rna_SceneCollection_objects_active_index_range(
+ PointerRNA *ptr, int *min, int *max, int *UNUSED(softmin), int *UNUSED(softmax))
+{
+ SceneCollection *sc = (SceneCollection *)ptr->data;
+ *min = 0;
+ *max = max_ii(0, BLI_listbase_count(&sc->objects) - 1);
+}
+
+void rna_SceneCollection_object_link(
+ ID *id, SceneCollection *sc, Main *bmain, ReportList *reports, Object *ob)
+{
+ Scene *scene = (Scene *)id;
+
+ if (BLI_findptr(&sc->objects, ob, offsetof(LinkData, data))) {
+ BKE_reportf(reports, RPT_ERROR, "Object '%s' is already in collection '%s'", ob->id.name + 2, sc->name);
+ return;
+ }
+
+ BKE_collection_object_add(scene, sc, ob);
+
+ /* TODO(sergey): Only update relations for the current scene. */
+ DAG_relations_tag_update(bmain);
+ DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
+
+ WM_main_add_notifier(NC_SCENE | ND_LAYER | ND_OB_ACTIVE, scene);
+}
+
+static void rna_SceneCollection_object_unlink(
+ ID *id, SceneCollection *sc, Main *bmain, ReportList *reports, Object *ob)
+{
+ Scene *scene = (Scene *)id;
+
+ if (!BLI_findptr(&sc->objects, ob, offsetof(LinkData, data))) {
+ BKE_reportf(reports, RPT_ERROR, "Object '%s' is not in collection '%s'", ob->id.name + 2, sc->name);
+ return;
+ }
+
+ BKE_collection_object_remove(bmain, scene, sc, ob, false);
+
+ /* needed otherwise the depgraph will contain freed objects which can crash, see [#20958] */
+ DAG_relations_tag_update(bmain);
+
+ WM_main_add_notifier(NC_SCENE | ND_LAYER | ND_OB_ACTIVE, scene);
+}
+
+/****** layer collection engine settings *******/
+
+static StructRNA *rna_CollectionEngineSettings_refine(struct PointerRNA *ptr)
+{
+ CollectionEngineSettings *ces = (CollectionEngineSettings *)ptr->data;
+
+ if (STREQ(ces->name, "BLENDER_CLAY")) {
+ return &RNA_CollectionEngineSettingsClay;
+ }
+
+ /* TODO - handle other engines */
+ TODO_LAYER;
+ (void) ces;
+
+ return &RNA_CollectionEngineSettings;
+}
+
+static StructRNA *rna_CollectionModeSettings_refine(struct PointerRNA *ptr)
+{
+ CollectionEngineSettings *ces = (CollectionEngineSettings *)ptr->data;
+
+ switch(ces->type) {
+ case COLLECTION_MODE_OBJECT:
+ return &RNA_CollectionModeSettingsObject;
+ break;
+ case COLLECTION_MODE_EDIT:
+ return &RNA_CollectionModeSettingsEdit;
+ break;
+ }
+
+ return &RNA_CollectionModeSettings;
+}
+
+/****** clay engine settings *******/
+
+#define RNA_LAYER_ENGINE_USE_GET_SET(_ENGINE_, _NAME_) \
+ static int rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_use_get(PointerRNA *ptr) \
+ { \
+ CollectionEngineSettings *ces = (CollectionEngineSettings *)ptr->data; \
+ return BKE_collection_engine_property_use_get(ces, #_NAME_) ? 1 : 0; \
+ } \
+ \
+ static void rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_use_set(PointerRNA *ptr, int value) \
+ { \
+ CollectionEngineSettings *ces = (CollectionEngineSettings *)ptr->data; \
+ BKE_collection_engine_property_use_set(ces, #_NAME_, value? true : false); \
+ }
+
+#define RNA_LAYER_ENGINE_GET_SET(_TYPE_, _ENGINE_, _MODE_, _NAME_) \
+static _TYPE_ rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_get(PointerRNA *ptr) \
+{ \
+ CollectionEngineSettings *ces = (CollectionEngineSettings *)ptr->data; \
+ return BKE_collection_engine_property_value_get_##_TYPE_(ces, #_NAME_); \
+} \
+ \
+static void rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_set(PointerRNA *ptr, _TYPE_ value) \
+{ \
+ CollectionEngineSettings *ces = (CollectionEngineSettings *)ptr->data; \
+ BKE_collection_engine_property_value_set_##_TYPE_(ces, #_NAME_, value); \
+} \
+ RNA_LAYER_ENGINE_USE_GET_SET(_ENGINE_, _NAME_)
+
+#define RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(float, Clay, COLLECTION_MODE_NONE, _NAME_)
+
+#define RNA_LAYER_ENGINE_CLAY_GET_SET_INT(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(int, Clay, COLLECTION_MODE_NONE, _NAME_)
+
+#define RNA_LAYER_ENGINE_CLAY_GET_SET_BOOL(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(bool, Clay, COLLECTION_MODE_NONE, _NAME_)
+
+/* mode engines */
+
+#define RNA_LAYER_MODE_OBJECT_GET_SET_FLOAT(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(float, ObjectMode, COLLECTION_MODE_OBJECT, _NAME_)
+
+#define RNA_LAYER_MODE_OBJECT_GET_SET_INT(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(int, ObjectMode, COLLECTION_MODE_OBJECT, _NAME_)
+
+#define RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(bool, ObjectMode, COLLECTION_MODE_OBJECT, _NAME_)
+
+#define RNA_LAYER_MODE_EDIT_GET_SET_FLOAT(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(float, EditMode, COLLECTION_MODE_EDIT, _NAME_)
+
+#define RNA_LAYER_MODE_EDIT_GET_SET_INT(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(int, EditMode, COLLECTION_MODE_EDIT, _NAME_)
+
+#define RNA_LAYER_MODE_EDIT_GET_SET_BOOL(_NAME_) \
+ RNA_LAYER_ENGINE_GET_SET(bool, EditMode, COLLECTION_MODE_EDIT, _NAME_)
+
+/* clay engine */
+RNA_LAYER_ENGINE_CLAY_GET_SET_INT(type)
+RNA_LAYER_ENGINE_CLAY_GET_SET_INT(matcap_icon)
+RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(matcap_rotation)
+RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(matcap_hue)
+RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(matcap_saturation)
+RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(matcap_value)
+RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(ssao_factor_cavity)
+RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(ssao_factor_edge)
+RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(ssao_distance)
+RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(ssao_attenuation)
+
+/* object engine */
+RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(show_wire)
+RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(show_backface_culling)
+
+/* mesh engine */
+RNA_LAYER_MODE_EDIT_GET_SET_BOOL(show_occlude_wire)
+
+#undef RNA_LAYER_ENGINE_GET_SET
+#undef RNA_LAYER_ENGINE_USE_GET_SET
+
+static void rna_CollectionEngineSettings_update(bContext *C, PointerRNA *UNUSED(ptr))
+{
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ LayerCollection *lc = CTX_data_layer_collection(C);
+ BKE_scene_layer_engine_settings_collection_recalculate(sl, lc);
+}
+
+/***********************************/
+
+static void rna_LayerCollection_name_get(PointerRNA *ptr, char *value)
+{
+ SceneCollection *sc = ((LayerCollection *)ptr->data)->scene_collection;
+ strcpy(value, sc->name);
+}
+
+static int rna_LayerCollection_name_length(PointerRNA *ptr)
+{
+ SceneCollection *sc = ((LayerCollection *)ptr->data)->scene_collection;
+ return strnlen(sc->name, sizeof(sc->name));
+}
+
+static void rna_LayerCollection_name_set(PointerRNA *ptr, const char *value)
+{
+ Scene *scene = (Scene *)ptr->id.data;
+ SceneCollection *sc = ((LayerCollection *)ptr->data)->scene_collection;
+ SceneCollection *sc_master = BKE_collection_master(scene);
+
+ BLI_strncpy_utf8(sc->name, value, sizeof(sc->name));
+ BLI_uniquename(&sc_master->scene_collections, sc, DATA_("SceneCollection"), '.', offsetof(SceneCollection, name), sizeof(sc->name));
+}
+
+static PointerRNA rna_LayerCollection_objects_get(CollectionPropertyIterator *iter)
+{
+ ListBaseIterator *internal = &iter->internal.listbase;
+ Base *base = ((LinkData *)internal->link)->data;
+ return rna_pointer_inherit_refine(&iter->parent, &RNA_Object, base->object);
+}
+
+static PointerRNA rna_LayerCollection_engine_settings_get(ID *UNUSED(id), LayerCollection *lc, bContext *C, const char *engine)
+{
+ Scene *scene = CTX_data_scene(C);
+ const char *engine_name;
+
+ if (STREQ(engine, NO_ENGINE)) {
+ RenderData *rd = &scene->r;
+ engine_name = rd->engine;
+ }
+ else {
+ engine_name = engine;
+ }
+
+ PointerRNA ptr;
+ CollectionEngineSettings *ces = BKE_layer_collection_engine_get(lc, COLLECTION_MODE_NONE, engine_name);
+ RNA_pointer_create(NULL, &RNA_CollectionEngineSettings, ces, &ptr);
+ return rna_pointer_inherit_refine(&ptr, &RNA_CollectionEngineSettings, ces);
+}
+
+static PointerRNA rna_LayerCollection_mode_settings_get(ID *UNUSED(id), LayerCollection *lc, bContext *C, int type)
+{
+ if (type == COLLECTION_MODE_NONE) {
+ /* temporarily get mode from active object */
+ Object *ob = CTX_data_active_object(C);
+
+ if (ob) {
+ switch (ob->mode) {
+ case OB_MODE_OBJECT:
+ type = COLLECTION_MODE_OBJECT;
+ break;
+ case OB_MODE_EDIT:
+ type = COLLECTION_MODE_EDIT;
+ break;
+ }
+ }
+ }
+
+ PointerRNA ptr;
+ CollectionEngineSettings *ces = BKE_layer_collection_engine_get(lc, type, "");
+ RNA_pointer_create(NULL, &RNA_CollectionEngineSettings, ces, &ptr);
+ return rna_pointer_inherit_refine(&ptr, &RNA_CollectionModeSettings, ces);
+}
+
+static void rna_LayerCollection_hide_update(bContext *C, PointerRNA *ptr)
+{
+ Scene *scene = CTX_data_scene(C);
+ LayerCollection *lc = ptr->data;
+ SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc);
+
+ /* hide and deselect bases that are directly influenced by this LayerCollection */
+ BKE_scene_layer_base_flag_recalculate(sl);
+ BKE_scene_layer_engine_settings_collection_recalculate(sl, lc);
+ WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
+}
+
+static void rna_LayerCollection_hide_select_update(bContext *C, PointerRNA *ptr)
+{
+ LayerCollection *lc = ptr->data;
+
+ if ((lc->flag & COLLECTION_SELECTABLE) == 0) {
+ Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc);
+
+ /* deselect bases that are directly influenced by this LayerCollection */
+ BKE_scene_layer_base_flag_recalculate(sl);
+ WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, CTX_data_scene(C));
+ }
+}
+
+static int rna_LayerCollections_active_collection_index_get(PointerRNA *ptr)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ return sl->active_collection;
+}
+
+static void rna_LayerCollections_active_collection_index_set(PointerRNA *ptr, int value)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ int num_collections = BKE_layer_collection_count(sl);
+ sl->active_collection = min_ff(value, num_collections - 1);
+}
+
+static void rna_LayerCollections_active_collection_index_range(
+ PointerRNA *ptr, int *min, int *max, int *UNUSED(softmin), int *UNUSED(softmax))
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ *min = 0;
+ *max = max_ii(0, BKE_layer_collection_count(sl) - 1);
+}
+
+static PointerRNA rna_LayerCollections_active_collection_get(PointerRNA *ptr)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ LayerCollection *lc = BKE_layer_collection_active(sl);
+ return rna_pointer_inherit_refine(ptr, &RNA_LayerCollection, lc);
+}
+
+static void rna_LayerCollections_active_collection_set(PointerRNA *ptr, PointerRNA value)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ LayerCollection *lc = (LayerCollection *)value.data;
+ const int index = BKE_layer_collection_findindex(sl, lc);
+ if (index != -1) sl->active_collection = index;
+}
+
+LayerCollection * rna_SceneLayer_collection_link(
+ ID *id, SceneLayer *sl, Main *bmain, SceneCollection *sc)
+{
+ Scene *scene = (Scene *)id;
+ LayerCollection *lc = BKE_collection_link(sl, sc);
+
+ /* TODO(sergey/dfelinto): Only update relations for the current scenelayer. */
+ DAG_relations_tag_update(bmain);
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, scene);
+
+ return lc;
+}
+
+static void rna_SceneLayer_collection_unlink(
+ ID *id, SceneLayer *sl, Main *bmain, ReportList *reports, LayerCollection *lc)
+{
+ Scene *scene = (Scene *)id;
+
+ if (BLI_findindex(&sl->layer_collections, lc) == -1) {
+ BKE_reportf(reports, RPT_ERROR, "Layer collection '%s' is not in '%s'", lc->scene_collection->name, sl->name);
+ return;
+ }
+
+ BKE_collection_unlink(sl, lc);
+
+ /* needed otherwise the depgraph will contain freed objects which can crash, see [#20958] */
+ /* TODO(sergey/dfelinto): Only update relations for the current scenelayer. */
+ DAG_relations_tag_update(bmain);
+
+ WM_main_add_notifier(NC_SCENE | ND_LAYER | ND_OB_ACTIVE, scene);
+}
+
+static PointerRNA rna_LayerObjects_active_object_get(PointerRNA *ptr)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ return rna_pointer_inherit_refine(ptr, &RNA_Object, sl->basact ? sl->basact->object : NULL);
+}
+
+static void rna_LayerObjects_active_object_set(PointerRNA *ptr, PointerRNA value)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ if (value.data)
+ sl->basact = BKE_scene_layer_base_find(sl, (Object *)value.data);
+ else
+ sl->basact = NULL;
+}
+
+static void rna_SceneLayer_name_set(PointerRNA *ptr, const char *value)
+{
+ Scene *scene = (Scene *)ptr->id.data;
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ char oldname[sizeof(sl->name)];
+
+ BLI_strncpy(oldname, sl->name, sizeof(sl->name));
+
+ BLI_strncpy_utf8(sl->name, value, sizeof(sl->name));
+ BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name));
+
+ if (scene->nodetree) {
+ bNode *node;
+ int index = BLI_findindex(&scene->render_layers, sl);
+
+ for (node = scene->nodetree->nodes.first; node; node = node->next) {
+ if (node->type == CMP_NODE_R_LAYERS && node->id == NULL) {
+ if (node->custom1 == index)
+ BLI_strncpy(node->name, sl->name, NODE_MAXSTR);
+ }
+ }
+ }
+}
+
+static PointerRNA rna_SceneLayer_objects_get(CollectionPropertyIterator *iter)
+{
+ ListBaseIterator *internal = &iter->internal.listbase;
+
+ /* we are actually iterating a ObjectBase list, so override get */
+ Base *base = (Base *)internal->link;
+ return rna_pointer_inherit_refine(&iter->parent, &RNA_Object, base->object);
+}
+
+static int rna_SceneLayer_objects_selected_skip(CollectionPropertyIterator *iter, void *UNUSED(data))
+{
+ ListBaseIterator *internal = &iter->internal.listbase;
+ Base *base = (Base *)internal->link;
+
+ if ((base->flag & BASE_SELECTED) != 0) {
+ return 0;
+ }
+
+ return 1;
+};
+
+static void rna_LayerObjects_selected_begin(CollectionPropertyIterator *iter, PointerRNA *ptr)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ rna_iterator_listbase_begin(iter, &sl->object_bases, rna_SceneLayer_objects_selected_skip);
+}
+
+static void rna_SceneLayer_engine_set(PointerRNA *ptr, int value)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ RenderEngineType *type = BLI_findlink(&R_engines, value);
+
+ if (type)
+ BKE_scene_layer_engine_set(sl, type->idname);
+}
+
+static EnumPropertyItem *rna_SceneLayer_engine_itemf(
+ bContext *UNUSED(C), PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
+{
+ RenderEngineType *type;
+ EnumPropertyItem *item = NULL;
+ EnumPropertyItem tmp = {0, "", 0, "", ""};
+ int a = 0, totitem = 0;
+
+ for (type = R_engines.first; type; type = type->next, a++) {
+ tmp.value = a;
+ tmp.identifier = type->idname;
+ tmp.name = type->name;
+ RNA_enum_item_add(&item, &totitem, &tmp);
+ }
+
+ RNA_enum_item_end(&item, &totitem);
+ *r_free = true;
+
+ return item;
+}
+
+static int rna_SceneLayer_engine_get(PointerRNA *ptr)
+{
+ SceneLayer *sl = (SceneLayer *)ptr->data;
+ RenderEngineType *type;
+ int a = 0;
+
+ for (type = R_engines.first; type; type = type->next, a++)
+ if (STREQ(type->idname, sl->engine))
+ return a;
+
+ return 0;
+}
+
+static void rna_SceneLayer_engine_update(Main *bmain, Scene *UNUSED(unused), PointerRNA *UNUSED(ptr))
+{
+ ED_render_engine_changed(bmain);
+}
+
+static int rna_SceneLayer_multiple_engines_get(PointerRNA *UNUSED(ptr))
+{
+ return (BLI_listbase_count(&R_engines) > 1);
+}
+
+static int rna_SceneLayer_active_layer_index_get(PointerRNA *ptr)
+{
+ Scene *scene = (Scene *)ptr->data;
+ return scene->active_layer;
+}
+
+static void rna_SceneLayer_active_layer_index_set(PointerRNA *ptr, int value)
+{
+ Scene *scene = (Scene *)ptr->data;
+ int num_layers = BLI_listbase_count(&scene->render_layers);
+ scene->active_layer = min_ff(value, num_layers - 1);
+}
+
+static void rna_SceneLayer_active_layer_index_range(
+ PointerRNA *ptr, int *min, int *max, int *UNUSED(softmin), int *UNUSED(softmax))
+{
+ Scene *scene = (Scene *)ptr->data;
+
+ *min = 0;
+ *max = max_ii(0, BLI_listbase_count(&scene->render_layers) - 1);
+}
+
+static PointerRNA rna_SceneLayer_active_layer_get(PointerRNA *ptr)
+{
+ Scene *scene = (Scene *)ptr->data;
+ SceneLayer *sl = BLI_findlink(&scene->render_layers, scene->active_layer);
+
+ return rna_pointer_inherit_refine(ptr, &RNA_SceneLayer, sl);
+}
+
+static void rna_SceneLayer_active_layer_set(PointerRNA *ptr, PointerRNA value)
+{
+ Scene *scene = (Scene *)ptr->data;
+ SceneLayer *sl = (SceneLayer *)value.data;
+ const int index = BLI_findindex(&scene->render_layers, sl);
+ if (index != -1) scene->active_layer = index;
+}
+
+static SceneLayer *rna_SceneLayer_new(ID *id, Scene *UNUSED(sce), const char *name)
+{
+ Scene *scene = (Scene *)id;
+ SceneLayer *sl = BKE_scene_layer_add(scene, name);
+
+ DAG_id_tag_update(&scene->id, 0);
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+
+ return sl;
+}
+
+static void rna_SceneLayer_remove(
+ ID *id, Scene *UNUSED(sce), Main *bmain, ReportList *reports, PointerRNA *sl_ptr)
+{
+ Scene *scene = (Scene *)id;
+ SceneLayer *sl = sl_ptr->data;
+
+ if (!BKE_scene_layer_remove(bmain, scene, sl)) {
+ BKE_reportf(reports, RPT_ERROR, "Render layer '%s' could not be removed from scene '%s'",
+ sl->name, scene->id.name + 2);
+ return;
+ }
+
+ RNA_POINTER_INVALIDATE(sl_ptr);
+
+ DAG_id_tag_update(&scene->id, 0);
+ WM_main_add_notifier(NC_SCENE | ND_LAYER, NULL);
+}
+
+static void rna_ObjectBase_select_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
+{
+ Base *base = (Base *)ptr->data;
+ short mode = (base->flag & BASE_SELECTED) ? BA_SELECT : BA_DESELECT;
+ ED_object_base_select(base, mode);
+}
+
#else
/* Grease Pencil Interpolation tool settings */
@@ -5067,6 +5721,632 @@ static void rna_def_gpu_fx(BlenderRNA *brna)
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_GPUFXSettings_fx_update");
}
+/* Render Layers and Collections */
+
+static void rna_def_scene_collections(BlenderRNA *brna, PropertyRNA *cprop)
+{
+ StructRNA *srna;
+ FunctionRNA *func;
+ PropertyRNA *parm;
+
+ RNA_def_property_srna(cprop, "SceneCollections");
+ srna = RNA_def_struct(brna, "SceneCollections", NULL);
+ RNA_def_struct_sdna(srna, "SceneCollection");
+ RNA_def_struct_ui_text(srna, "Scene Collection", "Collection of scene collections");
+
+ func = RNA_def_function(srna, "new", "rna_SceneCollection_new");
+ RNA_def_function_ui_description(func, "Add a collection to scene");
+ RNA_def_function_flag(func, FUNC_USE_SELF_ID);
+ parm = RNA_def_string(func, "name", "SceneCollection", 0, "", "New name for the collection (not unique)");
+ RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
+ parm = RNA_def_pointer(func, "result", "SceneCollection", "", "Newly created collection");
+ RNA_def_function_return(func, parm);
+
+ func = RNA_def_function(srna, "remove", "rna_SceneCollection_remove");
+ RNA_def_function_ui_description(func, "Remove a collection layer");
+ RNA_def_function_flag(func, FUNC_USE_REPORTS | FUNC_USE_SELF_ID);
+ parm = RNA_def_pointer(func, "layer", "SceneCollection", "", "Collection to remove");
+ RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED | PARM_RNAPTR);
+ RNA_def_parameter_clear_flags(parm, PROP_THICK_WRAP, 0);
+}
+
+static void rna_def_collection_objects(BlenderRNA *brna, PropertyRNA *cprop)
+{
+ StructRNA *srna;
+ FunctionRNA *func;
+ PropertyRNA *parm;
+ PropertyRNA *prop;
+
+ RNA_def_property_srna(cprop, "CollectionObjects");
+ srna = RNA_def_struct(brna, "CollectionObjects", NULL);
+ RNA_def_struct_sdna(srna, "SceneCollection");
+ RNA_def_struct_ui_text(srna, "Collection Objects", "Objects of a collection");
+
+ prop = RNA_def_property(srna, "active_index", PROP_INT, PROP_UNSIGNED);
+ RNA_def_property_int_funcs(prop, "rna_SceneCollection_objects_active_index_get",
+ "rna_SceneCollection_objects_active_index_set",
+ "rna_SceneCollection_objects_active_index_range");
+ RNA_def_property_ui_text(prop, "Active Object Index", "Active index in collection objects array");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, NULL);
+
+ func = RNA_def_function(srna, "link", "rna_SceneCollection_object_link");
+ RNA_def_function_ui_description(func, "Link an object to collection");
+ RNA_def_function_flag(func, FUNC_USE_SELF_ID | FUNC_USE_MAIN | FUNC_USE_REPORTS);
+ parm = RNA_def_pointer(func, "object", "Object", "", "Object to add to collection");
+ RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
+
+ func = RNA_def_function(srna, "unlink", "rna_SceneCollection_object_unlink");
+ RNA_def_function_ui_description(func, "Unlink object from collection");
+ RNA_def_function_flag(func, FUNC_USE_SELF_ID | FUNC_USE_MAIN | FUNC_USE_REPORTS);
+ parm = RNA_def_pointer(func, "object", "Object", "", "Object to remove from collection");
+ RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
+}
+
+static void rna_def_scene_collection(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "SceneCollection", NULL);
+ RNA_def_struct_ui_text(srna, "Scene Collection", "Collection");
+
+ prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
+ RNA_def_property_string_funcs(prop, NULL, NULL, "rna_SceneCollection_name_set");
+ RNA_def_property_ui_text(prop, "Name", "Collection name");
+ RNA_def_struct_name_property(srna, prop);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, NULL);
+
+ prop = RNA_def_property(srna, "filter", PROP_STRING, PROP_NONE);
+ RNA_def_property_string_funcs(prop, NULL, NULL, "rna_SceneCollection_filter_set");
+ RNA_def_property_ui_text(prop, "Filter", "Filter to dynamically include objects based on their names (e.g., CHAR_*)");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, NULL);
+
+ prop = RNA_def_property(srna, "collections", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "scene_collections", NULL);
+ RNA_def_property_struct_type(prop, "SceneCollection");
+ RNA_def_property_ui_text(prop, "SceneCollections", "");
+ rna_def_scene_collections(brna, prop);
+
+ prop = RNA_def_property(srna, "objects", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "objects", NULL);
+ RNA_def_property_struct_type(prop, "Object");
+ RNA_def_property_collection_funcs(prop, NULL, NULL, NULL, "rna_SceneCollection_objects_get", NULL, NULL, NULL, NULL);
+ RNA_def_property_ui_text(prop, "Objects", "All the objects directly added to this collection (not including sub-collection objects)");
+ rna_def_collection_objects(brna, prop);
+
+ prop = RNA_def_property(srna, "filters_objects", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "filter_objects", NULL);
+ RNA_def_property_struct_type(prop, "Object");
+ RNA_def_property_collection_funcs(prop, NULL, NULL, NULL, "rna_SceneCollection_objects_get", NULL, NULL, NULL, NULL);
+ RNA_def_property_ui_text(prop, "Filter Objects", "All the objects dynamically added to this collection via the filter");
+}
+
+static void rna_def_layer_collection_override(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "LayerCollectionOverride", NULL);
+ RNA_def_struct_sdna(srna, "CollectionOverride");
+ RNA_def_struct_ui_text(srna, "Collection Override", "Collection Override");
+
+ prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Name", "Collection name");
+ RNA_def_struct_name_property(srna, prop);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, NULL);
+}
+
+#define RNA_LAYER_ENGINE_USE(_ENGINE_, _NAME_) \
+ prop = RNA_def_property(srna, #_NAME_"_use", PROP_BOOLEAN, PROP_NONE); \
+ RNA_def_property_boolean_funcs(prop, \
+ "rna_LayerEngineSettings_"#_ENGINE_"_"#_NAME_"_use_get", \
+ "rna_LayerEngineSettings_"#_ENGINE_"_"#_NAME_"_use_set"); \
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE); \
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+
+#define RNA_LAYER_ENGINE_CLAY_USE(_NAME_) \
+ RNA_LAYER_ENGINE_USE(Clay, _NAME_)
+
+#define RNA_LAYER_MODE_OBJECT_USE(_NAME_) \
+ RNA_LAYER_ENGINE_USE(ObjectMode, _NAME_)
+
+#define RNA_LAYER_MODE_EDIT_USE(_NAME_) \
+ RNA_LAYER_ENGINE_USE(EditMode, _NAME_)
+
+static void rna_def_layer_collection_engine_settings_clay(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ static EnumPropertyItem clay_matcap_items[] = {
+ {ICON_MATCAP_01, "01", ICON_MATCAP_01, "", ""},
+ {ICON_MATCAP_02, "02", ICON_MATCAP_02, "", ""},
+ {ICON_MATCAP_03, "03", ICON_MATCAP_03, "", ""},
+ {ICON_MATCAP_04, "04", ICON_MATCAP_04, "", ""},
+ {ICON_MATCAP_05, "05", ICON_MATCAP_05, "", ""},
+ {ICON_MATCAP_06, "06", ICON_MATCAP_06, "", ""},
+ {ICON_MATCAP_07, "07", ICON_MATCAP_07, "", ""},
+ {ICON_MATCAP_08, "08", ICON_MATCAP_08, "", ""},
+ {ICON_MATCAP_09, "09", ICON_MATCAP_09, "", ""},
+ {ICON_MATCAP_10, "10", ICON_MATCAP_10, "", ""},
+ {ICON_MATCAP_11, "11", ICON_MATCAP_11, "", ""},
+ {ICON_MATCAP_12, "12", ICON_MATCAP_12, "", ""},
+ {ICON_MATCAP_13, "13", ICON_MATCAP_13, "", ""},
+ {ICON_MATCAP_14, "14", ICON_MATCAP_14, "", ""},
+ {ICON_MATCAP_15, "15", ICON_MATCAP_15, "", ""},
+ {ICON_MATCAP_16, "16", ICON_MATCAP_16, "", ""},
+ {ICON_MATCAP_17, "17", ICON_MATCAP_17, "", ""},
+ {ICON_MATCAP_18, "18", ICON_MATCAP_18, "", ""},
+ {ICON_MATCAP_19, "19", ICON_MATCAP_19, "", ""},
+ {ICON_MATCAP_20, "20", ICON_MATCAP_20, "", ""},
+ {ICON_MATCAP_21, "21", ICON_MATCAP_21, "", ""},
+ {ICON_MATCAP_22, "22", ICON_MATCAP_22, "", ""},
+ {ICON_MATCAP_23, "23", ICON_MATCAP_23, "", ""},
+ {ICON_MATCAP_24, "24", ICON_MATCAP_24, "", ""},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ static EnumPropertyItem clay_matcap_type[] = {
+ {CLAY_MATCAP_NONE, "NONE", 0, "Scene", "Use default scene matcap"},
+ {CLAY_MATCAP_SIMPLE, "SIMPLE", 0, "Simple", "Let you choose the texture to use with the default settings"},
+ {CLAY_MATCAP_COMPLETE, "COMPLETE", 0, "Complete", "Expose all settings"},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ srna = RNA_def_struct(brna, "CollectionEngineSettingsClay", NULL);
+ RNA_def_struct_sdna(srna, "CollectionEngineSettings");
+ RNA_def_struct_ui_text(srna, "Collections Clay Engine Settings", "Engine specific settings for this collection");
+
+ prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Name", "Engine name");
+ RNA_def_property_clear_flag(prop, PROP_EDITABLE);
+ RNA_def_struct_name_property(srna, prop);
+
+ /* see RNA_LAYER_ENGINE_GET_SET macro */
+
+ prop = RNA_def_property(srna, "type", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Clay_type_get", "rna_LayerEngineSettings_Clay_type_set", NULL);
+ RNA_def_property_enum_items(prop, clay_matcap_type);
+ RNA_def_property_ui_text(prop, "Settings Type", "What settings to use for this material");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(type)
+
+ prop = RNA_def_property(srna, "matcap_icon", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Clay_matcap_icon_get", "rna_LayerEngineSettings_Clay_matcap_icon_set", NULL);
+ RNA_def_property_enum_items(prop, clay_matcap_items);
+ RNA_def_property_ui_text(prop, "Matcap", "Image to use for Material Capture by this material");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(matcap_icon)
+
+ prop = RNA_def_property(srna, "matcap_rotation", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Clay_matcap_rotation_get", "rna_LayerEngineSettings_Clay_matcap_rotation_set", NULL);
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Rotation", "Orientation of the matcap on the model");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(matcap_rotation)
+
+ prop = RNA_def_property(srna, "matcap_hue", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Clay_matcap_hue_get", "rna_LayerEngineSettings_Clay_matcap_hue_set", NULL);
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Hue shift", "Hue correction of the matcap");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(matcap_hue)
+
+ prop = RNA_def_property(srna, "matcap_saturation", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Clay_matcap_saturation_get", "rna_LayerEngineSettings_Clay_matcap_saturation_set", NULL);
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Saturation", "Saturation correction of the matcap");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(matcap_saturation)
+
+ prop = RNA_def_property(srna, "matcap_value", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Clay_matcap_value_get", "rna_LayerEngineSettings_Clay_matcap_value_set", NULL);
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Value", "Value correction of the matcap");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(matcap_value)
+
+ prop = RNA_def_property(srna, "ssao_factor_cavity", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Clay_ssao_factor_cavity_get", "rna_LayerEngineSettings_Clay_ssao_factor_cavity_set", NULL);
+ RNA_def_property_ui_text(prop, "Cavity Strength", "Strength of the Cavity effect");
+ RNA_def_property_range(prop, 0.0f, 250.0f);
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(ssao_factor_cavity)
+
+ prop = RNA_def_property(srna, "ssao_factor_edge", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Clay_ssao_factor_edge_get", "rna_LayerEngineSettings_Clay_ssao_factor_edge_set", NULL);
+ RNA_def_property_ui_text(prop, "Edge Strength", "Strength of the Edge effect");
+ RNA_def_property_range(prop, 0.0f, 250.0f);
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(ssao_factor_edge)
+
+ prop = RNA_def_property(srna, "ssao_distance", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Clay_ssao_distance_get", "rna_LayerEngineSettings_Clay_ssao_distance_set", NULL);
+ RNA_def_property_ui_text(prop, "Distance", "Distance of object that contribute to the Cavity/Edge effect");
+ RNA_def_property_range(prop, 0.0f, 100000.0f);
+ RNA_def_property_ui_range(prop, 0.0f, 100.0f, 1, 3);
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(ssao_distance)
+
+ prop = RNA_def_property(srna, "ssao_attenuation", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Clay_ssao_attenuation_get", "rna_LayerEngineSettings_Clay_ssao_attenuation_set", NULL);
+ RNA_def_property_ui_text(prop, "Attenuation", "Attenuation constant");
+ RNA_def_property_range(prop, 1.0f, 100000.0f);
+ RNA_def_property_ui_range(prop, 1.0f, 100.0f, 1, 3);
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_ENGINE_CLAY_USE(ssao_attenuation)
+}
+
+static void rna_def_layer_collection_engine_settings(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "CollectionEngineSettings", NULL);
+ RNA_def_struct_ui_text(srna, "Collections Engine Settings", "Engine specific settings for this collection");
+ RNA_def_struct_refine_func(srna, "rna_CollectionEngineSettings_refine");
+
+ prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Name", "Engine name");
+ RNA_def_property_clear_flag(prop, PROP_EDITABLE);
+ RNA_def_struct_name_property(srna, prop);
+
+ /* the engine specific structs */
+ rna_def_layer_collection_engine_settings_clay(brna);
+}
+
+static void rna_def_layer_collection_mode_settings_object(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "CollectionModeSettingsObject", NULL);
+ RNA_def_struct_sdna(srna, "CollectionEngineSettings");
+ RNA_def_struct_ui_text(srna, "Collections Object Mode Settings", "Object Mode specific settings for this collection");
+
+ /* see RNA_LAYER_ENGINE_GET_SET macro */
+
+ prop = RNA_def_property(srna, "show_wire", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Wire", "Add the object's wireframe over solid drawing");
+ RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_ObjectMode_show_wire_get", "rna_LayerEngineSettings_ObjectMode_show_wire_set");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_MODE_OBJECT_USE(show_wire)
+
+ prop = RNA_def_property(srna, "show_backface_culling", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Backface Culling", "");
+ RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_ObjectMode_show_backface_culling_get", "rna_LayerEngineSettings_ObjectMode_show_backface_culling_set");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_MODE_OBJECT_USE(show_backface_culling)
+}
+
+static void rna_def_layer_collection_mode_settings_edit(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "CollectionModeSettingsEdit", NULL);
+ RNA_def_struct_sdna(srna, "CollectionEngineSettings");
+ RNA_def_struct_ui_text(srna, "Collections Edit Mode Settings", "Edit Mode specific settings for this collection");
+
+ /* see RNA_LAYER_ENGINE_GET_SET macro */
+
+ prop = RNA_def_property(srna, "show_occlude_wire", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Hidden Wire", "");
+ RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_EditMode_show_occlude_wire_get", "rna_LayerEngineSettings_EditMode_show_occlude_wire_set");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
+ RNA_LAYER_MODE_EDIT_USE(show_occlude_wire)
+}
+
+static void rna_def_layer_collection_mode_settings(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "CollectionModeSettings", NULL);
+ RNA_def_struct_sdna(srna, "CollectionEngineSettings");
+ RNA_def_struct_ui_text(srna, "Collections Mode Settings", "Mode specific settings for this collection");
+ RNA_def_struct_refine_func(srna, "rna_CollectionModeSettings_refine");
+
+ prop = RNA_def_property(srna, "type", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "type");
+ RNA_def_property_enum_items(prop, rna_enum_layer_collection_mode_settings_type_items);
+ RNA_def_property_ui_text(prop, "Type", "");
+ RNA_def_property_clear_flag(prop, PROP_EDITABLE);
+
+ /* the modes specific structs */
+ rna_def_layer_collection_mode_settings_object(brna);
+ rna_def_layer_collection_mode_settings_edit(brna);
+}
+
+#undef RNA_LAYER_MODE_EDIT_USE
+#undef RNA_LAYER_MODE_OBJECT_USE
+#undef RNA_LAYER_ENGINE_CLAY_USE
+#undef RNA_LAYER_ENGINE_USE
+
+static void rna_def_layer_collection(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ FunctionRNA *func;
+ PropertyRNA *parm;
+
+ srna = RNA_def_struct(brna, "LayerCollection", NULL);
+ RNA_def_struct_ui_text(srna, "Layer Collection", "Layer collection");
+
+ prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
+ RNA_def_property_string_funcs(prop, "rna_LayerCollection_name_get", "rna_LayerCollection_name_length", "rna_LayerCollection_name_set");
+ RNA_def_property_ui_text(prop, "Name", "Collection name");
+ RNA_def_struct_name_property(srna, prop);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, NULL);
+
+ prop = RNA_def_property(srna, "collection", PROP_POINTER, PROP_NONE);
+ RNA_def_property_flag(prop, PROP_NEVER_NULL);
+ RNA_def_property_pointer_sdna(prop, NULL, "scene_collection");
+ RNA_def_property_struct_type(prop, "SceneCollection");
+ RNA_def_property_ui_text(prop, "Collection", "Collection this layer collection is wrapping");
+
+ prop = RNA_def_property(srna, "collections", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "layer_collections", NULL);
+ RNA_def_property_struct_type(prop, "LayerCollection");
+ RNA_def_property_ui_text(prop, "Layer Collections", "");
+
+ prop = RNA_def_property(srna, "objects", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "object_bases", NULL);
+ RNA_def_property_struct_type(prop, "Object");
+ RNA_def_property_collection_funcs(prop, NULL, NULL, NULL, "rna_LayerCollection_objects_get", NULL, NULL, NULL, NULL);
+ RNA_def_property_ui_text(prop, "Objects", "All the objects directly or indirectly added to this collection (not including sub-collection objects)");
+
+ prop = RNA_def_property(srna, "overrides", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "overrides", NULL);
+ RNA_def_property_struct_type(prop, "LayerCollectionOverride");
+ RNA_def_property_ui_text(prop, "Collection Overrides", "");
+
+ func = RNA_def_function(srna, "get_engine_settings", "rna_LayerCollection_engine_settings_get");
+ RNA_def_function_ui_description(func, "Return the engine settings for this collection");
+ RNA_def_function_flag(func, FUNC_USE_SELF_ID | FUNC_USE_CONTEXT);
+ parm = RNA_def_string(func, "engine", NO_ENGINE, MAX_NAME, "Engine", "use context one by default");
+ RNA_def_parameter_clear_flags(parm, 0, PARM_REQUIRED);
+ parm = RNA_def_pointer(func, "result", "CollectionEngineSettings", "", "");
+ RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
+ RNA_def_function_return(func, parm);
+
+ func = RNA_def_function(srna, "get_mode_settings", "rna_LayerCollection_mode_settings_get");
+ RNA_def_function_ui_description(func, "Return the mode settings for this collection");
+ RNA_def_function_flag(func, FUNC_USE_SELF_ID | FUNC_USE_CONTEXT);
+ parm = RNA_def_enum(func, "type", rna_enum_layer_collection_mode_settings_type_items, COLLECTION_MODE_NONE, "Mode", "use context one by default");
+ RNA_def_parameter_clear_flags(parm, 0, PARM_REQUIRED);
+ parm = RNA_def_pointer(func, "result", "CollectionEngineSettings", "", "");
+ RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
+ RNA_def_function_return(func, parm);
+
+ /* Flags */
+ prop = RNA_def_property(srna, "hide", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", COLLECTION_VISIBLE);
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_ui_icon(prop, ICON_RESTRICT_VIEW_OFF, 1);
+ RNA_def_property_ui_text(prop, "Hide", "Restrict visiblity");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_LayerCollection_hide_update");
+
+ prop = RNA_def_property(srna, "hide_select", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", COLLECTION_SELECTABLE);
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_ui_icon(prop, ICON_RESTRICT_SELECT_OFF, 1);
+ RNA_def_property_ui_text(prop, "Hide Selectable", "Restrict selection");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_LayerCollection_hide_select_update");
+
+ prop = RNA_def_property(srna, "is_unfolded", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", COLLECTION_FOLDED);
+ RNA_def_property_ui_icon(prop, ICON_RIGHTARROW, 1);
+ RNA_def_property_ui_text(prop, "Folded", "Folded collection");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, NULL);
+
+ /* TODO_LAYER_OVERRIDE */
+}
+
+static void rna_def_layer_collections(BlenderRNA *brna, PropertyRNA *cprop)
+{
+ StructRNA *srna;
+ FunctionRNA *func;
+ PropertyRNA *prop;
+ PropertyRNA *parm;
+
+ RNA_def_property_srna(cprop, "LayerCollections");
+ srna = RNA_def_struct(brna, "LayerCollections", NULL);
+ RNA_def_struct_sdna(srna, "SceneLayer");
+ RNA_def_struct_ui_text(srna, "Layer Collections", "Collections of render layer");
+
+ prop = RNA_def_property(srna, "active_index", PROP_INT, PROP_UNSIGNED);
+ RNA_def_property_int_sdna(prop, NULL, "active_collection");
+ RNA_def_property_int_funcs(prop, "rna_LayerCollections_active_collection_index_get",
+ "rna_LayerCollections_active_collection_index_set",
+ "rna_LayerCollections_active_collection_index_range");
+ RNA_def_property_ui_text(prop, "Active Collection Index", "Active index in layer collection array");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER, NULL);
+
+ prop = RNA_def_property(srna, "active", PROP_POINTER, PROP_NONE);
+ RNA_def_property_struct_type(prop, "LayerCollection");
+ RNA_def_property_pointer_funcs(prop, "rna_LayerCollections_active_collection_get",
+ "rna_LayerCollections_active_collection_set", NULL, NULL);
+ RNA_def_property_flag(prop, PROP_EDITABLE | PROP_NEVER_NULL);
+ RNA_def_property_ui_text(prop, "Active Layer Collection", "Active Layer Collection");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER, NULL);
+
+ func = RNA_def_function(srna, "link", "rna_SceneLayer_collection_link");
+ RNA_def_function_ui_description(func, "Link a collection to render layer");
+ RNA_def_function_flag(func, FUNC_USE_SELF_ID | FUNC_USE_MAIN);
+ parm = RNA_def_pointer(func, "scene_collection", "SceneCollection", "", "Collection to add to render layer");
+ RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
+ parm = RNA_def_pointer(func, "result", "LayerCollection", "", "Newly created layer collection");
+ RNA_def_function_return(func, parm);
+
+ func = RNA_def_function(srna, "unlink", "rna_SceneLayer_collection_unlink");
+ RNA_def_function_ui_description(func, "Unlink a collection from render layer");
+ RNA_def_function_flag(func, FUNC_USE_SELF_ID | FUNC_USE_MAIN | FUNC_USE_REPORTS);
+ parm = RNA_def_pointer(func, "layer_collection", "LayerCollection", "", "Layer collection to remove from render layer");
+ RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
+}
+
+static void rna_def_layer_objects(BlenderRNA *brna, PropertyRNA *cprop)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ RNA_def_property_srna(cprop, "LayerObjects");
+ srna = RNA_def_struct(brna, "LayerObjects", NULL);
+ RNA_def_struct_sdna(srna, "SceneLayer");
+ RNA_def_struct_ui_text(srna, "Layer Objects", "Collections of objects");
+
+ prop = RNA_def_property(srna, "active", PROP_POINTER, PROP_NONE);
+ RNA_def_property_struct_type(prop, "Object");
+ RNA_def_property_pointer_funcs(prop, "rna_LayerObjects_active_object_get", "rna_LayerObjects_active_object_set", NULL, NULL);
+ RNA_def_property_flag(prop, PROP_EDITABLE | PROP_NEVER_UNLINK);
+ RNA_def_property_ui_text(prop, "Active Object", "Active object for this layer");
+ /* Could call: ED_base_object_activate(C, rl->basact);
+ * but would be a bad level call and it seems the notifier is enough */
+ RNA_def_property_update(prop, NC_SCENE | ND_OB_ACTIVE, NULL);
+
+ prop = RNA_def_property(srna, "selected", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "object_bases", NULL);
+ RNA_def_property_struct_type(prop, "Object");
+ RNA_def_property_collection_funcs(prop, "rna_LayerObjects_selected_begin", "rna_iterator_listbase_next",
+ "rna_iterator_listbase_end", "rna_SceneLayer_objects_get",
+ NULL, NULL, NULL, NULL);
+ RNA_def_property_ui_text(prop, "Selected Objects", "All the selected objects of this layer");
+}
+
+static void rna_def_scene_layer(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ static EnumPropertyItem engine_items[] = {
+ {0, "BLENDER_RENDER", 0, "Blender Render", "Use the Blender internal rendering engine for rendering"},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ srna = RNA_def_struct(brna, "SceneLayer", NULL);
+ RNA_def_struct_ui_text(srna, "Render Layer", "Render layer");
+ RNA_def_struct_ui_icon(srna, ICON_RENDERLAYERS);
+
+ prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
+ RNA_def_property_string_funcs(prop, NULL, NULL, "rna_SceneLayer_name_set");
+ RNA_def_property_ui_text(prop, "Name", "Render layer name");
+ RNA_def_struct_name_property(srna, prop);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, NULL);
+
+ prop = RNA_def_property(srna, "collections", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "layer_collections", NULL);
+ RNA_def_property_struct_type(prop, "LayerCollection");
+ RNA_def_property_ui_text(prop, "Layer Collections", "");
+ rna_def_layer_collections(brna, prop);
+
+ prop = RNA_def_property(srna, "objects", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "object_bases", NULL);
+ RNA_def_property_struct_type(prop, "Object");
+ RNA_def_property_collection_funcs(prop, NULL, NULL, NULL, "rna_SceneLayer_objects_get", NULL, NULL, NULL, NULL);
+ RNA_def_property_ui_text(prop, "Objects", "All the objects in this layer");
+ rna_def_layer_objects(brna, prop);
+
+ /* layer options */
+ prop = RNA_def_property(srna, "use", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", SCENE_LAYER_RENDER);
+ RNA_def_property_ui_text(prop, "Enabled", "Disable or enable the render layer");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER, NULL);
+
+ /* engine */
+ prop = RNA_def_property(srna, "engine", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_items(prop, engine_items);
+ RNA_def_property_enum_funcs(prop, "rna_SceneLayer_engine_get", "rna_SceneLayer_engine_set",
+ "rna_SceneLayer_engine_itemf");
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_ui_text(prop, "Engine", "Engine to use for rendering");
+ RNA_def_property_update(prop, NC_WINDOW, "rna_SceneLayer_engine_update");
+
+ prop = RNA_def_property(srna, "has_multiple_engines", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_funcs(prop, "rna_SceneLayer_multiple_engines_get", NULL);
+ RNA_def_property_clear_flag(prop, PROP_EDITABLE);
+ RNA_def_property_ui_text(prop, "Multiple Engines", "More than one rendering engine is available");
+}
+
+static void rna_def_scene_layers(BlenderRNA *brna, PropertyRNA *cprop)
+{
+ StructRNA *srna;
+ FunctionRNA *func;
+ PropertyRNA *parm;
+ PropertyRNA *prop;
+
+ RNA_def_property_srna(cprop, "SceneLayers");
+ srna = RNA_def_struct(brna, "SceneLayers", NULL);
+ RNA_def_struct_sdna(srna, "Scene");
+ RNA_def_struct_ui_text(srna, "Render Layers", "Collection of render layers");
+
+ prop = RNA_def_property(srna, "active_index", PROP_INT, PROP_UNSIGNED);
+ RNA_def_property_int_sdna(prop, NULL, "active_layer");
+ RNA_def_property_int_funcs(prop, "rna_SceneLayer_active_layer_index_get",
+ "rna_SceneLayer_active_layer_index_set",
+ "rna_SceneLayer_active_layer_index_range");
+ RNA_def_property_ui_text(prop, "Active Layer Index", "Active index in render layer array");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER, NULL);
+
+ prop = RNA_def_property(srna, "active", PROP_POINTER, PROP_NONE);
+ RNA_def_property_struct_type(prop, "SceneLayer");
+ RNA_def_property_pointer_funcs(prop, "rna_SceneLayer_active_layer_get",
+ "rna_SceneLayer_active_layer_set", NULL, NULL);
+ RNA_def_property_flag(prop, PROP_EDITABLE | PROP_NEVER_NULL);
+ RNA_def_property_ui_text(prop, "Active Render Layer", "Active Render Layer");
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER, NULL);
+
+ func = RNA_def_function(srna, "new", "rna_SceneLayer_new");
+ RNA_def_function_ui_description(func, "Add a render layer to scene");
+ RNA_def_function_flag(func, FUNC_USE_SELF_ID);
+ parm = RNA_def_string(func, "name", "SceneLayer", 0, "", "New name for the render layer (not unique)");
+ RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
+ parm = RNA_def_pointer(func, "result", "SceneLayer", "", "Newly created render layer");
+ RNA_def_function_return(func, parm);
+
+ func = RNA_def_function(srna, "remove", "rna_SceneLayer_remove");
+ RNA_def_function_ui_description(func, "Remove a render layer");
+ RNA_def_function_flag(func, FUNC_USE_MAIN | FUNC_USE_REPORTS | FUNC_USE_SELF_ID);
+ parm = RNA_def_pointer(func, "layer", "SceneLayer", "", "Render layer to remove");
+ RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED | PARM_RNAPTR);
+ RNA_def_parameter_clear_flags(parm, PROP_THICK_WRAP, 0);
+}
+
+static void rna_def_object_base(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ srna = RNA_def_struct(brna, "ObjectBase", NULL);
+ RNA_def_struct_sdna(srna, "Base");
+ RNA_def_struct_ui_text(srna, "Object Base", "An object instance in a render layer");
+ RNA_def_struct_ui_icon(srna, ICON_OBJECT_DATA);
+
+ prop = RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
+ RNA_def_property_pointer_sdna(prop, NULL, "object");
+ RNA_def_property_ui_text(prop, "Object", "Object this base links to");
+
+ prop = RNA_def_property(srna, "select", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", BASE_SELECTED);
+ RNA_def_property_ui_text(prop, "Select", "Object base selection state");
+ RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ObjectBase_select_update");
+}
+
+/* TODO LAYERS: legacy SceneRenderLayers, to be removed */
static void rna_def_scene_render_layer(BlenderRNA *brna)
{
@@ -5795,6 +7075,115 @@ static void rna_def_scene_quicktime_settings(BlenderRNA *brna)
}
#endif
+#ifdef WITH_CLAY_ENGINE
+static void rna_def_render_engine_settings_clay(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+ static EnumPropertyItem clay_matcap_items[] = {
+ {ICON_MATCAP_01, "01", ICON_MATCAP_01, "", ""},
+ {ICON_MATCAP_02, "02", ICON_MATCAP_02, "", ""},
+ {ICON_MATCAP_03, "03", ICON_MATCAP_03, "", ""},
+ {ICON_MATCAP_04, "04", ICON_MATCAP_04, "", ""},
+ {ICON_MATCAP_05, "05", ICON_MATCAP_05, "", ""},
+ {ICON_MATCAP_06, "06", ICON_MATCAP_06, "", ""},
+ {ICON_MATCAP_07, "07", ICON_MATCAP_07, "", ""},
+ {ICON_MATCAP_08, "08", ICON_MATCAP_08, "", ""},
+ {ICON_MATCAP_09, "09", ICON_MATCAP_09, "", ""},
+ {ICON_MATCAP_10, "10", ICON_MATCAP_10, "", ""},
+ {ICON_MATCAP_11, "11", ICON_MATCAP_11, "", ""},
+ {ICON_MATCAP_12, "12", ICON_MATCAP_12, "", ""},
+ {ICON_MATCAP_13, "13", ICON_MATCAP_13, "", ""},
+ {ICON_MATCAP_14, "14", ICON_MATCAP_14, "", ""},
+ {ICON_MATCAP_15, "15", ICON_MATCAP_15, "", ""},
+ {ICON_MATCAP_16, "16", ICON_MATCAP_16, "", ""},
+ {ICON_MATCAP_17, "17", ICON_MATCAP_17, "", ""},
+ {ICON_MATCAP_18, "18", ICON_MATCAP_18, "", ""},
+ {ICON_MATCAP_19, "19", ICON_MATCAP_19, "", ""},
+ {ICON_MATCAP_20, "20", ICON_MATCAP_20, "", ""},
+ {ICON_MATCAP_21, "21", ICON_MATCAP_21, "", ""},
+ {ICON_MATCAP_22, "22", ICON_MATCAP_22, "", ""},
+ {ICON_MATCAP_23, "23", ICON_MATCAP_23, "", ""},
+ {ICON_MATCAP_24, "24", ICON_MATCAP_24, "", ""},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ srna = RNA_def_struct(brna, "RenderEngineSettingsClay", "RenderEngineSettings");
+ RNA_def_struct_ui_text(srna, "Material Clay Settings", "Clay Engine settings for a Material data-block");
+ RNA_def_struct_sdna_from(srna, "RenderEngineSettingsClay", "data");
+
+ prop = RNA_def_property(srna, "matcap_icon", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_items(prop, clay_matcap_items);
+ RNA_def_property_ui_text(prop, "Matcap", "Image to use for Material Capture by this material");
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ prop = RNA_def_property(srna, "matcap_rotation", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "matcap_rot");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Rotation", "Orientation of the matcap on the model");
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ prop = RNA_def_property(srna, "matcap_hue", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Hue shift", "Hue correction of the matcap");
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ prop = RNA_def_property(srna, "matcap_saturation", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "matcap_sat");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Saturation", "Saturation correction of the matcap");
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ prop = RNA_def_property(srna, "matcap_value", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "matcap_val");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_text(prop, "Matcap Value", "Value correction of the matcap");
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ prop = RNA_def_property(srna, "ssao_factor_cavity", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Cavity Strength", "Strength of the Cavity effect");
+ RNA_def_property_range(prop, 0.0f, 250.0f);
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ prop = RNA_def_property(srna, "ssao_factor_edge", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Edge Strength", "Strength of the Edge effect");
+ RNA_def_property_range(prop, 0.0f, 250.0f);
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ prop = RNA_def_property(srna, "ssao_distance", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Distance", "Distance of object that contribute to the Cavity/Edge effect");
+ RNA_def_property_range(prop, 0.0f, 100000.0f);
+ RNA_def_property_ui_range(prop, 0.0f, 100.0f, 1, 3);
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ prop = RNA_def_property(srna, "ssao_attenuation", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Attenuation", "Attenuation constant");
+ RNA_def_property_range(prop, 1.0f, 100000.0f);
+ RNA_def_property_ui_range(prop, 1.0f, 100.0f, 1, 3);
+ RNA_def_property_update(prop, 0, "rna_RenderEngineSettings_update");
+
+ /* Clay settings */
+ prop = RNA_def_property(srna, "ssao_samples", PROP_INT, PROP_NONE);
+ RNA_def_property_ui_text(prop, "Samples", "Number of samples");
+ RNA_def_property_range(prop, 1, 500);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+}
+#endif
+
+static void rna_def_scene_render_engine(BlenderRNA *brna)
+{
+ StructRNA *srna;
+
+ srna = RNA_def_struct(brna, "RenderEngineSettings", NULL);
+ RNA_def_struct_ui_text(srna, "Render Engine Settings", "Engine specific render settings");
+ RNA_def_struct_sdna(srna, "RenderEngineSettings");
+ RNA_def_struct_refine_func(srna, "rna_RenderEngineSettings_refine");
+
+#ifdef WITH_CLAY_ENGINE
+ rna_def_render_engine_settings_clay(brna);
+#endif
+}
+
static void rna_def_scene_render_data(BlenderRNA *brna)
{
StructRNA *srna;
@@ -6781,7 +8170,7 @@ static void rna_def_scene_objects(BlenderRNA *brna, PropertyRNA *cprop)
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
parm = RNA_def_pointer(func, "object", "Object", "", "Object to add to scene");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
- parm = RNA_def_pointer(func, "base", "ObjectBase", "", "The newly created base");
+ parm = RNA_def_pointer(func, "base", "ObjectBaseLegacy", "", "The newly created base");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "unlink", "rna_Scene_object_unlink");
@@ -6816,7 +8205,7 @@ static void rna_def_scene_bases(BlenderRNA *brna, PropertyRNA *cprop)
RNA_def_struct_ui_text(srna, "Scene Bases", "Collection of scene bases");
prop = RNA_def_property(srna, "active", PROP_POINTER, PROP_NONE);
- RNA_def_property_struct_type(prop, "ObjectBase");
+ RNA_def_property_struct_type(prop, "ObjectBaseLegacy");
RNA_def_property_pointer_sdna(prop, NULL, "basact");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Active Base", "Active object base in the scene");
@@ -7060,7 +8449,7 @@ void RNA_def_scene(BlenderRNA *brna)
/* Bases/Objects */
prop = RNA_def_property(srna, "object_bases", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_sdna(prop, NULL, "base", NULL);
- RNA_def_property_struct_type(prop, "ObjectBase");
+ RNA_def_property_struct_type(prop, "ObjectBaseLegacy");
RNA_def_property_ui_text(prop, "Bases", "");
RNA_def_property_collection_funcs(prop, NULL, NULL, NULL, NULL, NULL, NULL,
"rna_Scene_object_bases_lookup_string", NULL);
@@ -7309,7 +8698,17 @@ void RNA_def_scene(BlenderRNA *brna)
RNA_def_property_pointer_sdna(prop, NULL, "r");
RNA_def_property_struct_type(prop, "RenderSettings");
RNA_def_property_ui_text(prop, "Render Data", "");
-
+
+ /* Render Engine Data */
+ prop = RNA_def_property(srna, "engines_settings", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_struct_type(prop, "RenderEngineSettings");
+ RNA_def_property_ui_text(prop, "Render Engine Settings", "Engine specific render settings");
+
+ prop = RNA_def_property(srna, "active_engine_settings", PROP_POINTER, PROP_NONE);
+ RNA_def_property_struct_type(prop, "RenderEngineSettings");
+ RNA_def_property_pointer_funcs(prop, "rna_RenderEngineSettings_active_get", NULL, NULL, NULL);
+ RNA_def_property_ui_text(prop, "Active Render Engine Settings", "Active Engine specific render settings for this scene");
+
/* Safe Areas */
prop = RNA_def_property(srna, "safe_areas", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "safe_areas");
@@ -7425,6 +8824,19 @@ void RNA_def_scene(BlenderRNA *brna)
RNA_def_property_struct_type(prop, "Depsgraph");
RNA_def_property_ui_text(prop, "Dependency Graph", "Dependencies in the scene data");
+ /* Layer and Collections */
+ prop = RNA_def_property(srna, "render_layers", PROP_COLLECTION, PROP_NONE);
+ RNA_def_property_collection_sdna(prop, NULL, "render_layers", NULL);
+ RNA_def_property_struct_type(prop, "SceneLayer");
+ RNA_def_property_ui_text(prop, "Render Layers", "");
+ rna_def_scene_layers(brna, prop);
+
+ prop = RNA_def_property(srna, "master_collection", PROP_POINTER, PROP_NONE);
+ RNA_def_property_flag(prop, PROP_NEVER_NULL);
+ RNA_def_property_pointer_sdna(prop, NULL, "collection");
+ RNA_def_property_struct_type(prop, "SceneCollection");
+ RNA_def_property_ui_text(prop, "Master Collection", "Collection that contains all other collections");
+
/* Nestled Data */
/* *** Non-Animated *** */
RNA_define_animate_sdna(false);
@@ -7440,9 +8852,17 @@ void RNA_def_scene(BlenderRNA *brna)
rna_def_transform_orientation(brna);
rna_def_selected_uv_element(brna);
rna_def_display_safe_areas(brna);
+ rna_def_scene_collection(brna);
+ rna_def_layer_collection(brna);
+ rna_def_layer_collection_override(brna);
+ rna_def_layer_collection_engine_settings(brna);
+ rna_def_layer_collection_mode_settings(brna);
+ rna_def_scene_layer(brna);
+ rna_def_object_base(brna);
RNA_define_animate_sdna(true);
/* *** Animated *** */
rna_def_scene_render_data(brna);
+ rna_def_scene_render_engine(brna);
rna_def_scene_render_layer(brna);
rna_def_gpu_fx(brna);
rna_def_scene_render_view(brna);
@@ -7452,3 +8872,5 @@ void RNA_def_scene(BlenderRNA *brna)
}
#endif
+
+#undef NO_ENGINE
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 5e364a3adf1..9805f933487 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -208,6 +208,7 @@ static EnumPropertyItem buttons_context_items[] = {
{BCONTEXT_TEXTURE, "TEXTURE", ICON_TEXTURE, "Texture", "Texture"},
{BCONTEXT_PARTICLE, "PARTICLES", ICON_PARTICLES, "Particles", "Particle"},
{BCONTEXT_PHYSICS, "PHYSICS", ICON_PHYSICS, "Physics", "Physics"},
+ {BCONTEXT_COLLECTION, "COLLECTION", ICON_COLLAPSEMENU, "Collection", "Collection"},
{0, NULL, 0, NULL, NULL}
};
@@ -1076,6 +1077,10 @@ static EnumPropertyItem *rna_SpaceProperties_context_itemf(bContext *UNUSED(C),
RNA_enum_items_add_value(&item, &totitem, buttons_context_items, BCONTEXT_SCENE);
}
+ if (sbuts->pathflag & (1 << BCONTEXT_COLLECTION)) {
+ RNA_enum_items_add_value(&item, &totitem, buttons_context_items, BCONTEXT_COLLECTION);
+ }
+
if (sbuts->pathflag & (1 << BCONTEXT_WORLD)) {
RNA_enum_items_add_value(&item, &totitem, buttons_context_items, BCONTEXT_WORLD);
}
@@ -2100,6 +2105,9 @@ static void rna_def_space_outliner(BlenderRNA *brna)
{SO_USERDEF, "USER_PREFERENCES", 0, "User Preferences", "Display user preference data"},
{SO_ID_ORPHANS, "ORPHAN_DATA", 0, "Orphan Data",
"Display data-blocks which are unused and/or will be lost when the file is reloaded"},
+ {SO_ACT_LAYER, "ACT_LAYER", 0, "Active Render Layer", "Display the collections of the active render layer"},
+ {SO_COLLECTIONS, "COLLECTIONS", 0, "All Collections", "Display all collections based on the master "
+ "collection hierarchy"},
{0, NULL, 0, NULL, NULL}
};
@@ -2389,6 +2397,13 @@ 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 +2796,42 @@ 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/modifiers/CMakeLists.txt b/source/blender/modifiers/CMakeLists.txt
index ad2b862141c..15a7ea5d644 100644
--- a/source/blender/modifiers/CMakeLists.txt
+++ b/source/blender/modifiers/CMakeLists.txt
@@ -114,10 +114,6 @@ set(SRC
intern/MOD_weightvg_util.h
)
-if(WITH_LEGACY_DEPSGRAPH)
- add_definitions(-DWITH_LEGACY_DEPSGRAPH)
-endif()
-
if(WITH_ALEMBIC)
add_definitions(-DWITH_ALEMBIC)
list(APPEND INC
diff --git a/source/blender/modifiers/intern/MOD_armature.c b/source/blender/modifiers/intern/MOD_armature.c
index 2400dbcb898..8aee7b66916 100644
--- a/source/blender/modifiers/intern/MOD_armature.c
+++ b/source/blender/modifiers/intern/MOD_armature.c
@@ -99,22 +99,6 @@ static void foreachObjectLink(
walk(userData, ob, &amd->object, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- ArmatureModifierData *amd = (ArmatureModifierData *) md;
-
- if (amd->object) {
- DagNode *curNode = dag_get_node(forest, amd->object);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Armature Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -221,7 +205,6 @@ ModifierTypeInfo modifierType_Armature = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_array.c b/source/blender/modifiers/intern/MOD_array.c
index 2b739dc0093..61ac4d5692f 100644
--- a/source/blender/modifiers/intern/MOD_array.c
+++ b/source/blender/modifiers/intern/MOD_array.c
@@ -101,40 +101,6 @@ static void foreachObjectLink(
walk(userData, ob, &amd->offset_ob, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob), DagNode *obNode)
-{
- ArrayModifierData *amd = (ArrayModifierData *) md;
-
- if (amd->start_cap) {
- DagNode *curNode = dag_get_node(forest, amd->start_cap);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Array Modifier");
- }
- if (amd->end_cap) {
- DagNode *curNode = dag_get_node(forest, amd->end_cap);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Array Modifier");
- }
- if (amd->curve_ob) {
- DagNode *curNode = dag_get_node(forest, amd->curve_ob);
- curNode->eval_flags |= DAG_EVAL_NEED_CURVE_PATH;
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Array Modifier");
- }
- if (amd->offset_ob) {
- DagNode *curNode = dag_get_node(forest, amd->offset_ob);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Array Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *scene,
@@ -797,7 +763,6 @@ ModifierTypeInfo modifierType_Array = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_bevel.c b/source/blender/modifiers/intern/MOD_bevel.c
index 5874029ae08..17b0cd4d7f5 100644
--- a/source/blender/modifiers/intern/MOD_bevel.c
+++ b/source/blender/modifiers/intern/MOD_bevel.c
@@ -213,7 +213,6 @@ ModifierTypeInfo modifierType_Bevel = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/modifiers/intern/MOD_boolean.c b/source/blender/modifiers/intern/MOD_boolean.c
index f828bc68857..51020566de6 100644
--- a/source/blender/modifiers/intern/MOD_boolean.c
+++ b/source/blender/modifiers/intern/MOD_boolean.c
@@ -104,22 +104,6 @@ static void foreachObjectLink(
walk(userData, ob, &bmd->object, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- BooleanModifierData *bmd = (BooleanModifierData *) md;
-
- if (bmd->object) {
- DagNode *curNode = dag_get_node(forest, bmd->object);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Boolean Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -459,7 +443,6 @@ ModifierTypeInfo modifierType_Boolean = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_build.c b/source/blender/modifiers/intern/MOD_build.c
index a364eef2974..d2467a8fc4a 100644
--- a/source/blender/modifiers/intern/MOD_build.c
+++ b/source/blender/modifiers/intern/MOD_build.c
@@ -322,7 +322,6 @@ ModifierTypeInfo modifierType_Build = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_cast.c b/source/blender/modifiers/intern/MOD_cast.c
index ddcf1852dc6..9e718eab639 100644
--- a/source/blender/modifiers/intern/MOD_cast.c
+++ b/source/blender/modifiers/intern/MOD_cast.c
@@ -105,22 +105,6 @@ static void foreachObjectLink(
walk(userData, ob, &cmd->object, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- CastModifierData *cmd = (CastModifierData *) md;
-
- if (cmd->object) {
- DagNode *curNode = dag_get_node(forest, cmd->object);
-
- dag_add_relation(forest, curNode, obNode, DAG_RL_OB_DATA,
- "Cast Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -513,7 +497,6 @@ ModifierTypeInfo modifierType_Cast = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_cloth.c b/source/blender/modifiers/intern/MOD_cloth.c
index e8c39770a14..59eb00207df 100644
--- a/source/blender/modifiers/intern/MOD_cloth.c
+++ b/source/blender/modifiers/intern/MOD_cloth.c
@@ -117,26 +117,6 @@ static void deformVerts(ModifierData *md, Object *ob, DerivedMesh *derivedData,
dm->release(dm);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- Scene *scene, Object *ob, DagNode *obNode)
-{
- ClothModifierData *clmd = (ClothModifierData *) md;
-
- if (clmd) {
- /* Actual code uses get_collisionobjects */
-#ifdef WITH_LEGACY_DEPSGRAPH
- dag_add_collision_relations(forest, scene, ob, obNode, clmd->coll_parms->group, ob->lay|scene->lay, eModifierType_Collision, NULL, true, "Cloth Collision");
- dag_add_forcefield_relations(forest, scene, ob, obNode, clmd->sim_parms->effector_weights, true, 0, "Cloth Field");
-#else
- (void)forest;
- (void)scene;
- (void)ob;
- (void)obNode;
-#endif
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *scene,
@@ -262,7 +242,6 @@ ModifierTypeInfo modifierType_Cloth = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_collision.c b/source/blender/modifiers/intern/MOD_collision.c
index e7ff0a90fbc..a2a4b2e1274 100644
--- a/source/blender/modifiers/intern/MOD_collision.c
+++ b/source/blender/modifiers/intern/MOD_collision.c
@@ -265,7 +265,6 @@ ModifierTypeInfo modifierType_Collision = {
/* requiredDataMask */ NULL,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_correctivesmooth.c b/source/blender/modifiers/intern/MOD_correctivesmooth.c
index 77fd84a2948..0718b0f85fa 100644
--- a/source/blender/modifiers/intern/MOD_correctivesmooth.c
+++ b/source/blender/modifiers/intern/MOD_correctivesmooth.c
@@ -759,7 +759,6 @@ ModifierTypeInfo modifierType_CorrectiveSmooth = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_curve.c b/source/blender/modifiers/intern/MOD_curve.c
index 09444476bfe..6f3dbe841aa 100644
--- a/source/blender/modifiers/intern/MOD_curve.c
+++ b/source/blender/modifiers/intern/MOD_curve.c
@@ -92,23 +92,6 @@ static void foreachObjectLink(
walk(userData, ob, &cmd->object, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- CurveModifierData *cmd = (CurveModifierData *) md;
-
- if (cmd->object) {
- DagNode *curNode = dag_get_node(forest, cmd->object);
- curNode->eval_flags |= DAG_EVAL_NEED_CURVE_PATH;
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Curve Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *scene,
@@ -178,7 +161,6 @@ ModifierTypeInfo modifierType_Curve = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_datatransfer.c b/source/blender/modifiers/intern/MOD_datatransfer.c
index a2210893602..3bddbc7ee2b 100644
--- a/source/blender/modifiers/intern/MOD_datatransfer.c
+++ b/source/blender/modifiers/intern/MOD_datatransfer.c
@@ -127,22 +127,6 @@ static void foreachObjectLink(
walk(userData, ob, &dtmd->ob_source, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob), DagNode *obNode)
-{
- DataTransferModifierData *dtmd = (DataTransferModifierData *) md;
- DagNode *curNode;
-
- if (dtmd->ob_source) {
- curNode = dag_get_node(forest, dtmd->ob_source);
-
- dag_add_relation(forest, curNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "DataTransfer Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -254,7 +238,6 @@ ModifierTypeInfo modifierType_DataTransfer = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/modifiers/intern/MOD_decimate.c b/source/blender/modifiers/intern/MOD_decimate.c
index 617ae5a89f3..bcb52e4e0ca 100644
--- a/source/blender/modifiers/intern/MOD_decimate.c
+++ b/source/blender/modifiers/intern/MOD_decimate.c
@@ -227,7 +227,6 @@ ModifierTypeInfo modifierType_Decimate = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_displace.c b/source/blender/modifiers/intern/MOD_displace.c
index 18f60bab490..4f875bbf35f 100644
--- a/source/blender/modifiers/intern/MOD_displace.c
+++ b/source/blender/modifiers/intern/MOD_displace.c
@@ -159,31 +159,6 @@ static bool isDisabled(ModifierData *md, int UNUSED(useRenderParams))
return ((!dmd->texture && dmd->direction == MOD_DISP_DIR_RGB_XYZ) || dmd->strength == 0.0f);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- DisplaceModifierData *dmd = (DisplaceModifierData *) md;
-
- if (dmd->map_object && dmd->texmapping == MOD_DISP_MAP_OBJECT) {
- DagNode *curNode = dag_get_node(forest, dmd->map_object);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Displace Modifier");
- }
-
-
- if (dmd->texmapping == MOD_DISP_MAP_GLOBAL ||
- (ELEM(dmd->direction, MOD_DISP_DIR_X, MOD_DISP_DIR_Y, MOD_DISP_DIR_Z, MOD_DISP_DIR_RGB_XYZ) &&
- dmd->space == MOD_DISP_SPACE_GLOBAL))
- {
- dag_add_relation(forest, obNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Displace Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -448,7 +423,6 @@ ModifierTypeInfo modifierType_Displace = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/modifiers/intern/MOD_dynamicpaint.c b/source/blender/modifiers/intern/MOD_dynamicpaint.c
index bb75d655802..9eb3e673f27 100644
--- a/source/blender/modifiers/intern/MOD_dynamicpaint.c
+++ b/source/blender/modifiers/intern/MOD_dynamicpaint.c
@@ -119,34 +119,6 @@ static bool is_brush_cb(Object *UNUSED(ob), ModifierData *pmd)
return ((DynamicPaintModifierData *)pmd)->brush != NULL;
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *scene,
- Object *ob,
- DagNode *obNode)
-{
- DynamicPaintModifierData *pmd = (DynamicPaintModifierData *) md;
-
- /* add relation from canvases to all brush objects */
- if (pmd && pmd->canvas) {
-#ifdef WITH_LEGACY_DEPSGRAPH
- for (DynamicPaintSurface *surface = pmd->canvas->surfaces.first; surface; surface = surface->next) {
- if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP) {
- dag_add_forcefield_relations(forest, scene, ob, obNode, surface->effector_weights, true, 0, "Dynamic Paint Field");
- }
-
- /* Actual code uses custom loop over group/scene without layer checks in dynamicPaint_doStep */
- dag_add_collision_relations(forest, scene, ob, obNode, surface->brush_group, -1, eModifierType_DynamicPaint, is_brush_cb, false, "Dynamic Paint Brush");
- }
-#else
- (void)forest;
- (void)scene;
- (void)ob;
- (void)obNode;
-#endif
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *scene,
@@ -221,7 +193,6 @@ ModifierTypeInfo modifierType_DynamicPaint = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_edgesplit.c b/source/blender/modifiers/intern/MOD_edgesplit.c
index 4441edb299b..f239807a7d3 100644
--- a/source/blender/modifiers/intern/MOD_edgesplit.c
+++ b/source/blender/modifiers/intern/MOD_edgesplit.c
@@ -157,7 +157,6 @@ ModifierTypeInfo modifierType_EdgeSplit = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_explode.c b/source/blender/modifiers/intern/MOD_explode.c
index ca7b3ce8039..24ce2e3cc8e 100644
--- a/source/blender/modifiers/intern/MOD_explode.c
+++ b/source/blender/modifiers/intern/MOD_explode.c
@@ -1059,7 +1059,6 @@ ModifierTypeInfo modifierType_Explode = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_fluidsim.c b/source/blender/modifiers/intern/MOD_fluidsim.c
index c202c5e1cb4..9e91a76ecb8 100644
--- a/source/blender/modifiers/intern/MOD_fluidsim.c
+++ b/source/blender/modifiers/intern/MOD_fluidsim.c
@@ -41,6 +41,7 @@
#include "BKE_cdderivedmesh.h"
+#include "BKE_layer.h"
#include "BKE_modifier.h"
#include "depsgraph_private.h"
@@ -100,33 +101,6 @@ static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
return result ? result : dm;
}
-static void updateDepgraph(
- ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain), Scene *scene,
- Object *ob, DagNode *obNode)
-{
- FluidsimModifierData *fluidmd = (FluidsimModifierData *) md;
- Base *base;
-
- if (fluidmd && fluidmd->fss) {
- if (fluidmd->fss->type == OB_FLUIDSIM_DOMAIN) {
- for (base = scene->base.first; base; base = base->next) {
- Object *ob1 = base->object;
- if (ob1 != ob) {
- FluidsimModifierData *fluidmdtmp =
- (FluidsimModifierData *)modifiers_findByType(ob1, eModifierType_Fluidsim);
-
- /* only put dependencies from NON-DOMAIN fluids in here */
- if (fluidmdtmp && fluidmdtmp->fss && (fluidmdtmp->fss->type != OB_FLUIDSIM_DOMAIN)) {
- DagNode *curNode = dag_get_node(forest, ob1);
- dag_add_relation(forest, curNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Fluidsim Object");
- }
- }
- }
- }
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *scene,
@@ -136,9 +110,8 @@ static void updateDepsgraph(ModifierData *md,
FluidsimModifierData *fluidmd = (FluidsimModifierData *) md;
if (fluidmd && fluidmd->fss) {
if (fluidmd->fss->type == OB_FLUIDSIM_DOMAIN) {
- Base *base;
- for (base = scene->base.first; base; base = base->next) {
- Object *ob1 = base->object;
+ FOREACH_SCENE_OBJECT(scene, ob1)
+ {
if (ob1 != ob) {
FluidsimModifierData *fluidmdtmp =
(FluidsimModifierData *)modifiers_findByType(ob1, eModifierType_Fluidsim);
@@ -149,6 +122,7 @@ static void updateDepsgraph(ModifierData *md,
}
}
}
+ FOREACH_SCENE_OBJECT_END
}
}
}
@@ -180,7 +154,6 @@ ModifierTypeInfo modifierType_Fluidsim = {
/* requiredDataMask */ NULL,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_hook.c b/source/blender/modifiers/intern/MOD_hook.c
index 56c494ff3c0..210e91d159a 100644
--- a/source/blender/modifiers/intern/MOD_hook.c
+++ b/source/blender/modifiers/intern/MOD_hook.c
@@ -118,24 +118,6 @@ static void foreachObjectLink(
walk(userData, ob, &hmd->object, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- HookModifierData *hmd = (HookModifierData *) md;
-
- if (hmd->object) {
- DagNode *curNode = dag_get_node(forest, hmd->object);
-
- if (hmd->subtarget[0])
- dag_add_relation(forest, curNode, obNode, DAG_RL_OB_DATA | DAG_RL_DATA_DATA, "Hook Modifier");
- else
- dag_add_relation(forest, curNode, obNode, DAG_RL_OB_DATA, "Hook Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -427,7 +409,6 @@ ModifierTypeInfo modifierType_Hook = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_laplaciandeform.c b/source/blender/modifiers/intern/MOD_laplaciandeform.c
index ce3fdc4bbe8..56a2e217a2a 100644
--- a/source/blender/modifiers/intern/MOD_laplaciandeform.c
+++ b/source/blender/modifiers/intern/MOD_laplaciandeform.c
@@ -775,7 +775,6 @@ ModifierTypeInfo modifierType_LaplacianDeform = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_laplaciansmooth.c b/source/blender/modifiers/intern/MOD_laplaciansmooth.c
index f1216ff462a..1295a75d9e7 100644
--- a/source/blender/modifiers/intern/MOD_laplaciansmooth.c
+++ b/source/blender/modifiers/intern/MOD_laplaciansmooth.c
@@ -561,7 +561,6 @@ ModifierTypeInfo modifierType_LaplacianSmooth = {
/* requiredDataMask */ required_data_mask,
/* freeData */ NULL,
/* isDisabled */ is_disabled,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_lattice.c b/source/blender/modifiers/intern/MOD_lattice.c
index dc246084dca..2e02ab29d5f 100644
--- a/source/blender/modifiers/intern/MOD_lattice.c
+++ b/source/blender/modifiers/intern/MOD_lattice.c
@@ -91,22 +91,6 @@ static void foreachObjectLink(
walk(userData, ob, &lmd->object, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- LatticeModifierData *lmd = (LatticeModifierData *) md;
-
- if (lmd->object) {
- DagNode *latNode = dag_get_node(forest, lmd->object);
-
- dag_add_relation(forest, latNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Lattice Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -169,7 +153,6 @@ ModifierTypeInfo modifierType_Lattice = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_mask.c b/source/blender/modifiers/intern/MOD_mask.c
index dcc7fe4d4f1..1c4406e1a4f 100644
--- a/source/blender/modifiers/intern/MOD_mask.c
+++ b/source/blender/modifiers/intern/MOD_mask.c
@@ -77,24 +77,6 @@ static void foreachObjectLink(
walk(userData, ob, &mmd->ob_arm, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- MaskModifierData *mmd = (MaskModifierData *)md;
-
- if (mmd->ob_arm) {
- bArmature *arm = (bArmature *)mmd->ob_arm->data;
- DagNode *armNode = dag_get_node(forest, mmd->ob_arm);
-
- /* tag relationship in depsgraph, but also on the armature */
- dag_add_relation(forest, armNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Mask Modifier");
- arm->flag |= ARM_HAS_VIZ_DEPS;
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -401,7 +383,6 @@ ModifierTypeInfo modifierType_Mask = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_meshcache.c b/source/blender/modifiers/intern/MOD_meshcache.c
index aa3e3ebcf7e..0d96032c515 100644
--- a/source/blender/modifiers/intern/MOD_meshcache.c
+++ b/source/blender/modifiers/intern/MOD_meshcache.c
@@ -313,7 +313,6 @@ ModifierTypeInfo modifierType_MeshCache = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_meshdeform.c b/source/blender/modifiers/intern/MOD_meshdeform.c
index 406ce398ee0..ed1f5e8938b 100644
--- a/source/blender/modifiers/intern/MOD_meshdeform.c
+++ b/source/blender/modifiers/intern/MOD_meshdeform.c
@@ -122,23 +122,6 @@ static void foreachObjectLink(
walk(userData, ob, &mmd->object, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- MeshDeformModifierData *mmd = (MeshDeformModifierData *) md;
-
- if (mmd->object) {
- DagNode *curNode = dag_get_node(forest, mmd->object);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA | DAG_RL_DATA_OB | DAG_RL_OB_OB,
- "Mesh Deform Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -534,7 +517,6 @@ ModifierTypeInfo modifierType_MeshDeform = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_meshsequencecache.c b/source/blender/modifiers/intern/MOD_meshsequencecache.c
index d956763fc1f..0b9298a26a6 100644
--- a/source/blender/modifiers/intern/MOD_meshsequencecache.c
+++ b/source/blender/modifiers/intern/MOD_meshsequencecache.c
@@ -155,23 +155,6 @@ static void foreachIDLink(ModifierData *md, Object *ob,
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *bmain,
- struct Scene *scene,
- Object *ob, DagNode *obNode)
-{
- MeshSeqCacheModifierData *mcmd = (MeshSeqCacheModifierData *) md;
-
- if (mcmd->cache_file != NULL) {
- DagNode *curNode = dag_get_node(forest, mcmd->cache_file);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Cache File Modifier");
- }
-
- UNUSED_VARS(bmain, scene, ob);
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *bmain,
struct Scene *scene,
@@ -205,7 +188,6 @@ ModifierTypeInfo modifierType_MeshSequenceCache = {
/* requiredDataMask */ NULL,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_mirror.c b/source/blender/modifiers/intern/MOD_mirror.c
index dd127cc255c..8c01c560e75 100644
--- a/source/blender/modifiers/intern/MOD_mirror.c
+++ b/source/blender/modifiers/intern/MOD_mirror.c
@@ -75,21 +75,6 @@ static void foreachObjectLink(
walk(userData, ob, &mmd->mirror_ob, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- MirrorModifierData *mmd = (MirrorModifierData *) md;
-
- if (mmd->mirror_ob) {
- DagNode *latNode = dag_get_node(forest, mmd->mirror_ob);
-
- dag_add_relation(forest, latNode, obNode, DAG_RL_OB_DATA, "Mirror Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -375,7 +360,6 @@ ModifierTypeInfo modifierType_Mirror = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_multires.c b/source/blender/modifiers/intern/MOD_multires.c
index 90ad1bdfdc2..aba184b7d40 100644
--- a/source/blender/modifiers/intern/MOD_multires.c
+++ b/source/blender/modifiers/intern/MOD_multires.c
@@ -161,7 +161,6 @@ ModifierTypeInfo modifierType_Multires = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_none.c b/source/blender/modifiers/intern/MOD_none.c
index d9d9ba2966d..3fb780f566d 100644
--- a/source/blender/modifiers/intern/MOD_none.c
+++ b/source/blender/modifiers/intern/MOD_none.c
@@ -67,7 +67,6 @@ ModifierTypeInfo modifierType_None = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_normal_edit.c b/source/blender/modifiers/intern/MOD_normal_edit.c
index 20eae751ca4..b73f1074bc1 100644
--- a/source/blender/modifiers/intern/MOD_normal_edit.c
+++ b/source/blender/modifiers/intern/MOD_normal_edit.c
@@ -511,20 +511,6 @@ static bool isDisabled(ModifierData *md, int UNUSED(useRenderParams))
return !is_valid_target(enmd);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob), DagNode *obNode)
-{
- NormalEditModifierData *enmd = (NormalEditModifierData *) md;
-
- if (enmd->target) {
- DagNode *Node = dag_get_node(forest, enmd->target);
-
- dag_add_relation(forest, Node, obNode, DAG_RL_OB_DATA, "NormalEdit Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -562,7 +548,6 @@ ModifierTypeInfo modifierType_NormalEdit = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/modifiers/intern/MOD_ocean.c b/source/blender/modifiers/intern/MOD_ocean.c
index e77cc655c16..1be603c7ab5 100644
--- a/source/blender/modifiers/intern/MOD_ocean.c
+++ b/source/blender/modifiers/intern/MOD_ocean.c
@@ -597,7 +597,6 @@ ModifierTypeInfo modifierType_Ocean = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/modifiers/intern/MOD_particleinstance.c b/source/blender/modifiers/intern/MOD_particleinstance.c
index fbf5a958254..9d8e1e181a4 100644
--- a/source/blender/modifiers/intern/MOD_particleinstance.c
+++ b/source/blender/modifiers/intern/MOD_particleinstance.c
@@ -110,24 +110,6 @@ static bool isDisabled(ModifierData *md, int useRenderParams)
return false;
}
-
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- ParticleInstanceModifierData *pimd = (ParticleInstanceModifierData *) md;
-
- if (pimd->ob) {
- DagNode *curNode = dag_get_node(forest, pimd->ob);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "Particle Instance Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -460,7 +442,6 @@ ModifierTypeInfo modifierType_ParticleInstance = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_particlesystem.c b/source/blender/modifiers/intern/MOD_particlesystem.c
index d8cccca415c..a3b9d808b17 100644
--- a/source/blender/modifiers/intern/MOD_particlesystem.c
+++ b/source/blender/modifiers/intern/MOD_particlesystem.c
@@ -231,7 +231,6 @@ ModifierTypeInfo modifierType_ParticleSystem = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_remesh.c b/source/blender/modifiers/intern/MOD_remesh.c
index b85898c07e9..fb5c12399a4 100644
--- a/source/blender/modifiers/intern/MOD_remesh.c
+++ b/source/blender/modifiers/intern/MOD_remesh.c
@@ -231,7 +231,6 @@ ModifierTypeInfo modifierType_Remesh = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_screw.c b/source/blender/modifiers/intern/MOD_screw.c
index 87859cd240a..1273a3a6e09 100644
--- a/source/blender/modifiers/intern/MOD_screw.c
+++ b/source/blender/modifiers/intern/MOD_screw.c
@@ -1057,24 +1057,6 @@ static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
return result;
}
-
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- ScrewModifierData *ltmd = (ScrewModifierData *) md;
-
- if (ltmd->ob_axis) {
- DagNode *curNode = dag_get_node(forest, ltmd->ob_axis);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "Screw Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -1118,7 +1100,6 @@ ModifierTypeInfo modifierType_Screw = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_shapekey.c b/source/blender/modifiers/intern/MOD_shapekey.c
index 97aae733532..6c8bd06c196 100644
--- a/source/blender/modifiers/intern/MOD_shapekey.c
+++ b/source/blender/modifiers/intern/MOD_shapekey.c
@@ -138,7 +138,6 @@ ModifierTypeInfo modifierType_ShapeKey = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_shrinkwrap.c b/source/blender/modifiers/intern/MOD_shrinkwrap.c
index a14747bc153..d6d8c931c35 100644
--- a/source/blender/modifiers/intern/MOD_shrinkwrap.c
+++ b/source/blender/modifiers/intern/MOD_shrinkwrap.c
@@ -143,23 +143,6 @@ static void deformVertsEM(ModifierData *md, Object *ob, struct BMEditMesh *editD
dm->release(dm);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- ShrinkwrapModifierData *smd = (ShrinkwrapModifierData *) md;
-
- if (smd->target)
- dag_add_relation(forest, dag_get_node(forest, smd->target), obNode,
- DAG_RL_OB_DATA | DAG_RL_DATA_DATA, "Shrinkwrap Modifier");
-
- if (smd->auxTarget)
- dag_add_relation(forest, dag_get_node(forest, smd->auxTarget), obNode,
- DAG_RL_OB_DATA | DAG_RL_DATA_DATA, "Shrinkwrap Modifier");
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -209,7 +192,6 @@ ModifierTypeInfo modifierType_Shrinkwrap = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/modifiers/intern/MOD_simpledeform.c b/source/blender/modifiers/intern/MOD_simpledeform.c
index 379eaea5b0c..7c12de9059e 100644
--- a/source/blender/modifiers/intern/MOD_simpledeform.c
+++ b/source/blender/modifiers/intern/MOD_simpledeform.c
@@ -293,18 +293,6 @@ static void foreachObjectLink(
walk(userData, ob, &smd->origin, IDWALK_CB_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- SimpleDeformModifierData *smd = (SimpleDeformModifierData *)md;
-
- if (smd->origin)
- dag_add_relation(forest, dag_get_node(forest, smd->origin), obNode, DAG_RL_OB_DATA, "SimpleDeform Modifier");
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -381,7 +369,6 @@ ModifierTypeInfo modifierType_SimpleDeform = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_skin.c b/source/blender/modifiers/intern/MOD_skin.c
index 8ed623734be..4b84aeb335a 100644
--- a/source/blender/modifiers/intern/MOD_skin.c
+++ b/source/blender/modifiers/intern/MOD_skin.c
@@ -1950,7 +1950,6 @@ ModifierTypeInfo modifierType_Skin = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_smoke.c b/source/blender/modifiers/intern/MOD_smoke.c
index c105a3ab3a7..8ba39819b5e 100644
--- a/source/blender/modifiers/intern/MOD_smoke.c
+++ b/source/blender/modifiers/intern/MOD_smoke.c
@@ -129,28 +129,6 @@ static bool is_coll_cb(Object *UNUSED(ob), ModifierData *md)
return (smd->type & MOD_SMOKE_TYPE_COLL) && smd->coll;
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *scene, struct Object *ob,
- DagNode *obNode)
-{
- SmokeModifierData *smd = (SmokeModifierData *) md;
-
- if (smd && (smd->type & MOD_SMOKE_TYPE_DOMAIN) && smd->domain) {
- /* Actual code uses get_collisionobjects */
-#ifdef WITH_LEGACY_DEPSGRAPH
- dag_add_collision_relations(forest, scene, ob, obNode, smd->domain->fluid_group, ob->lay|scene->lay, eModifierType_Smoke, is_flow_cb, true, "Smoke Flow");
- dag_add_collision_relations(forest, scene, ob, obNode, smd->domain->coll_group, ob->lay|scene->lay, eModifierType_Smoke, is_coll_cb, true, "Smoke Coll");
- dag_add_forcefield_relations(forest, scene, ob, obNode, smd->domain->effector_weights, true, PFIELD_SMOKEFLOW, "Smoke Force Field");
-#else
- (void)forest;
- (void)scene;
- (void)ob;
- (void)obNode;
-#endif
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *scene,
@@ -208,7 +186,6 @@ ModifierTypeInfo modifierType_Smoke = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_smooth.c b/source/blender/modifiers/intern/MOD_smooth.c
index d45c8528510..f0f20acb8ea 100644
--- a/source/blender/modifiers/intern/MOD_smooth.c
+++ b/source/blender/modifiers/intern/MOD_smooth.c
@@ -261,7 +261,6 @@ ModifierTypeInfo modifierType_Smooth = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_softbody.c b/source/blender/modifiers/intern/MOD_softbody.c
index a0bbe5da04a..412f0a3ce53 100644
--- a/source/blender/modifiers/intern/MOD_softbody.c
+++ b/source/blender/modifiers/intern/MOD_softbody.c
@@ -62,25 +62,6 @@ static bool dependsOnTime(ModifierData *UNUSED(md))
return true;
}
-static void updateDepgraph(ModifierData *UNUSED(md), DagForest *forest,
- struct Main *UNUSED(bmain),
- Scene *scene, Object *ob, DagNode *obNode)
-{
- if (ob->soft) {
-#ifdef WITH_LEGACY_DEPSGRAPH
- /* Actual code uses ccd_build_deflector_hash */
- dag_add_collision_relations(forest, scene, ob, obNode, ob->soft->collision_group, ob->lay, eModifierType_Collision, NULL, false, "Softbody Collision");
-
- dag_add_forcefield_relations(forest, scene, ob, obNode, ob->soft->effector_weights, true, 0, "Softbody Field");
-#else
- (void)forest;
- (void)scene;
- (void)ob;
- (void)obNode;
-#endif
- }
-}
-
static void updateDepsgraph(ModifierData *UNUSED(md),
struct Main *UNUSED(bmain),
struct Scene *scene,
@@ -116,7 +97,6 @@ ModifierTypeInfo modifierType_Softbody = {
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_solidify.c b/source/blender/modifiers/intern/MOD_solidify.c
index 911b6997058..e589cb7d713 100644
--- a/source/blender/modifiers/intern/MOD_solidify.c
+++ b/source/blender/modifiers/intern/MOD_solidify.c
@@ -973,7 +973,6 @@ ModifierTypeInfo modifierType_Solidify = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/modifiers/intern/MOD_subsurf.c b/source/blender/modifiers/intern/MOD_subsurf.c
index 8711384e1ee..af3ffb820c1 100644
--- a/source/blender/modifiers/intern/MOD_subsurf.c
+++ b/source/blender/modifiers/intern/MOD_subsurf.c
@@ -211,7 +211,6 @@ ModifierTypeInfo modifierType_Subsurf = {
/* requiredDataMask */ NULL,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/modifiers/intern/MOD_surface.c b/source/blender/modifiers/intern/MOD_surface.c
index 68987a1d28e..fc02a2e1327 100644
--- a/source/blender/modifiers/intern/MOD_surface.c
+++ b/source/blender/modifiers/intern/MOD_surface.c
@@ -185,7 +185,6 @@ ModifierTypeInfo modifierType_Surface = {
/* requiredDataMask */ NULL,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_surfacedeform.c b/source/blender/modifiers/intern/MOD_surfacedeform.c
index 5e852e84516..d0a68e9803c 100644
--- a/source/blender/modifiers/intern/MOD_surfacedeform.c
+++ b/source/blender/modifiers/intern/MOD_surfacedeform.c
@@ -167,21 +167,6 @@ static void foreachObjectLink(ModifierData *md, Object *ob, ObjectWalkFunc walk,
walk(userData, ob, &smd->target, IDWALK_NOP);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- SurfaceDeformModifierData *smd = (SurfaceDeformModifierData *)md;
-
- if (smd->target) {
- DagNode *curNode = dag_get_node(forest, smd->target);
-
- dag_add_relation(forest, curNode, obNode, DAG_RL_DATA_DATA, "Surface Deform Modifier");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -1179,7 +1164,6 @@ ModifierTypeInfo modifierType_SurfaceDeform = {
/* requiredDataMask */ NULL,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_triangulate.c b/source/blender/modifiers/intern/MOD_triangulate.c
index 6fad2756f82..a5d826a69ba 100644
--- a/source/blender/modifiers/intern/MOD_triangulate.c
+++ b/source/blender/modifiers/intern/MOD_triangulate.c
@@ -118,7 +118,6 @@ ModifierTypeInfo modifierType_Triangulate = {
/* requiredDataMask */ NULL, //requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_uvproject.c b/source/blender/modifiers/intern/MOD_uvproject.c
index 78dc1ea8bcb..fdbf4f47ce8 100644
--- a/source/blender/modifiers/intern/MOD_uvproject.c
+++ b/source/blender/modifiers/intern/MOD_uvproject.c
@@ -105,25 +105,6 @@ static void foreachIDLink(ModifierData *md, Object *ob,
foreachObjectLink(md, ob, (ObjectWalkFunc)walk, userData);
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- UVProjectModifierData *umd = (UVProjectModifierData *) md;
- int i;
-
- for (i = 0; i < umd->num_projectors; ++i) {
- if (umd->projectors[i]) {
- DagNode *curNode = dag_get_node(forest, umd->projectors[i]);
-
- dag_add_relation(forest, curNode, obNode,
- DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "UV Project Modifier");
- }
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -385,7 +366,6 @@ ModifierTypeInfo modifierType_UVProject = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_uvwarp.c b/source/blender/modifiers/intern/MOD_uvwarp.c
index b3fc3842635..00ef6dd9733 100644
--- a/source/blender/modifiers/intern/MOD_uvwarp.c
+++ b/source/blender/modifiers/intern/MOD_uvwarp.c
@@ -225,7 +225,7 @@ static void foreachObjectLink(ModifierData *md, Object *ob, ObjectWalkFunc walk,
walk(userData, ob, &umd->object_src, IDWALK_CB_NOP);
}
-static void uv_warp_deps_object_bone(DagForest *forest, DagNode *obNode,
+static void UNUSED_FUNCTION(uv_warp_deps_object_bone)(DagForest *forest, DagNode *obNode,
Object *obj, const char *bonename)
{
if (obj) {
@@ -238,18 +238,6 @@ static void uv_warp_deps_object_bone(DagForest *forest, DagNode *obNode,
}
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- UVWarpModifierData *umd = (UVWarpModifierData *) md;
-
- uv_warp_deps_object_bone(forest, obNode, umd->object_src, umd->bone_src);
- uv_warp_deps_object_bone(forest, obNode, umd->object_dst, umd->bone_dst);
-}
-
static void uv_warp_deps_object_bone_new(struct DepsNodeHandle *node,
Object *object,
const char *bonename)
@@ -293,7 +281,6 @@ ModifierTypeInfo modifierType_UVWarp = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_warp.c b/source/blender/modifiers/intern/MOD_warp.c
index 92d44257d03..8c6b94e5c79 100644
--- a/source/blender/modifiers/intern/MOD_warp.c
+++ b/source/blender/modifiers/intern/MOD_warp.c
@@ -135,27 +135,6 @@ static void foreachTexLink(ModifierData *md, Object *ob, TexWalkFunc walk, void
walk(userData, ob, md, "texture");
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob), DagNode *obNode)
-{
- WarpModifierData *wmd = (WarpModifierData *) md;
-
- if (wmd->object_from && wmd->object_to) {
- DagNode *fromNode = dag_get_node(forest, wmd->object_from);
- DagNode *toNode = dag_get_node(forest, wmd->object_to);
-
- dag_add_relation(forest, fromNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Warp Modifier1");
- dag_add_relation(forest, toNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Warp Modifier2");
- }
-
- if ((wmd->texmapping == MOD_DISP_MAP_OBJECT) && wmd->map_object) {
- DagNode *curNode = dag_get_node(forest, wmd->map_object);
- dag_add_relation(forest, curNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Warp Modifier3");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -387,7 +366,6 @@ ModifierTypeInfo modifierType_Warp = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_wave.c b/source/blender/modifiers/intern/MOD_wave.c
index f0c4940816e..a60607cf372 100644
--- a/source/blender/modifiers/intern/MOD_wave.c
+++ b/source/blender/modifiers/intern/MOD_wave.c
@@ -131,29 +131,6 @@ static void foreachTexLink(ModifierData *md, Object *ob,
walk(userData, ob, md, "texture");
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- Scene *UNUSED(scene),
- Object *UNUSED(ob),
- DagNode *obNode)
-{
- WaveModifierData *wmd = (WaveModifierData *) md;
-
- if (wmd->objectcenter) {
- DagNode *curNode = dag_get_node(forest, wmd->objectcenter);
-
- dag_add_relation(forest, curNode, obNode, DAG_RL_OB_DATA,
- "Wave Modifier");
- }
-
- if (wmd->map_object) {
- DagNode *curNode = dag_get_node(forest, wmd->map_object);
-
- dag_add_relation(forest, curNode, obNode, DAG_RL_OB_DATA,
- "Wave Modifer");
- }
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -397,7 +374,6 @@ ModifierTypeInfo modifierType_Wave = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ NULL,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_weightvgedit.c b/source/blender/modifiers/intern/MOD_weightvgedit.c
index 2a822ac07b5..57a10a24411 100644
--- a/source/blender/modifiers/intern/MOD_weightvgedit.c
+++ b/source/blender/modifiers/intern/MOD_weightvgedit.c
@@ -143,26 +143,6 @@ static void foreachTexLink(ModifierData *md, Object *ob, TexWalkFunc walk, void
walk(userData, ob, md, "mask_texture");
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob), DagNode *obNode)
-{
- WeightVGEditModifierData *wmd = (WeightVGEditModifierData *) md;
- DagNode *curNode;
-
- if (wmd->mask_tex_map_obj && wmd->mask_tex_mapping == MOD_DISP_MAP_OBJECT) {
- curNode = dag_get_node(forest, wmd->mask_tex_map_obj);
-
- dag_add_relation(forest, curNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "WeightVGEdit Modifier");
- }
-
- if (wmd->mask_tex_mapping == MOD_DISP_MAP_GLOBAL)
- dag_add_relation(forest, obNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "WeightVGEdit Modifier");
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -307,7 +287,6 @@ ModifierTypeInfo modifierType_WeightVGEdit = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_weightvgmix.c b/source/blender/modifiers/intern/MOD_weightvgmix.c
index 9bff7bf11f1..9ab8fb4e0ff 100644
--- a/source/blender/modifiers/intern/MOD_weightvgmix.c
+++ b/source/blender/modifiers/intern/MOD_weightvgmix.c
@@ -192,26 +192,6 @@ static void foreachTexLink(ModifierData *md, Object *ob, TexWalkFunc walk, void
walk(userData, ob, md, "mask_texture");
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob), DagNode *obNode)
-{
- WeightVGMixModifierData *wmd = (WeightVGMixModifierData *) md;
- DagNode *curNode;
-
- if (wmd->mask_tex_map_obj && wmd->mask_tex_mapping == MOD_DISP_MAP_OBJECT) {
- curNode = dag_get_node(forest, wmd->mask_tex_map_obj);
-
- dag_add_relation(forest, curNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "WeightVGMix Modifier");
- }
-
- if (wmd->mask_tex_mapping == MOD_DISP_MAP_GLOBAL)
- dag_add_relation(forest, obNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "WeightVGMix Modifier");
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -439,7 +419,6 @@ ModifierTypeInfo modifierType_WeightVGMix = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_weightvgproximity.c b/source/blender/modifiers/intern/MOD_weightvgproximity.c
index 2c87838aeab..126a1f951ca 100644
--- a/source/blender/modifiers/intern/MOD_weightvgproximity.c
+++ b/source/blender/modifiers/intern/MOD_weightvgproximity.c
@@ -343,32 +343,6 @@ static void foreachTexLink(ModifierData *md, Object *ob, TexWalkFunc walk, void
walk(userData, ob, md, "mask_texture");
}
-static void updateDepgraph(ModifierData *md, DagForest *forest,
- struct Main *UNUSED(bmain),
- struct Scene *UNUSED(scene),
- Object *UNUSED(ob), DagNode *obNode)
-{
- WeightVGProximityModifierData *wmd = (WeightVGProximityModifierData *) md;
- DagNode *curNode;
-
- if (wmd->proximity_ob_target) {
- curNode = dag_get_node(forest, wmd->proximity_ob_target);
- dag_add_relation(forest, curNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "WeightVGProximity Modifier");
- }
-
- if (wmd->mask_tex_map_obj && wmd->mask_tex_mapping == MOD_DISP_MAP_OBJECT) {
- curNode = dag_get_node(forest, wmd->mask_tex_map_obj);
-
- dag_add_relation(forest, curNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "WeightVGProximity Modifier");
- }
-
- if (wmd->mask_tex_mapping == MOD_DISP_MAP_GLOBAL)
- dag_add_relation(forest, obNode, obNode, DAG_RL_DATA_DATA | DAG_RL_OB_DATA,
- "WeightVGProximity Modifier");
-}
-
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
@@ -617,7 +591,6 @@ ModifierTypeInfo modifierType_WeightVGProximity = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ freeData,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ updateDepgraph,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ dependsOnTime,
/* dependsOnNormals */ NULL,
diff --git a/source/blender/modifiers/intern/MOD_wireframe.c b/source/blender/modifiers/intern/MOD_wireframe.c
index adadd4834d4..0c295f91012 100644
--- a/source/blender/modifiers/intern/MOD_wireframe.c
+++ b/source/blender/modifiers/intern/MOD_wireframe.c
@@ -132,7 +132,6 @@ ModifierTypeInfo modifierType_Wireframe = {
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
- /* updateDepgraph */ NULL,
/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ dependsOnNormals,
diff --git a/source/blender/python/generic/bgl.c b/source/blender/python/generic/bgl.c
index 3ea10228ad4..913c6649fe1 100644
--- a/source/blender/python/generic/bgl.c
+++ b/source/blender/python/generic/bgl.c
@@ -1028,345 +1028,70 @@ static PyObject *Method_##funcname (PyObject *UNUSED(self), PyObject *args) \
}
/* GL_VERSION_1_0 */
-BGL_Wrap(Accum, void, (GLenum, GLfloat))
-BGL_Wrap(AlphaFunc, void, (GLenum, GLfloat))
-BGL_Wrap(Begin, void, (GLenum))
-BGL_Wrap(Bitmap, void, (GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat, GLubyteP))
BGL_Wrap(BlendFunc, void, (GLenum, GLenum))
-BGL_Wrap(CallList, void, (GLuint))
-BGL_Wrap(CallLists, void, (GLsizei, GLenum, GLvoidP))
BGL_Wrap(Clear, void, (GLbitfield))
-BGL_Wrap(ClearAccum, void, (GLfloat, GLfloat, GLfloat, GLfloat))
BGL_Wrap(ClearColor, void, (GLfloat, GLfloat, GLfloat, GLfloat))
BGL_Wrap(ClearDepth, void, (GLdouble))
-BGL_Wrap(ClearIndex, void, (GLfloat))
BGL_Wrap(ClearStencil, void, (GLint))
-BGL_Wrap(ClipPlane, void, (GLenum, GLdoubleP))
-BGL_Wrap(Color3b, void, (GLbyte, GLbyte, GLbyte))
-BGL_Wrap(Color3bv, void, (GLbyteP))
-BGL_Wrap(Color3d, void, (GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Color3dv, void, (GLdoubleP))
-BGL_Wrap(Color3f, void, (GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Color3fv, void, (GLfloatP))
-BGL_Wrap(Color3i, void, (GLint, GLint, GLint))
-BGL_Wrap(Color3iv, void, (GLintP))
-BGL_Wrap(Color3s, void, (GLshort, GLshort, GLshort))
-BGL_Wrap(Color3sv, void, (GLshortP))
-BGL_Wrap(Color3ub, void, (GLubyte, GLubyte, GLubyte))
-BGL_Wrap(Color3ubv, void, (GLubyteP))
-BGL_Wrap(Color3ui, void, (GLuint, GLuint, GLuint))
-BGL_Wrap(Color3uiv, void, (GLuintP))
-BGL_Wrap(Color3us, void, (GLushort, GLushort, GLushort))
-BGL_Wrap(Color3usv, void, (GLushortP))
-BGL_Wrap(Color4b, void, (GLbyte, GLbyte, GLbyte, GLbyte))
-BGL_Wrap(Color4bv, void, (GLbyteP))
-BGL_Wrap(Color4d, void, (GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Color4dv, void, (GLdoubleP))
-BGL_Wrap(Color4f, void, (GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Color4fv, void, (GLfloatP))
-BGL_Wrap(Color4i, void, (GLint, GLint, GLint, GLint))
-BGL_Wrap(Color4iv, void, (GLintP))
-BGL_Wrap(Color4s, void, (GLshort, GLshort, GLshort, GLshort))
-BGL_Wrap(Color4sv, void, (GLshortP))
-BGL_Wrap(Color4ub, void, (GLubyte, GLubyte, GLubyte, GLubyte))
-BGL_Wrap(Color4ubv, void, (GLubyteP))
-BGL_Wrap(Color4ui, void, (GLuint, GLuint, GLuint, GLuint))
-BGL_Wrap(Color4uiv, void, (GLuintP))
-BGL_Wrap(Color4us, void, (GLushort, GLushort, GLushort, GLushort))
-BGL_Wrap(Color4usv, void, (GLushortP))
BGL_Wrap(ColorMask, void, (GLboolean, GLboolean, GLboolean, GLboolean))
-BGL_Wrap(ColorMaterial, void, (GLenum, GLenum))
-BGL_Wrap(CopyPixels, void, (GLint, GLint, GLsizei, GLsizei, GLenum))
BGL_Wrap(CullFace, void, (GLenum))
-BGL_Wrap(DeleteLists, void, (GLuint, GLsizei))
BGL_Wrap(DepthFunc, void, (GLenum))
BGL_Wrap(DepthMask, void, (GLboolean))
BGL_Wrap(DepthRange, void, (GLdouble, GLdouble))
BGL_Wrap(Disable, void, (GLenum))
BGL_Wrap(DrawBuffer, void, (GLenum))
-BGL_Wrap(DrawPixels, void, (GLsizei, GLsizei, GLenum, GLenum, GLvoidP))
-BGL_Wrap(EdgeFlag, void, (GLboolean))
-BGL_Wrap(EdgeFlagv, void, (GLbooleanP))
BGL_Wrap(Enable, void, (GLenum))
-BGL_Wrap(End, void, (void))
-BGL_Wrap(EndList, void, (void))
-BGL_Wrap(EvalCoord1d, void, (GLdouble))
-BGL_Wrap(EvalCoord1dv, void, (GLdoubleP))
-BGL_Wrap(EvalCoord1f, void, (GLfloat))
-BGL_Wrap(EvalCoord1fv, void, (GLfloatP))
-BGL_Wrap(EvalCoord2d, void, (GLdouble, GLdouble))
-BGL_Wrap(EvalCoord2dv, void, (GLdoubleP))
-BGL_Wrap(EvalCoord2f, void, (GLfloat, GLfloat))
-BGL_Wrap(EvalCoord2fv, void, (GLfloatP))
-BGL_Wrap(EvalMesh1, void, (GLenum, GLint, GLint))
-BGL_Wrap(EvalMesh2, void, (GLenum, GLint, GLint, GLint, GLint))
-BGL_Wrap(EvalPoint1, void, (GLint))
-BGL_Wrap(EvalPoint2, void, (GLint, GLint))
-BGL_Wrap(FeedbackBuffer, void, (GLsizei, GLenum, GLfloatP))
BGL_Wrap(Finish, void, (void))
BGL_Wrap(Flush, void, (void))
-BGL_Wrap(Fogf, void, (GLenum, GLfloat))
-BGL_Wrap(Fogfv, void, (GLenum, GLfloatP))
-BGL_Wrap(Fogi, void, (GLenum, GLint))
-BGL_Wrap(Fogiv, void, (GLenum, GLintP))
BGL_Wrap(FrontFace, void, (GLenum))
-BGL_Wrap(Frustum, void, (GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(GenLists, GLuint, (GLsizei))
BGL_Wrap(GetBooleanv, void, (GLenum, GLbooleanP))
-BGL_Wrap(GetClipPlane, void, (GLenum, GLdoubleP))
BGL_Wrap(GetDoublev, void, (GLenum, GLdoubleP))
BGL_Wrap(GetError, GLenum, (void))
BGL_Wrap(GetFloatv, void, (GLenum, GLfloatP))
BGL_Wrap(GetIntegerv, void, (GLenum, GLintP))
-BGL_Wrap(GetLightfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(GetLightiv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(GetMapdv, void, (GLenum, GLenum, GLdoubleP))
-BGL_Wrap(GetMapfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(GetMapiv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(GetMaterialfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(GetMaterialiv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(GetPixelMapfv, void, (GLenum, GLfloatP))
-BGL_Wrap(GetPixelMapuiv, void, (GLenum, GLuintP))
-BGL_Wrap(GetPixelMapusv, void, (GLenum, GLushortP))
-BGL_Wrap(GetPolygonStipple, void, (GLubyteP))
BGL_Wrap(GetString, GLstring, (GLenum))
-BGL_Wrap(GetTexEnvfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(GetTexEnviv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(GetTexGendv, void, (GLenum, GLenum, GLdoubleP))
-BGL_Wrap(GetTexGenfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(GetTexGeniv, void, (GLenum, GLenum, GLintP))
BGL_Wrap(GetTexImage, void, (GLenum, GLint, GLenum, GLenum, GLvoidP))
BGL_Wrap(GetTexLevelParameterfv, void, (GLenum, GLint, GLenum, GLfloatP))
BGL_Wrap(GetTexLevelParameteriv, void, (GLenum, GLint, GLenum, GLintP))
BGL_Wrap(GetTexParameterfv, void, (GLenum, GLenum, GLfloatP))
BGL_Wrap(GetTexParameteriv, void, (GLenum, GLenum, GLintP))
BGL_Wrap(Hint, void, (GLenum, GLenum))
-BGL_Wrap(IndexMask, void, (GLuint))
-BGL_Wrap(Indexd, void, (GLdouble))
-BGL_Wrap(Indexdv, void, (GLdoubleP))
-BGL_Wrap(Indexf, void, (GLfloat))
-BGL_Wrap(Indexfv, void, (GLfloatP))
-BGL_Wrap(Indexi, void, (GLint))
-BGL_Wrap(Indexiv, void, (GLintP))
-BGL_Wrap(Indexs, void, (GLshort))
-BGL_Wrap(Indexsv, void, (GLshortP))
-BGL_Wrap(InitNames, void, (void))
BGL_Wrap(IsEnabled, GLboolean, (GLenum))
-BGL_Wrap(IsList, GLboolean, (GLuint))
-BGL_Wrap(LightModelf, void, (GLenum, GLfloat))
-BGL_Wrap(LightModelfv, void, (GLenum, GLfloatP))
-BGL_Wrap(LightModeli, void, (GLenum, GLint))
-BGL_Wrap(LightModeliv, void, (GLenum, GLintP))
-BGL_Wrap(Lightf, void, (GLenum, GLenum, GLfloat))
-BGL_Wrap(Lightfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(Lighti, void, (GLenum, GLenum, GLint))
-BGL_Wrap(Lightiv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(LineStipple, void, (GLint, GLushort))
BGL_Wrap(LineWidth, void, (GLfloat))
-BGL_Wrap(ListBase, void, (GLuint))
-BGL_Wrap(LoadIdentity, void, (void))
-BGL_Wrap(LoadMatrixd, void, (GLdoubleP))
-BGL_Wrap(LoadMatrixf, void, (GLfloatP))
-BGL_Wrap(LoadName, void, (GLuint))
BGL_Wrap(LogicOp, void, (GLenum))
-BGL_Wrap(Map1d, void, (GLenum, GLdouble, GLdouble, GLint, GLint, GLdoubleP))
-BGL_Wrap(Map1f, void, (GLenum, GLfloat, GLfloat, GLint, GLint, GLfloatP))
-BGL_Wrap(Map2d, void, (GLenum, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, GLdoubleP))
-BGL_Wrap(Map2f, void, (GLenum, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, GLfloatP))
-BGL_Wrap(MapGrid1d, void, (GLint, GLdouble, GLdouble))
-BGL_Wrap(MapGrid1f, void, (GLint, GLfloat, GLfloat))
-BGL_Wrap(MapGrid2d, void, (GLint, GLdouble, GLdouble, GLint, GLdouble, GLdouble))
-BGL_Wrap(MapGrid2f, void, (GLint, GLfloat, GLfloat, GLint, GLfloat, GLfloat))
-BGL_Wrap(Materialf, void, (GLenum, GLenum, GLfloat))
-BGL_Wrap(Materialfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(Materiali, void, (GLenum, GLenum, GLint))
-BGL_Wrap(Materialiv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(MatrixMode, void, (GLenum))
-BGL_Wrap(MultMatrixd, void, (GLdoubleP))
-BGL_Wrap(MultMatrixf, void, (GLfloatP))
-BGL_Wrap(NewList, void, (GLuint, GLenum))
-BGL_Wrap(Normal3b, void, (GLbyte, GLbyte, GLbyte))
-BGL_Wrap(Normal3bv, void, (GLbyteP))
-BGL_Wrap(Normal3d, void, (GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Normal3dv, void, (GLdoubleP))
-BGL_Wrap(Normal3f, void, (GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Normal3fv, void, (GLfloatP))
-BGL_Wrap(Normal3i, void, (GLint, GLint, GLint))
-BGL_Wrap(Normal3iv, void, (GLintP))
-BGL_Wrap(Normal3s, void, (GLshort, GLshort, GLshort))
-BGL_Wrap(Normal3sv, void, (GLshortP))
-BGL_Wrap(Ortho, void, (GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(PassThrough, void, (GLfloat))
-BGL_Wrap(PixelMapfv, void, (GLenum, GLsizei, GLfloatP))
-BGL_Wrap(PixelMapuiv, void, (GLenum, GLsizei, GLuintP))
-BGL_Wrap(PixelMapusv, void, (GLenum, GLsizei, GLushortP))
BGL_Wrap(PixelStoref, void, (GLenum, GLfloat))
BGL_Wrap(PixelStorei, void, (GLenum, GLint))
-BGL_Wrap(PixelTransferf, void, (GLenum, GLfloat))
-BGL_Wrap(PixelTransferi, void, (GLenum, GLint))
-BGL_Wrap(PixelZoom, void, (GLfloat, GLfloat))
BGL_Wrap(PointSize, void, (GLfloat))
BGL_Wrap(PolygonMode, void, (GLenum, GLenum))
-BGL_Wrap(PolygonStipple, void, (GLubyteP))
-BGL_Wrap(PopAttrib, void, (void))
-BGL_Wrap(PopMatrix, void, (void))
-BGL_Wrap(PopName, void, (void))
-BGL_Wrap(PushAttrib, void, (GLbitfield))
-BGL_Wrap(PushMatrix, void, (void))
-BGL_Wrap(PushName, void, (GLuint))
-BGL_Wrap(RasterPos2d, void, (GLdouble, GLdouble))
-BGL_Wrap(RasterPos2dv, void, (GLdoubleP))
-BGL_Wrap(RasterPos2f, void, (GLfloat, GLfloat))
-BGL_Wrap(RasterPos2fv, void, (GLfloatP))
-BGL_Wrap(RasterPos2i, void, (GLint, GLint))
-BGL_Wrap(RasterPos2iv, void, (GLintP))
-BGL_Wrap(RasterPos2s, void, (GLshort, GLshort))
-BGL_Wrap(RasterPos2sv, void, (GLshortP))
-BGL_Wrap(RasterPos3d, void, (GLdouble, GLdouble, GLdouble))
-BGL_Wrap(RasterPos3dv, void, (GLdoubleP))
-BGL_Wrap(RasterPos3f, void, (GLfloat, GLfloat, GLfloat))
-BGL_Wrap(RasterPos3fv, void, (GLfloatP))
-BGL_Wrap(RasterPos3i, void, (GLint, GLint, GLint))
-BGL_Wrap(RasterPos3iv, void, (GLintP))
-BGL_Wrap(RasterPos3s, void, (GLshort, GLshort, GLshort))
-BGL_Wrap(RasterPos3sv, void, (GLshortP))
-BGL_Wrap(RasterPos4d, void, (GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(RasterPos4dv, void, (GLdoubleP))
-BGL_Wrap(RasterPos4f, void, (GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(RasterPos4fv, void, (GLfloatP))
-BGL_Wrap(RasterPos4i, void, (GLint, GLint, GLint, GLint))
-BGL_Wrap(RasterPos4iv, void, (GLintP))
-BGL_Wrap(RasterPos4s, void, (GLshort, GLshort, GLshort, GLshort))
-BGL_Wrap(RasterPos4sv, void, (GLshortP))
BGL_Wrap(ReadBuffer, void, (GLenum))
BGL_Wrap(ReadPixels, void, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoidP))
-BGL_Wrap(Rectd, void, (GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Rectdv, void, (GLdoubleP, GLdoubleP))
-BGL_Wrap(Rectf, void, (GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Rectfv, void, (GLfloatP, GLfloatP))
-BGL_Wrap(Recti, void, (GLint, GLint, GLint, GLint))
-BGL_Wrap(Rectiv, void, (GLintP, GLintP))
-BGL_Wrap(Rects, void, (GLshort, GLshort, GLshort, GLshort))
-BGL_Wrap(Rectsv, void, (GLshortP, GLshortP))
-BGL_Wrap(RenderMode, GLint, (GLenum))
-BGL_Wrap(Rotated, void, (GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Rotatef, void, (GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Scaled, void, (GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Scalef, void, (GLfloat, GLfloat, GLfloat))
BGL_Wrap(Scissor, void, (GLint, GLint, GLsizei, GLsizei))
-BGL_Wrap(SelectBuffer, void, (GLsizei, GLuintP))
-BGL_Wrap(ShadeModel, void, (GLenum))
BGL_Wrap(StencilFunc, void, (GLenum, GLint, GLuint))
BGL_Wrap(StencilMask, void, (GLuint))
BGL_Wrap(StencilOp, void, (GLenum, GLenum, GLenum))
-BGL_Wrap(TexCoord1d, void, (GLdouble))
-BGL_Wrap(TexCoord1dv, void, (GLdoubleP))
-BGL_Wrap(TexCoord1f, void, (GLfloat))
-BGL_Wrap(TexCoord1fv, void, (GLfloatP))
-BGL_Wrap(TexCoord1i, void, (GLint))
-BGL_Wrap(TexCoord1iv, void, (GLintP))
-BGL_Wrap(TexCoord1s, void, (GLshort))
-BGL_Wrap(TexCoord1sv, void, (GLshortP))
-BGL_Wrap(TexCoord2d, void, (GLdouble, GLdouble))
-BGL_Wrap(TexCoord2dv, void, (GLdoubleP))
-BGL_Wrap(TexCoord2f, void, (GLfloat, GLfloat))
-BGL_Wrap(TexCoord2fv, void, (GLfloatP))
-BGL_Wrap(TexCoord2i, void, (GLint, GLint))
-BGL_Wrap(TexCoord2iv, void, (GLintP))
-BGL_Wrap(TexCoord2s, void, (GLshort, GLshort))
-BGL_Wrap(TexCoord2sv, void, (GLshortP))
-BGL_Wrap(TexCoord3d, void, (GLdouble, GLdouble, GLdouble))
-BGL_Wrap(TexCoord3dv, void, (GLdoubleP))
-BGL_Wrap(TexCoord3f, void, (GLfloat, GLfloat, GLfloat))
-BGL_Wrap(TexCoord3fv, void, (GLfloatP))
-BGL_Wrap(TexCoord3i, void, (GLint, GLint, GLint))
-BGL_Wrap(TexCoord3iv, void, (GLintP))
-BGL_Wrap(TexCoord3s, void, (GLshort, GLshort, GLshort))
-BGL_Wrap(TexCoord3sv, void, (GLshortP))
-BGL_Wrap(TexCoord4d, void, (GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(TexCoord4dv, void, (GLdoubleP))
-BGL_Wrap(TexCoord4f, void, (GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(TexCoord4fv, void, (GLfloatP))
-BGL_Wrap(TexCoord4i, void, (GLint, GLint, GLint, GLint))
-BGL_Wrap(TexCoord4iv, void, (GLintP))
-BGL_Wrap(TexCoord4s, void, (GLshort, GLshort, GLshort, GLshort))
-BGL_Wrap(TexCoord4sv, void, (GLshortP))
-BGL_Wrap(TexEnvf, void, (GLenum, GLenum, GLfloat))
-BGL_Wrap(TexEnvfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(TexEnvi, void, (GLenum, GLenum, GLint))
-BGL_Wrap(TexEnviv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(TexGend, void, (GLenum, GLenum, GLdouble))
-BGL_Wrap(TexGendv, void, (GLenum, GLenum, GLdoubleP))
-BGL_Wrap(TexGenf, void, (GLenum, GLenum, GLfloat))
-BGL_Wrap(TexGenfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(TexGeni, void, (GLenum, GLenum, GLint))
-BGL_Wrap(TexGeniv, void, (GLenum, GLenum, GLintP))
BGL_Wrap(TexImage1D, void, (GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, GLvoidP))
BGL_Wrap(TexImage2D, void, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, GLvoidP))
BGL_Wrap(TexParameterf, void, (GLenum, GLenum, GLfloat))
BGL_Wrap(TexParameterfv, void, (GLenum, GLenum, GLfloatP))
BGL_Wrap(TexParameteri, void, (GLenum, GLenum, GLint))
BGL_Wrap(TexParameteriv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(Translated, void, (GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Translatef, void, (GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Vertex2d, void, (GLdouble, GLdouble))
-BGL_Wrap(Vertex2dv, void, (GLdoubleP))
-BGL_Wrap(Vertex2f, void, (GLfloat, GLfloat))
-BGL_Wrap(Vertex2fv, void, (GLfloatP))
-BGL_Wrap(Vertex2i, void, (GLint, GLint))
-BGL_Wrap(Vertex2iv, void, (GLintP))
-BGL_Wrap(Vertex2s, void, (GLshort, GLshort))
-BGL_Wrap(Vertex2sv, void, (GLshortP))
-BGL_Wrap(Vertex3d, void, (GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Vertex3dv, void, (GLdoubleP))
-BGL_Wrap(Vertex3f, void, (GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Vertex3fv, void, (GLfloatP))
-BGL_Wrap(Vertex3i, void, (GLint, GLint, GLint))
-BGL_Wrap(Vertex3iv, void, (GLintP))
-BGL_Wrap(Vertex3s, void, (GLshort, GLshort, GLshort))
-BGL_Wrap(Vertex3sv, void, (GLshortP))
-BGL_Wrap(Vertex4d, void, (GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(Vertex4dv, void, (GLdoubleP))
-BGL_Wrap(Vertex4f, void, (GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Vertex4fv, void, (GLfloatP))
-BGL_Wrap(Vertex4i, void, (GLint, GLint, GLint, GLint))
-BGL_Wrap(Vertex4iv, void, (GLintP))
-BGL_Wrap(Vertex4s, void, (GLshort, GLshort, GLshort, GLshort))
-BGL_Wrap(Vertex4sv, void, (GLshortP))
BGL_Wrap(Viewport, void, (GLint, GLint, GLsizei, GLsizei))
/* GL_VERSION_1_1 */
-BGL_Wrap(AreTexturesResident, GLboolean, (GLsizei, GLuintP, GLbooleanP))
-BGL_Wrap(ArrayElement, void, (GLint))
BGL_Wrap(BindTexture, void, (GLenum, GLuint))
-BGL_Wrap(ColorPointer, void, (GLint, GLenum, GLsizei, GLvoidP))
BGL_Wrap(CopyTexImage1D, void, (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint))
BGL_Wrap(CopyTexImage2D, void, (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint))
BGL_Wrap(CopyTexSubImage1D, void, (GLenum, GLint, GLint, GLint, GLint, GLsizei))
BGL_Wrap(CopyTexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei))
BGL_Wrap(DeleteTextures, void, (GLsizei, GLuintP))
-BGL_Wrap(DisableClientState, void, (GLenum))
BGL_Wrap(DrawArrays, void, (GLenum, GLint, GLsizei))
BGL_Wrap(DrawElements, void, (GLenum, GLsizei, GLenum, GLvoidP))
-BGL_Wrap(EdgeFlagPointer, void, (GLsizei, GLvoidP))
-BGL_Wrap(EnableClientState, void, (GLenum))
BGL_Wrap(GenTextures, void, (GLsizei, GLuintP))
-BGL_Wrap(GetPointerv, void, (GLenum, GLvoidP))
-BGL_Wrap(IndexPointer, void, (GLenum, GLsizei, GLvoidP))
-BGL_Wrap(Indexub, void, (GLubyte))
-BGL_Wrap(Indexubv, void, (GLubyteP))
-BGL_Wrap(InterleavedArrays, void, (GLenum, GLsizei, GLvoidP))
BGL_Wrap(IsTexture, GLboolean, (GLuint))
-BGL_Wrap(NormalPointer, void, (GLenum, GLsizei, GLvoidP))
BGL_Wrap(PolygonOffset, void, (GLfloat, GLfloat))
-BGL_Wrap(PopClientAttrib, void, (void))
-BGL_Wrap(PrioritizeTextures, void, (GLsizei, GLuintP, GLfloatP))
-BGL_Wrap(PushClientAttrib, void, (GLbitfield))
-BGL_Wrap(TexCoordPointer, void, (GLint, GLenum, GLsizei, GLvoidP))
BGL_Wrap(TexSubImage1D, void, (GLenum, GLint, GLint, GLsizei, GLenum, GLenum, GLvoidP))
BGL_Wrap(TexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoidP))
-BGL_Wrap(VertexPointer, void, (GLint, GLenum, GLsizei, GLvoidP))
/* GL_VERSION_1_2 */
@@ -1378,7 +1103,6 @@ BGL_Wrap(TexSubImage3D, void, (GLenum, GLint, GLint, GLint, GLi
/* GL_VERSION_1_3 */
BGL_Wrap(ActiveTexture, void, (GLenum))
-BGL_Wrap(ClientActiveTexture, void, (GLenum))
BGL_Wrap(CompressedTexImage1D, void, (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, GLvoidP))
BGL_Wrap(CompressedTexImage2D, void, (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, GLvoidP))
BGL_Wrap(CompressedTexImage3D, void, (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, GLvoidP))
@@ -1386,42 +1110,6 @@ BGL_Wrap(CompressedTexSubImage1D, void, (GLenum, GLint, GLint, GLsizei, G
BGL_Wrap(CompressedTexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, GLvoidP))
BGL_Wrap(CompressedTexSubImage3D, void, (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, GLvoidP))
BGL_Wrap(GetCompressedTexImage, void, (GLenum, GLint, GLvoidP))
-BGL_Wrap(LoadTransposeMatrixd, void, (GLdoubleP))
-BGL_Wrap(LoadTransposeMatrixf, void, (GLfloatP))
-BGL_Wrap(MultTransposeMatrixd, void, (GLdoubleP))
-BGL_Wrap(MultTransposeMatrixf, void, (GLfloatP))
-BGL_Wrap(MultiTexCoord1d, void, (GLenum, GLdouble))
-BGL_Wrap(MultiTexCoord1dv, void, (GLenum, GLdoubleP))
-BGL_Wrap(MultiTexCoord1f, void, (GLenum, GLfloat))
-BGL_Wrap(MultiTexCoord1fv, void, (GLenum, GLfloatP))
-BGL_Wrap(MultiTexCoord1i, void, (GLenum, GLint))
-BGL_Wrap(MultiTexCoord1iv, void, (GLenum, GLintP))
-BGL_Wrap(MultiTexCoord1s, void, (GLenum, GLshort))
-BGL_Wrap(MultiTexCoord1sv, void, (GLenum, GLshortP))
-BGL_Wrap(MultiTexCoord2d, void, (GLenum, GLdouble, GLdouble))
-BGL_Wrap(MultiTexCoord2dv, void, (GLenum, GLdoubleP))
-BGL_Wrap(MultiTexCoord2f, void, (GLenum, GLfloat, GLfloat))
-BGL_Wrap(MultiTexCoord2fv, void, (GLenum, GLfloatP))
-BGL_Wrap(MultiTexCoord2i, void, (GLenum, GLint, GLint))
-BGL_Wrap(MultiTexCoord2iv, void, (GLenum, GLintP))
-BGL_Wrap(MultiTexCoord2s, void, (GLenum, GLshort, GLshort))
-BGL_Wrap(MultiTexCoord2sv, void, (GLenum, GLshortP))
-BGL_Wrap(MultiTexCoord3d, void, (GLenum, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(MultiTexCoord3dv, void, (GLenum, GLdoubleP))
-BGL_Wrap(MultiTexCoord3f, void, (GLenum, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(MultiTexCoord3fv, void, (GLenum, GLfloatP))
-BGL_Wrap(MultiTexCoord3i, void, (GLenum, GLint, GLint, GLint))
-BGL_Wrap(MultiTexCoord3iv, void, (GLenum, GLintP))
-BGL_Wrap(MultiTexCoord3s, void, (GLenum, GLshort, GLshort, GLshort))
-BGL_Wrap(MultiTexCoord3sv, void, (GLenum, GLshortP))
-BGL_Wrap(MultiTexCoord4d, void, (GLenum, GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(MultiTexCoord4dv, void, (GLenum, GLdoubleP))
-BGL_Wrap(MultiTexCoord4f, void, (GLenum, GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(MultiTexCoord4fv, void, (GLenum, GLfloatP))
-BGL_Wrap(MultiTexCoord4i, void, (GLenum, GLint, GLint, GLint, GLint))
-BGL_Wrap(MultiTexCoord4iv, void, (GLenum, GLintP))
-BGL_Wrap(MultiTexCoord4s, void, (GLenum, GLshort, GLshort, GLshort, GLshort))
-BGL_Wrap(MultiTexCoord4sv, void, (GLenum, GLshortP))
BGL_Wrap(SampleCoverage, void, (GLfloat, GLboolean))
@@ -1687,9 +1375,6 @@ 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 +1449,6 @@ 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 +1466,6 @@ 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 +1475,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(TexSubImage3D);
}
-
/* GL_VERSION_1_3 */
{
PY_MOD_ADD_METHOD(ActiveTexture);
@@ -2086,47 +1487,6 @@ 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 +1494,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(BlendEquation);
}
-
/* GL_VERSION_1_5 */
{
PY_MOD_ADD_METHOD(BeginQuery);
@@ -2158,7 +1517,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(UnmapBuffer);
}
-
/* GL_VERSION_2_0 */
{
PY_MOD_ADD_METHOD(AttachShader);
@@ -2256,7 +1614,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(VertexAttribPointer);
}
-
/* GL_VERSION_2_1 */
{
PY_MOD_ADD_METHOD(UniformMatrix2x3fv);
@@ -2267,7 +1624,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(UniformMatrix4x3fv);
}
-
/* GL_VERSION_3_0 */
{
PY_MOD_ADD_METHOD(BindVertexArray);
@@ -2276,7 +1632,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(IsVertexArray);
}
-
/* GL_VERSION_3_1 */
{
PY_MOD_ADD_METHOD(BindBufferBase);
@@ -2291,7 +1646,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(UniformBlockBinding);
}
-
/* GL_VERSION_3_2 */
{
PY_MOD_ADD_METHOD(FramebufferTexture);
@@ -2303,7 +1657,6 @@ PyObject *BPyInit_bgl(void)
PY_MOD_ADD_METHOD(TexImage3DMultisample);
}
-
/* GL_VERSION_3_3 */
{
PY_MOD_ADD_METHOD(ColorP3ui);
@@ -2544,338 +1897,6 @@ 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 +1937,6 @@ 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 +2000,6 @@ 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 +2029,6 @@ 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 +2061,6 @@ 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 +2145,6 @@ 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 +2165,6 @@ 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 +2405,6 @@ 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 +2471,6 @@ 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 +2576,4 @@ 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/CMakeLists.txt b/source/blender/render/CMakeLists.txt
index 569b207c966..024d8296b8f 100644
--- a/source/blender/render/CMakeLists.txt
+++ b/source/blender/render/CMakeLists.txt
@@ -35,6 +35,7 @@ set(INC
../makesdna
../makesrna
../physics
+ ../draw
../../../intern/atomic
../../../intern/guardedalloc
../../../intern/mikktspace
diff --git a/source/blender/render/extern/include/RE_engine.h b/source/blender/render/extern/include/RE_engine.h
index f83a210275f..f1b3534b40a 100644
--- a/source/blender/render/extern/include/RE_engine.h
+++ b/source/blender/render/extern/include/RE_engine.h
@@ -39,6 +39,8 @@
struct bNode;
struct bNodeTree;
+struct CollectionEngineSettings;
+struct Main;
struct Object;
struct Render;
struct RenderData;
@@ -63,6 +65,7 @@ struct BakePixel;
#define RE_USE_TEXTURE_PREVIEW 128
#define RE_USE_SHADING_NODES_CUSTOM 256
#define RE_USE_SPHERICAL_STEREO 512
+#define RE_USE_OGL_PIPELINE 1024
/* RenderEngine.flag */
#define RE_ENGINE_ANIMATION 1
@@ -97,6 +100,8 @@ typedef struct RenderEngineType {
void (*update_script_node)(struct RenderEngine *engine, struct bNodeTree *ntree, struct bNode *node);
+ void (*collection_settings_create)(struct RenderEngine *engine, struct CollectionEngineSettings *ces);
+
/* RNA integration */
ExtensionRNA ext;
} RenderEngineType;
@@ -164,6 +169,7 @@ void RE_engine_frame_set(struct RenderEngine *engine, int frame, float subframe)
void RE_engines_init(void);
void RE_engines_exit(void);
+void RE_engines_register(struct Main *bmain, RenderEngineType *render_type);
RenderEngineType *RE_engines_find(const char *idname);
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 263ea3d4ef2..1ea99f406ba 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -4975,14 +4975,13 @@ static void add_group_render_dupli_obs(Render *re, Group *group, int nolamps, in
}
}
-static void database_init_objects(Render *re, unsigned int renderlay, int nolamps, int onlyselected, Object *actob, int timeoffset)
+static void database_init_objects(Render *re, unsigned int UNUSED(renderlay), int nolamps, int onlyselected, Object *actob, int timeoffset)
{
Base *base;
Object *ob;
Group *group;
ObjectInstanceRen *obi;
Scene *sce_iter;
- int lay, vectorlay;
/* for duplis we need the Object texture mapping to work as if
* untransformed, set_dupli_tex_mat sets the matrix to allow that
@@ -5010,14 +5009,18 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
for (SETLOOPER(re->scene, sce_iter, base)) {
ob= base->object;
+#if 0
+ TODO_LAYER; /* investigate if this is an issue*/
/* in the prev/next pass for making speed vectors, avoid creating
* objects that are not on a renderlayer with a vector pass, can
* save a lot of time in complex scenes */
vectorlay= get_vector_renderlayers(re->scene);
- lay= (timeoffset)? renderlay & vectorlay: renderlay;
+#endif
- /* if the object has been restricted from rendering in the outliner, ignore it */
- if (is_object_restricted(re, ob)) continue;
+ /* if the object is not visible, ignore it */
+ if ((base->flag & BASE_VISIBLED) == 0) {
+ continue;
+ }
/* OB_DONE means the object itself got duplicated, so was already converted */
if (ob->flag & OB_DONE) {
@@ -5030,7 +5033,7 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
}
}
}
- else if ((base->lay & lay) || (ob->type==OB_LAMP && (base->lay & re->lay)) ) {
+ else if (((base->flag & BASE_VISIBLED) != 0) || (ob->type==OB_LAMP)) {
if ((ob->transflag & OB_DUPLI) && (ob->type!=OB_MBALL)) {
DupliObject *dob;
ListBase *duplilist;
diff --git a/source/blender/render/intern/source/envmap.c b/source/blender/render/intern/source/envmap.c
index d97e18d6511..33258d04673 100644
--- a/source/blender/render/intern/source/envmap.c
+++ b/source/blender/render/intern/source/envmap.c
@@ -51,6 +51,7 @@
#include "BKE_main.h"
#include "BKE_image.h" /* BKE_imbuf_write */
+#include "BKE_layer.h"
#include "BKE_texture.h"
#include "BKE_scene.h"
@@ -247,17 +248,14 @@ static void envmap_transmatrix(float mat[4][4], int part)
static void env_set_imats(Render *re)
{
- Base *base;
float mat[4][4];
-
- base = re->scene->base.first;
- while (base) {
- mul_m4_m4m4(mat, re->viewmat, base->object->obmat);
- invert_m4_m4(base->object->imat, mat);
-
- base = base->next;
+
+ FOREACH_SCENE_OBJECT(re->scene, ob)
+ {
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat, mat);
}
-
+ FOREACH_SCENE_OBJECT_END
}
/* ------------------------------------------------------------------------- */
diff --git a/source/blender/render/intern/source/external_engine.c b/source/blender/render/intern/source/external_engine.c
index fd9d95c63b6..1744d88a14f 100644
--- a/source/blender/render/intern/source/external_engine.c
+++ b/source/blender/render/intern/source/external_engine.c
@@ -45,6 +45,7 @@
#include "BKE_camera.h"
#include "BKE_global.h"
#include "BKE_colortools.h"
+#include "BKE_layer.h"
#include "BKE_report.h"
#include "BKE_scene.h"
@@ -58,6 +59,8 @@
#include "RE_pipeline.h"
#include "RE_bake.h"
+#include "DRW_engine.h"
+
#include "initrender.h"
#include "renderpipeline.h"
#include "render_types.h"
@@ -68,7 +71,7 @@
static RenderEngineType internal_render_type = {
NULL, NULL,
"BLENDER_RENDER", N_("Blender Render"), RE_INTERNAL,
- NULL, NULL, NULL, NULL, NULL, NULL,
+ NULL, NULL, NULL, NULL, NULL, NULL, NULL,
{NULL, NULL, NULL}
};
@@ -77,7 +80,7 @@ static RenderEngineType internal_render_type = {
static RenderEngineType internal_game_type = {
NULL, NULL,
"BLENDER_GAME", N_("Blender Game"), RE_INTERNAL | RE_GAME,
- NULL, NULL, NULL, NULL, NULL, NULL,
+ NULL, NULL, NULL, NULL, NULL, NULL, NULL,
{NULL, NULL, NULL}
};
@@ -87,16 +90,21 @@ ListBase R_engines = {NULL, NULL};
void RE_engines_init(void)
{
- BLI_addtail(&R_engines, &internal_render_type);
+ RE_engines_register(NULL, &internal_render_type);
#ifdef WITH_GAMEENGINE
- BLI_addtail(&R_engines, &internal_game_type);
+ RE_engines_register(NULL, &internal_game_type);
#endif
+ DRW_engines_init();
}
void RE_engines_exit(void)
{
RenderEngineType *type, *next;
+ DRW_engines_free();
+
+ BKE_layer_collection_engine_settings_callback_free();
+
for (type = R_engines.first; type; type = next) {
next = type->next;
@@ -111,6 +119,14 @@ void RE_engines_exit(void)
}
}
+void RE_engines_register(Main *bmain, RenderEngineType *render_type)
+{
+ if (render_type->collection_settings_create) {
+ BKE_layer_collection_engine_settings_callback_register(bmain, render_type->idname, render_type->collection_settings_create);
+ }
+ BLI_addtail(&R_engines, render_type);
+}
+
RenderEngineType *RE_engines_find(const char *idname)
{
RenderEngineType *type;
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index 52eca5f7005..7598cb3ff6b 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -2012,14 +2012,14 @@ bool RE_allow_render_generic_object(Object *ob)
#define DEPSGRAPH_WORKAROUND_HACK
#ifdef DEPSGRAPH_WORKAROUND_HACK
-static void tag_dependend_objects_for_render(Scene *scene, int renderlay)
+static void tag_dependend_objects_for_render(Scene *scene, int UNUSED(renderlay))
{
Scene *sce_iter;
Base *base;
for (SETLOOPER(scene, sce_iter, base)) {
Object *object = base->object;
- if ((base->lay & renderlay) == 0) {
+ if ((base->flag & BASE_VISIBLED) == 0) {
continue;
}
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..0402a528e8d 100644
--- a/source/blender/windowmanager/intern/wm_dragdrop.c
+++ b/source/blender/windowmanager/intern/wm_dragdrop.c
@@ -46,6 +46,8 @@
#include "BKE_context.h"
+#include "GPU_shader.h"
+
#include "IMB_imbuf_types.h"
#include "UI_interface.h"
@@ -268,10 +270,10 @@ 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)
@@ -332,8 +334,10 @@ void wm_drags_draw(bContext *C, wmWindow *win, rcti *rect)
if (rect)
drag_rect_minmax(rect, x, y, x + drag->sx, y + drag->sy);
else {
- glColor4f(1.0, 1.0, 1.0, 0.65); /* this blends texture */
- glaDrawPixelsTexScaled(x, y, drag->imb->x, drag->imb->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, drag->imb->rect, drag->scale, drag->scale);
+ float col[4] = {1.0f, 1.0f, 1.0f, 0.65f}; /* this blends texture */
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTexScaled(x, y, drag->imb->x, drag->imb->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST,
+ drag->imb->rect, drag->scale, drag->scale, 1.0f, 1.0f, col);
}
}
else {
@@ -361,8 +365,8 @@ void wm_drags_draw(bContext *C, wmWindow *win, rcti *rect)
drag_rect_minmax(rect, x, y, x + w, y + iconsize);
}
else {
- glColor4ub(255, 255, 255, 255);
- UI_fontstyle_draw_simple(fstyle, x, y, wm_drag_name(drag));
+ const unsigned char col[] = {255, 255, 255, 255};
+ UI_fontstyle_draw_simple(fstyle, x, y, wm_drag_name(drag), col);
}
/* operator name with roundbox */
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index 77ffa46b990..daba01cb3a6 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -57,8 +57,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
-#include "GPU_glew.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "RE_engine.h"
@@ -128,7 +127,7 @@ 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 +371,116 @@ 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 +489,8 @@ 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 +503,7 @@ 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 +511,21 @@ 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 +552,7 @@ 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 +560,6 @@ 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 +659,14 @@ 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 +848,20 @@ 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 +915,6 @@ 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 +950,7 @@ 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_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c
index 46203333eb5..b7a34b329b7 100644
--- a/source/blender/windowmanager/intern/wm_gesture.c
+++ b/source/blender/windowmanager/intern/wm_gesture.c
@@ -45,15 +45,14 @@
#include "BKE_context.h"
-
#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_subwindow.h"
#include "wm_draw.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "BIF_glutil.h"
@@ -168,69 +167,156 @@ int wm_gesture_evaluate(wmGesture *gesture)
/* ******************* gesture draw ******************* */
+static void wm_gesture_draw_line(wmGesture *gt)
+{
+ rcti *rect = (rcti *)gt->customdata;
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+
+ immUniform4f("color1", 0.4f, 0.4f, 0.4f, 1.0f);
+ immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1f("dash_width", 8.0f);
+ immUniform1f("dash_width_on", 4.0f);
+
+ float xmin = (float)rect->xmin;
+ float ymin = (float)rect->ymin;
+
+ immBegin(PRIM_LINES, 2);
+
+ immAttrib2f(line_origin, xmin, ymin);
+ immVertex2f(pos, xmin, ymin);
+ immAttrib2f(line_origin, xmin, ymin);
+ immVertex2f(pos, (float)rect->xmax, (float)rect->ymax);
+
+ immEnd();
+
+ immUnbindProgram();
+}
+
+static void imm_draw_line_box_dashed(unsigned pos, unsigned line_origin, float x1, float y1, float x2, float y2)
+{
+ immBegin(PRIM_LINES, 8);
+ immAttrib2f(line_origin, x1, y1);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y2);
+ immAttrib2f(line_origin, x1, y2);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y2);
+ immAttrib2f(line_origin, x2, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x2, y1);
+ immAttrib2f(line_origin, x1, y1);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x1, y1);
+ immEnd();
+}
+
static void wm_gesture_draw_rect(wmGesture *gt)
{
rcti *rect = (rcti *)gt->customdata;
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_BLEND);
- glColor4f(1.0, 1.0, 1.0, 0.05);
- glBegin(GL_QUADS);
- glVertex2s(rect->xmax, rect->ymin);
- glVertex2s(rect->xmax, rect->ymax);
- glVertex2s(rect->xmin, rect->ymax);
- glVertex2s(rect->xmin, rect->ymin);
- glEnd();
+
+ immUniform4f("color", 1.0f, 1.0f, 1.0f, 0.05f);
+
+ immBegin(GL_QUADS, 4);
+
+ immVertex2f(pos, (float)rect->xmax, (float)rect->ymin);
+ immVertex2f(pos, (float)rect->xmax, (float)rect->ymax);
+ immVertex2f(pos, (float)rect->xmin, (float)rect->ymax);
+ immVertex2f(pos, (float)rect->xmin, (float)rect->ymin);
+
+ immEnd();
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
+
+ format = immVertexFormat();
+ pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+
+ immUniform4f("color1", 0.4f, 0.4f, 0.4f, 1.0f);
+ immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1f("dash_width", 8.0f);
+ immUniform1f("dash_width_on", 4.0f);
- GPU_basic_shader_bind(GPU_SHADER_LINE | GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- glColor3ub(96, 96, 96);
- GPU_basic_shader_line_stipple(1, 0xCCCC);
- sdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
- glColor3ub(255, 255, 255);
- GPU_basic_shader_line_stipple(1, 0x3333);
- sdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ imm_draw_line_box_dashed(pos, line_origin,
+ (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, (float)rect->ymax);
+
+ immUnbindProgram();
+
+ // wm_gesture_draw_line(gt); // draws a diagonal line in the lined box to test wm_gesture_draw_line
}
-static void wm_gesture_draw_line(wmGesture *gt)
+static void imm_draw_lined_dashed_circle(unsigned pos, unsigned line_origin, float x, float y, float rad, int nsegments)
{
- rcti *rect = (rcti *)gt->customdata;
-
- GPU_basic_shader_bind(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- glColor3ub(96, 96, 96);
- GPU_basic_shader_line_stipple(1, 0xAAAA);
- sdrawline(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
- glColor3ub(255, 255, 255);
- GPU_basic_shader_line_stipple(1, 0x5555);
- sdrawline(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
-
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
-
+ float xpos, ypos;
+
+ xpos = x + rad;
+ ypos = y;
+
+ immBegin(PRIM_LINES, nsegments * 2);
+
+ for (int i = 1; i <= nsegments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)nsegments);
+
+ immAttrib2f(line_origin, xpos, ypos);
+ immVertex2f(pos, xpos, ypos);
+
+ xpos = x + rad * cosf(angle);
+ ypos = y + rad * sinf(angle);
+
+ immVertex2f(pos, xpos, ypos);
+ }
+
+ immEnd();
}
static void wm_gesture_draw_circle(wmGesture *gt)
{
rcti *rect = (rcti *)gt->customdata;
- glTranslatef((float)rect->xmin, (float)rect->ymin, 0.0f);
-
glEnable(GL_BLEND);
- glColor4f(1.0, 1.0, 1.0, 0.05);
- glutil_draw_filled_arc(0.0, M_PI * 2.0, rect->xmax, 40);
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor4f(1.0, 1.0, 1.0, 0.05);
+ imm_draw_filled_circle(pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, 40);
+
+ immUnbindProgram();
+
glDisable(GL_BLEND);
- // for USE_GLSL works bad because of no relation between lines
- GPU_basic_shader_bind(GPU_SHADER_LINE | GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- glColor3ub(96, 96, 96);
- GPU_basic_shader_line_stipple(1, 0xAAAA);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, rect->xmax, 40);
- glColor3ub(255, 255, 255);
- GPU_basic_shader_line_stipple(1, 0x5555);
- glutil_draw_lined_arc(0.0, M_PI * 2.0, rect->xmax, 40);
-
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- glTranslatef(-rect->xmin, -rect->ymin, 0.0f);
+ format = immVertexFormat();
+ pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+
+ immUniform4f("color1", 0.4f, 0.4f, 0.4f, 1.0f);
+ immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1f("dash_width", 4.0f);
+ immUniform1f("dash_width_on", 2.0f);
+ imm_draw_lined_dashed_circle(pos, line_origin,
+ (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, 40);
+
+ immUnbindProgram();
}
struct LassoFillData {
@@ -253,6 +339,7 @@ static void draw_filled_lasso(wmWindow *win, wmGesture *gt)
int i;
rcti rect;
rcti rect_win;
+ float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
for (i = 0; i < tot; i++, lasso += 2) {
moves[i][0] = lasso[0];
@@ -278,28 +365,25 @@ static void draw_filled_lasso(wmWindow *win, wmGesture *gt)
(const int (*)[2])moves, tot,
draw_filled_lasso_px_cb, &lasso_fill_data);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- glColor4f(1, 1, 1, 1);
- glPixelTransferf(GL_RED_BIAS, 1);
- glPixelTransferf(GL_GREEN_BIAS, 1);
- glPixelTransferf(GL_BLUE_BIAS, 1);
+ /* Additive Blending */
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glEnable(GL_BLEND);
- glaDrawPixelsTex(rect.xmin, rect.ymin, w, h, GL_ALPHA, GL_UNSIGNED_BYTE, GL_NEAREST, pixel_buf);
- glDisable(GL_BLEND);
+ GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, red);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immDrawPixelsTex(rect.xmin, rect.ymin, w, h, GL_RED, GL_UNSIGNED_BYTE, GL_NEAREST, pixel_buf, 1.0f, 1.0f, NULL);
- glPixelTransferf(GL_RED_BIAS, 0);
- glPixelTransferf(GL_GREEN_BIAS, 0);
- glPixelTransferf(GL_BLUE_BIAS, 0);
+ GPU_shader_unbind();
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
MEM_freeN(pixel_buf);
+
+ glDisable(GL_BLEND);
}
MEM_freeN(moves);
@@ -309,35 +393,52 @@ static void draw_filled_lasso(wmWindow *win, wmGesture *gt)
static void wm_gesture_draw_lasso(wmWindow *win, wmGesture *gt, bool filled)
{
const short *lasso = (short *)gt->customdata;
- int i;
+ int i, numverts;
+ float x, y;
if (filled) {
draw_filled_lasso(win, gt);
}
- // for USE_GLSL can't check this yet
- GPU_basic_shader_bind(GPU_SHADER_LINE | GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- glColor3ub(96, 96, 96);
- GPU_basic_shader_line_stipple(1, 0xAAAA);
- glBegin(GL_LINE_STRIP);
- for (i = 0; i < gt->points; i++, lasso += 2)
- glVertex2sv(lasso);
- if (gt->type == WM_GESTURE_LASSO)
- glVertex2sv((short *)gt->customdata);
- glEnd();
-
- glColor3ub(255, 255, 255);
- GPU_basic_shader_line_stipple(1, 0x5555);
- glBegin(GL_LINE_STRIP);
- lasso = (short *)gt->customdata;
- for (i = 0; i < gt->points; i++, lasso += 2)
- glVertex2sv(lasso);
- if (gt->type == WM_GESTURE_LASSO)
- glVertex2sv((short *)gt->customdata);
- glEnd();
-
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+
+ immUniform4f("color1", 0.4f, 0.4f, 0.4f, 1.0f);
+ immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1f("dash_width", 2.0f);
+ immUniform1f("dash_width_on", 1.0f);
+
+ numverts = gt->points;
+ if (gt->type == WM_GESTURE_LASSO) {
+ numverts++;
+ }
+
+ immBegin(PRIM_LINE_STRIP, numverts);
+
+ for (i = 0; i < gt->points; i++, lasso += 2) {
+
+ /* get line_origin coordinates only from the first vertex of each line */
+ if (!(i % 2)) {
+ x = (float)lasso[0];
+ y = (float)lasso[1];
+ }
+
+ immAttrib2f(line_origin, x, y);
+ immVertex2f(pos, (float)lasso[0], (float)lasso[1]);
+ }
+
+ if (gt->type == WM_GESTURE_LASSO) {
+ immAttrib2f(line_origin, x, y);
+ lasso = (short *)gt->customdata;
+ immVertex2f(pos, (float)lasso[0], (float)lasso[1]);
+ }
+
+ immEnd();
+ immUnbindProgram();
}
static void wm_gesture_draw_cross(wmWindow *win, wmGesture *gt)
@@ -346,25 +447,52 @@ static void wm_gesture_draw_cross(wmWindow *win, wmGesture *gt)
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
- GPU_basic_shader_bind(GPU_SHADER_LINE | GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- glColor3ub(96, 96, 96);
- GPU_basic_shader_line_stipple(1, 0xCCCC);
- sdrawline(rect->xmin - winsize_x, rect->ymin, rect->xmin + winsize_x, rect->ymin);
- sdrawline(rect->xmin, rect->ymin - winsize_y, rect->xmin, rect->ymin + winsize_y);
-
- glColor3ub(255, 255, 255);
- GPU_basic_shader_line_stipple(1, 0x3333);
- sdrawline(rect->xmin - winsize_x, rect->ymin, rect->xmin + winsize_x, rect->ymin);
- sdrawline(rect->xmin, rect->ymin - winsize_y, rect->xmin, rect->ymin + winsize_y);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ float x1, x2, y1, y2;
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
+
+ immUniform4f("color1", 0.4f, 0.4f, 0.4f, 1.0f);
+ immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
+ immUniform1f("dash_width", 8.0f);
+ immUniform1f("dash_width_on", 4.0f);
+
+ immBegin(PRIM_LINES, 4);
+
+ x1 = (float)(rect->xmin - winsize_x);
+ y1 = (float)rect->ymin;
+ x2 = (float)(rect->xmin + winsize_x);
+ y2 = y1;
+
+ immAttrib2f(line_origin, x1, y1);
+ immVertex2f(pos, x1, y1);
+ immAttrib2f(line_origin, x1, y1);
+ immVertex2f(pos, x2, y2);
+
+ x1 = (float)rect->xmin;
+ y1 = (float)(rect->ymin - winsize_y);
+ x2 = x1;
+ y2 = (float)(rect->ymin + winsize_y);
+
+ immAttrib2f(line_origin, x1, y1);
+ immVertex2f(pos, x1, y1);
+ immAttrib2f(line_origin, x1, y1);
+ immVertex2f(pos, x2, y2);
+
+ immEnd();
+
+ immUnbindProgram();
}
/* called in wm_draw.c */
void wm_gesture_draw(wmWindow *win)
{
wmGesture *gt = (wmGesture *)win->gesture.first;
-
- GPU_basic_shader_line_width(1);
+
+ glLineWidth(1.0f);
for (; gt; gt = gt->next) {
/* all in subwindow space */
wmSubWindowSet(win, gt->swinid);
diff --git a/source/blender/windowmanager/intern/wm_init_exit.c b/source/blender/windowmanager/intern/wm_init_exit.c
index 4b2369a1a7c..055196a84ab 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 */
@@ -527,6 +528,9 @@ 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 cef5e7e4a8e..bf76cabb59f 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -86,9 +86,11 @@
#include "BKE_idcode.h"
-#include "BIF_glutil.h" /* for paint cursor */
#include "BLF_api.h"
+#include "BIF_glutil.h" /* for paint cursor */
+#include "GPU_immediate.h"
+
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
@@ -97,8 +99,6 @@
#include "ED_util.h"
#include "ED_view3d.h"
-#include "GPU_basic_shader.h"
-
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
@@ -491,6 +491,9 @@ 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 +2988,8 @@ 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 +3022,26 @@ 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 +3051,21 @@ 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 +3073,12 @@ 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 +3154,38 @@ 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 +3201,8 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
+
+ immUnbindProgram();
}
typedef enum {
@@ -4174,6 +4213,10 @@ 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 */
@@ -4479,6 +4522,7 @@ 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..6b3f530133f 100644
--- a/source/blender/windowmanager/intern/wm_stereo.c
+++ b/source/blender/windowmanager/intern/wm_stereo.c
@@ -52,8 +52,7 @@
#include "ED_screen.h"
-#include "GPU_glew.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -77,54 +76,82 @@ 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 +184,7 @@ 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 +199,10 @@ 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 +234,33 @@ 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 +272,10 @@ 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 +304,33 @@ 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 +359,9 @@ 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_subwindow.c b/source/blender/windowmanager/intern/wm_subwindow.c
index 458ac4a121a..c401a11f74d 100644
--- a/source/blender/windowmanager/intern/wm_subwindow.c
+++ b/source/blender/windowmanager/intern/wm_subwindow.c
@@ -47,9 +47,6 @@
#include "BIF_gl.h"
-#include "GPU_extensions.h"
-#include "GPU_basic_shader.h"
-
#include "WM_api.h"
#include "wm_subwindow.h"
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..7fdbb0d6324
--- /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_string.h"
+#include "BLI_string_utils.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..fd060c79b2c
--- /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 */
+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.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 */
+
+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;
+};
+
+/**
+ * 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.
+ */
+struct wmManipulatorMapType {
+ struct wmManipulatorMapType *next, *prev;
+ char idname[64];
+ short spaceid, regionid;
+ /* types of manipulator-groups for this manipulator-map type */
+ ListBase manipulator_grouptypes;
+};
+
+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. ********** */
};
diff --git a/source/blenderplayer/bad_level_call_stubs/CMakeLists.txt b/source/blenderplayer/bad_level_call_stubs/CMakeLists.txt
index 0e570e19258..d2c2129532a 100644
--- a/source/blenderplayer/bad_level_call_stubs/CMakeLists.txt
+++ b/source/blenderplayer/bad_level_call_stubs/CMakeLists.txt
@@ -35,11 +35,12 @@ set(INC
../../blender/blenloader
../../blender/makesdna
../../blender/makesrna
+ ../../../intern/glew-mx
../../../intern/guardedalloc
)
set(INC_SYS
-
+ ${GLEW_INCLUDE_PATH}
)
set(SRC
diff --git a/source/blenderplayer/bad_level_call_stubs/stubs.c b/source/blenderplayer/bad_level_call_stubs/stubs.c
index 08d00e9148a..16b024df4a7 100644
--- a/source/blenderplayer/bad_level_call_stubs/stubs.c
+++ b/source/blenderplayer/bad_level_call_stubs/stubs.c
@@ -45,6 +45,7 @@ struct ARegion;
struct ARegionType;
struct BMEditMesh;
struct Base;
+struct BaseLegacy;
struct bContext;
struct BoundBox;
struct Brush;
@@ -178,11 +179,14 @@ struct wmWindowManager;
#include "../blender/editors/include/UI_resources.h"
#include "../blender/editors/include/UI_view2d.h"
#include "../blender/freestyle/FRS_freestyle.h"
+#include "../blender/gpu/GPU_immediate.h"
+#include "../blender/gpu/GPU_matrix.h"
#include "../blender/python/BPY_extern.h"
#include "../blender/render/extern/include/RE_engine.h"
#include "../blender/render/extern/include/RE_pipeline.h"
#include "../blender/render/extern/include/RE_render_ext.h"
#include "../blender/render/extern/include/RE_shader_ext.h"
+#include "../blender/draw/DRW_engine.h"
#include "../blender/windowmanager/WM_api.h"
@@ -483,7 +487,8 @@ void ED_view3d_shade_update(struct Main *bmain, struct Scene *scene, struct View
void ED_node_shader_default(const struct bContext *C, struct ID *id) RET_NONE
void ED_screen_animation_timer_update(struct bScreen *screen, int redraws, int refresh) RET_NONE
struct bScreen *ED_screen_animation_playing(const struct wmWindowManager *wm) RET_NULL
-void ED_base_object_select(struct Base *base, short mode) RET_NONE
+void ED_base_object_select(struct BaseLegacy *base, short mode) RET_NONE
+void ED_object_base_select(struct Base *base, short mode) RET_NONE
bool ED_object_modifier_remove(struct ReportList *reports, struct Main *bmain, struct Object *ob, struct ModifierData *md) RET_ZERO
struct ModifierData *ED_object_modifier_add(struct ReportList *reports, struct Main *bmain, struct Scene *scene, struct Object *ob, const char *name, int type) RET_ZERO
void ED_object_modifier_clear(struct Main *bmain, struct Object *ob) RET_NONE
@@ -504,7 +509,7 @@ void uiLayoutSetAlignment(uiLayout *layout, char alignment) RET_NONE
void uiLayoutSetScaleX(struct uiLayout *layout, float scale) RET_NONE
void uiLayoutSetScaleY(struct uiLayout *layout, float scale) RET_NONE
void uiTemplateIconView(struct uiLayout *layout, struct PointerRNA *ptr, const char *propname, int show_labels, float icon_scale) RET_NONE
-void ED_base_object_free_and_unlink(struct Main *bmain, struct Scene *scene, struct Base *base) RET_NONE
+void ED_base_object_free_and_unlink(struct Main *bmain, struct Scene *scene, struct Object *base) RET_NONE
void ED_mesh_update(struct Mesh *mesh, struct bContext *C, int calc_edges, int calc_tessface) RET_NONE
void ED_mesh_vertices_add(struct Mesh *mesh, struct ReportList *reports, int count) RET_NONE
void ED_mesh_edges_add(struct Mesh *mesh, struct ReportList *reports, int count) RET_NONE
@@ -659,6 +664,7 @@ void RE_ReleaseResultImage(struct Render *re) RET_NONE
int RE_engine_test_break(struct RenderEngine *engine) RET_ZERO
void RE_engines_init() RET_NONE
void RE_engines_exit() RET_NONE
+void RE_engines_register(struct Main *bmain, RenderEngineType *render_type) RET_NONE
void RE_engine_report(struct RenderEngine *engine, int type, const char *msg) RET_NONE
ListBase R_engines = {NULL, NULL};
void RE_engine_free(struct RenderEngine *engine) RET_NONE
@@ -675,6 +681,13 @@ void RE_instance_get_particle_info(struct ObjectInstanceRen *obi, float *index,
void RE_FreeAllPersistentData(void) RET_NONE
float RE_fresnel_dielectric(float incoming[3], float normal[3], float eta) RET_ZERO
+/* Draw */
+void *DRW_render_settings_get(struct Scene *scene, const char *engine_name) RET_NULL
+
+void OBJECT_collection_settings_create(struct CollectionEngineSettings *ces) RET_NONE
+void EDIT_MESH_collection_settings_create(struct CollectionEngineSettings *ces) RET_NONE
+void EDIT_ARMATURE_collection_settings_create(struct CollectionEngineSettings *ces) RET_NONE
+
/* python */
struct wmOperatorType *WM_operatortype_find(const char *idname, bool quiet) RET_NULL
void WM_operatortype_iter(struct GHashIterator *ghi) RET_NONE
@@ -779,4 +792,7 @@ void COM_execute(RenderData *rd, Scene *scene, bNodeTree *editingtree, int rende
bool RE_RenderResult_is_stereo(RenderResult *res) RET_ZERO
void uiTemplateImageViews(uiLayout *layout, struct PointerRNA *imfptr) RET_NONE
+/* GPU */
+void immBindBuiltinProgram(GPUBuiltinShader shader_id) RET_NONE
+
#endif // WITH_GAMEENGINE
diff --git a/source/creator/creator_args.c b/source/creator/creator_args.c
index 3c01c0c4476..5ee69aebd5d 100644
--- a/source/creator/creator_args.c
+++ b/source/creator/creator_args.c
@@ -55,8 +55,6 @@
#include "BKE_sound.h"
#include "BKE_image.h"
-#include "DEG_depsgraph.h"
-
#ifdef WITH_FFMPEG
#include "IMB_imbuf.h"
#endif
@@ -587,7 +585,6 @@ static int arg_handle_print_help(int UNUSED(argc), const char **UNUSED(argv), vo
printf("\n");
printf("Experimental Features:\n");
- BLI_argsPrintArgDoc(ba, "--enable-new-depsgraph");
BLI_argsPrintArgDoc(ba, "--enable-new-basic-shader-glsl");
/* Other options _must_ be last (anything not handled will show here) */
@@ -1185,23 +1182,13 @@ static int arg_handle_threads_set(int argc, const char **argv, void *UNUSED(data
}
}
-static const char arg_handle_depsgraph_use_new_doc[] =
-"\n\tUse new dependency graph"
-;
-static int arg_handle_depsgraph_use_new(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
-{
- printf("Using new dependency graph.\n");
- DEG_depsgraph_switch_to_new();
- return 0;
-}
-
-static const char arg_handle_basic_shader_glsl_use_new_doc[] =
-"\n\tUse new GLSL basic shader"
+static const char arg_handle_basic_shader_use_legacy_doc[] =
+"\n\tUse legacy (non-GLSL) basic shader"
;
-static int arg_handle_basic_shader_glsl_use_new(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
+static int arg_handle_basic_shader_use_legacy(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
- printf("Using new GLSL basic shader.\n");
- GPU_basic_shader_use_glsl_set(true);
+ printf("Using legacy (non-GLSL) basic shader.\n");
+ GPU_basic_shader_use_glsl_set(false);
return 0;
}
@@ -1842,8 +1829,7 @@ void main_args_setup(bContext *C, bArgs *ba, SYS_SystemHandle *syshandle)
BLI_argsAdd(ba, 1, NULL, "--debug-gpumem",
CB_EX(arg_handle_debug_mode_generic_set, gpumem), (void *)G_DEBUG_GPU_MEM);
- BLI_argsAdd(ba, 1, NULL, "--enable-new-depsgraph", CB(arg_handle_depsgraph_use_new), NULL);
- BLI_argsAdd(ba, 1, NULL, "--enable-new-basic-shader-glsl", CB(arg_handle_basic_shader_glsl_use_new), NULL);
+ BLI_argsAdd(ba, 1, NULL, "--enable-legacy-basic-shader", CB(arg_handle_basic_shader_use_legacy), NULL);
BLI_argsAdd(ba, 1, NULL, "--verbose", CB(arg_handle_verbosity_set), NULL);
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 4751e60996d..6add30f1131 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1740,7 +1740,7 @@ static void blenderSceneSetBackground(Scene *blenderscene)
for (SETLOOPER(blenderscene, it, base)) {
base->object->lay = base->lay;
- base->object->flag = base->flag;
+ BKE_scene_base_flag_sync_from_base(base);
}
}
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index 5f490747c2b..b2a480e99ca 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -34,6 +34,7 @@
#endif
#include <stdio.h>
+#include "DNA_scene_types.h"
#include "KX_Light.h"
#include "KX_Camera.h"
@@ -44,7 +45,6 @@
#include "KX_PyMath.h"
#include "DNA_object_types.h"
-#include "DNA_scene_types.h"
#include "DNA_lamp_types.h"
#include "BKE_scene.h"
diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h
index b446acd6e63..469f2d62b76 100644
--- a/source/gameengine/Ketsji/KX_Light.h
+++ b/source/gameengine/Ketsji/KX_Light.h
@@ -38,7 +38,7 @@
struct GPULamp;
struct Scene;
-struct Base;
+struct BaseLegacy;
class KX_Camera;
class RAS_IRasterizer;
class RAS_ILightObject;
@@ -51,7 +51,7 @@ protected:
RAS_ILightObject* m_lightobj;
class RAS_IRasterizer* m_rasterizer; //needed for registering and replication of lightobj
Scene* m_blenderscene;
- Base* m_base;
+ BaseLegacy* m_base;
public:
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,RAS_ILightObject* lightobj, bool glsl);