From 435eaa79b26c1b72287dd78df3ae7a1d79db3d32 Mon Sep 17 00:00:00 2001 From: Antony Riakiotakis Date: Mon, 24 Nov 2014 23:03:48 +0100 Subject: Draw world background in offscreen OpenGL renders when. Use forced rendering in that case, not user preference also set alpha to 1.0 (transparent drawing just clears to zero) --- source/blender/editors/space_view3d/view3d_draw.c | 355 +++++++++++----------- 1 file changed, 176 insertions(+), 179 deletions(-) (limited to 'source') diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index d681915e555..d4a0c01518b 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2801,6 +2801,179 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d) gpu_update_lamps_shadows(scene, v3d); } +/* + * Function to clear the view + */ +static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool force) +{ + /* clear background */ + if (scene->world && ((v3d->flag3 & V3D_SHOW_WORLD) || force)) { /* clear with solid color */ + float alpha = (force) ? 1.0f : 0.0; + + if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */ + int x, y; + float col_hor[3]; + float col_zen[3]; + +#define VIEWGRAD_RES_X 16 +#define VIEWGRAD_RES_Y 16 + + GLubyte grid_col[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][4]; + static float grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][3]; + static GLushort indices[VIEWGRAD_RES_X - 1][VIEWGRAD_RES_X - 1][4]; + static bool buf_calculated = false; + + IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings, + &scene->display_settings); + IMB_colormanagement_pixel_to_display_space_v3(col_zen, &scene->world->zenr, &scene->view_settings, + &scene->display_settings); + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + glShadeModel(GL_SMOOTH); + + /* calculate buffers the first time only */ + if (!buf_calculated) { + for (x = 0; x < VIEWGRAD_RES_X; x++) { + for (y = 0; y < VIEWGRAD_RES_Y; y++) { + const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1); + const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1); + + /* -1..1 range */ + grid_pos[x][y][0] = (xf - 0.5f) * 2.0f; + grid_pos[x][y][1] = (yf - 0.5f) * 2.0f; + grid_pos[x][y][2] = 1.0; + } + } + + for (x = 0; x < VIEWGRAD_RES_X - 1; x++) { + for (y = 0; y < VIEWGRAD_RES_Y - 1; y++) { + indices[x][y][0] = x * VIEWGRAD_RES_X + y; + indices[x][y][1] = x * VIEWGRAD_RES_X + y + 1; + indices[x][y][2] = (x + 1) * VIEWGRAD_RES_X + y + 1; + indices[x][y][3] = (x + 1) * VIEWGRAD_RES_X + y; + } + } + + buf_calculated = true; + } + + for (x = 0; x < VIEWGRAD_RES_X; x++) { + for (y = 0; y < VIEWGRAD_RES_Y; y++) { + const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1); + const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1); + const float mval[2] = {xf * (float)ar->winx, yf * ar->winy}; + const float z_up[3] = {0.0f, 0.0f, 1.0f}; + float out[3]; + GLubyte *col_ub = grid_col[x][y]; + + float col_fac; + float col_fl[3]; + + ED_view3d_win_to_vector(ar, mval, out); + + if (scene->world->skytype & WO_SKYPAPER) { + if (scene->world->skytype & WO_SKYREAL) { + col_fac = fabsf(((float)y / (float)VIEWGRAD_RES_Y) - 0.5f) * 2.0f; + } + else { + col_fac = (float)y / (float)VIEWGRAD_RES_Y; + } + } + else { + if (scene->world->skytype & WO_SKYREAL) { + col_fac = fabsf((angle_normalized_v3v3(z_up, out) / (float)M_PI) - 0.5f) * 2.0f; + } + else { + col_fac = 1.0f - (angle_normalized_v3v3(z_up, out) / (float)M_PI); + } + } + + interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac); + + rgb_float_to_uchar(col_ub, col_fl); + col_ub[3] = alpha * 255; + } + } + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_ALWAYS); + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glVertexPointer(3, GL_FLOAT, 0, grid_pos); + glColorPointer(4, GL_UNSIGNED_BYTE, 0, grid_col); + + glDrawElements(GL_QUADS, (VIEWGRAD_RES_X - 1) * (VIEWGRAD_RES_Y - 1) * 4, GL_UNSIGNED_SHORT, indices); + + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); + + glDepthFunc(GL_LEQUAL); + glDisable(GL_DEPTH_TEST); + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + + glShadeModel(GL_FLAT); + +#undef VIEWGRAD_RES_X +#undef VIEWGRAD_RES_Y + } + else { /* solid sky */ + float col_hor[3]; + IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings, + &scene->display_settings); + + glClearColor(col_hor[0], col_hor[1], col_hor[2], alpha); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } + } + 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); + glShadeModel(GL_SMOOTH); + 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(); + glShadeModel(GL_FLAT); + + glDepthFunc(GL_LEQUAL); + glDisable(GL_DEPTH_TEST); + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + } + else { + UI_ThemeClearColor(TH_HIGH_GRAD); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } + } +} + /* ED_view3d_draw_offscreen_init should be called before this to initialize * stuff like shadow buffers */ @@ -2839,17 +3012,13 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, /* clear opengl buffers */ if (do_sky) { - float sky_color[3]; - - ED_view3d_offscreen_sky_color_get(scene, sky_color); - glClearColor(sky_color[0], sky_color[1], sky_color[2], 1.0f); + view3d_main_area_clear(scene, v3d, ar, true); } else { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - /* setup view matrices */ view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat); @@ -3205,178 +3374,6 @@ static void view3d_main_area_draw_engine_info(View3D *v3d, RegionView3D *rv3d, A ED_region_info_draw(ar, rv3d->render_engine->text, 1, fill_color); } -/* - * Function to clear the view - */ -static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar) -{ - /* clear background */ - if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) { /* clear with solid color */ - if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */ - int x, y; - float col_hor[3]; - float col_zen[3]; - -#define VIEWGRAD_RES_X 16 -#define VIEWGRAD_RES_Y 16 - - GLubyte grid_col[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][4]; - static float grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][3]; - static GLushort indices[VIEWGRAD_RES_X - 1][VIEWGRAD_RES_X - 1][4]; - static bool buf_calculated = false; - - IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings, - &scene->display_settings); - IMB_colormanagement_pixel_to_display_space_v3(col_zen, &scene->world->zenr, &scene->view_settings, - &scene->display_settings); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - glShadeModel(GL_SMOOTH); - - /* calculate buffers the first time only */ - if (!buf_calculated) { - for (x = 0; x < VIEWGRAD_RES_X; x++) { - for (y = 0; y < VIEWGRAD_RES_Y; y++) { - const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1); - const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1); - - /* -1..1 range */ - grid_pos[x][y][0] = (xf - 0.5f) * 2.0f; - grid_pos[x][y][1] = (yf - 0.5f) * 2.0f; - grid_pos[x][y][2] = 1.0; - } - } - - for (x = 0; x < VIEWGRAD_RES_X - 1; x++) { - for (y = 0; y < VIEWGRAD_RES_Y - 1; y++) { - indices[x][y][0] = x * VIEWGRAD_RES_X + y; - indices[x][y][1] = x * VIEWGRAD_RES_X + y + 1; - indices[x][y][2] = (x + 1) * VIEWGRAD_RES_X + y + 1; - indices[x][y][3] = (x + 1) * VIEWGRAD_RES_X + y; - } - } - - buf_calculated = true; - } - - for (x = 0; x < VIEWGRAD_RES_X; x++) { - for (y = 0; y < VIEWGRAD_RES_Y; y++) { - const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1); - const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1); - const float mval[2] = {xf * (float)ar->winx, yf * ar->winy}; - const float z_up[3] = {0.0f, 0.0f, 1.0f}; - float out[3]; - GLubyte *col_ub = grid_col[x][y]; - - float col_fac; - float col_fl[3]; - - ED_view3d_win_to_vector(ar, mval, out); - - if (scene->world->skytype & WO_SKYPAPER) { - if (scene->world->skytype & WO_SKYREAL) { - col_fac = fabsf(((float)y / (float)VIEWGRAD_RES_Y) - 0.5f) * 2.0f; - } - else { - col_fac = (float)y / (float)VIEWGRAD_RES_Y; - } - } - else { - if (scene->world->skytype & WO_SKYREAL) { - col_fac = fabsf((angle_normalized_v3v3(z_up, out) / (float)M_PI) - 0.5f) * 2.0f; - } - else { - col_fac = 1.0f - (angle_normalized_v3v3(z_up, out) / (float)M_PI); - } - } - - interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac); - - rgb_float_to_uchar(col_ub, col_fl); - col_ub[3] = 0; - } - } - - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); - - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, grid_pos); - glColorPointer(4, GL_UNSIGNED_BYTE, 0, grid_col); - - glDrawElements(GL_QUADS, (VIEWGRAD_RES_X - 1) * (VIEWGRAD_RES_Y - 1) * 4, GL_UNSIGNED_SHORT, indices); - - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); - - glDepthFunc(GL_LEQUAL); - glDisable(GL_DEPTH_TEST); - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - - glShadeModel(GL_FLAT); - -#undef VIEWGRAD_RES_X -#undef VIEWGRAD_RES_Y - } - else { /* solid sky */ - float col_hor[3]; - IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings, - &scene->display_settings); - - glClearColor(col_hor[0], col_hor[1], col_hor[2], 0.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - } - } - 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); - glShadeModel(GL_SMOOTH); - 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(); - glShadeModel(GL_FLAT); - - glDepthFunc(GL_LEQUAL); - glDisable(GL_DEPTH_TEST); - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - } - else { - UI_ThemeClearColor(TH_HIGH_GRAD); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - } - } -} - - #ifdef WITH_GAMEENGINE static void update_lods(Scene *scene, float camera_pos[3]) { @@ -3422,7 +3419,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3 #endif /* clear the background */ - view3d_main_area_clear(scene, v3d, ar); + view3d_main_area_clear(scene, v3d, ar, false); /* enables anti-aliasing for 3D view drawing */ if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) { -- cgit v1.2.3