/* * 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. * * Copyright 2019, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "DNA_camera_types.h" #include "DEG_depsgraph_query.h" #include "ED_image.h" #include "ED_view3d.h" #include "UI_resources.h" #include "overlay_private.h" enum { SHOW_AXIS_X = (1 << 0), SHOW_AXIS_Y = (1 << 1), SHOW_AXIS_Z = (1 << 2), SHOW_GRID = (1 << 3), PLANE_XY = (1 << 4), PLANE_XZ = (1 << 5), PLANE_YZ = (1 << 6), CLIP_ZPOS = (1 << 7), CLIP_ZNEG = (1 << 8), GRID_BACK = (1 << 9), GRID_CAMERA = (1 << 10), PLANE_IMAGE = (1 << 11), }; void OVERLAY_grid_init(OVERLAY_Data *vedata) { OVERLAY_PrivateData *pd = vedata->stl->pd; OVERLAY_ShadingData *shd = &pd->shdata; const DRWContextState *draw_ctx = DRW_context_state_get(); shd->grid_flag = 0; shd->zneg_flag = 0; shd->zpos_flag = 0; shd->grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f; if (pd->space_type == SPACE_IMAGE) { SpaceImage *sima = (SpaceImage *)draw_ctx->space_data; shd->grid_flag = ED_space_image_has_buffer(sima) ? 0 : PLANE_IMAGE | SHOW_GRID; shd->grid_distance = 1.0f; copy_v3_fl3( shd->grid_size, (float)sima->tile_grid_shape[0], (float)sima->tile_grid_shape[1], 1.0f); for (int step = 0; step < 8; step++) { shd->grid_steps[step] = powf(4, step) * (1.0f / 16.0f); } return; } View3D *v3d = draw_ctx->v3d; Scene *scene = draw_ctx->scene; RegionView3D *rv3d = draw_ctx->rv3d; const bool show_axis_x = (pd->v3d_gridflag & V3D_SHOW_X) != 0; const bool show_axis_y = (pd->v3d_gridflag & V3D_SHOW_Y) != 0; const bool show_axis_z = (pd->v3d_gridflag & V3D_SHOW_Z) != 0; const bool show_floor = (pd->v3d_gridflag & V3D_SHOW_FLOOR) != 0; const bool show_ortho_grid = (pd->v3d_gridflag & V3D_SHOW_ORTHO_GRID) != 0; if (pd->hide_overlays || !(pd->v3d_gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z | V3D_SHOW_FLOOR | V3D_SHOW_ORTHO_GRID))) { return; } float viewinv[4][4], wininv[4][4]; float viewmat[4][4], winmat[4][4]; DRW_view_winmat_get(NULL, winmat, false); DRW_view_winmat_get(NULL, wininv, true); DRW_view_viewmat_get(NULL, viewmat, false); DRW_view_viewmat_get(NULL, viewinv, true); /* if perps */ if (winmat[3][3] == 0.0f || rv3d->view == RV3D_VIEW_USER) { if (show_axis_x) { shd->grid_flag |= PLANE_XY | SHOW_AXIS_X; } if (show_axis_y) { shd->grid_flag |= PLANE_XY | SHOW_AXIS_Y; } if (show_floor) { shd->grid_flag |= PLANE_XY | SHOW_GRID; } } else { if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) { shd->grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK; } else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) { shd->grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK; } else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) { shd->grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK; } } shd->grid_axes[0] = (float)((shd->grid_flag & (PLANE_XZ | PLANE_XY)) != 0); shd->grid_axes[1] = (float)((shd->grid_flag & (PLANE_YZ | PLANE_XY)) != 0); shd->grid_axes[2] = (float)((shd->grid_flag & (PLANE_YZ | PLANE_XZ)) != 0); /* Z axis if needed */ if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) { shd->zpos_flag = SHOW_AXIS_Z; float zvec[3], campos[3]; negate_v3_v3(zvec, viewinv[2]); copy_v3_v3(campos, viewinv[3]); /* z axis : chose the most facing plane */ if (fabsf(zvec[0]) < fabsf(zvec[1])) { shd->zpos_flag |= PLANE_XZ; } else { shd->zpos_flag |= PLANE_YZ; } shd->zneg_flag = shd->zpos_flag; /* Persp : If camera is below floor plane, we switch clipping * Ortho : If eye vector is looking up, we switch clipping */ if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) || ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) { shd->zpos_flag |= CLIP_ZPOS; shd->zneg_flag |= CLIP_ZNEG; } else { shd->zpos_flag |= CLIP_ZNEG; shd->zneg_flag |= CLIP_ZPOS; } shd->zplane_axes[0] = (float)((shd->zpos_flag & (PLANE_XZ | PLANE_XY)) != 0); shd->zplane_axes[1] = (float)((shd->zpos_flag & (PLANE_YZ | PLANE_XY)) != 0); shd->zplane_axes[2] = (float)((shd->zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0); } else { shd->zneg_flag = shd->zpos_flag = CLIP_ZNEG | CLIP_ZPOS; } float dist; if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) { Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera); dist = ((Camera *)(camera_object->data))->clip_end; shd->grid_flag |= GRID_CAMERA; shd->zneg_flag |= GRID_CAMERA; shd->zpos_flag |= GRID_CAMERA; } else { dist = v3d->clip_end; } if (winmat[3][3] == 0.0f) { copy_v3_fl(shd->grid_size, dist); } else { float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1])); copy_v3_fl(shd->grid_size, viewdist * dist); } shd->grid_distance = dist / 2.0f; ED_view3d_grid_steps(scene, v3d, rv3d, shd->grid_steps); } void OVERLAY_grid_cache_init(OVERLAY_Data *vedata) { OVERLAY_StorageList *stl = vedata->stl; OVERLAY_PrivateData *pd = stl->pd; OVERLAY_ShadingData *shd = &pd->shdata; OVERLAY_PassList *psl = vedata->psl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); psl->grid_ps = NULL; if ((shd->grid_flag == 0 && shd->zpos_flag == 0) || !DRW_state_is_fbo()) { return; } DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; DRW_PASS_CREATE(psl->grid_ps, state); DRWShadingGroup *grp; GPUShader *sh; struct GPUBatch *geom = DRW_cache_grid_get(); if (pd->space_type == SPACE_IMAGE) { float mat[4][4]; /* add quad background */ sh = OVERLAY_shader_grid_image(); grp = DRW_shgroup_create(sh, psl->grid_ps); float color_back[4]; interp_v4_v4v4(color_back, G_draw.block.colorBackground, G_draw.block.colorGrid, 0.5); DRW_shgroup_uniform_vec4_copy(grp, "color", color_back); unit_m4(mat); mat[0][0] = shd->grid_size[0]; mat[1][1] = shd->grid_size[1]; mat[2][2] = shd->grid_size[2]; DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat); } sh = OVERLAY_shader_grid(); /* Create 3 quads to render ordered transparency Z axis */ grp = DRW_shgroup_create(sh, psl->grid_ps); DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zneg_flag, 1); DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1); DRW_shgroup_uniform_float(grp, "gridDistance", &shd->grid_distance, 1); DRW_shgroup_uniform_float_copy(grp, "lineKernel", shd->grid_line_size); DRW_shgroup_uniform_vec3(grp, "gridSize", shd->grid_size, 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); if (shd->zneg_flag & SHOW_AXIS_Z) { DRW_shgroup_call(grp, geom, NULL); } grp = DRW_shgroup_create(sh, psl->grid_ps); DRW_shgroup_uniform_int(grp, "gridFlag", &shd->grid_flag, 1); DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->grid_axes, 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_float(grp, "gridSteps", shd->grid_steps, ARRAY_SIZE(shd->grid_steps)); if (shd->grid_flag) { DRW_shgroup_call(grp, geom, NULL); } grp = DRW_shgroup_create(sh, psl->grid_ps); DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zpos_flag, 1); DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); if (shd->zpos_flag & SHOW_AXIS_Z) { DRW_shgroup_call(grp, geom, NULL); } if (pd->space_type == SPACE_IMAGE) { float theme_color[4]; UI_GetThemeColorShade4fv(TH_BACK, 60, theme_color); srgb_to_linearrgb_v4(theme_color, theme_color); float mat[4][4]; /* add wire border */ sh = OVERLAY_shader_grid_image(); grp = DRW_shgroup_create(sh, psl->grid_ps); DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color); unit_m4(mat); for (int x = 0; x < shd->grid_size[0]; x++) { mat[3][0] = x; for (int y = 0; y < shd->grid_size[1]; y++) { mat[3][1] = y; DRW_shgroup_call_obmat(grp, DRW_cache_quad_wires_get(), mat); } } } } void OVERLAY_grid_draw(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; if (psl->grid_ps) { DRW_draw_pass(psl->grid_ps); } }