/* * ***** 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_legacy.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_layer.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 "DEG_depsgraph.h" #include "IMB_imbuf_types.h" #include "IMB_imbuf.h" #include "IMB_colormanagement.h" #include "BIF_glutil.h" #include "WM_api.h" #include "WM_types.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_lamp.h" #include "GPU_material.h" #include "GPU_compositing.h" #include "GPU_extensions.h" #include "GPU_immediate.h" #include "GPU_immediate_util.h" #include "GPU_select.h" #include "GPU_matrix.h" #include "RE_engine.h" #include "DRW_engine.h" #include "view3d_intern.h" /* own include */ /* ********* 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; for (unsigned 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) { for (unsigned a = 0; a < 6; a++) { glDisable(GL_CLIP_PLANE0 + a); } } void ED_view3d_clipping_enable(void) { for (unsigned 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 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); } /* *********************** backdraw for selection *************** */ static void backdrawview3d(const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d) { RegionView3D *rv3d = ar->regiondata; struct Base *base = sl->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->flag & BASE_VISIBLED) != 0)) draw_object_backbufsel(eval_ctx, 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); 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(const struct EvaluationContext *eval_ctx, ViewContext *vc) { if (vc->v3d->flag & V3D_INVALID_BACKBUF) { backdrawview3d(eval_ctx, vc->scene, vc->scene_layer, 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( const EvaluationContext *eval_ctx, ViewContext *vc, int x, int y) { if (x >= vc->ar->winx || y >= vc->ar->winy) { return 0; } ED_view3d_backbuf_validate(eval_ctx, vc); unsigned int col; 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( const EvaluationContext *eval_ctx, ViewContext *vc, int xmin, int ymin, int xmax, int ymax) { /* 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; } ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect); ED_view3d_backbuf_validate(eval_ctx, 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 */ const int size[2] = { (xmax - xmin + 1), (ymax - ymin + 1)}; ImBuf *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( const EvaluationContext *eval_ctx, ViewContext *vc, const int mval[2], int size, unsigned int min, unsigned int max, float *r_dist) { int dirvec[4][2]; const int amount = (size - 1) / 2; const int minx = mval[0] - (amount + 1); const int miny = mval[1] - (amount + 1); ImBuf *buf = ED_view3d_backbuf_read(eval_ctx, vc, minx, miny, minx + size - 1, miny + size - 1); if (!buf) return 0; unsigned index = 0; int 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; const unsigned *bufmin = buf->rect; const unsigned *tbuf = buf->rect; const unsigned *bufmax = buf->rect + size * size; tbuf += amount * size + amount; for (int nr = 1; nr <= size; nr++) { for (int a = 0; a < 2; a++) { for (int 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; int fg_flag = do_foreground ? CAM_BGIMG_FLAG_FOREGROUND : 0; if (v3d->camera == NULL || v3d->camera->type != OB_CAMERA) { return; } Camera *cam = v3d->camera->data; for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) { bgpic->iuser.scene = scene; /* Needed for render results. */ if ((bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) != fg_flag) continue; { float image_aspect[2]; float x1, y1, x2, y2, centx, centy; void *lock; Image *ima = NULL; /* disable individual images */ if ((bgpic->flag & CAM_BGIMG_FLAG_DISABLED)) continue; ImBuf *ibuf = NULL; ImBuf *freeibuf = NULL; ImBuf *releaseibuf = NULL; if (bgpic->source == CAM_BGIMG_SOURCE_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 == CAM_BGIMG_SOURCE_MOVIE) { /* TODO: skip drawing when out of frame range (as image sequences do above) */ MovieClip *clip = NULL; if (bgpic->flag & CAM_BGIMG_FLAG_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); BLI_assert(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->offset[0] * max_dim; const float yof_scale = bgpic->offset[1] * max_dim; x1 += xof_scale; y1 += yof_scale; x2 += xof_scale; y2 += yof_scale; } centx = (x1 + x2) * 0.5f; centy = (y1 + y2) * 0.5f; /* aspect correction */ if (bgpic->flag & CAM_BGIMG_FLAG_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 & CAM_BGIMG_FLAG_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; } } } } /* complete clip? */ rctf clip_rect; 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; } float zoomx = (x2 - x1) / ibuf->x; float 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(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gpuPushProjectionMatrix(); gpuPushMatrix(); ED_region_pixelspace(ar); gpuTranslate2f(centx, centy); gpuScaleUniform(bgpic->scale); gpuRotate2D(RAD2DEGF(-bgpic->rotation)); if (bgpic->flag & CAM_BGIMG_FLAG_FLIP_X) { zoomx *= -1.0f; x1 = x2; } if (bgpic->flag & CAM_BGIMG_FLAG_FLIP_Y) { zoomy *= -1.0f; y1 = y2; } float col[4] = {1.0f, 1.0f, 1.0f, bgpic->alpha}; IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); immDrawPixelsTex(&state, x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect, zoomx, zoomy, col); gpuPopProjectionMatrix(); gpuPopMatrix(); glDisable(GL_BLEND); glDepthMask(GL_TRUE); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); if (freeibuf) IMB_freeImBuf(freeibuf); if (releaseibuf) BKE_image_release_ibuf(ima, releaseibuf, lock); } } } 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 ((rv3d->persp == RV3D_CAMOB) && v3d->camera && (v3d->camera->type == OB_CAMERA)) { Camera *cam = v3d->camera->data; if ((cam->flag & CAM_SHOW_BG_IMAGE) == 0) { return; } } else { 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_legacy & 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( const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d) { View3DAfter *v3da; glDepthMask(GL_FALSE); v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) { draw_object(eval_ctx, scene, sl, 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( const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear) { if (*clear && v3d->zbuf) { glClear(GL_DEPTH_BUFFER_BIT); *clear = false; } v3d->xray = true; View3DAfter *v3da; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, v3da->dflag); MEM_freeN(v3da); } v3d->xray = false; } /* clears zbuffer and draws it over */ static void view3d_draw_xraytransp( const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear) { if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); v3d->xray = true; v3d->transp = true; glDepthMask(GL_FALSE); View3DAfter *v3da; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { draw_object(eval_ctx, scene, sl, 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( const struct EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, 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->object->select_color)) { draw_object_select(eval_ctx, scene, sl, 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( const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Base *base, const short dflag, const int color) { RegionView3D *rv3d = ar->regiondata; ListBase *lb; LodLevel *savedlod; Base tbase = {NULL}; BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */ unsigned char color_rgb[3]; const short dflag_dupli = dflag | DRAW_CONSTCOLOR; short transflag; char dt; short dtx; DupliApplyData *apply_data; if ((base->flag & BASE_VISIBLED) == 0) 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_legacy = OB_FROMDUPLI | base->flag_legacy; tbase.flag = base->flag; lb = object_duplilist(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(eval_ctx, base->object, scene, lb); DupliObject *dob_next = NULL; DupliObject *dob = dupli_step(lb->first); if (dob) dob_next = dupli_step(dob->next); for (; 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); } 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)) { copy_m4_m4(dob->ob->obmat, dob->mat); GPU_begin_dupli_object(dob); draw_object(eval_ctx, scene, sl, 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); } void draw_dupli_objects(const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, 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 & BASE_SELECTED) ? TH_SELECT : TH_WIRE; /* debug */ if (base->object->dup_group && base->object->dup_group->id.us < 1) color = TH_REDALERT; draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, 0, color); } /* XXX warning, not using gpu offscreen here */ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) { /* clamp rect by region */ rcti r = { .xmin = 0, .xmax = ar->winx - 1, .ymin = 0, .ymax = ar->winy - 1 }; /* Constrain rect to depth bounds */ BLI_rcti_isect(&r, rect, rect); /* assign values to compare with the ViewDepths */ int x = rect->xmin; int y = rect->ymin; int w = BLI_rcti_size_x(rect); int 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( const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d) { bool zbuf = v3d->zbuf; /* Setup view matrix. */ ED_view3d_draw_setup_view(NULL, eval_ctx, scene, ar, v3d, NULL, NULL, 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, eval_ctx->scene_layer, v3d, ar, true); } v3d->zbuf = zbuf; if (!zbuf) glDisable(GL_DEPTH_TEST); } void ED_view3d_draw_depth_loop(const EvaluationContext *eval_ctx, Scene *scene, ARegion *ar, View3D *v3d) { Base *base; SceneLayer *sl = eval_ctx->scene_layer; /* 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 ((base->flag & BASE_VISIBLED) != 0) { draw_object(eval_ctx, scene, sl, ar, v3d, base, 0); if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); } } } } for (base = sl->object_bases.first; base; base = base->next) { if ((base->flag & BASE_VISIBLED) != 0) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(eval_ctx, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED); } draw_object(eval_ctx, scene, sl, 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(eval_ctx, scene, sl, 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(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = false; while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) { draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = true; v3d->transp = true; while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) { draw_object(eval_ctx, scene, sl, ar, v3d, v3da->base, dflag_depth); MEM_freeN(v3da); } v3d->xray = false; v3d->transp = false; glDepthMask(mask_orig); } } void ED_view3d_draw_select_loop( const struct EvaluationContext *eval_ctx, ViewContext *vc, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, bool use_obedit_skip, bool use_nearest) { struct bThemeState theme_state; short code = 1; const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR; /* Tools may request depth outside of regular drawing code. */ UI_Theme_Store(&theme_state); UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW); if (vc->obedit && vc->obedit->type == OB_MBALL) { draw_object(eval_ctx, scene, sl, ar, v3d, BASACT(sl), dflag); } else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) { /* if not drawing sketch, draw bones */ if (!BDR_drawSketchNames(vc)) { draw_object(eval_ctx, scene, sl, ar, v3d, BASACT(sl), dflag); } } else { Base *base; for (base = sl->object_bases.first; base; base = base->next) { if ((base->flag & BASE_VISIBLED) != 0) { if (((base->flag & BASE_SELECTABLED) == 0) || (use_obedit_skip && (scene->obedit->data == base->object->data))) { base->object->select_color = 0; } else { base->object->select_color = 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(eval_ctx, scene, sl, ar, v3d, base, dflag); } } code++; } } } if (use_nearest) { bool xrayclear = true; if (v3d->afterdraw_xray.first) { view3d_draw_xray_select(eval_ctx, scene, sl, ar, v3d, &xrayclear); } } } UI_Theme_Restore(&theme_state); } 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) { GPULamp *lamp = GPU_lamp_from_blender(scene, ob, par); if (lamp) { Lamp *la = (Lamp *)ob->data; GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat); GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy); unsigned int layers = lay & v3d->lay; if (layers && GPU_lamp_has_shadow_buffer(lamp) && /* keep last, may do string lookup */ GPU_lamp_visible(lamp, NULL)) { View3DShadow *shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow"); shadow->lamp = lamp; BLI_addtail(shadows, shadow); } } } static void gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) { ListBase shadows; Scene *sce_iter; Base *base; World *world = scene->world; BLI_listbase_clear(&shadows); /* update lamp transform and gather shadow lamps */ for (SETLOOPER(scene, sce_iter, base)) { Object *ob = base->object; if (ob->type == OB_LAMP) gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows); 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); free_object_duplilist(lb); } } /* render shadows after updating all lamps, nested object_duplilist * don't work correct since it's replacing object matrices */ for (View3DShadow *shadow = shadows.first; shadow; shadow = shadow->next) { /* this needs to be done better .. */ float viewmat[4][4], winmat[4][4]; ARegion ar = {NULL}; RegionView3D rv3d = {{{0}}}; int drawtype = v3d->drawtype; int lay = v3d->lay; int flag2 = v3d->flag2; 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; int winsize; 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( eval_ctx, scene, eval_ctx->scene_layer, 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_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 Scene *scene, const bScreen *screen) { CustomDataMask mask = CD_MASK_BAREMESH; /* check if we need tfaces & mcols due to view mode */ for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) { if (sa->spacetype == SPACE_VIEW3D) { mask |= ED_view3d_datamask(scene, sa->spacedata.first); } } return mask; } /** * 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, const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar, const char **grid_unit, const bool do_bgpic, const bool draw_offscreen, GPUFX *fx) { SceneLayer *scene_layer = C ? CTX_data_scene_layer(C) : BKE_scene_layer_from_scene_get(scene); 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 */ v3d->zbuf = VP_legacy_use_depth(scene, v3d); 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... */ VP_legacy_drawgrid(&scene->unit, ar, v3d, grid_unit); gpuLoadProjectionMatrix(rv3d->winmat); gpuLoadMatrix(rv3d->viewmat); } else if (!draw_grids_after) { VP_legacy_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 ((base->flag & BASE_VISIBLED) != 0) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); draw_object(eval_ctx, scene, scene_layer, ar, v3d, base, dflag); if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(eval_ctx, scene, scene_layer, ar, v3d, base, dflag, TH_UNDEFINED); } } } /* Transp and X-ray afterdraw stuff for sets is done later */ } if (draw_offscreen) { for (base = scene_layer->object_bases.first; base; base = base->next) { if ((base->flag & BASE_VISIBLED) != 0) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { draw_dupli_objects(eval_ctx, scene, scene_layer, ar, v3d, base); } draw_object(eval_ctx, scene, scene_layer, ar, v3d, base, 0); } } } else { unsigned int lay_used = 0; /* then draw not selected and the duplis, but skip editmode object */ for (base = scene_layer->object_bases.first; base; base = base->next) { lay_used |= base->lay; if ((base->flag & BASE_VISIBLED) != 0) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) { draw_dupli_objects(eval_ctx, scene, scene_layer, ar, v3d, base); } if ((base->flag & BASE_SELECTED) == 0) { if (base->object != scene->obedit) draw_object(eval_ctx, scene, scene_layer, ar, v3d, base, 0); } } } /* mask out localview */ v3d->lay_used = lay_used & ((1 << 20) - 1); /* draw selected and editmode */ for (base = scene_layer->object_bases.first; base; base = base->next) { if ((base->flag & BASE_VISIBLED) != 0) { if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) { draw_object(eval_ctx, scene, scene_layer, ar, v3d, base, 0); } } } } /* perspective floor goes last to use scene depth and avoid writing to depth buffer */ if (draw_grids_after) { VP_legacy_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, scene_layer, v3d, ar, true); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); } /* transp and X-ray afterdraw stuff */ if (v3d->afterdraw_transp.first) view3d_draw_transp(eval_ctx, scene, scene_layer, 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(eval_ctx, scene, scene_layer, ar, v3d, &xrayclear); if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(eval_ctx, scene, scene_layer, 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); } /* cleanup */ if (v3d->zbuf) { v3d->zbuf = false; glDisable(GL_DEPTH_TEST); } if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) { GPU_free_images_old(); } } /** * 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_pt) { struct RV3DMatrixStore *rv3dmat = rv3dmat_pt; 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; } /** * \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; char printable[16]; 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)); float fps = 0.0f; int tot = 0; for (int i = 0; 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 const int font_id = BLF_default(); /* is this more than half a frame behind? */ if (fps + 0.5f < (float)(FPS)) { UI_FontThemeColor(font_id, TH_REDALERT); BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps); } else { UI_FontThemeColor(font_id, 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(const Scene *scene) { RenderEngineType *type = RE_engines_find(scene->view_render.engine_id); return (type && type->view_update && type->render_to_view); } bool ED_view3d_calc_render_border(const Scene *scene, View3D *v3d, ARegion *ar, rcti *rect) { RegionView3D *rv3d = ar->regiondata; 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) { rctf viewborder; 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; } /** * IMPORTANT: this is deprecated, any changes made in this function should * be mirrored in view3d_draw_render_draw() in view3d_draw.c */ static bool view3d_main_region_draw_engine( const bContext *C, const EvaluationContext *eval_ctx, 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->view_render.engine_id); if (!(type->view_update && type->render_to_view)) 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 */ VP_legacy_view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, 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); bool show_image = false; { Camera *cam = ED_view3d_camera_data_get(v3d, rv3d); if (cam->flag & CAM_SHOW_BG_IMAGE) { show_image = true; view3d_draw_bgpic_test(scene, ar, v3d, false, true); } else { imm_draw_box_checker_2d(0, 0, ar->winx, ar->winy); } } if (show_image) { view3d_draw_bgpic_test(scene, ar, v3d, false, true); } else { imm_draw_box_checker_2d(0, 0, ar->winx, ar->winy); } /* render result draw */ type = rv3d->render_engine->type; type->render_to_view(rv3d->render_engine, C); if (show_image) { 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); } #ifdef WITH_GAMEENGINE static void update_lods(Scene *scene, float camera_pos[3]) { Scene *sce_iter; Base *base; for (SETLOOPER(scene, sce_iter, base)) { Object *ob = base->object; BKE_object_lod_update(ob, camera_pos); } } #endif static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, const char **grid_unit) { wmWindow *win = CTX_wm_window(C); EvaluationContext eval_ctx; RegionView3D *rv3d = ar->regiondata; unsigned int lay_used = v3d->lay_used; CTX_data_eval_ctx(C, &eval_ctx); /* post processing */ bool do_compositing = false; /* shadow buffers, before we setup matrices */ if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows_world(&eval_ctx, 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 */ if (VP_legacy_view3d_stereo3d_active(win, scene, v3d, rv3d)) { VP_legacy_view3d_stereo3d_setup(&eval_ctx, scene, v3d, ar); } else { VP_legacy_view3d_main_region_setup_view(&eval_ctx, scene, v3d, ar, NULL, NULL); } rv3d->rflag &= ~RV3D_IS_GAME_ENGINE; #ifdef WITH_GAMEENGINE if (STREQ(scene->view_render.engine_id, 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) { BKE_screen_gpu_fx_validate(&v3d->fx_settings); GPUFXSettings 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); } /* enables anti-aliasing for 3D view drawing */ if (win->multisamples != USER_MULTISAMPLE_NONE) { glEnable(GL_MULTISAMPLE); } /* main drawing call */ view3d_draw_objects(C, &eval_ctx, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL); /* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */ /* TODO depth culling manipulators is not yet supported, just drawing _3D here, should * later become _IN_SCENE (and draw _3D separate) */ WM_manipulatormap_draw(ar->manipulator_map, C, WM_MANIPULATORMAP_DRAWSTEP_3D); /* 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); } } static void view3d_main_region_draw_info(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d, const char *grid_unit, bool render_border) { SceneLayer *scene_layer = CTX_data_scene_layer(C); 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) { VP_drawviewborder(scene, ar, v3d); } else if (v3d->flag2 & V3D_RENDER_BORDER) { VP_drawrenderborder(ar, v3d); } 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, scene_layer, v3d, ar, false); } if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { VP_legacy_drawcursor(scene, scene_layer, ar, v3d); /* 3D cursor */ if (U.uiflag & USER_SHOW_ROTVIEWICON) VP_legacy_draw_view_axis(rv3d, &rect); else draw_view_icon(rv3d, &rect); if (U.uiflag & USER_DRAWVIEWINFO) { Object *ob = OBACT(scene_layer); VP_legacy_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) { VP_legacy_draw_viewport_name(ar, v3d, &rect); } if (grid_unit) { /* draw below the viewport name */ char numstr[32] = ""; UI_FontThemeColor(BLF_default(), TH_TEXT_HI); if (v3d->grid != 1.0f) { BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid); } BLF_draw_default_ascii(rect.xmin + U.widget_unit, rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f, numstr[0] ? numstr : grid_unit, sizeof(numstr)); } } } void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar) { EvaluationContext eval_ctx; Scene *scene = CTX_data_scene(C); SceneLayer *sl = CTX_data_scene_layer(C); View3D *v3d = CTX_wm_view3d(C); const char *grid_unit = NULL; rcti border_rect; /* if we only redraw render border area, skip opengl draw and also * don't do scissor because it's already set */ bool render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect); bool clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect)); gpuPushProjectionMatrix(); gpuLoadIdentityProjectionMatrix(); gpuPushMatrix(); gpuLoadIdentity(); CTX_data_eval_ctx(C, &eval_ctx); /* draw viewport using opengl */ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) { VP_view3d_main_region_clear(scene, v3d, ar); /* background */ view3d_main_region_draw_objects(C, scene, sl, v3d, ar, &grid_unit); if (G.debug & G_DEBUG_SIMDATA) draw_sim_debug_data(scene, v3d, ar); glDisable(GL_DEPTH_TEST); ED_region_pixelspace(ar); } /* draw viewport using external renderer */ if (v3d->drawtype == OB_RENDER) { view3d_main_region_draw_engine(C, &eval_ctx, scene, ar, v3d, clip_border, &border_rect); } VP_legacy_view3d_main_region_setup_view(&eval_ctx, scene, v3d, ar, NULL, NULL); glClear(GL_DEPTH_BUFFER_BIT); ED_region_pixelspace(ar); WM_manipulatormap_draw(ar->manipulator_map, C, WM_MANIPULATORMAP_DRAWSTEP_2D); view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border); gpuPopProjectionMatrix(); gpuPopMatrix(); 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)); } /* -------------------------------------------------------------------- */ /** \name Deprecated Interface * * New viewport sometimes has a check for new/old viewport code. * Use these functions so new viewport can *optionally* call. * * \{ */ void VP_deprecated_view3d_draw_objects( const bContext *C, const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, ARegion *ar, const char **grid_unit, const bool do_bgpic, const bool draw_offscreen, GPUFX *fx) { view3d_draw_objects(C, eval_ctx, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx); } void VP_deprecated_gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d) { gpu_update_lamps_shadows_world(eval_ctx, scene, v3d); } /** \} */