/* * $Id$ * * ***** 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_key_types.h" #include "DNA_lamp_types.h" #include "DNA_scene_types.h" #include "DNA_world_types.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_rand.h" #include "BLI_utildefines.h" #include "BKE_anim.h" #include "BKE_context.h" #include "BKE_customdata.h" #include "BKE_image.h" #include "BKE_key.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 "RE_pipeline.h" // make_stars #include "IMB_imbuf_types.h" #include "IMB_imbuf.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "WM_api.h" #include "BLF_api.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_material.h" #include "GPU_extensions.h" #include "view3d_intern.h" // own include static void star_stuff_init_func(void) { cpack(-1); glPointSize(1.0); glBegin(GL_POINTS); } static void star_stuff_vertex_func(float* i) { glVertex3fv(i); } static void star_stuff_term_func(void) { glEnd(); } void circf(float x, float y, float rad) { GLUquadricObj *qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_FILL); glPushMatrix(); glTranslatef(x, y, 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.); 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) { UI_ThemeColorShade(TH_BACK, -8); glBegin(GL_QUADS); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]); glEnd(); } } void view3d_set_clipping(RegionView3D *rv3d) { double plane[4]; int a, tot=4; if(rv3d->viewlock) tot= 6; for(a=0; aclip[a]); glClipPlane(GL_CLIP_PLANE0+a, plane); glEnable(GL_CLIP_PLANE0+a); } } void view3d_clr_clipping(void) { int a; for(a=0; a<6; a++) { glDisable(GL_CLIP_PLANE0+a); } } static int test_clipping(const float vec[3], float clip[][4]) { float view[3]; copy_v3_v3(view, vec); if(0.0f < clip[0][3] + INPR(view, clip[0])) if(0.0f < clip[1][3] + INPR(view, clip[1])) if(0.0f < clip[2][3] + INPR(view, clip[2])) if(0.0f < clip[3][3] + INPR(view, clip[3])) return 0; return 1; } /* for 'local' ED_view3d_local_clipping must run first * then all comparisons can be done in localspace */ int ED_view3d_test_clipping(RegionView3D *rv3d, const float vec[3], const int local) { return test_clipping(vec, local ? rv3d->clip_local : rv3d->clip); } /* ********* end custom clipping *********** */ static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx) { float v1[2], v2[2]; x+= (wx); y+= (wy); v1[1]= 0.0f; v2[1]= (float)ar->winy; v1[0] = v2[0] = x-dx*floorf(x/dx); glBegin(GL_LINES); while(v1[0] < ar->winx) { glVertex2fv(v1); glVertex2fv(v2); v1[0] = v2[0] = v1[0] + dx; } v1[0]= 0.0f; v2[0]= (float)ar->winx; v1[1]= v2[1]= y-dx*floorf(y/dx); while(v1[1] < ar->winy) { glVertex2fv(v1); glVertex2fv(v2); v1[1] = v2[1] = v1[1] + dx; } glEnd(); } #define GRID_MIN_PX 6.0f static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) { /* extern short bgpicmode; */ RegionView3D *rv3d= ar->regiondata; float wx, wy, x, y, fw, fx, fy, dx; float vec4[4]; unsigned char col[3], col2[3]; vec4[0]=vec4[1]=vec4[2]=0.0; vec4[3]= 1.0; mul_m4_v4(rv3d->persmat, vec4); fx= vec4[0]; fy= vec4[1]; fw= vec4[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_v4(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); glDepthMask(0); // 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 */ void *usys; int len, i; float dx_scalar; float blend_fac; bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH); if(usys) { i= len; while(i--) { float scalar= bUnit_GetScaler(usys, i); dx_scalar = dx * scalar / unit->scale_length; if (dx_scalar < (GRID_MIN_PX*2)) 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= (scalar * v3d->grid) / unit->scale_length; } blend_fac= 1-((GRID_MIN_PX*2)/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_BACK, TH_GRID, blend_fac); drawgrid_draw(ar, wx, wy, x, y, dx_scalar); } } } else { short sublines = v3d->gridsubdiv; if(dxgridview*= sublines; dx*= sublines; if(dxgridview*= sublines; dx*= sublines; if(dxgridview*= sublines; dx*=sublines; if(dx(GRID_MIN_PX*10)) { // start blending in rv3d->gridview/= sublines; dx/= sublines; if(dx>(GRID_MIN_PX*10)) { // start blending in rv3d->gridview/= sublines; dx/= sublines; if(dx>(GRID_MIN_PX*10)) { UI_ThemeColor(TH_GRID); drawgrid_draw(ar, wx, wy, x, y, dx); } else { UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); 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_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); 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_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); 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(1); // enable write in zbuffer } #undef GRID_MIN_PX static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) { float vert[3], grid, grid_scale; int a, gridlines, emphasise; unsigned char col[3], col2[3]; short draw_line = 0; vert[2]= 0.0; if(v3d->gridlines<3) return; grid_scale= v3d->grid; /* use 'grid_scale' instead of 'v3d->grid' from now on */ /* apply units */ if(scene->unit.system) { void *usys; int len; bUnit_GetSystem(&usys, &len, scene->unit.system, B_UNIT_LENGTH); if(usys) { int i= bUnit_GetBaseUnit(usys); *grid_unit= bUnit_GetNameDisplay(usys, i); grid_scale = (grid_scale * (float)bUnit_GetScaler(usys, i)) / scene->unit.scale_length; } } if(v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select gridlines= v3d->gridlines/2; grid= gridlines * grid_scale; UI_GetThemeColor3ubv(TH_GRID, col); UI_GetThemeColor3ubv(TH_BACK, col2); /* emphasise division lines lighter instead of darker, if background is darker than grid */ if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 ) emphasise = 20; else emphasise = -10; /* draw the Y axis and/or grid lines */ for(a= -gridlines;a<=gridlines;a++) { if(a==0) { /* check for the 'show Y axis' preference */ if (v3d->gridflag & V3D_SHOW_Y) { UI_make_axis_color(col, col2, 'Y'); glColor3ubv(col2); draw_line = 1; } else if (v3d->gridflag & V3D_SHOW_FLOOR) { UI_ThemeColorShade(TH_GRID, emphasise); } else { draw_line = 0; } } else { /* check for the 'show grid floor' preference */ if (v3d->gridflag & V3D_SHOW_FLOOR) { if( (a % 10)==0) { UI_ThemeColorShade(TH_GRID, emphasise); } else UI_ThemeColorShade(TH_GRID, 10); draw_line = 1; } else { draw_line = 0; } } if (draw_line) { glBegin(GL_LINE_STRIP); vert[0]= a * grid_scale; vert[1]= grid; glVertex3fv(vert); vert[1]= -grid; glVertex3fv(vert); glEnd(); } } /* draw the X axis and/or grid lines */ for(a= -gridlines;a<=gridlines;a++) { if(a==0) { /* check for the 'show X axis' preference */ if (v3d->gridflag & V3D_SHOW_X) { UI_make_axis_color(col, col2, 'X'); glColor3ubv(col2); draw_line = 1; } else if (v3d->gridflag & V3D_SHOW_FLOOR) { UI_ThemeColorShade(TH_GRID, emphasise); } else { draw_line = 0; } } else { /* check for the 'show grid floor' preference */ if (v3d->gridflag & V3D_SHOW_FLOOR) { if( (a % 10)==0) { UI_ThemeColorShade(TH_GRID, emphasise); } else UI_ThemeColorShade(TH_GRID, 10); draw_line = 1; } else { draw_line = 0; } } if (draw_line) { glBegin(GL_LINE_STRIP); vert[1]= a * grid_scale; vert[0]= grid; glVertex3fv(vert ); vert[0]= -grid; glVertex3fv(vert); glEnd(); } } /* draw the Z axis line */ /* check for the 'show Z axis' preference */ if (v3d->gridflag & V3D_SHOW_Z) { UI_make_axis_color(col, col2, 'Z'); glColor3ubv(col2); glBegin(GL_LINE_STRIP); vert[0]= 0; vert[1]= 0; vert[2]= grid; glVertex3fv(vert ); vert[2]= -grid; glVertex3fv(vert); glEnd(); } if(v3d->zbuf && scene->obedit) glDepthMask(1); } static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) { int mx, my, co[2]; int flag; /* we dont want the clipping for cursor */ flag= v3d->flag; v3d->flag= 0; project_int(ar, give_cursor(scene, v3d), co); v3d->flag= flag; mx = co[0]; my = co[1]; if(mx!=IS_CLIPPED) { setlinestyle(0); cpack(0xFF); circ((float)mx, (float)my, 10.0); setlinestyle(4); cpack(0xFFFFFF); circ((float)mx, (float)my, 10.0); setlinestyle(0); cpack(0x0); sdrawline(mx-20, my, mx-5, my); sdrawline(mx+5, my, mx+20, my); sdrawline(mx, my-20, mx, my-5); sdrawline(mx, my+5, mx, my+20); } } /* 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) { const float k = U.rvisize; /* axis size */ const float toll = 0.5; /* used to see when view is quasi-orthogonal */ const float start = k + 1.0f;/* axis center in screen coordinates, x=y */ float ydisp = 0.0; /* vertical displacement to allow obj info text */ int bright = 25*(float)U.rvibright + 5; /* axis alpha (rvibright has range 0-10) */ float vec[3]; float dx, dy; /* thickness of lines is proportional to k */ glLineWidth(2); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* X */ vec[0] = 1; vec[1] = vec[2] = 0; mul_qt_v3(rv3d->viewquat, vec); dx = vec[0] * k; dy = vec[1] * k; glColor4ub(220, 0, 0, bright); glBegin(GL_LINES); glVertex2f(start, start + ydisp); glVertex2f(start + dx, start + dy + ydisp); glEnd(); if (fabsf(dx) > toll || fabsf(dy) > toll) { BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "x", 1); } /* BLF_draw_default disables blending */ glEnable(GL_BLEND); /* Y */ vec[1] = 1; vec[0] = vec[2] = 0; mul_qt_v3(rv3d->viewquat, vec); dx = vec[0] * k; dy = vec[1] * k; glColor4ub(0, 220, 0, bright); glBegin(GL_LINES); glVertex2f(start, start + ydisp); glVertex2f(start + dx, start + dy + ydisp); glEnd(); if (fabsf(dx) > toll || fabsf(dy) > toll) { BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "y", 1); } glEnable(GL_BLEND); /* Z */ vec[2] = 1; vec[1] = vec[0] = 0; mul_qt_v3(rv3d->viewquat, vec); dx = vec[0] * k; dy = vec[1] * k; glColor4ub(30, 30, 220, bright); glBegin(GL_LINES); glVertex2f(start, start + ydisp); glVertex2f(start + dx, start + dy + ydisp); glEnd(); if (fabsf(dx) > toll || fabsf(dy) > toll) { BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "z", 1); } /* restore line-width */ glLineWidth(1.0); glDisable(GL_BLEND); } static void draw_view_icon(RegionView3D *rv3d) { 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, 5.0, 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 = "Front Ortho"; else name = "Front Persp"; break; case RV3D_VIEW_BACK: if (rv3d->persp == RV3D_ORTHO) name = "Back Ortho"; else name = "Back Persp"; break; case RV3D_VIEW_TOP: if (rv3d->persp == RV3D_ORTHO) name = "Top Ortho"; else name = "Top Persp"; break; case RV3D_VIEW_BOTTOM: if (rv3d->persp == RV3D_ORTHO) name = "Bottom Ortho"; else name = "Bottom Persp"; break; case RV3D_VIEW_RIGHT: if (rv3d->persp == RV3D_ORTHO) name = "Right Ortho"; else name = "Right Persp"; break; case RV3D_VIEW_LEFT: if (rv3d->persp == RV3D_ORTHO) name = "Left Ortho"; else name = "Left Persp"; break; default: if (rv3d->persp==RV3D_CAMOB) { if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) { Camera *cam; cam = v3d->camera->data; name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho"; } else { name = "Object as Camera"; } } else { name = (rv3d->persp == RV3D_ORTHO) ? "User Ortho" : "User Persp"; } break; } return name; } static void draw_viewport_name(ARegion *ar, View3D *v3d) { RegionView3D *rv3d= ar->regiondata; const char *name= view3d_get_name(v3d, rv3d); char tmpstr[24]; if (v3d->localvd) { BLI_snprintf(tmpstr, sizeof(tmpstr), "%s (Local)", name); name= tmpstr; } if (name) { UI_ThemeColor(TH_TEXT_HI); BLF_draw_default_ascii(22, ar->winy-17, 0.0f, name, sizeof(tmpstr)); } } /* 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) { char info[256], *markern; short offset=30; /* get name of marker on current frame (if available) */ markern= scene_find_marker_name(scene, CFRA); /* check if there is an object */ if(ob) { /* name(s) to display depends on type of object */ if(ob->type==OB_ARMATURE) { bArmature *arm= ob->data; char *name= NULL; /* show name of active bone too (if possible) */ if(arm->edbo) { if(arm->act_edbone) name= ((EditBone *)arm->act_edbone)->name; } else if(ob->mode & OB_MODE_POSE) { if(arm->act_bone) { if(arm->act_bone->layer & arm->layer) name= arm->act_bone->name; } } if(name && markern) sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern); else if(name) sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name); else sprintf(info, "(%d) %s", CFRA, ob->id.name+2); } else if(ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) { Key *key= NULL; KeyBlock *kb = NULL; char shapes[75]; /* try to display active shapekey too */ shapes[0] = 0; key = ob_get_key(ob); if(key){ kb = BLI_findlink(&key->block, ob->shapenr-1); if(kb){ sprintf(shapes, ": %s ", kb->name); if(ob->shapeflag == OB_SHAPE_LOCK){ strcat(shapes, " (Pinned)"); } } } if(markern) sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, shapes, markern); else sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, shapes); } else { /* standard object */ if (markern) sprintf(info, "(%d) %s <%s>", CFRA, ob->id.name+2, markern); else sprintf(info, "(%d) %s", CFRA, ob->id.name+2); } /* color depends on whether there is a keyframe */ if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/(float)(CFRA), ANIMFILTER_KEYS_LOCAL)) UI_ThemeColor(TH_VERTEX_SELECT); else UI_ThemeColor(TH_TEXT_HI); } else { /* no object */ if (markern) sprintf(info, "(%d) <%s>", CFRA, markern); else sprintf(info, "(%d)", CFRA); /* color is always white */ UI_ThemeColor(TH_TEXT_HI); } if (U.uiflag & USER_SHOW_ROTVIEWICON) offset = 14 + (U.rvisize * 2); BLF_draw_default(offset, 10, 0.0f, info, sizeof(info)-1); } void view3d_viewborder_size_get(Scene *scene, ARegion *ar, float size_r[2]) { float winmax= MAX2(ar->winx, ar->winy); float aspect= (scene->r.xsch*scene->r.xasp) / (scene->r.ysch*scene->r.yasp); if(aspect > 1.0f) { size_r[0]= winmax; size_r[1]= winmax/aspect; } else { size_r[0]= winmax*aspect; size_r[1]= winmax; } } void ED_view3d_calc_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewborder_r, short do_shift) { const float zoomfac= BKE_screen_view3d_zoom_to_fac((float)rv3d->camzoom); float size[2]; float dx= 0.0f, dy= 0.0f; view3d_viewborder_size_get(scene, ar, size); size[0]= size[0]*zoomfac; size[1]= size[1]*zoomfac; /* center in window */ viewborder_r->xmin= 0.5f * ar->winx - 0.5f * size[0]; viewborder_r->ymin= 0.5f * ar->winy - 0.5f * size[1]; viewborder_r->xmax= viewborder_r->xmin + size[0]; viewborder_r->ymax= viewborder_r->ymin + size[1]; dx= ar->winx*rv3d->camdx*zoomfac*2.0f; dy= ar->winy*rv3d->camdy*zoomfac*2.0f; /* apply offset */ viewborder_r->xmin-= dx; viewborder_r->ymin-= dy; viewborder_r->xmax-= dx; viewborder_r->ymax-= dy; if(do_shift && v3d->camera && v3d->camera->type==OB_CAMERA) { Camera *cam= v3d->camera->data; float w = viewborder_r->xmax - viewborder_r->xmin; float h = viewborder_r->ymax - viewborder_r->ymin; float side = MAX2(w, h); if(do_shift == -1) side *= -1; viewborder_r->xmin+= cam->shiftx*side; viewborder_r->xmax+= cam->shiftx*side; viewborder_r->ymin+= cam->shifty*side; viewborder_r->ymax+= cam->shifty*side; } } 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/1.61803399)); } 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/1.61803399)); } 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 fac, a; float x1, x2, y1, y2; float x1i, x2i, y1i, y2i; float x3, y3, x4, y4; rctf viewborder; Camera *ca= NULL; RegionView3D *rv3d= (RegionView3D *)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; /* 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 */ 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) { 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, (float)ar->winy, x1i, 0.0); if (x2i < (float)ar->winx) glRectf(x2i, (float)ar->winy, (float)ar->winx, 0.0); if (y2i < (float)ar->winy) glRectf(x1i, (float)ar->winy, x2i, y2i); if (y2i > 0.0f) glRectf(x1i, y1i, x2i, 0.0); glDisable(GL_BLEND); } /* edge */ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); setlinestyle(0); UI_ThemeColor(TH_BACK); glRectf(x1i, y1i, x2i, y2i); setlinestyle(3); UI_ThemeColor(TH_WIRE); glRectf(x1i, y1i, x2i, y2i); /* border */ if(scene->r.mode & R_BORDER) { cpack(0); x3= x1+ scene->r.border.xmin*(x2-x1); y3= y1+ scene->r.border.ymin*(y2-y1); x4= x1+ scene->r.border.xmax*(x2-x1); y4= y1+ scene->r.border.ymax*(y2-y1); cpack(0x4040FF); glRectf(x3, y3, x4, y4); } /* safety border */ if(ca) { if (ca->dtx & CAM_DTX_CENTER) { UI_ThemeColorBlendShade(TH_WIRE, 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_WIRE, 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_WIRE, TH_BACK, 0.25, 0); drawviewborder_grid3(x1, x2, y1, y2, 1.0f/3.0f); } if (ca->dtx & CAM_DTX_GOLDEN) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399)); } if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); drawviewborder_triangle(x1, x2, y1, y2, 0, 'A'); } if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); drawviewborder_triangle(x1, x2, y1, y2, 0, 'B'); } if (ca->dtx & CAM_DTX_HARMONY_TRI_A) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); drawviewborder_triangle(x1, x2, y1, y2, 1, 'A'); } if (ca->dtx & CAM_DTX_HARMONY_TRI_B) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); drawviewborder_triangle(x1, x2, y1, y2, 1, 'B'); } if (ca->flag & CAM_SHOWTITLESAFE) { fac= 0.1; a= fac*(x2-x1); x1+= a; x2-= a; a= fac*(y2-y1); y1+= a; y2-= a; UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); uiSetRoundBox(15); uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); } } setlinestyle(0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* camera name - draw in highlighted text color */ if (ca && (ca->flag & CAM_SHOWNAME)) { UI_ThemeColor(TH_TEXT_HI); BLF_draw_default(x1i, y1i-15, 0.0f, v3d->camera->id.name+2, sizeof(v3d->camera->id.name)-2); UI_ThemeColor(TH_WIRE); } } /* *********************** backdraw for selection *************** */ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) { RegionView3D *rv3d= ar->regiondata; struct Base *base = scene->basact; rcti winrct; BLI_assert(ar->regiontype == RGN_TYPE_WINDOW); if(base && (base->object->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT) || paint_facesel_test(base->object))); else if((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) && scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)); else if((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)); else if(scene->obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)); else { v3d->flag &= ~V3D_INVALID_BACKBUF; return; } if( !(v3d->flag & V3D_INVALID_BACKBUF) ) return; // if(test) { // if(qtest()) { // addafterqueue(ar->win, BACKBUFDRAW, 1); // return; // } // } if(v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE; glDisable(GL_DITHER); region_scissor_winrct(ar, &winrct); glScissor(winrct.xmin, winrct.ymin, winrct.xmax - winrct.xmin, winrct.ymax - winrct.ymin); 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) view3d_set_clipping(rv3d); G.f |= G_BACKBUFSEL; if(base && (base->lay & v3d->lay)) { draw_object_backbufsel(scene, v3d, rv3d, base->object); } v3d->flag &= ~V3D_INVALID_BACKBUF; ar->swap= 0; /* mark invalid backbuf for wm draw */ G.f &= ~G_BACKBUFSEL; v3d->zbuf= FALSE; glDisable(GL_DEPTH_TEST); glEnable(GL_DITHER); if(rv3d->rflag & RV3D_CLIPPING) view3d_clr_clipping(); /* it is important to end a view in a transform compatible with buttons */ // persp(PERSP_WIN); // set ortho } void view3d_validate_backbuf(ViewContext *vc) { if(vc->v3d->flag & V3D_INVALID_BACKBUF) backdrawview3d(vc->scene, vc->ar, vc->v3d); } /* samples a single pixel (copied from vpaint) */ unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y) { unsigned int col; if(x >= vc->ar->winx || y >= vc->ar->winy) return 0; x+= vc->ar->winrct.xmin; y+= vc->ar->winrct.ymin; view3d_validate_backbuf(vc); glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col); glReadBuffer(GL_BACK); if(ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col); return WM_framebuffer_to_index(col); } /* reads full rect, converts indices */ ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short ymax) { unsigned int *dr, *rd; struct ImBuf *ibuf, *ibuf1; int a; short xminc, yminc, xmaxc, ymaxc, xs, ys; /* clip */ if(xmin<0) xminc= 0; else xminc= xmin; if(xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax; if(xminc > xmaxc) return NULL; if(ymin<0) yminc= 0; else yminc= ymin; if(ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax; if(yminc > ymaxc) return NULL; ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect); view3d_validate_backbuf(vc); glReadPixels(vc->ar->winrct.xmin+xminc, vc->ar->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); glReadBuffer(GL_BACK); if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf); a= (xmaxc-xminc+1)*(ymaxc-yminc+1); dr= ibuf->rect; while(a--) { if(*dr) *dr= WM_framebuffer_to_index(*dr); dr++; } /* put clipped result back, if needed */ if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax) return ibuf; ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect); rd= ibuf->rect; dr= ibuf1->rect; for(ys= ymin; ys<=ymax; ys++) { for(xs= xmin; xs<=xmax; xs++, dr++) { if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) { *dr= *rd; rd++; } } } IMB_freeImBuf(ibuf); return ibuf1; } /* smart function to sample a rect spiralling outside, nice for backbuf selection */ unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict, void *handle, unsigned int (*indextest)(void *handle, unsigned int index)) { struct ImBuf *buf; unsigned int *bufmin, *bufmax, *tbuf; int minx, miny; int a, b, rc, nr, amount, dirvec[4][2]; int distance=0; unsigned int index = 0; short indexok = 0; amount= (size-1)/2; minx = mval[0]-(amount+1); miny = mval[1]-(amount+1); buf = view3d_read_backbuf(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=min && *tbuf=bufmax) { goto exit; } } rc++; rc &= 3; } } exit: IMB_freeImBuf(buf); return index; } /* ************************************************************* */ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) { RegionView3D *rv3d= ar->regiondata; BGpic *bgpic; Image *ima; ImBuf *ibuf= NULL; float vec[4], fac, asp, zoomx, zoomy; float x1, y1, x2, y2, cx, cy; for ( bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next ) { if( (bgpic->view == 0) || /* zero for any */ (bgpic->view & (1<view)) || /* check agaist flags */ (rv3d->persp==RV3D_CAMOB && bgpic->view == (1<ima; if(ima==NULL) continue; BKE_image_user_calc_frame(&bgpic->iuser, CFRA, 0); ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser); if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL) ) continue; if(ibuf->channels!=4) continue; if(ibuf->rect==NULL) IMB_rect_from_float(ibuf); if(rv3d->persp==RV3D_CAMOB) { 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 { float sco[2]; const float mval_f[2]= {1.0f, 0.0f}; /* calc window coord */ initgrabz(rv3d, 0.0, 0.0, 0.0); ED_view3d_win_to_delta(ar, mval_f, vec); fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) ); fac= 1.0f/fac; asp= ( (float)ibuf->y)/(float)ibuf->x; vec[0] = vec[1] = vec[2] = 0.0; ED_view3d_project_float(ar, vec, sco, rv3d->persmat); cx = sco[0]; cy = sco[1]; x1= cx+ fac*(bgpic->xof-bgpic->size); y1= cy+ asp*fac*(bgpic->yof-bgpic->size); x2= cx+ fac*(bgpic->xof+bgpic->size); y2= cy+ asp*fac*(bgpic->yof+bgpic->size); } /* complete clip? */ if(x2 < 0 ) continue; if(y2 < 0 ) continue; if(x1 > ar->winx ) continue; if(y1 > ar->winy ) 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= MIN2(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); glPixelZoom(zoomx, zoomy); glColor4f(1.0f, 1.0f, 1.0f, 1.0f-bgpic->blend); glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, 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); } } } /* ****************** View3d afterdraw *************** */ typedef struct View3DAfter { struct View3DAfter *next, *prev; struct Base *base; int flag; } View3DAfter; /* temp storage of Objects that need to be drawn as last */ void add_view3d_after(ListBase *lb, Base *base, int flag) { View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after"); BLI_addtail(lb, v3da); v3da->base= base; v3da->flag= flag; } /* disables write in zbuffer and draws it over */ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) { View3DAfter *v3da, *next; glDepthMask(0); v3d->transp= TRUE; for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) { next= v3da->next; draw_object(scene, ar, v3d, v3da->base, v3da->flag); BLI_remlink(&v3d->afterdraw_transp, v3da); MEM_freeN(v3da); } v3d->transp= FALSE; glDepthMask(1); } /* clears zbuffer and draws it over */ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear) { View3DAfter *v3da, *next; if(clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); v3d->xray= TRUE; for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { next= v3da->next; draw_object(scene, ar, v3d, v3da->base, v3da->flag); BLI_remlink(&v3d->afterdraw_xray, v3da); MEM_freeN(v3da); } v3d->xray= FALSE; } /* clears zbuffer and draws it over */ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int clear) { View3DAfter *v3da, *next; if(clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); v3d->xray= TRUE; v3d->transp= TRUE; for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) { next= v3da->next; draw_object(scene, ar, v3d, v3da->base, v3da->flag); BLI_remlink(&v3d->afterdraw_xraytransp, v3da); MEM_freeN(v3da); } v3d->transp= FALSE; 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, int color) { RegionView3D *rv3d= ar->regiondata; ListBase *lb; DupliObject *dob_prev= NULL, *dob, *dob_next= NULL; Base tbase; BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */ GLuint displist=0; short transflag, use_displist= -1; /* -1 is initialize */ char dt, dtx; if (base->object->restrictflag & OB_RESTRICT_VIEW) return; tbase.flag= OB_FROMDUPLI|base->flag; lb= object_duplilist(scene, base->object); // BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects. 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) { tbase.object= dob->ob; /* extra service: draw the duplicator in drawtype of parent */ /* MIN2 for the drawtype to allow bounding box objects in groups for lods */ dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt); dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx; /* negative scale flag has to propagate */ transflag= tbase.object->transflag; if(base->object->transflag & OB_NEG_SCALE) tbase.object->transflag ^= OB_NEG_SCALE; UI_ThemeColorBlend(color, TH_BACK, 0.5); /* generate displist, test for new object */ if(dob_prev && dob_prev->ob != dob->ob) { if(use_displist==1) glDeleteLists(displist, 1); use_displist= -1; } /* generate displist */ if(use_displist == -1) { /* 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( (dob_next==NULL || dob_next->ob != dob->ob) || /* if this is the last no need to make a displist */ (dob->ob->type == OB_LAMP) || /* lamp drawing messes with matrices, could be handled smarter... but this works */ (dob->type == OB_DUPLIGROUP && dob->animated) || !(bb_tmp= object_get_boundbox(dob->ob)) ) { // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name+2); use_displist= 0; } else { // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2); bb= *bb_tmp; /* must make a copy */ /* disable boundbox check for list creation */ object_boundbox_flag(dob->ob, OB_BB_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, DRAW_CONSTCOLOR); glEndList(); use_displist= 1; object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0); } } if(use_displist) { glMultMatrixf(dob->mat); if(ED_view3d_boundbox_clip(rv3d, dob->mat, &bb)) glCallList(displist); glLoadMatrixf(rv3d->viewmat); } else { copy_m4_m4(dob->ob->obmat, dob->mat); draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR); } tbase.object->dt= dt; tbase.object->dtx= dtx; tbase.object->transflag= transflag; } /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */ free_object_duplilist(lb); /* does restore */ 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, color); } void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) { int x, y, w, h; rcti r; /* clamp rect by area */ r.xmin= 0; r.xmax= ar->winx-1; r.ymin= 0; r.ymax= ar->winy-1; /* Constrain rect to depth bounds */ BLI_isect_rcti(&r, rect, rect); /* assign values to compare with the ViewDepths */ x= rect->xmin; y= rect->ymin; w= rect->xmax - rect->xmin; h= rect->ymax - rect->ymin; 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) { glReadPixels(ar->winrct.xmin+d->x,ar->winrct.ymin+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= 1; } if(d->damaged) { glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h, GL_DEPTH_COMPONENT,GL_FLOAT, d->depths); glGetDoublev(GL_DEPTH_RANGE,d->depth_range); d->damaged= 0; } } } /* 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 draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) { short zbuf= v3d->zbuf; RegionView3D *rv3d= ar->regiondata; setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */ setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat); invert_m4_m4(rv3d->persinv, rv3d->persmat); invert_m4_m4(rv3d->viewinv, rv3d->viewmat); glClear(GL_DEPTH_BUFFER_BIT); glLoadMatrixf(rv3d->viewmat); v3d->zbuf= TRUE; glEnable(GL_DEPTH_TEST); draw_gpencil_view3d_ext(scene, v3d, ar, 1); v3d->zbuf= zbuf; } void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) { RegionView3D *rv3d= ar->regiondata; Base *base; 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 = 0.5; /* not that nice but means we wont zoom into billboards */ U.obcenter_dia= 0; setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */ setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat); invert_m4_m4(rv3d->persinv, rv3d->persmat); invert_m4_m4(rv3d->viewinv, rv3d->viewmat); glClear(GL_DEPTH_BUFFER_BIT); glLoadMatrixf(rv3d->viewmat); // persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls if(rv3d->rflag & RV3D_CLIPPING) { view3d_set_clipping(rv3d); } v3d->zbuf= TRUE; glEnable(GL_DEPTH_TEST); /* draw set first */ if(scene->set) { Scene *sce_iter; for(SETLOOPER(scene->set, sce_iter, base)) { if(v3d->lay & base->lay) { if (func == NULL || func(base)) { draw_object(scene, ar, v3d, base, 0); if(base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); } } } } } for(base= scene->base.first; base; base= base->next) { if(v3d->lay & base->lay) { if (func == NULL || func(base)) { /* dupli drawing */ if(base->object->transflag & OB_DUPLI) { draw_dupli_objects(scene, ar, v3d, base); } draw_object(scene, ar, v3d, base, 0); } } } /* this isnt 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, *next; 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= next) { next= v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); } glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ } /* draw 3 passes, transp/xray/xraytransp */ v3d->xray= FALSE; v3d->transp= TRUE; for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) { next= v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); BLI_remlink(&v3d->afterdraw_transp, v3da); MEM_freeN(v3da); } v3d->xray= TRUE; v3d->transp= FALSE; for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { next= v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); BLI_remlink(&v3d->afterdraw_xray, v3da); MEM_freeN(v3da); } v3d->xray= TRUE; v3d->transp= TRUE; for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) { next= v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); BLI_remlink(&v3d->afterdraw_xraytransp, v3da); MEM_freeN(v3da); } v3d->xray= FALSE; v3d->transp= FALSE; glDepthMask(mask_orig); } if(rv3d->rflag & RV3D_CLIPPING) view3d_clr_clipping(); v3d->zbuf = zbuf; if(!v3d->zbuf) glDisable(GL_DEPTH_TEST); U.glalphaclip = glalphaclip; v3d->flag = flag; U.obcenter_dia= obcenter_dia; } typedef struct View3DShadow { struct View3DShadow *next, *prev; GPULamp *lamp; } View3DShadow; static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows) { GPULamp *lamp; Lamp *la = (Lamp*)ob->data; View3DShadow *shadow; lamp = GPU_lamp_from_blender(scene, ob, par); if(lamp) { GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat); GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy); if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) { shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow"); shadow->lamp = lamp; BLI_addtail(shadows, shadow); } } } static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) { ListBase shadows; View3DShadow *shadow; Scene *sce_iter; Base *base; Object *ob; shadows.first= shadows.last= NULL; /* 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, &shadows); if (ob->transflag & OB_DUPLI) { DupliObject *dob; ListBase *lb = object_duplilist(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, &shadows); 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->flag2 |= V3D_RENDER_OVERRIDE; 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.viewmat, rv3d.winmat); invert_m4_m4(rv3d.persinv, rv3d.viewinv); ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat); GPU_lamp_shadow_buffer_unbind(shadow->lamp); v3d->drawtype= drawtype; v3d->lay= lay; v3d->flag2 = flag2; } BLI_freelistN(&shadows); } /* *********************** customdata **************** */ CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d) { CustomDataMask mask= 0; if((v3d->drawtype == OB_TEXTURE) || ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) { mask |= CD_MASK_MTFACE | CD_MASK_MCOL; if(scene->gm.matmode == GAME_MAT_GLSL) mask |= CD_MASK_ORCO; } return mask; } /* goes over all modes and view3d settings */ CustomDataMask ED_viewedit_datamask(bScreen *screen) { Scene *scene= screen->scene; Object *ob= scene->basact ? scene->basact->object : NULL; CustomDataMask mask = CD_MASK_BAREMESH; ScrArea *sa; /* check if we need tfaces & mcols due to face select or texture paint */ if(paint_facesel_test(ob) || (ob && ob->mode & OB_MODE_TEXTURE_PAINT)) mask |= CD_MASK_MTFACE | CD_MASK_MCOL; /* 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, (View3D *)sa->spacedata.first); } } /* check if we need mcols due to vertex paint or weightpaint */ if(ob) { if(ob->mode & OB_MODE_VERTEX_PAINT) mask |= CD_MASK_MCOL; if(ob->mode & OB_MODE_WEIGHT_PAINT) mask |= CD_MASK_WEIGHT_MCOL; } return mask; } static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[][4], float winmat[][4]) { RegionView3D *rv3d= ar->regiondata; /* setup window matrices */ if(winmat) copy_m4_m4(rv3d->winmat, winmat); else setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */ /* setup view matrix */ if(viewmat) copy_m4_m4(rv3d->viewmat, viewmat); else setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ /* update utilitity matrices */ mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat); invert_m4_m4(rv3d->persinv, rv3d->persmat); invert_m4_m4(rv3d->viewinv, rv3d->viewmat); /* calculate pixelsize factor once, is used for lamps and obcenters */ { /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])' * because of float point precision problems at large values [#23908] */ float v1[3], v2[3]; float len1, len2; 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]; len1= 1.0f / len_v3(v1); len2= 1.0f / len_v3(v2); rv3d->pixsize = (2.0f * MAX2(len1, len2)) / (float)MAX2(ar->winx, ar->winy); } /* set for opengl */ glMatrixMode(GL_PROJECTION); glLoadMatrixf(rv3d->winmat); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(rv3d->viewmat); } void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[][4], float winmat[][4]) { Base *base; float backcol[3]; int bwinx, bwiny; rcti brect; 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; /* set flags */ G.f |= G_RENDER_OGL; /* free images which can have changed on frame-change * warning! can be slow so only free animated images - campbell */ GPU_free_images_anim(); /* shadow buffers, before we setup matrices */ if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows(scene, v3d); /* set background color, fallback on the view background color */ if(scene->world) { if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr); else copy_v3_v3(backcol, &scene->world->horr); glClearColor(backcol[0], backcol[1], backcol[2], 0.0); } else { UI_ThemeClearColor(TH_BACK); } glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); /* setup view matrices */ view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat); /* set zbuffer */ if(v3d->drawtype > OB_WIRE) { v3d->zbuf= TRUE; glEnable(GL_DEPTH_TEST); } else v3d->zbuf= FALSE; /* draw set first */ if(scene->set) { 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, DRAW_CONSTCOLOR|DRAW_SCENESET); if(base->object->transflag & OB_DUPLI) draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); } } } /* then draw not selected and the duplis, but skip editmode object */ 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); } } /* must be before xray draw which clears the depth buffer */ if(v3d->zbuf) glDisable(GL_DEPTH_TEST); draw_gpencil_view3d_ext(scene, v3d, ar, 1); if(v3d->zbuf) glEnable(GL_DEPTH_TEST); /* transp and X-ray afterdraw stuff */ if(v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); if(v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used! if(v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1); /* cleanup */ if(v3d->zbuf) { v3d->zbuf= FALSE; glDisable(GL_DEPTH_TEST); } /* draw grease-pencil stuff */ ED_region_pixelspace(ar); /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */ draw_gpencil_view3d_ext(scene, v3d, ar, 0); /* 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(); glColor4ub(255, 255, 255, 255); // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell G.f &= ~G_RENDER_OGL; } /* utility func for ED_view3d_draw_offscreen */ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, char err_out[256]) { RegionView3D *rv3d= ar->regiondata; ImBuf *ibuf; GPUOffScreen *ofs; /* state changes make normal drawing go weird otherwise */ glPushAttrib(GL_LIGHTING_BIT); /* bind */ ofs= GPU_offscreen_create(&sizex, &sizey, err_out); if(ofs == NULL) return NULL; GPU_offscreen_bind(ofs); /* render 3d view */ if(rv3d->persp==RV3D_CAMOB && v3d->camera) { float winmat[4][4]; float _clipsta, _clipend, _lens, _yco, _dx, _dy; rctf _viewplane; object_camera_matrix(&scene->r, v3d->camera, sizex, sizey, 0, winmat, &_viewplane, &_clipsta, &_clipend, &_lens, &_yco, &_dx, &_dy); ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat); } else { ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL); } /* read in pixels & stamp */ ibuf= IMB_allocImBuf(sizex, sizey, 32, flag); if(ibuf->rect_float) glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_FLOAT, ibuf->rect_float); else if(ibuf->rect) glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); //if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW)) // BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4); /* unbind */ GPU_offscreen_unbind(ofs); GPU_offscreen_free(ofs); glPopAttrib(); if(ibuf->rect_float && ibuf->rect) IMB_rect_from_float(ibuf); return ibuf; } /* creates own 3d views, used by the sequencer */ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height, unsigned int flag, int drawtype, 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; rv3d.persp= RV3D_CAMOB; copy_m4_m4(rv3d.viewinv, v3d.camera->obmat); normalize_m4(rv3d.viewinv); invert_m4_m4(rv3d.viewmat, rv3d.viewinv); { float _yco, _dx, _dy; rctf _viewplane; object_camera_matrix(&scene->r, v3d.camera, width, height, 0, rv3d.winmat, &_viewplane, &v3d.near, &v3d.far, &v3d.lens, &_yco, &_dx, &_dy); } mul_m4_m4m4(rv3d.persmat, rv3d.viewmat, rv3d.winmat); invert_m4_m4(rv3d.persinv, rv3d.viewinv); return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, err_out); // seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty); } /* NOTE: the info that this uses is updated in ED_refresh_viewport_fps(), * which currently gets called during SCREEN_OT_animation_step. */ static void draw_viewport_fps(Scene *scene, ARegion *ar) { 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 then half a frame behind? */ if (fps+0.5f < (float)(FPS)) { UI_ThemeColor(TH_REDALERT); BLI_snprintf(printable, sizeof(printable), "fps: %.2f", fps); } else { UI_ThemeColor(TH_TEXT_HI); BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps+0.5f)); } BLF_draw_default_ascii(22, ar->winy-17, 0.0f, printable, sizeof(printable)-1); } /* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */ void view3d_main_area_draw(const bContext *C, ARegion *ar) { Scene *scene= CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); RegionView3D *rv3d= CTX_wm_region_view3d(C); Base *base; Object *ob; float backcol[3]; unsigned int lay_used; const char *grid_unit= NULL; /* shadow buffers, before we setup matrices */ if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows(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(); } /* clear background */ if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) { if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr); else copy_v3_v3(backcol, &scene->world->horr); glClearColor(backcol[0], backcol[1], backcol[2], 0.0); } else UI_ThemeClearColor(TH_BACK); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); /* setup view matrices */ view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); 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; glEnable(GL_DEPTH_TEST); } else v3d->zbuf= FALSE; /* enables anti-aliasing for 3D view drawing */ /*if (!(U.gameflags & USER_DISABLE_AA)) glEnable(GL_MULTISAMPLE_ARB);*/ // needs to be done always, gridview is adjusted in drawgrid() now rv3d->gridview= v3d->grid; if((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) { if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { drawfloor(scene, v3d, &grid_unit); } if(rv3d->persp==RV3D_CAMOB) { if(scene->world) { if(scene->world->mode & WO_STARS) { RE_make_stars(NULL, scene, star_stuff_init_func, star_stuff_vertex_func, star_stuff_term_func); } } if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { if(v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d); } } } else { if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { ED_region_pixelspace(ar); 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); if(v3d->flag & V3D_DISPBGPICS) { draw_bgpic(scene, ar, v3d); } } } if(rv3d->rflag & RV3D_CLIPPING) view3d_set_clipping(rv3d); /* draw set first */ if(scene->set) { 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, DRAW_CONSTCOLOR|DRAW_SCENESET); if(base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); } } } /* Transp and X-ray afterdraw stuff for sets is done later */ } 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 & ((1<<20)-1); 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); } } } 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 */ v3d->lay_used= lay_used; } /* 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); } } // REEB_draw(); if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { /* must be before xray draw which clears the depth buffer */ if(v3d->zbuf) glDisable(GL_DEPTH_TEST); draw_gpencil_view3d((bContext *)C, 1); if(v3d->zbuf) glEnable(GL_DEPTH_TEST); } /* Transp and X-ray afterdraw stuff */ if(v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); if(v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used! if(v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1); ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); if(rv3d->rflag & RV3D_CLIPPING) view3d_clr_clipping(); BIF_draw_manipulator(C); /* Disable back anti-aliasing */ /*if (!(U.gameflags & USER_DISABLE_AA)) glDisable(GL_MULTISAMPLE_ARB);*/ if(v3d->zbuf) { v3d->zbuf= FALSE; glDisable(GL_DEPTH_TEST); } if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { BDR_drawSketch(C); } ED_region_pixelspace(ar); // retopo_paint_view_update(v3d); // retopo_draw_paint_lines(); /* Draw particle edit brush XXX (removed) */ if(rv3d->persp==RV3D_CAMOB) drawviewborder(scene, ar, v3d); if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */ // if (v3d->flag2 & V3D_DISPGP) draw_gpencil_view3d((bContext *)C, 0); drawcursor(scene, ar, v3d); } if(U.uiflag & USER_SHOW_ROTVIEWICON) draw_view_axis(rv3d); else draw_view_icon(rv3d); if((U.uiflag & USER_SHOW_FPS) && (CTX_wm_screen(C)->animtimer)) { draw_viewport_fps(scene, ar); } else if(U.uiflag & USER_SHOW_VIEWPORTNAME) { draw_viewport_name(ar, v3d); } if (grid_unit) { /* draw below the viewport name */ char tstr[32]= ""; UI_ThemeColor(TH_TEXT_HI); if(v3d->grid != 1.0f) { BLI_snprintf(tstr, sizeof(tstr), "%s x %.4g", grid_unit, v3d->grid); } BLF_draw_default_ascii(22, ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, tstr[0]?tstr : grid_unit, sizeof(tstr)); /* XXX, use real length */ } ob= OBACT; if(U.uiflag & USER_DRAWVIEWINFO) draw_selected_name(scene, ob); /* XXX here was the blockhandlers for floating panels */ v3d->flag |= V3D_INVALID_BACKBUF; }