/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2008 Blender Foundation. * All rights reserved. * * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/space_view3d/view3d_draw.c * \ingroup spview3d */ #include #include "BIF_gl.h" #include "BIF_glutil.h" #include "BKE_camera.h" #include "BKE_context.h" #include "BKE_key.h" #include "BKE_scene.h" #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_unit.h" #include "BLF_api.h" #include "BLI_listbase.h" #include "BLI_math.h" #include "BLI_rect.h" #include "BLI_string.h" #include "BLI_threads.h" #include "BLT_translation.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_armature.h" #include "ED_keyframing.h" #include "ED_gpencil.h" #include "ED_screen.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_resources.h" #include "RE_engine.h" #include "WM_api.h" #include "view3d_intern.h" /* own include */ /* prototypes */ static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_depth, const bool use_depth); typedef struct DrawData { rcti border_rect; bool render_border; bool clip_border; bool is_render; GPUViewport *viewport; } DrawData; static void view3d_draw_data_init(const bContext *C, ARegion *ar, RegionView3D *rv3d, DrawData *draw_data) { Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); draw_data->is_render = (v3d->drawtype == OB_RENDER); 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)); draw_data->viewport = rv3d->viewport; } /* ******************** general functions ***************** */ static bool use_depth_doit(Scene *scene, View3D *v3d) { if (v3d->drawtype > OB_WIRE) 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; } static bool use_depth(const bContext *C) { View3D *v3d = CTX_wm_view3d(C); Scene *scene = CTX_data_scene(C); return use_depth_doit(scene, v3d); } /** * \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]) { 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 */ /* 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; } /* 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; 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; } } static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4]) { RegionView3D *rv3d = ar->regiondata; ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat); /* set for opengl */ /* TODO(merwin): transition to GPU_matrix API */ glMatrixMode(GL_PROJECTION); glLoadMatrixf(rv3d->winmat); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(rv3d->viewmat); } static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d) { wmWindow *win = CTX_wm_window(C); if ((scene->r.scemode & R_MULTIVIEW) == 0) return false; if (WM_stereo3d_enabled(win, true) == false) return false; if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) return false; if (scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) { if (v3d->stereo3d_camera == STEREO_MONO_ID) return false; return BKE_scene_multiview_is_stereo3d(&scene->r); } return true; } /* setup the view and win matrices for the multiview cameras * * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called * we have no winmatrix (i.e., projection matrix) defined at that time. * Since the camera and the camera shift are needed for the winmat calculation * we do a small hack to replace it temporarily so we don't need to change the * view3d)main_region_setup_view() code to account for that. */ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar) { bool is_left; const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME }; const char *viewname; /* show only left or right camera */ if (v3d->stereo3d_camera != STEREO_3D_ID) v3d->multiview_eye = v3d->stereo3d_camera; is_left = v3d->multiview_eye == STEREO_LEFT_ID; viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID]; /* update the viewport matrices with the new camera */ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) { Camera *data; float viewmat[4][4]; float shiftx; data = (Camera *)v3d->camera->data; shiftx = data->shiftx; BLI_lock_thread(LOCK_VIEW3D); data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname); BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat); view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL); data->shiftx = shiftx; BLI_unlock_thread(LOCK_VIEW3D); } else { /* SCE_VIEWS_FORMAT_MULTIVIEW */ float viewmat[4][4]; Object *view_ob = v3d->camera; Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname); BLI_lock_thread(LOCK_VIEW3D); v3d->camera = camera; BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat); view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL); v3d->camera = view_ob; BLI_unlock_thread(LOCK_VIEW3D); } } /* ******************** debug ***************** */ #define VIEW3D_DRAW_DEBUG 1 /* TODO: expand scope of this flag so UI reflects the underlying code */ #if VIEW3D_DRAW_DEBUG 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); const int x = viewport_size[0]; const int y = viewport_size[1]; const int w = viewport_size[2]; const int h = viewport_size[3]; if (GPU_viewport_debug_depth_is_valid(viewport)) { if ((GPU_viewport_debug_depth_width(viewport) != w) || (GPU_viewport_debug_depth_height(viewport) != h)) { GPU_viewport_debug_depth_free(viewport); } } 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; } } GPU_viewport_debug_depth_store(viewport, x, y); } static void view3d_draw_debug_post_solid(const bContext *C, ARegion *ar, DrawData *draw_data) { View3D *v3d = CTX_wm_view3d(C); if ((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_SCENE_DEPTH) != 0) { view3d_draw_debug_store_depth(ar, draw_data); } } static void view3d_draw_debug(const bContext *C, ARegion *ar, DrawData *draw_data) { View3D *v3d = CTX_wm_view3d(C); if ((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_COMBINED_DEPTH) != 0) { /* store */ view3d_draw_debug_store_depth(ar, draw_data); } 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); } } else { /* cleanup */ GPU_viewport_debug_depth_free(draw_data->viewport); } } #endif /* VIEW3D_DRAW_DEBUG */ /* ******************** view border ***************** */ static void view3d_camera_border( const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, rctf *r_viewborder, const bool no_shift, const bool no_zoom) { CameraParams params; rctf rect_view, rect_camera; /* get viewport viewplane */ BKE_camera_params_init(¶ms); BKE_camera_params_from_view3d(¶ms, v3d, rv3d); if (no_zoom) params.zoom = 1.0f; BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); rect_view = params.viewplane; /* get camera viewplane */ BKE_camera_params_init(¶ms); /* fallback for non camera objects */ params.clipsta = v3d->near; params.clipend = v3d->far; BKE_camera_params_from_object(¶ms, v3d->camera); if (no_shift) { params.shiftx = 0.0f; params.shifty = 0.0f; } BKE_camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp); rect_camera = params.viewplane; /* get camera border within viewport */ r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx; r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx; r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy; r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy; } void ED_view3d_calc_camera_border_size( const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, float r_size[2]) { rctf viewborder; view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, true, true); r_size[0] = BLI_rctf_size_x(&viewborder); r_size[1] = BLI_rctf_size_y(&viewborder); } void ED_view3d_calc_camera_border( const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d, rctf *r_viewborder, const bool no_shift) { view3d_camera_border(scene, ar, v3d, rv3d, r_viewborder, no_shift, false); } static void drawviewborder_grid3(unsigned pos, float x1, float x2, float y1, float y2, float fac) { float x3, y3, x4, y4; x3 = x1 + fac * (x2 - x1); y3 = y1 + fac * (y2 - y1); x4 = x1 + (1.0f - fac) * (x2 - x1); y4 = y1 + (1.0f - fac) * (y2 - y1); immBegin(GL_LINES, 8); immVertex2f(pos, x1, y3); immVertex2f(pos, x2, y3); immVertex2f(pos, x1, y4); immVertex2f(pos, x2, y4); immVertex2f(pos, x3, y1); immVertex2f(pos, x3, y2); immVertex2f(pos, x4, y1); immVertex2f(pos, x4, y2); immEnd(); } /* harmonious triangle */ 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; immBegin(GL_LINES, 6); if (w > h) { if (golden) { ofs = w * (1.0f - (1.0f / 1.61803399f)); } else { ofs = h * (h / w); } if (dir == 'B') SWAP(float, y1, y2); immVertex2f(pos, x1, y1); immVertex2f(pos, x2, y2); immVertex2f(pos, x2, y1); immVertex2f(pos, x1 + (w - ofs), y2); immVertex2f(pos, x1, y2); immVertex2f(pos, x1 + ofs, y1); } else { if (golden) { ofs = h * (1.0f - (1.0f / 1.61803399f)); } else { ofs = w * (w / h); } if (dir == 'B') SWAP(float, x1, x2); immVertex2f(pos, x1, y1); immVertex2f(pos, x2, y2); immVertex2f(pos, x2, y1); immVertex2f(pos, x1, y1 + ofs); immVertex2f(pos, x1, y2); immVertex2f(pos, x2, y1 + (h - ofs)); } immEnd(); } static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) { float x1, x2, y1, y2; float x1i, x2i, y1i, y2i; rctf viewborder; Camera *ca = NULL; RegionView3D *rv3d = ar->regiondata; if (v3d->camera == NULL) 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 */ /* note: quite un-scientific but without this bit extra * 0.0001 on the lower left the 2D border sometimes * obscures the 3D camera border */ /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable * but keep it here in case we need to remove the workaround */ x1i = (int)(x1 - 1.0001f); 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); float alpha = 1.0f; if (ca->passepartalpha != 1.0f) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); alpha = ca->passepartalpha; } immUniformColor4f(0.0f, 0.0f, 0.0f, alpha); if (x1i > 0.0f) immRectf(pos, 0.0f, winy, x1i, 0.0f); if (x2i < winx) immRectf(pos, x2i, winy, winx, 0.0f); if (y2i < winy) immRectf(pos, x1i, winy, x2i, y2i); if (y2i > 0.0f) immRectf(pos, x1i, y1i, x2i, 0.0f); glDisable(GL_BLEND); } setlinestyle(0); immUniformThemeColor(TH_BACK); imm_draw_line_box(pos, x1i, y1i, x2i, y2i); #ifdef VIEW3D_CAMERA_BORDER_HACK if (view3d_camera_border_hack_test == true) { 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 setlinestyle(3); /* outer line not to confuse with object selecton */ if (v3d->flag2 & V3D_LOCK_CAMERA) { immUniformThemeColor(TH_REDALERT); imm_draw_line_box(pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1); } immUniformThemeColor(TH_VIEW_OVERLAY); imm_draw_line_box(pos, x1i, y1i, x2i, y2i); /* border */ if (scene->r.mode & R_BORDER) { float x3, y3, x4, y4; x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1; y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1; x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1); y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1); 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; x3 = x1 + 0.5f * (x2 - x1); y3 = y1 + 0.5f * (y2 - y1); immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0); immBegin(GL_LINES, 4); immVertex2f(pos, x1, y3); immVertex2f(pos, x2, y3); immVertex2f(pos, x3, y1); immVertex2f(pos, x3, y2); immEnd(); } if (ca->dtx & CAM_DTX_CENTER_DIAG) { immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0); immBegin(GL_LINES, 4); immVertex2f(pos, x1, y1); immVertex2f(pos, x2, y2); immVertex2f(pos, x1, y2); immVertex2f(pos, x2, y1); immEnd(); } if (ca->dtx & CAM_DTX_THIRDS) { 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) { 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) { 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) { 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) { 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) { 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( pos, x1, x2, y1, y2, scene->safe_areas.title, scene->safe_areas.action); if (ca->flag & CAM_SHOW_SAFE_CENTER) { UI_draw_safe_areas( 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 * assume and square sensor and only use sensor_x */ float sizex = scene->r.xsch * scene->r.xasp; float sizey = scene->r.ysch * scene->r.yasp; int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey); float sensor_x = ca->sensor_x; float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y; /* determine sensor plane */ rctf rect; if (sensor_fit == CAMERA_SENSOR_FIT_HOR) { float sensor_scale = (x2i - x1i) / sensor_x; float sensor_height = sensor_scale * sensor_y; rect.xmin = x1i; rect.xmax = x2i; rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f; rect.ymax = rect.ymin + sensor_height; } else { float sensor_scale = (y2i - y1i) / sensor_y; float sensor_width = sensor_scale * sensor_x; rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f; rect.xmax = rect.xmin + sensor_width; rect.ymin = y1i; rect.ymax = y2i; } /* draw */ 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); } } setlinestyle(0); /* camera name - draw in highlighted text color */ if (ca && (ca->flag & CAM_SHOWNAME)) { 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); } } static void drawrenderborder(ARegion *ar, View3D *v3d) { /* use the same program for everything */ unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); glLineWidth(1.0f); setlinestyle(3); imm_cpack(0x4040FF); 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); setlinestyle(0); immUnbindProgram(); } /* ******************** offline engine ***************** */ 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]; /* 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; } /* background draw */ glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); 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); /* don't change depth buffer */ glClear(GL_COLOR_BUFFER_BIT); /* is this necessary? -- merwin */ /* render result draw */ type = rv3d->render_engine->type; type->view_draw(rv3d->render_engine, C); if (clip_border) { /* restore scissor as it was before */ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); } glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); return true; } /* ******************** background plates ***************** */ static void view3d_draw_background_gradient(void) { 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(); } static void view3d_draw_background_none(void) { if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { view3d_draw_background_gradient(); } else { UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } } static void view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d) { if (scene->world) { GPUMaterial *gpumat = GPU_material_world(scene, scene->world); /* calculate full shader for background */ GPU_material_bind(gpumat, 1, 1, 1.0f, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0)); if (GPU_material_bound(gpumat)) { glClear(GL_DEPTH_BUFFER_BIT); /* TODO viewport (dfelinto): GPU_material_bind relies on immediate mode, * we can't get rid of the following code without a bigger refactor * or we dropping this functionality. */ glBegin(GL_TRIANGLE_STRIP); glVertex2f(-1.0f, -1.0f); glVertex2f(1.0f, -1.0f); glVertex2f(-1.0f, 1.0f); glVertex2f(1.0f, 1.0f); glEnd(); GPU_material_unbind(gpumat); } else { view3d_draw_background_none(); } } else { view3d_draw_background_none(); } } /* ******************** solid plates ***************** */ /** * 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); 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. */ 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; } } /** * */ 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)); } /** * */ static void view3d_draw_render_transparent_surfaces(const bContext *UNUSED(C)) { /* TODO viewport */ } /** * */ static void view3d_draw_post_draw(const bContext *UNUSED(C)) { /* TODO viewport */ } /* ******************** geometry overlay ***************** */ /** * Front/back wire frames */ static void view3d_draw_wire_plates(const bContext *UNUSED(C)) { /* TODO viewport */ } /** * Special treatment for selected objects */ static void view3d_draw_outline_plates(const bContext *UNUSED(C)) { /* TODO viewport */ } /* ******************** other elements ***************** */ #define DEBUG_GRID 0 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; } #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 } static int gridline_count(ARegion *ar, double x0, double y0, double dx) { /* x0 & y0 establish the "phase" of the grid within this 2D region * dx is the frequency, shared by x & y directions * pass in dx of smallest (highest precision) grid we want to draw */ #if DEBUG_GRID printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx); #endif 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; #if DEBUG_GRID printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct); #endif 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! */ #if DEBUG_GRID printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod); #endif 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; } #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 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; #if DEBUG_GRID printf("%s width %d, height %d\n", __FUNCTION__, ar->winx, ar->winy); #endif 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 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 (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, 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; 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 (!write_depth) glDepthMask(GL_FALSE); 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(); } if (!write_depth) glDepthMask(GL_TRUE); } } /** could move this elsewhere, but tied into #ED_view3d_grid_scale */ float ED_scene_grid_scale(Scene *scene, const char **grid_unit) { /* 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 1.0f; } float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit) { return v3d->grid * ED_scene_grid_scale(scene, grid_unit); } 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. * * \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. */ Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(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); glDepthMask(GL_FALSE); /* read & test depth, but don't alter it. TODO: separate UI depth buffer */ 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 { drawfloor(scene, v3d, &grid_unit, false); } glDisable(GL_DEPTH_TEST); } static bool is_cursor_visible(Scene *scene, SceneLayer *sl) { Object *ob = OBACT_NEW; /* 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; } 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(1.0f); 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); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); const int segments = 16; immBegin(GL_LINE_LOOP, segments); 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); if (i % 2 == 0) immAttrib3ub(color, 255, 0, 0); else immAttrib3ub(color, 255, 255, 255); immVertex2f(pos, x, y); } immEnd(); immUnbindProgram(); VertexFormat_clear(format); pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); unsigned char crosshair_color[3]; UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color); immUniformColor3ubv(crosshair_color); immBegin(GL_LINES, 8); immVertex2f(pos, co[0] - f20, co[1]); immVertex2f(pos, co[0] - f5, co[1]); immVertex2f(pos, co[0] + f5, co[1]); immVertex2f(pos, co[0] + f20, co[1]); immVertex2f(pos, co[0], co[1] - f20); immVertex2f(pos, co[0], co[1] - f5); immVertex2f(pos, co[0], co[1] + f5); immVertex2f(pos, co[0], co[1] + f20); immEnd(); immUnbindProgram(); } } static void draw_view_axis(RegionView3D *rv3d, rcti *rect) { const float k = U.rvisize * U.pixelsize; /* axis size */ const int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */ const float startx = rect->xmin + k + 1.0f; /* axis center in screen coordinates, x=y */ const float starty = rect->ymin + k + 1.0f; float axis_pos[3][2]; unsigned char axis_col[3][4]; int axis_order[3] = {0, 1, 2}; axis_sort_v3(rv3d->viewinv[2], axis_order); for (int axis_i = 0; axis_i < 3; axis_i++) { int i = axis_order[axis_i]; /* 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; /* 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 */ } /* draw axis lines */ glLineWidth(2.0f); glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); immBegin(GL_LINES, 6); 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]); } immEnd(); immUnbindProgram(); glDisable(GL_LINE_SMOOTH); /* 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); } } #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 */ GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */ negate_v3_v3(o, rv3d->ofs); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(GL_FALSE); /* don't overwrite zbuf */ 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); immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR); 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); 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 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 color[3] = 127; /* more opaque toward the center */ immAttrib4ubv(col, color); immVertex3fv(pos, o); 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 const float s = 0.05f * scale; const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL); 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); } immBegin(GL_LINE_LOOP, ROT_AXIS_DETAIL); color[3] = 63; /* somewhat faint */ immAttrib4ubv(col, color); float angle = 0.0f; for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) { float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f}; if (!upright) { mul_qt_v3(q, p); } add_v3_v3(p, o); immVertex3fv(pos, p); } immEnd(); #undef ROT_AXIS_DETAIL } color[3] = 255; /* solid dot */ } else color[3] = 127; /* see-through dot */ immUnbindProgram(); /* -- 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(); #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); glDepthMask(GL_TRUE); } #endif /* WITH_INPUT_NDOF */ /* ******************** non-meshes ***************** */ 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(); /* 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; } if (ob->rigidbody_object) { draw_rigidbody_shape(ob); } ED_view3d_clear_mats_rv3d(rv3d); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } /* ******************** info ***************** */ /** * 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); if (rv3d->persp == RV3D_CAMOB) { drawviewborder(scene, ar, v3d); } else if (v3d->flag2 & V3D_RENDER_BORDER) { drawrenderborder(ar, v3d); } } /** * Grease Pencil */ static void view3d_draw_grease_pencil(const bContext *UNUSED(C)) { /* TODO viewport */ } /** * Viewport Name */ static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d) { const char *name = NULL; switch (rv3d->view) { case RV3D_VIEW_FRONT: if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho"); else name = IFACE_("Front Persp"); break; case RV3D_VIEW_BACK: if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho"); else name = IFACE_("Back Persp"); break; case RV3D_VIEW_TOP: if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho"); else name = IFACE_("Top Persp"); break; case RV3D_VIEW_BOTTOM: if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho"); else name = IFACE_("Bottom Persp"); break; case RV3D_VIEW_RIGHT: if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho"); else name = IFACE_("Right Persp"); break; case RV3D_VIEW_LEFT: if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho"); else name = IFACE_("Left Persp"); break; default: if (rv3d->persp == RV3D_CAMOB) { if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) { Camera *cam; cam = v3d->camera->data; if (cam->type == CAM_PERSP) { name = IFACE_("Camera Persp"); } else if (cam->type == CAM_ORTHO) { name = IFACE_("Camera Ortho"); } else { BLI_assert(cam->type == CAM_PANO); name = IFACE_("Camera Pano"); } } else { name = IFACE_("Object as Camera"); } } else { name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp"); } } return name; } static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect) { RegionView3D *rv3d = ar->regiondata; const char *name = view3d_get_name(v3d, rv3d); /* increase size for unicode languages (Chinese in utf-8...) */ #ifdef WITH_INTERNATIONAL char tmpstr[96]; #else char tmpstr[32]; #endif if (v3d->localvd) { BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name); name = tmpstr; } UI_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 } /** * draw info beside axes in bottom left-corner: * framenum, object name, bone name (if available), marker name (if available) */ static void draw_selected_name(Scene *scene, Object *ob, rcti *rect) { const int cfra = CFRA; const char *msg_pin = " (Pinned)"; const char *msg_sep = " : "; const int font_id = BLF_default(); char info[300]; char *s = info; short offset = 1.5f * UI_UNIT_X + rect->xmin; s += sprintf(s, "(%d)", cfra); /* * info can contain: * - a frame (7 + 2) * - 3 object names (MAX_NAME) * - 2 BREAD_CRUMB_SEPARATORs (6) * - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room! * - a marker name (MAX_NAME + 3) */ /* get name of marker on current frame (if available) */ const char *markern = BKE_scene_find_marker_name(scene, cfra); /* check if there is an object */ if (ob) { *s++ = ' '; s += BLI_strcpy_rlen(s, ob->id.name + 2); /* name(s) to display depends on type of object */ if (ob->type == OB_ARMATURE) { bArmature *arm = ob->data; /* show name of active bone too (if possible) */ if (arm->edbo) { if (arm->act_edbone) { s += BLI_strcpy_rlen(s, msg_sep); s += BLI_strcpy_rlen(s, arm->act_edbone->name); } } else if (ob->mode & OB_MODE_POSE) { if (arm->act_bone) { if (arm->act_bone->layer & arm->layer) { s += BLI_strcpy_rlen(s, msg_sep); s += BLI_strcpy_rlen(s, arm->act_bone->name); } } } } else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) { /* try to display active bone and active shapekey too (if they exist) */ if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) { Object *armobj = BKE_object_pose_armature_get(ob); if (armobj && armobj->mode & OB_MODE_POSE) { bArmature *arm = armobj->data; if (arm->act_bone) { if (arm->act_bone->layer & arm->layer) { s += BLI_strcpy_rlen(s, msg_sep); s += BLI_strcpy_rlen(s, arm->act_bone->name); } } } } Key *key = BKE_key_from_object(ob); if (key) { KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1); if (kb) { s += BLI_strcpy_rlen(s, msg_sep); s += BLI_strcpy_rlen(s, kb->name); if (ob->shapeflag & OB_SHAPE_LOCK) { s += BLI_strcpy_rlen(s, IFACE_(msg_pin)); } } } } /* color depends on whether there is a keyframe */ if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) UI_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 { /* 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); } if (markern) { s += sprintf(s, " <%s>", markern); } if (U.uiflag & USER_SHOW_ROTVIEWICON) offset = U.widget_unit + (U.rvisize * 2) + rect->xmin; BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info)); } /* ******************** 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; /* 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); } static void draw_all_objects(const bContext *C, ARegion *ar, const bool only_depth, const bool use_depth) { Scene *scene = CTX_data_scene(C); SceneLayer *sl = CTX_data_scene_layer(C); View3D *v3d = CTX_wm_view3d(C); if (only_depth) glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); if (only_depth || use_depth) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); v3d->zbuf = true; } 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); draw_object(scene, sl, ar, v3d, base, 0); } } if (only_depth) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); if (only_depth || use_depth) { glDisable(GL_DEPTH_TEST); v3d->zbuf = false; } } /** * Draw only the scene depth buffer */ static void draw_depth_buffer(const bContext *C, ARegion *ar) { draw_all_objects(C, ar, true, true); } /** * 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); /* TODO viewport */ if (draw_data->is_render && ((!draw_data->clip_border) || (v3d->drawtype <= OB_WIRE))) { draw_depth_buffer(C, ar); } } /** * Draw all the plates that will fill the RGBD buffer */ static void view3d_draw_solid_plates(const bContext *C, ARegion *ar, DrawData *draw_data) { /* 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); } /* offline plates*/ if (draw_data->is_render) { Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); view3d_draw_render_draw(C, scene, ar, v3d, draw_data->clip_border, &draw_data->border_rect); } #if VIEW3D_DRAW_DEBUG view3d_draw_debug_post_solid(C, ar, draw_data); #endif } /** * Wires, outline, ... */ static void view3d_draw_geometry_overlay(const bContext *C) { view3d_draw_wire_plates(C); view3d_draw_outline_plates(C); } /* 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; bool is_boundingbox = ((v3d->drawtype == OB_BOUNDBOX) || ((v3d->drawtype == OB_RENDER) && (v3d->prev_drawtype == OB_BOUNDBOX))); 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 */ for (Base *base = sl->object_bases.first; base; base = base->next) { if ((base->flag & BASE_VISIBLED) != 0) { Object *ob = base->object; 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); } } glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); } /** * Parent lines, grid, ... */ static void view3d_draw_other_elements(const bContext *C, ARegion *ar) { view3d_draw_grid(C, ar); #ifdef WITH_INPUT_NDOF RegionView3D *rv3d = ar->regiondata; if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((rv3d->viewlock & RV3D_LOCKED) == 0) && (rv3d->persp != RV3D_CAMOB)) /* TODO: draw something else (but not this) during fly mode */ draw_rotation_guide(rv3d); #endif } /** * Paint brushes, armatures, ... */ static void view3d_draw_tool_ui(const bContext *UNUSED(C)) { /* TODO viewport */ } /** * Blueprint images */ static void view3d_draw_reference_images(const bContext *UNUSED(C)) { /* TODO viewport */ } /** * 3D manipulators */ static void view3d_draw_manipulator(const bContext *C) { View3D *v3d = CTX_wm_view3d(C); v3d->zbuf = false; BIF_draw_manipulator(C); } /** * 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); /* correct projection matrix */ ED_region_pixelspace(ar); /* local coordinate visible rect inside region, to accomodate overlapping ui */ rcti rect; ED_region_visible_rect(ar, &rect); view3d_draw_border(C, ar); view3d_draw_grease_pencil(C); if (U.uiflag & USER_SHOW_ROTVIEWICON) { draw_view_axis(rv3d, &rect); } 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 (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] = ""; 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)); } #endif } /** * 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 void view3d_render_pass(const bContext *C, ARegion *UNUSED(ar)) { Scene *scene = CTX_data_scene(C); RenderEngineType *type = RE_engines_find(scene->r.engine); /* In the future we should get that from Layers */ if (type->flag & RE_USE_OGL_PIPELINE) { type->view_draw(NULL, C); } else { // Offline Render engine } } static void view3d_draw_view_new(const bContext *C, ARegion *ar, DrawData *UNUSED(draw_data)) { view3d_draw_setup_view(C, ar); /* Only 100% compliant on new spec goes bellow */ view3d_render_pass(C, ar); } void view3d_main_region_draw(const bContext *C, ARegion *ar) { Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); int mode = CTX_data_mode_enum(C); RegionView3D *rv3d = ar->regiondata; /* TODO layers - In the future we should get RE from Layers */ RenderEngineType *type = RE_engines_find(scene->r.engine); if (IS_VIEWPORT_LEGACY(v3d) && ((type->flag & RE_USE_OGL_PIPELINE) == 0)) { view3d_main_region_draw_legacy(C, ar); return; } if (!rv3d->viewport) rv3d->viewport = GPU_viewport_create(); GPU_viewport_bind(rv3d->viewport, &ar->winrct, scene->r.engine, mode); /* 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 (type->flag & RE_USE_OGL_PIPELINE) view3d_draw_view_new(C, ar, &draw_data); else view3d_draw_view(C, ar, &draw_data); GPU_viewport_unbind(rv3d->viewport); v3d->flag |= V3D_INVALID_BACKBUF; } /* ******************** legacy interface ***************** */ /** * This will be removed once the viewport gets replaced * meanwhile it should keep the old viewport working. */ void VP_legacy_drawcursor(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d) { if (is_cursor_visible(scene, sl)) { drawcursor(scene, ar, v3d); } } void VP_legacy_draw_view_axis(RegionView3D *rv3d, rcti *rect) { draw_view_axis(rv3d, rect); } void VP_legacy_draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect) { draw_viewport_name(ar, v3d, rect); } void VP_legacy_draw_selected_name(Scene *scene, Object *ob, rcti *rect) { draw_selected_name(scene, ob, rect); } void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) { drawgrid(unit, ar, v3d, grid_unit); } void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth) { drawfloor(scene, v3d, grid_unit, write_depth); } 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); } bool VP_legacy_view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d) { return view3d_stereo3d_active(C, scene, v3d, rv3d); } void VP_legacy_view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar) { view3d_stereo3d_setup(scene, v3d, ar); } bool VP_legacy_use_depth(Scene *scene, View3D *v3d) { return use_depth_doit(scene, v3d); } void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) { drawviewborder(scene, ar, v3d); } void VP_drawrenderborder(ARegion *ar, View3D *v3d) { drawrenderborder(ar, v3d); } void VP_view3d_draw_background_none(void) { view3d_draw_background_none(); } void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d) { view3d_draw_background_world(scene, v3d, rv3d); }