/* * ***** 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 #include #include "DNA_armature_types.h" #include "DNA_camera_types.h" #include "DNA_customdata_types.h" #include "DNA_object_types.h" #include "DNA_group_types.h" #include "DNA_mesh_types.h" #include "DNA_key_types.h" #include "DNA_lamp_types.h" #include "DNA_scene_types.h" #include "DNA_world_types.h" #include "DNA_brush_types.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_jitter.h" #include "BLI_utildefines.h" #include "BLI_endian_switch.h" #include "BLI_threads.h" #include "BKE_anim.h" #include "BKE_camera.h" #include "BKE_context.h" #include "BKE_customdata.h" #include "BKE_DerivedMesh.h" #include "BKE_image.h" #include "BKE_key.h" #include "BKE_main.h" #include "BKE_object.h" #include "BKE_global.h" #include "BKE_paint.h" #include "BKE_scene.h" #include "BKE_screen.h" #include "BKE_unit.h" #include "BKE_movieclip.h" #include "RE_engine.h" #include "IMB_imbuf_types.h" #include "IMB_imbuf.h" #include "IMB_colormanagement.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "WM_api.h" #include "BLF_api.h" #include "BLT_translation.h" #include "ED_armature.h" #include "ED_keyframing.h" #include "ED_gpencil.h" #include "ED_screen.h" #include "ED_space_api.h" #include "ED_screen_types.h" #include "ED_transform.h" #include "UI_interface.h" #include "UI_interface_icons.h" #include "UI_resources.h" #include "GPU_draw.h" #include "GPU_framebuffer.h" #include "GPU_material.h" #include "GPU_compositing.h" #include "GPU_extensions.h" #include "GPU_select.h" #include "view3d_intern.h" /* own include */ /* prototypes */ static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d); static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect); 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 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); } } void ED_view3d_clipping_set(RegionView3D *rv3d) { double plane[4]; const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6; unsigned int a; for (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) { unsigned int a; for (a = 0; a < 6; a++) { glDisable(GL_CLIP_PLANE0 + a); } } void ED_view3d_clipping_enable(void) { unsigned int a; for (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 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); } #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) { /* 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; /* 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); /* tweak to have the fade a bit nicer */ blend_fac = (blend_fac * blend_fac) * 2.0f; CLAMP(blend_fac, 0.3f, 1.0f); UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, blend_fac); drawgrid_draw(ar, wx, wy, x, y, dx_scalar); } } } 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); } } } x += (wx); y += (wy); UI_GetThemeColor3ubv(TH_GRID, col); 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); fdrawline(x, 0.0, x, (float)ar->winy); glDepthMask(GL_TRUE); /* enable write in zbuffer */ } #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) { /* 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 drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth) { 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); for (a = -gridlines; a <= gridlines; a++) { const float line = a * grid_scale; const int is_emphasise = (a % sublines) == 0; if (is_emphasise != prev_emphasise) { glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light); prev_emphasise = is_emphasise; } /* set variable axis */ vert[0][1] = vert[1][1] = vert[2][0] = vert[3][0] = line; glDrawArrays(GL_LINES, 0, 4); } 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(); } 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); } } /* 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) { 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; int axis_order[3] = {0, 1, 2}; int axis_i; startx += rect->xmin; starty += rect->ymin; axis_sort_v3(rv3d->viewinv[2], axis_order); /* thickness of lines is proportional to k */ glLineWidth(2); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for (axis_i = 0; axis_i < 3; axis_i++) { int i = axis_order[axis_i]; const char axis_text[2] = {'x' + i, '\0'}; zero_v3(vec); vec[i] = 1.0f; mul_qt_v3(rv3d->viewquat, vec); dx = vec[0] * k; dy = vec[1] * k; UI_ThemeColorShadeAlpha(TH_AXIS_X + i, 0, bright); glBegin(GL_LINES); glVertex2f(startx, starty + ydisp); glVertex2f(startx + dx, starty + dy + ydisp); glEnd(); if (fabsf(dx) > toll || fabsf(dy) > toll) { BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, axis_text, 1); /* BLF_draw_default disables blending */ glEnable(GL_BLEND); } } glDisable(GL_BLEND); } #ifdef WITH_INPUT_NDOF /* draw center and axis of rotation for ongoing 3D mouse navigation */ static void draw_rotation_guide(RegionView3D *rv3d) { float o[3]; /* center of rotation */ float end[3]; /* endpoints for drawing */ float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; /* bright blue so it matches device LEDs */ negate_v3_v3(o, rv3d->ofs); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPointSize(5); glEnable(GL_POINT_SMOOTH); glDepthMask(0); /* don't overwrite zbuf */ if (rv3d->rot_angle != 0.0f) { /* -- draw rotation axis -- */ float scaled_axis[3]; const float scale = rv3d->dist; mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale); 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 color[3] = 0.5f; /* more opaque toward the center */ glColor4fv(color); glVertex3fv(o); color[3] = 0.0f; glColor4fv(color); sub_v3_v3v3(end, o, scaled_axis); glVertex3fv(end); glEnd(); /* -- 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 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 } 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; } return name; } static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect) { RegionView3D *rv3d = ar->regiondata; const char *name = view3d_get_name(v3d, rv3d); /* increase size for unicode languages (Chinese in utf-8...) */ #ifdef WITH_INTERNATIONAL char tmpstr[96]; #else char tmpstr[32]; #endif if (v3d->localvd) { BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name); name = tmpstr; } UI_ThemeColor(TH_TEXT_HI); #ifdef WITH_INTERNATIONAL BLF_draw_default(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr)); #else BLF_draw_default_ascii(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr)); #endif } /* draw info beside axes in bottom left-corner: * framenum, object name, bone name (if available), marker name (if available) */ static void draw_selected_name(Scene *scene, Object *ob, rcti *rect) { const int cfra = CFRA; const char *msg_pin = " (Pinned)"; const char *msg_sep = " : "; char info[300]; 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) */ 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 = 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)); } } } } /* color depends on whether there is a keyframe */ if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) UI_ThemeColor(TH_TIME_KEYFRAME); else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) UI_ThemeColor(TH_TIME_GP_KEYFRAME); else UI_ThemeColor(TH_TEXT_HI); } else { /* no object */ if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra)) UI_ThemeColor(TH_TIME_GP_KEYFRAME); else UI_ThemeColor(TH_TEXT_HI); } if (markern) { s += sprintf(s, " <%s>", markern); } if (U.uiflag & USER_SHOW_ROTVIEWICON) offset = U.widget_unit + (U.rvisize * 2) + rect->xmin; BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info)); } 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(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); glBegin(GL_LINES); glVertex2f(x1, y3); glVertex2f(x2, y3); glVertex2f(x1, y4); glVertex2f(x2, y4); glVertex2f(x3, y1); glVertex2f(x3, y2); glVertex2f(x4, y1); glVertex2f(x4, y2); glEnd(); } /* harmonious triangle */ static void drawviewborder_triangle(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); 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); glVertex2f(x1, y1); glVertex2f(x2, y2); glVertex2f(x2, y1); glVertex2f(x1 + (w - ofs), y2); glVertex2f(x1, y2); glVertex2f(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); glVertex2f(x1, y1); glVertex2f(x2, y2); glVertex2f(x2, y1); glVertex2f(x1, y1 + ofs); glVertex2f(x1, y2); glVertex2f(x2, y1 + (h - ofs)); } glEnd(); } 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)); /* 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 { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(0, 0, 0, ca->passepartalpha); } if (x1i > 0.0f) glRectf(0.0, winy, x1i, 0.0); if (x2i < winx) glRectf(x2i, winy, winx, 0.0); if (y2i < winy) glRectf(x1i, winy, x2i, y2i); if (y2i > 0.0f) glRectf(x1i, y1i, x2i, 0.0); glDisable(GL_BLEND); } setlinestyle(0); UI_ThemeColor(TH_BACK); fdrawbox(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); view3d_camera_border_hack_test = false; } #endif setlinestyle(3); /* 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); } UI_ThemeColor(TH_VIEW_OVERLAY); fdrawbox(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); cpack(0x4040FF); sdrawbox(x3, y3, x4, y4); } /* safety border */ if (ca) { 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); glVertex2f(x3, y1); glVertex2f(x3, y2); glEnd(); } 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); glVertex2f(x1, y2); glVertex2f(x2, y1); glEnd(); } 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); } 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)); } 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'); } 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'); } 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'); } 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'); } if (ca->flag & CAM_SHOW_SAFE_MARGINS) { UI_draw_safe_areas( 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, scene->safe_areas.title_center, scene->safe_areas.action_center); } } 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 */ UI_ThemeColorShade(TH_VIEW_OVERLAY, 100); UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f); } } setlinestyle(0); /* camera name - draw in highlighted text color */ if (ca && (ca->flag & CAM_SHOWNAME)) { UI_ThemeColor(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) { RegionView3D *rv3d = ar->regiondata; struct Base *base = scene->basact; int multisample_enabled; BLI_assert(ar->regiontype == RGN_TYPE_WINDOW); if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) || BKE_paint_select_face_test(base->object))) { /* do nothing */ } /* texture paint mode sampling */ else if (base && (base->object->mode & OB_MODE_TEXTURE_PAINT) && (v3d->drawtype > OB_WIRE)) { /* do nothing */ } else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && V3D_IS_ZBUF(v3d)) { /* do nothing */ } else if (scene->obedit && V3D_IS_ZBUF(v3d)) { /* do nothing */ } else { v3d->flag &= ~V3D_INVALID_BACKBUF; return; } if (!(v3d->flag & V3D_INVALID_BACKBUF)) return; #if 0 if (test) { if (qtest()) { addafterqueue(ar->win, BACKBUFDRAW, 1); return; } } #endif if (v3d->drawtype > OB_WIRE) v3d->zbuf = true; /* dithering and AA break color coding, so disable */ glDisable(GL_DITHER); multisample_enabled = glIsEnabled(GL_MULTISAMPLE); if (multisample_enabled) glDisable(GL_MULTISAMPLE); if (win->multisamples != USER_MULTISAMPLE_NONE) { /* for multisample we use an offscreen FBO. multisample drawing can fail * with color coded selection drawing, and reading back depths from such * a buffer can also cause a few seconds freeze on OS X / NVidia. */ int w = BLI_rcti_size_x(&ar->winrct); int h = BLI_rcti_size_y(&ar->winrct); char error[256]; if (rv3d->gpuoffscreen) { if (GPU_offscreen_width(rv3d->gpuoffscreen) != w || GPU_offscreen_height(rv3d->gpuoffscreen) != h) { GPU_offscreen_free(rv3d->gpuoffscreen); rv3d->gpuoffscreen = NULL; } } if (!rv3d->gpuoffscreen) { rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error); if (!rv3d->gpuoffscreen) fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error); } } if (rv3d->gpuoffscreen) GPU_offscreen_bind(rv3d->gpuoffscreen, true); else glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct)); glClearColor(0.0, 0.0, 0.0, 0.0); if (v3d->zbuf) { glEnable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else { glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_DEPTH_TEST); } if (rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_set(rv3d); G.f |= G_BACKBUFSEL; if (base && (base->lay & v3d->lay)) draw_object_backbufsel(scene, v3d, rv3d, base->object); if (rv3d->gpuoffscreen) GPU_offscreen_unbind(rv3d->gpuoffscreen, true); else ar->swap = 0; /* mark invalid backbuf for wm draw */ v3d->flag &= ~V3D_INVALID_BACKBUF; G.f &= ~G_BACKBUFSEL; v3d->zbuf = false; glDisable(GL_DEPTH_TEST); glEnable(GL_DITHER); if (multisample_enabled) glEnable(GL_MULTISAMPLE); if (rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_disable(); } void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data) { RegionView3D *rv3d = ar->regiondata; if (rv3d->gpuoffscreen) { GPU_offscreen_bind(rv3d->gpuoffscreen, true); glReadBuffer(GL_COLOR_ATTACHMENT0_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); } } /* XXX depth reading exception, for code not using gpu offscreen */ static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data) { glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data); } void ED_view3d_backbuf_validate(ViewContext *vc) { if (vc->v3d->flag & V3D_INVALID_BACKBUF) backdrawview3d(vc->scene, vc->win, vc->ar, vc->v3d); } /** * allow for small values [0.5 - 2.5], * and large values, FLT_MAX by clamping by the area size */ int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist) { return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx)); } /* samples a single pixel (copied from vpaint) */ unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y) { unsigned int col; if (x >= vc->ar->winx || y >= vc->ar->winy) { return 0; } ED_view3d_backbuf_validate(vc); 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) { 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}; if (UNLIKELY((clip.xmin > clip.xmax) || (clip.ymin > clip.ymax))) { return NULL; } 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 */ 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; } } 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; BGpic *bgpic; int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0; for (bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) { bgpic->iuser.scene = scene; /* Needed for render results. */ 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 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; } 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) */ 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) / 2.0f; centy = (y1 + y2) / 2.0f; /* aspect correction */ if (bgpic->flag & V3D_BGPIC_CAMERA_ASPECT) { /* apply aspect from clip */ const float w_src = ibuf->x * image_aspect[0]; const float h_src = ibuf->y * image_aspect[1]; /* destination aspect is already applied from the camera frame */ const float w_dst = x1 - x2; const float h_dst = y1 - y2; const float asp_src = w_src / h_src; const float asp_dst = w_dst / h_dst; if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) { if ((asp_src > asp_dst) == ((bgpic->flag & V3D_BGPIC_CAMERA_CROP) != 0)) { /* fit X */ const float div = asp_src / asp_dst; x1 = ((x1 - centx) * div) + centx; x2 = ((x2 - centx) * div) + centx; } else { /* fit Y */ const float div = asp_dst / asp_src; y1 = ((y1 - centy) * div) + centy; y2 = ((y2 - centy) * div) + centy; } } } } else { float tvec[3]; float sco[2]; const float mval_f[2] = {1.0f, 0.0f}; const float co_zero[3] = {0}; float zfac; /* calc window coord */ zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL); ED_view3d_win_to_delta(ar, mval_f, tvec, zfac); fac = max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */ fac = 1.0f / fac; asp = (float)ibuf->y / (float)ibuf->x; zero_v3(tvec); ED_view3d_project_float_v2_m4(ar, tvec, sco, rv3d->persmat); x1 = sco[0] + fac * (bgpic->xof - bgpic->size); y1 = sco[1] + asp * fac * (bgpic->yof - bgpic->size); x2 = sco[0] + fac * (bgpic->xof + bgpic->size); y2 = sco[1] + asp * fac * (bgpic->yof + bgpic->size); centx = (x1 + x2) / 2.0f; centy = (y1 + y2) / 2.0f; } /* 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 (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; } zoomx = (x2 - x1) / ibuf->x; 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(0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); ED_region_pixelspace(ar); glTranslatef(centx, centy, 0.0); glRotatef(RAD2DEGF(-bgpic->rotation), 0.0f, 0.0f, 1.0f); if (bgpic->flag & V3D_BGPIC_FLIP_X) { zoomx *= -1.0f; x1 = x2; } if (bgpic->flag & V3D_BGPIC_FLIP_Y) { zoomy *= -1.0f; y1 = y2; } glPixelZoom(zoomx, zoomy); glColor4f(1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend); /* could not use glaDrawPixelsAuto because it could fallback to * glaDrawPixelsSafe in some cases, which will end up in missing * alpha transparency for the background image (sergey) */ glaDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect); glPixelZoom(1.0, 1.0); glPixelTransferf(GL_ALPHA_SCALE, 1.0f); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glDisable(GL_BLEND); glDepthMask(1); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); if (freeibuf) IMB_freeImBuf(freeibuf); if (releaseibuf) BKE_image_release_ibuf(ima, releaseibuf, lock); } } } static void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d, const bool do_foreground, const bool do_camera_frame) { RegionView3D *rv3d = ar->regiondata; if ((v3d->flag & V3D_DISPBGPICS) == 0) return; /* disabled - mango request, since footage /w only render is quite useful * and this option is easy to disable all background images at once */ #if 0 if (v3d->flag2 & V3D_RENDER_OVERRIDE) return; #endif if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) { if (rv3d->persp == RV3D_CAMOB) { view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame); } } else { view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame); } } /* ****************** View3d afterdraw *************** */ typedef struct View3DAfter { struct View3DAfter *next, *prev; struct Base *base; short dflag; } View3DAfter; /* temp storage of Objects that need to be drawn as last */ void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag) { View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after"); BLI_assert((base->flag & OB_FROMDUPLI) == 0); BLI_addtail(lb, v3da); v3da->base = base; v3da->dflag = dflag; } /* disables write in zbuffer and draws it over */ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) { View3DAfter *v3da; glDepthMask(GL_FALSE); v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { draw_object(scene, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->transp = false; glDepthMask(GL_TRUE); } /* clears zbuffer and draws it over */ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear) { 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; } /* clears zbuffer and draws it over */ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const bool clear) { View3DAfter *v3da; if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); v3d->xray = true; v3d->transp = true; glDepthMask(GL_FALSE); while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { draw_object(scene, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->transp = false; v3d->xray = false; glDepthMask(GL_TRUE); } /* clears zbuffer and draws it over, * note that in the select version we don't care about transparent flag as with regular drawing */ static void view3d_draw_xray_select(Scene *scene, ARegion *ar, View3D *v3d, bool *clear) { /* Not ideal, but we need to read from the previous depths before clearing * otherwise we could have a function to load the depths after drawing. * * Clearing the depth buffer isn't all that common between drawing objects so accept this for now. */ if (U.gpu_select_pick_deph) { GPU_select_load_id(-1); } View3DAfter *v3da; if (*clear && v3d->zbuf) { glClear(GL_DEPTH_BUFFER_BIT); *clear = false; } v3d->xray = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { if (GPU_select_load_id(v3da->base->selcol)) { draw_object_select(scene, ar, v3d, v3da->base, v3da->dflag); } MEM_freeN(v3da); } v3d->xray = false; } /* *********************** */ /* * In most cases call draw_dupli_objects, * draw_dupli_objects_color was added because when drawing set dupli's * we need to force the color */ #if 0 int dupli_ob_sort(void *arg1, void *arg2) { void *p1 = ((DupliObject *)arg1)->ob; void *p2 = ((DupliObject *)arg2)->ob; int val = 0; if (p1 < p2) val = -1; else if (p1 > p2) val = 1; return val; } #endif static DupliObject *dupli_step(DupliObject *dob) { while (dob && dob->no_draw) dob = dob->next; return dob; } static void draw_dupli_objects_color( Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag, const int color) { RegionView3D *rv3d = ar->regiondata; ListBase *lb; LodLevel *savedlod; 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); } tbase.flag = OB_FROMDUPLI | base->flag; lb = object_duplilist(G.main->eval_ctx, scene, base->object); // BLI_listbase_sort(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */ apply_data = duplilist_apply(base->object, scene, lb); dob = dupli_step(lb->first); if (dob) dob_next = dupli_step(dob->next); for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) { bool testbb = false; tbase.object = dob->ob; /* Make sure lod is updated from dupli's position */ savedlod = dob->ob->currentlod; #ifdef WITH_GAMEENGINE if (rv3d->rflag & RV3D_IS_GAME_ENGINE) { BKE_object_lod_update(dob->ob, rv3d->viewinv[3]); } #endif /* extra service: draw the duplicator in drawtype of parent, minimum taken * to allow e.g. boundbox box objects in groups for LOD */ dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt); /* inherit draw extra, but not if a boundbox under the assumption that this * is intended to speed up drawing, and drawing extra (especially wire) can * slow it down too much */ dtx = tbase.object->dtx; if (tbase.object->dt != OB_BOUNDBOX) tbase.object->dtx = base->object->dtx; /* negative scale flag has to propagate */ transflag = tbase.object->transflag; if (is_negative_m4(dob->mat)) tbase.object->transflag |= OB_NEG_SCALE; else tbase.object->transflag &= ~OB_NEG_SCALE; /* should move outside the loop but possible color is set in draw_object still */ if ((dflag & DRAW_CONSTCOLOR) == 0) { glColor3ubv(color_rgb); } /* generate displist, test for new object */ if (dob_prev && dob_prev->ob != dob->ob) { if (use_displist == true) glDeleteLists(displist, 1); use_displist = false; } if ((bb_tmp = BKE_object_boundbox_get(dob->ob))) { bb = *bb_tmp; /* must make a copy */ testbb = true; } if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) { /* generate displist */ if (use_displist == false) { /* note, since this was added, its checked (dob->type == OB_DUPLIGROUP) * however this is very slow, it was probably needed for the NLA * offset feature (used in group-duplicate.blend but no longer works in 2.5) * so for now it should be ok to - campbell */ if ( /* if this is the last no need to make a displist */ (dob_next == NULL || dob_next->ob != dob->ob) || /* lamp drawing messes with matrices, could be handled smarter... but this works */ (dob->ob->type == OB_LAMP) || (dob->type == OB_DUPLIGROUP && dob->animated) || !bb_tmp || draw_glsl_material(scene, dob->ob, v3d, dt) || check_object_draw_texture(scene, v3d, dt) || (v3d->flag2 & V3D_SOLID_MATCAP) != 0) { // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name + 2); use_displist = false; } else { // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name + 2); /* disable boundbox check for list creation */ BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 1); /* need this for next part of code */ unit_m4(dob->ob->obmat); /* obmat gets restored */ displist = glGenLists(1); glNewList(displist, GL_COMPILE); draw_object(scene, ar, v3d, &tbase, dflag_dupli); glEndList(); use_displist = true; BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 0); } } if (use_displist) { glPushMatrix(); glMultMatrixf(dob->mat); glCallList(displist); glPopMatrix(); } else { copy_m4_m4(dob->ob->obmat, dob->mat); GPU_begin_dupli_object(dob); draw_object(scene, ar, v3d, &tbase, dflag_dupli); GPU_end_dupli_object(); } } tbase.object->dt = dt; tbase.object->dtx = dtx; tbase.object->transflag = transflag; tbase.object->currentlod = savedlod; } if (apply_data) { duplilist_restore(lb, apply_data); duplilist_free_apply_data(apply_data); } free_object_duplilist(lb); if (use_displist) glDeleteLists(displist, 1); } 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); } /* 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 */ r.xmin = 0; r.xmax = ar->winx - 1; r.ymin = 0; r.ymax = ar->winy - 1; /* Constrain rect to depth bounds */ BLI_rcti_isect(&r, rect, rect); /* assign values to compare with the ViewDepths */ x = rect->xmin; y = rect->ymin; w = BLI_rcti_size_x(rect); 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; /* Setup view matrix. */ ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat, NULL); glClear(GL_DEPTH_BUFFER_BIT); 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; } static void view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d) { Base *base; /* no need for color when drawing depth buffer */ const short dflag_depth = DRAW_CONSTCOLOR; /* draw set first */ if (scene->set) { Scene *sce_iter; for (SETLOOPER(scene->set, sce_iter, base)) { if (v3d->lay & base->lay) { draw_object(scene, ar, v3d, base, 0); if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED); } } } } for (base = scene->base.first; base; base = base->next) { if (v3d->lay & base->lay) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED); } draw_object(scene, ar, v3d, base, dflag_depth); } } /* this isn't that nice, draw xray objects as if they are normal */ if (v3d->afterdraw_transp.first || v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { View3DAfter *v3da; int mask_orig; v3d->xray = true; /* transp materials can change the depth mask, see #21388 */ glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig); if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */ for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); } glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ } /* draw 3 passes, transp/xray/xraytransp */ v3d->xray = false; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = false; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { draw_object(scene, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = false; v3d->transp = false; glDepthMask(mask_orig); } } void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaoverride) { RegionView3D *rv3d = ar->regiondata; short zbuf = v3d->zbuf; short flag = v3d->flag; float glalphaclip = U.glalphaclip; int obcenter_dia = U.obcenter_dia; /* 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; /* Setup view matrix. */ ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat, NULL); glClear(GL_DEPTH_BUFFER_BIT); 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); view3d_draw_depth_loop(scene, ar, v3d); 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; } void ED_view3d_draw_select_loop( ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest) { short code = 1; const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR; if (vc->obedit && vc->obedit->type == OB_MBALL) { draw_object(scene, ar, v3d, BASACT, dflag); } 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, dflag); } } else { Base *base; for (base = scene->base.first; base; base = base->next) { if (base->lay & v3d->lay) { if ((base->object->restrictflag & OB_RESTRICT_SELECT) || (use_obedit_skip && (scene->obedit->data == base->object->data))) { base->selcol = 0; } else { base->selcol = code; if (use_nearest && (base->object->dtx & OB_DRAWXRAY)) { ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag); } else { if (GPU_select_load_id(code)) { draw_object_select(scene, ar, v3d, base, dflag); } } code++; } } } if (use_nearest) { bool xrayclear = true; if (v3d->afterdraw_xray.first) { view3d_draw_xray_select(scene, ar, v3d, &xrayclear); } } } } 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); } } } static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d) { ListBase shadows; View3DShadow *shadow; Scene *sce_iter; Base *base; Object *ob; World *world = scene->world; SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL; BLI_listbase_clear(&shadows); /* update lamp transform and gather shadow lamps */ for (SETLOOPER(scene, sce_iter, base)) { ob = base->object; if (ob->type == OB_LAMP) gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl); if (ob->transflag & OB_DUPLI) { DupliObject *dob; ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob); for (dob = lb->first; dob; dob = dob->next) if (dob->ob->type == OB_LAMP) gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl); free_object_duplilist(lb); } } /* render shadows after updating all lamps, nested object_duplilist * don't work correct since it's replacing object matrices */ for (shadow = shadows.first; shadow; shadow = shadow->next) { /* this needs to be done better .. */ float viewmat[4][4], winmat[4][4]; int drawtype, lay, winsize, flag2 = v3d->flag2; ARegion ar = {NULL}; RegionView3D rv3d = {{{0}}}; drawtype = v3d->drawtype; lay = v3d->lay; v3d->drawtype = OB_SOLID; v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp); v3d->flag2 &= ~(V3D_SOLID_TEX | V3D_SHOW_SOLID_MATCAP); v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW; GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat); ar.regiondata = &rv3d; ar.regiontype = RGN_TYPE_WINDOW; rv3d.persp = RV3D_CAMOB; copy_m4_m4(rv3d.winmat, winmat); copy_m4_m4(rv3d.viewmat, viewmat); invert_m4_m4(rv3d.viewinv, rv3d.viewmat); mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat); invert_m4_m4(rv3d.persinv, rv3d.viewinv); /* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */ ED_view3d_draw_offscreen( scene, v3d, &ar, winsize, winsize, viewmat, winmat, false, false, true, NULL, NULL, NULL, NULL); GPU_lamp_shadow_buffer_unbind(shadow->lamp); v3d->drawtype = drawtype; v3d->lay = lay; v3d->flag2 = flag2; } BLI_freelistN(&shadows); /* update world values */ if (world) { GPU_mist_update_enable(world->mode & WO_MIST); GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr); GPU_horizon_update_color(&world->horr); GPU_ambient_update_color(&world->ambr); GPU_zenith_update_color(&world->zenr); } } /* *********************** customdata **************** */ 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; 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); } } return mask; } /** * \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], const rcti *rect) { RegionView3D *rv3d = ar->regiondata; /* setup window matrices */ if (winmat) copy_m4_m4(rv3d->winmat, winmat); else view3d_winmatrix_set(ar, v3d, rect); /* 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 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. */ { /* 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) { RegionView3D *rv3d = ar->regiondata; Base *base; const bool do_camera_frame = !draw_offscreen; const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0; const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO); /* only draw grids after in solid modes, else it hovers over mesh wires */ const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE) && fx; bool do_composite_xray = false; bool xrayclear = true; if (!draw_offscreen) { ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); } if (rv3d->rflag & RV3D_CLIPPING) view3d_draw_clipping(rv3d); /* set zbuffer after we draw clipping region */ if (v3d->drawtype > OB_WIRE) { v3d->zbuf = true; } else { v3d->zbuf = false; } /* special case (depth for wire color) */ if (v3d->drawtype <= OB_WIRE) { if (scene->obedit && scene->obedit->type == OB_MESH) { Mesh *me = scene->obedit->data; if (me->drawflag & ME_DRAWEIGHT) { v3d->zbuf = true; } } } if (v3d->zbuf) { glEnable(GL_DEPTH_TEST); } /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override * objects if done last */ if (draw_grids) { /* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */ rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit); if (!draw_floor) { ED_region_pixelspace(ar); *grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */ drawgrid(&scene->unit, ar, v3d, grid_unit); /* XXX make function? replaces persp(1) */ glMatrixMode(GL_PROJECTION); glLoadMatrixf(rv3d->winmat); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(rv3d->viewmat); } else if (!draw_grids_after) { drawfloor(scene, v3d, grid_unit, true); } } /* important to do before clipping */ if (do_bgpic) { view3d_draw_bgpic_test(scene, ar, v3d, false, do_camera_frame); } if (rv3d->rflag & RV3D_CLIPPING) { ED_view3d_clipping_set(rv3d); } /* draw set first */ if (scene->set) { const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET; Scene *sce_iter; for (SETLOOPER(scene->set, sce_iter, base)) { if (v3d->lay & base->lay) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); draw_object(scene, ar, v3d, base, dflag); if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(scene, ar, v3d, base, dflag, TH_UNDEFINED); } } } /* Transp and X-ray afterdraw stuff for sets is done later */ } if (draw_offscreen) { for (base = scene->base.first; base; base = base->next) { if (v3d->lay & base->lay) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) draw_dupli_objects(scene, ar, v3d, base); draw_object(scene, ar, v3d, base, 0); } } } else { unsigned int lay_used = 0; /* then draw not selected and the duplis, but skip editmode object */ for (base = scene->base.first; base; base = base->next) { lay_used |= base->lay; if (v3d->lay & base->lay) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { draw_dupli_objects(scene, ar, v3d, base); } if ((base->flag & SELECT) == 0) { if (base->object != scene->obedit) draw_object(scene, ar, v3d, base, 0); } } } /* mask out localview */ v3d->lay_used = lay_used & ((1 << 20) - 1); /* draw selected and editmode */ for (base = scene->base.first; base; base = base->next) { if (v3d->lay & base->lay) { if (base->object == scene->obedit || (base->flag & SELECT)) { draw_object(scene, ar, v3d, base, 0); } } } } /* perspective floor goes last to use scene depth and avoid writing to depth buffer */ if (draw_grids_after) { drawfloor(scene, v3d, grid_unit, false); } /* must be before xray draw which clears the depth buffer */ if (v3d->flag2 & V3D_SHOW_GPENCIL) { wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL; /* must be before xray draw which clears the depth buffer */ if (v3d->zbuf) glDisable(GL_DEPTH_TEST); ED_gpencil_draw_view3d(wm, scene, v3d, ar, true); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); } /* transp and X-ray afterdraw stuff */ if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); /* always do that here to cleanup depth buffers if none needed */ if (fx) { do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first); GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray); } if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, &xrayclear); if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, xrayclear); if (fx && do_composite_xray) { GPU_fx_compositor_XRay_resolve(fx); } if (!draw_offscreen) { ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); } if (rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_disable(); /* important to do after clipping */ if (do_bgpic) { view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame); } if (!draw_offscreen) { BIF_draw_manipulator(C); } /* cleanup */ if (v3d->zbuf) { v3d->zbuf = false; glDisable(GL_DEPTH_TEST); } if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) { GPU_free_images_old(); } } static void view3d_main_region_setup_view( Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect) { RegionView3D *rv3d = ar->regiondata; ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat, rect); /* set for opengl */ glMatrixMode(GL_PROJECTION); glLoadMatrixf(rv3d->winmat); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(rv3d->viewmat); } /** * 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; }; struct RV3DMatrixStore *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, struct RV3DMatrixStore *rv3dmat) { 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)) { RegionView3D *rv3d = ar->regiondata; GPUMaterial *gpumat = GPU_material_world(scene, scene->world); /* 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); } /* 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(); } GPU_material_unbind(gpumat); glDepthFunc(GL_LEQUAL); glDisable(GL_DEPTH_TEST); } else { if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glBegin(GL_QUADS); UI_ThemeColor(TH_LOW_GRAD); glVertex3f(-1.0, -1.0, 1.0); glVertex3f(1.0, -1.0, 1.0); UI_ThemeColor(TH_HIGH_GRAD); glVertex3f(1.0, 1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0); glEnd(); glDepthFunc(GL_LEQUAL); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } else { UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f); 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 */ 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; glPushMatrix(); /* set temporary new size */ bwinx = ar->winx; bwiny = ar->winy; 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; 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 view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL); /* 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; } /** * Set the correct matrices */ void ED_view3d_draw_setup_view( wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d, float viewmat[4][4], float winmat[4][4], const rcti *rect) { RegionView3D *rv3d = ar->regiondata; /* Setup the view matrix. */ if (view3d_stereo3d_active(win, scene, v3d, rv3d)) { view3d_stereo3d_setup(scene, v3d, ar, rect); } else { view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, rect); } } /** * 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); /* 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 */ 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(¶ms); /* fallback for non camera objects */ params.clipsta = v3d->near; params.clipend = v3d->far; BKE_camera_params_from_object(¶ms, camera); BKE_camera_multiview_params(&scene->r, ¶ms, camera, viewname); BKE_camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp); BKE_camera_params_compute_matrix(¶ms); 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"); 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]; } } 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(¶ms); BKE_camera_params_from_object(¶ms, view_camera); BKE_camera_multiview_params(&scene->r, ¶ms, view_camera, viewname); BKE_camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp); BKE_camera_params_compute_matrix(¶ms); 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; float fps; char printable[16]; int i, tot; if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) return; printable[0] = '\0'; #if 0 /* this is too simple, better do an average */ fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime)) #else fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime)); for (i = 0, tot = 0, fps = 0.0f; i < REDRAW_FRAME_AVERAGE; i++) { if (fpsi->redrawtimes_fps[i]) { fps += fpsi->redrawtimes_fps[i]; tot++; } } if (tot) { fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE; //fpsi->redrawtime_index++; //if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE) // fpsi->redrawtime = 0; fps = fps / tot; } #endif /* is this more than half a frame behind? */ if (fps + 0.5f < (float)(FPS)) { UI_ThemeColor(TH_REDALERT); BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps); } else { UI_ThemeColor(TH_TEXT_HI); BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f)); } #ifdef WITH_INTERNATIONAL BLF_draw_default(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable)); #else BLF_draw_default_ascii(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable)); #endif } static bool view3d_main_region_do_render_draw(Scene *scene) { RenderEngineType *type = RE_engines_find(scene->r.engine); return (type && type->view_update && type->view_draw); } bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *rect) { RegionView3D *rv3d = ar->regiondata; 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; 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; } 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 */ view3d_main_region_setup_view(scene, v3d, ar, NULL, 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 bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d) { if ((scene->r.scemode & R_MULTIVIEW) == 0) { return false; } if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) { return false; } switch (v3d->stereo3d_camera) { case STEREO_MONO_ID: return false; break; case STEREO_3D_ID: /* win will be NULL when calling this from the selection or draw loop. */ if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) { return false; } if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) && !BKE_scene_multiview_is_stereo3d(&scene->r)) { return false; } break; /* We always need the stereo calculation for left and right cameras. */ case STEREO_LEFT_ID: case STEREO_RIGHT_ID: default: break; } 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, const rcti *rect) { 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, rect); 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, rect); v3d->camera = view_ob; BLI_unlock_thread(LOCK_VIEW3D); } } 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); view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL); } else { /* SCE_VIEWS_FORMAT_MULTIVIEW */ float viewmat[4][4]; Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname); BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat); view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL); } } #ifdef WITH_GAMEENGINE static void update_lods(Scene *scene, float camera_pos[3]) { Scene *sce_iter; Base *base; Object *ob; for (SETLOOPER(scene, sce_iter, base)) { 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. */ ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d, NULL, 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) { 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; } 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); } #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); #endif } 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; } 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) { drawviewborder(scene, ar, v3d); } 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); setlinestyle(0); } 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) { Object *ob; /* 3d cursor */ if (is_cursor_visible(scene)) { drawcursor(scene, ar, v3d); } if (U.uiflag & USER_SHOW_ROTVIEWICON) draw_view_axis(rv3d, &rect); else draw_view_icon(rv3d, &rect); ob = OBACT; if (U.uiflag & USER_DRAWVIEWINFO) draw_selected_name(scene, ob, &rect); } if (rv3d->render_engine) { view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border); return; } if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) { ED_scene_draw_fps(scene, &rect); } else if (U.uiflag & USER_SHOW_VIEWPORTNAME) { draw_viewport_name(ar, v3d, &rect); } if (grid_unit) { /* draw below the viewport name */ char numstr[32] = ""; UI_ThemeColor(TH_TEXT_HI); if (v3d->grid != 1.0f) { BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid); } BLF_draw_default_ascii(rect.xmin + U.widget_unit, rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f, numstr[0] ? numstr : grid_unit, sizeof(numstr)); } } } void view3d_main_region_draw(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; bool render_border, clip_border; /* if we only redraw render border area, skip opengl draw and also * don't do scissor because it's already set */ render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect); clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect)); /* draw 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); } /* 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)); } #ifdef DEBUG_DRAW /* debug drawing */ #define _DEBUG_DRAW_QUAD_TOT 1024 #define _DEBUG_DRAW_EDGE_TOT 1024 static float _bl_debug_draw_quads[_DEBUG_DRAW_QUAD_TOT][4][3]; static int _bl_debug_draw_quads_tot = 0; static float _bl_debug_draw_edges[_DEBUG_DRAW_QUAD_TOT][2][3]; static int _bl_debug_draw_edges_tot = 0; static unsigned int _bl_debug_draw_quads_color[_DEBUG_DRAW_QUAD_TOT]; static unsigned int _bl_debug_draw_edges_color[_DEBUG_DRAW_EDGE_TOT]; static unsigned int _bl_debug_draw_color; void bl_debug_draw_quad_clear(void) { _bl_debug_draw_quads_tot = 0; _bl_debug_draw_edges_tot = 0; _bl_debug_draw_color = 0x00FF0000; } void bl_debug_color_set(const unsigned int color) { _bl_debug_draw_color = color; } void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3]) { 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++; } } void bl_debug_draw_edge_add(const float v0[3], const float v1[3]) { 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(); } } #endif