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|
/*
* ***** 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 <math.h>
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_jitter_2d.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_scene.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_unit.h"
#include "BLF_api.h"
#include "BLT_translation.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DRW_engine.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_transform.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_draw.h"
#include "GPU_matrix.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_material.h"
#include "GPU_viewport.h"
#include "MEM_guardedalloc.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "view3d_intern.h" /* own include */
/* ******************** general functions ***************** */
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
void ED_view3d_update_viewmat(
Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
/* setup window matrices */
if (winmat)
copy_m4_m4(rv3d->winmat, winmat);
else
view3d_winmatrix_set(depsgraph, ar, v3d, rect);
/* setup view matrix */
if (viewmat) {
copy_m4_m4(rv3d->viewmat, viewmat);
}
else {
float rect_scale[2];
if (rect) {
rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx;
rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
}
/* note: calls BKE_object_where_is_calc for camera... */
view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
}
/* update utility matrices */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
/* calculate GLSL view dependent values */
/* store window coordinates scaling/offset */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
rctf cameraborder;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &cameraborder, false);
rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
}
else {
rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
}
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
* because of float point precision problems at large values [#23908] */
float v1[3], v2[3];
float len_px, len_sc;
v1[0] = rv3d->persmat[0][0];
v1[1] = rv3d->persmat[1][0];
v1[2] = rv3d->persmat[2][0];
v2[0] = rv3d->persmat[0][1];
v2[1] = rv3d->persmat[1][1];
v2[2] = rv3d->persmat[2][1];
len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
len_sc = (float)MAX2(ar->winx, ar->winy);
rv3d->pixsize = len_px / len_sc;
}
}
static void view3d_main_region_setup_view(
Depsgraph *depsgraph, Scene *scene,
View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
/* set for opengl */
gpuLoadProjectionMatrix(rv3d->winmat);
gpuLoadMatrix(rv3d->viewmat);
}
static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
return false;
}
if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
return false;
}
switch (v3d->stereo3d_camera) {
case STEREO_MONO_ID:
return false;
break;
case STEREO_3D_ID:
/* win will be NULL when calling this from the selection or draw loop. */
if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
return false;
}
if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
!BKE_scene_multiview_is_stereo3d(&scene->r))
{
return false;
}
break;
/* We always need the stereo calculation for left and right cameras. */
case STEREO_LEFT_ID:
case STEREO_RIGHT_ID:
default:
break;
}
return true;
}
/* setup the view and win matrices for the multiview cameras
*
* unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
* we have no winmatrix (i.e., projection matrix) defined at that time.
* Since the camera and the camera shift are needed for the winmat calculation
* we do a small hack to replace it temporarily so we don't need to change the
* view3d)main_region_setup_view() code to account for that.
*/
static void view3d_stereo3d_setup(
Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
{
bool is_left;
const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
const char *viewname;
/* show only left or right camera */
if (v3d->stereo3d_camera != STEREO_3D_ID)
v3d->multiview_eye = v3d->stereo3d_camera;
is_left = v3d->multiview_eye == STEREO_LEFT_ID;
viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
Camera *data;
float viewmat[4][4];
float shiftx;
data = (Camera *)v3d->camera->data;
shiftx = data->shiftx;
BLI_thread_lock(LOCK_VIEW3D);
data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
data->shiftx = shiftx;
BLI_thread_unlock(LOCK_VIEW3D);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *view_ob = v3d->camera;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BLI_thread_lock(LOCK_VIEW3D);
v3d->camera = camera;
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
v3d->camera = view_ob;
BLI_thread_unlock(LOCK_VIEW3D);
}
}
/**
* Set the correct matrices
*/
void ED_view3d_draw_setup_view(
wmWindow *win, Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d,
float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
/* Setup the view matrix. */
if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
view3d_stereo3d_setup(depsgraph, scene, v3d, ar, rect);
}
else {
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
}
}
/* ******************** view border ***************** */
static void view3d_camera_border(
const Scene *scene, struct Depsgraph *depsgraph,
const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
rctf *r_viewborder, const bool no_shift, const bool no_zoom)
{
CameraParams params;
rctf rect_view, rect_camera;
Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
/* get viewport viewplane */
BKE_camera_params_init(¶ms);
BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d);
if (no_zoom)
params.zoom = 1.0f;
BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f);
rect_view = params.viewplane;
/* get camera viewplane */
BKE_camera_params_init(¶ms);
/* fallback for non camera objects */
params.clipsta = v3d->near;
params.clipend = v3d->far;
BKE_camera_params_from_object(¶ms, camera_eval);
if (no_shift) {
params.shiftx = 0.0f;
params.shifty = 0.0f;
}
BKE_camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
rect_camera = params.viewplane;
/* get camera border within viewport */
r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
}
void ED_view3d_calc_camera_border_size(
const Scene *scene, Depsgraph *depsgraph,
const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
float r_size[2])
{
rctf viewborder;
view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, true, true);
r_size[0] = BLI_rctf_size_x(&viewborder);
r_size[1] = BLI_rctf_size_y(&viewborder);
}
void ED_view3d_calc_camera_border(
const Scene *scene, Depsgraph *depsgraph,
const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
rctf *r_viewborder, const bool no_shift)
{
view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, r_viewborder, no_shift, false);
}
static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac)
{
float x3, y3, x4, y4;
x3 = x1 + fac * (x2 - x1);
y3 = y1 + fac * (y2 - y1);
x4 = x1 + (1.0f - fac) * (x2 - x1);
y4 = y1 + (1.0f - fac) * (y2 - y1);
immBegin(GWN_PRIM_LINES, 8);
immVertex2f(shdr_pos, x1, y3);
immVertex2f(shdr_pos, x2, y3);
immVertex2f(shdr_pos, x1, y4);
immVertex2f(shdr_pos, x2, y4);
immVertex2f(shdr_pos, x3, y1);
immVertex2f(shdr_pos, x3, y2);
immVertex2f(shdr_pos, x4, y1);
immVertex2f(shdr_pos, x4, y2);
immEnd();
}
/* harmonious triangle */
static void drawviewborder_triangle(
uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
{
float ofs;
float w = x2 - x1;
float h = y2 - y1;
immBegin(GWN_PRIM_LINES, 6);
if (w > h) {
if (golden) {
ofs = w * (1.0f - (1.0f / 1.61803399f));
}
else {
ofs = h * (h / w);
}
if (dir == 'B') SWAP(float, y1, y2);
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
immVertex2f(shdr_pos, x2, y1);
immVertex2f(shdr_pos, x1 + (w - ofs), y2);
immVertex2f(shdr_pos, x1, y2);
immVertex2f(shdr_pos, x1 + ofs, y1);
}
else {
if (golden) {
ofs = h * (1.0f - (1.0f / 1.61803399f));
}
else {
ofs = w * (w / h);
}
if (dir == 'B') SWAP(float, x1, x2);
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
immVertex2f(shdr_pos, x2, y1);
immVertex2f(shdr_pos, x1, y1 + ofs);
immVertex2f(shdr_pos, x1, y2);
immVertex2f(shdr_pos, x2, y1 + (h - ofs));
}
immEnd();
}
static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *ar, View3D *v3d)
{
float x1, x2, y1, y2;
float x1i, x2i, y1i, y2i;
rctf viewborder;
Camera *ca = NULL;
RegionView3D *rv3d = ar->regiondata;
if (v3d->camera == NULL)
return;
if (v3d->camera->type == OB_CAMERA)
ca = v3d->camera->data;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
/* the offsets */
x1 = viewborder.xmin;
y1 = viewborder.ymin;
x2 = viewborder.xmax;
y2 = viewborder.ymax;
glLineWidth(1.0f);
/* apply offsets so the real 3D camera shows through */
/* note: quite un-scientific but without this bit extra
* 0.0001 on the lower left the 2D border sometimes
* obscures the 3D camera border */
/* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
* but keep it here in case we need to remove the workaround */
x1i = (int)(x1 - 1.0001f);
y1i = (int)(y1 - 1.0001f);
x2i = (int)(x2 + (1.0f - 0.0001f));
y2i = (int)(y2 + (1.0f - 0.0001f));
uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* First, solid lines. */
{
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
const float winx = (ar->winx + 1);
const float winy = (ar->winy + 1);
float alpha = 1.0f;
if (ca->passepartalpha != 1.0f) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
alpha = ca->passepartalpha;
}
immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
if (x1i > 0.0f)
immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
if (x2i < winx)
immRectf(shdr_pos, x2i, winy, winx, 0.0f);
if (y2i < winy)
immRectf(shdr_pos, x1i, winy, x2i, y2i);
if (y2i > 0.0f)
immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
glDisable(GL_BLEND);
}
immUniformThemeColor(TH_BACK);
imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (view3d_camera_border_hack_test == true) {
immUniformColor3ubv(view3d_camera_border_hack_col);
imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
view3d_camera_border_hack_test = false;
}
#endif
immUnbindProgram();
}
/* And now, the dashed lines! */
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
{
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("num_colors", 0); /* "simple" mode */
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
/* outer line not to confuse with object selection */
if (v3d->flag2 & V3D_LOCK_CAMERA) {
immUniformThemeColor(TH_REDALERT);
imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
}
immUniformThemeColor(TH_VIEW_OVERLAY);
imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
}
/* border */
if (scene->r.mode & R_BORDER) {
float x3, y3, x4, y4;
x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
immUniformColor3f(1.0f, 0.25f, 0.25f);
imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
}
/* safety border */
if (ca) {
immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
if (ca->dtx & CAM_DTX_CENTER) {
float x3, y3;
x3 = x1 + 0.5f * (x2 - x1);
y3 = y1 + 0.5f * (y2 - y1);
immBegin(GWN_PRIM_LINES, 4);
immVertex2f(shdr_pos, x1, y3);
immVertex2f(shdr_pos, x2, y3);
immVertex2f(shdr_pos, x3, y1);
immVertex2f(shdr_pos, x3, y2);
immEnd();
}
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
immBegin(GWN_PRIM_LINES, 4);
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
immVertex2f(shdr_pos, x1, y2);
immVertex2f(shdr_pos, x2, y1);
immEnd();
}
if (ca->dtx & CAM_DTX_THIRDS) {
drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
}
if (ca->dtx & CAM_DTX_GOLDEN) {
drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
}
if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
UI_draw_safe_areas(
shdr_pos, x1, x2, y1, y2,
scene->safe_areas.title, scene->safe_areas.action);
if (ca->flag & CAM_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(
shdr_pos, x1, x2, y1, y2,
scene->safe_areas.title_center, scene->safe_areas.action_center);
}
}
if (ca->flag & CAM_SHOWSENSOR) {
/* determine sensor fit, and get sensor x/y, for auto fit we
* assume and square sensor and only use sensor_x */
float sizex = scene->r.xsch * scene->r.xasp;
float sizey = scene->r.ysch * scene->r.yasp;
int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
float sensor_x = ca->sensor_x;
float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
/* determine sensor plane */
rctf rect;
if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
float sensor_scale = (x2i - x1i) / sensor_x;
float sensor_height = sensor_scale * sensor_y;
rect.xmin = x1i;
rect.xmax = x2i;
rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
rect.ymax = rect.ymin + sensor_height;
}
else {
float sensor_scale = (y2i - y1i) / sensor_y;
float sensor_width = sensor_scale * sensor_x;
rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
rect.xmax = rect.xmin + sensor_width;
rect.ymin = y1i;
rect.ymax = y2i;
}
/* draw */
immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);
/* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color).
* We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the
* 2.0f round corner effect was nearly not visible anyway... */
imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
}
}
immUnbindProgram();
/* end dashed lines */
/* camera name - draw in highlighted text color */
if (ca && (ca->flag & CAM_SHOWNAME)) {
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
BLF_draw_default(
x1i, y1i - (0.7f * U.widget_unit), 0.0f,
v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
}
}
static void drawrenderborder(ARegion *ar, View3D *v3d)
{
/* use the same program for everything */
uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
glLineWidth(1.0f);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("num_colors", 0); /* "simple" mode */
immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
imm_draw_box_wire_2d(shdr_pos,
v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
immUnbindProgram();
}
void ED_view3d_draw_depth(
Depsgraph *depsgraph,
ARegion *ar, View3D *v3d, bool alphaoverride)
{
struct bThemeState theme_state;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RegionView3D *rv3d = ar->regiondata;
short zbuf = v3d->zbuf;
short flag = v3d->flag;
float glalphaclip = U.glalphaclip;
int obcenter_dia = U.obcenter_dia;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
v3d->flag &= ~V3D_SELECT_OUTLINE;
U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
U.obcenter_dia = 0;
/* Tools may request depth outside of regular drawing code. */
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
glClear(GL_DEPTH_BUFFER_BIT);
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_set(rv3d);
}
/* get surface depth without bias */
rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
v3d->zbuf = true;
glEnable(GL_DEPTH_TEST);
DRW_draw_depth_loop(depsgraph, ar, v3d);
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
v3d->zbuf = zbuf;
if (!v3d->zbuf) glDisable(GL_DEPTH_TEST);
U.glalphaclip = glalphaclip;
v3d->flag = flag;
U.obcenter_dia = obcenter_dia;
UI_Theme_Restore(&theme_state);
}
/* ******************** other elements ***************** */
/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
{
/* apply units */
if (scene->unit.system) {
const void *usys;
int len;
bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
if (usys) {
int i = bUnit_GetBaseUnit(usys);
if (grid_unit)
*grid_unit = bUnit_GetNameDisplay(usys, i);
return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
}
}
return 1.0f;
}
float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
{
return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
}
static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
{
const float k = U.rvisize * U.pixelsize; /* axis size */
const int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
const float startx = rect->xmin + k + 1.0f; /* axis center in screen coordinates, x=y */
const float starty = rect->ymin + k + 1.0f;
float axis_pos[3][2];
unsigned char axis_col[3][4];
int axis_order[3] = {0, 1, 2};
axis_sort_v3(rv3d->viewinv[2], axis_order);
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
/* get position of each axis tip on screen */
float vec[3] = { 0.0f };
vec[i] = 1.0f;
mul_qt_v3(rv3d->viewquat, vec);
axis_pos[i][0] = startx + vec[0] * k;
axis_pos[i][1] = starty + vec[1] * k;
/* get color of each axis */
UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
}
/* draw axis lines */
glLineWidth(2.0f);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
Gwn_VertFormat *format = immVertexFormat();
unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GWN_PRIM_LINES, 6);
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
immAttrib4ubv(col, axis_col[i]);
immVertex2f(pos, startx, starty);
immAttrib4ubv(col, axis_col[i]);
immVertex2fv(pos, axis_pos[i]);
}
immEnd();
immUnbindProgram();
glDisable(GL_LINE_SMOOTH);
/* draw axis names */
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
const char axis_text[2] = {'x' + i, '\0'};
BLF_color4ubv(BLF_default(), axis_col[i]);
BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
}
}
#ifdef WITH_INPUT_NDOF
/* draw center and axis of rotation for ongoing 3D mouse navigation */
static void UNUSED_FUNCTION(draw_rotation_guide)(RegionView3D *rv3d)
{
float o[3]; /* center of rotation */
float end[3]; /* endpoints for drawing */
GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
negate_v3_v3(o, rv3d->ofs);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE); /* don't overwrite zbuf */
Gwn_VertFormat *format = immVertexFormat();
unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
if (rv3d->rot_angle != 0.0f) {
/* -- draw rotation axis -- */
float scaled_axis[3];
const float scale = rv3d->dist;
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
immBegin(GWN_PRIM_LINE_STRIP, 3);
color[3] = 0; /* more transparent toward the ends */
immAttrib4ubv(col, color);
add_v3_v3v3(end, o, scaled_axis);
immVertex3fv(pos, end);
#if 0
color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
/* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
#endif
color[3] = 127; /* more opaque toward the center */
immAttrib4ubv(col, color);
immVertex3fv(pos, o);
color[3] = 0;
immAttrib4ubv(col, color);
sub_v3_v3v3(end, o, scaled_axis);
immVertex3fv(pos, end);
immEnd();
/* -- draw ring around rotation center -- */
{
#define ROT_AXIS_DETAIL 13
const float s = 0.05f * scale;
const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
float q[4]; /* rotate ring so it's perpendicular to axis */
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
if (!upright) {
const float up[3] = {0.0f, 0.0f, 1.0f};
float vis_angle, vis_axis[3];
cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
axis_angle_to_quat(q, vis_axis, vis_angle);
}
immBegin(GWN_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
color[3] = 63; /* somewhat faint */
immAttrib4ubv(col, color);
float angle = 0.0f;
for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
if (!upright) {
mul_qt_v3(q, p);
}
add_v3_v3(p, o);
immVertex3fv(pos, p);
}
immEnd();
#undef ROT_AXIS_DETAIL
}
color[3] = 255; /* solid dot */
}
else
color[3] = 127; /* see-through dot */
immUnbindProgram();
/* -- draw rotation center -- */
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
glPointSize(5.0f);
immBegin(GWN_PRIM_POINTS, 1);
immAttrib4ubv(col, color);
immVertex3fv(pos, o);
immEnd();
immUnbindProgram();
#if 0
/* find screen coordinates for rotation center, then draw pretty icon */
mul_m4_v3(rv3d->persinv, rot_center);
UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
/* ^^ just playing around, does not work */
#endif
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
#endif /* WITH_INPUT_NDOF */
/* ******************** info ***************** */
/**
* Render and camera border
*/
static void view3d_draw_border(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
Depsgraph *depsgraph = CTX_data_depsgraph(C);
RegionView3D *rv3d = ar->regiondata;
View3D *v3d = CTX_wm_view3d(C);
if (rv3d->persp == RV3D_CAMOB) {
drawviewborder(scene, depsgraph, ar, v3d);
}
else if (v3d->flag2 & V3D_RENDER_BORDER) {
drawrenderborder(ar, v3d);
}
}
/**
* Grease Pencil
*/
static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
{
/* TODO viewport */
}
/**
* Viewport Name
*/
static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
{
const char *name = NULL;
switch (rv3d->view) {
case RV3D_VIEW_FRONT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho");
else name = IFACE_("Front Persp");
break;
case RV3D_VIEW_BACK:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho");
else name = IFACE_("Back Persp");
break;
case RV3D_VIEW_TOP:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho");
else name = IFACE_("Top Persp");
break;
case RV3D_VIEW_BOTTOM:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho");
else name = IFACE_("Bottom Persp");
break;
case RV3D_VIEW_RIGHT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho");
else name = IFACE_("Right Persp");
break;
case RV3D_VIEW_LEFT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho");
else name = IFACE_("Left Persp");
break;
default:
if (rv3d->persp == RV3D_CAMOB) {
if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
Camera *cam;
cam = v3d->camera->data;
if (cam->type == CAM_PERSP) {
name = IFACE_("Camera Persp");
}
else if (cam->type == CAM_ORTHO) {
name = IFACE_("Camera Ortho");
}
else {
BLI_assert(cam->type == CAM_PANO);
name = IFACE_("Camera Pano");
}
}
else {
name = IFACE_("Object as Camera");
}
}
else {
name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp");
}
}
return name;
}
static void draw_viewport_name(ARegion *ar, View3D *v3d, const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
const char *name = view3d_get_name(v3d, rv3d);
/* increase size for unicode languages (Chinese in utf-8...) */
#ifdef WITH_INTERNATIONAL
char tmpstr[96];
#else
char tmpstr[32];
#endif
if (v3d->localvd) {
BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
name = tmpstr;
}
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
#ifdef WITH_INTERNATIONAL
BLF_draw_default(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
#else
BLF_draw_default_ascii(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
#endif
}
/**
* draw info beside axes in bottom left-corner:
* framenum, object name, bone name (if available), marker name (if available)
*/
static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
{
const int cfra = CFRA;
const char *msg_pin = " (Pinned)";
const char *msg_sep = " : ";
const int font_id = BLF_default();
char info[300];
char *s = info;
short offset = 1.5f * UI_UNIT_X + rect->xmin;
s += sprintf(s, "(%d)", cfra);
/*
* info can contain:
* - a frame (7 + 2)
* - 3 object names (MAX_NAME)
* - 2 BREAD_CRUMB_SEPARATORs (6)
* - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
* - a marker name (MAX_NAME + 3)
*/
/* get name of marker on current frame (if available) */
const char *markern = BKE_scene_find_marker_name(scene, cfra);
/* check if there is an object */
if (ob) {
*s++ = ' ';
s += BLI_strcpy_rlen(s, ob->id.name + 2);
/* name(s) to display depends on type of object */
if (ob->type == OB_ARMATURE) {
bArmature *arm = ob->data;
/* show name of active bone too (if possible) */
if (arm->edbo) {
if (arm->act_edbone) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_edbone->name);
}
}
else if (ob->mode & OB_MODE_POSE) {
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
/* try to display active bone and active shapekey too (if they exist) */
if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
Object *armobj = BKE_object_pose_armature_get(ob);
if (armobj && armobj->mode & OB_MODE_POSE) {
bArmature *arm = armobj->data;
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
Key *key = BKE_key_from_object(ob);
if (key) {
KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
if (kb) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, kb->name);
if (ob->shapeflag & OB_SHAPE_LOCK) {
s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
}
}
}
}
/* color depends on whether there is a keyframe */
if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL))
UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra))
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
else
UI_FontThemeColor(font_id, TH_TEXT_HI);
}
else {
/* no object */
if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra))
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
else
UI_FontThemeColor(font_id, TH_TEXT_HI);
}
if (markern) {
s += sprintf(s, " <%s>", markern);
}
if (U.uiflag & USER_SHOW_ROTVIEWICON)
offset = U.widget_unit + (U.rvisize * 2) + rect->xmin;
BLF_draw_default(offset, rect->ymin + 0.5f * U.widget_unit, 0.0f, info, sizeof(info));
}
/* ******************** view loop ***************** */
/**
* Information drawn on top of the solid plates and composed data
*/
void view3d_draw_region_info(const bContext *C, ARegion *ar, const int offset)
{
RegionView3D *rv3d = ar->regiondata;
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
wmWindowManager *wm = CTX_wm_manager(C);
/* correct projection matrix */
ED_region_pixelspace(ar);
/* local coordinate visible rect inside region, to accomodate overlapping ui */
rcti rect;
ED_region_visible_rect(ar, &rect);
/* Leave room for previously drawn info. */
rect.ymax -= offset;
view3d_draw_border(C, ar);
view3d_draw_grease_pencil(C);
BLF_batch_draw_begin();
if (U.uiflag & USER_SHOW_ROTVIEWICON) {
draw_view_axis(rv3d, &rect);
}
if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
ED_scene_draw_fps(scene, &rect);
}
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(ar, v3d, &rect);
}
if (U.uiflag & USER_DRAWVIEWINFO) {
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
draw_selected_name(scene, ob, &rect);
}
// #if 0 /* TODO */
if (grid_unit) { /* draw below the viewport name */
char numstr[32] = "";
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
if (v3d->grid != 1.0f) {
BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
}
BLF_draw_default_ascii(
rect.xmin + U.widget_unit,
rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
numstr[0] ? numstr : grid_unit, sizeof(numstr));
}
// #endif
}
BLF_batch_draw_end();
}
static void view3d_draw_view(const bContext *C, ARegion *ar)
{
ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_depsgraph(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL);
/* Only 100% compliant on new spec goes bellow */
DRW_draw_view(C);
}
RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype)
{
/*
* Tempory viewport draw modes until we have a proper system.
* all modes are done in the draw manager, except
* cycles material as it is an external render engine.
*/
if (strcmp(scene->r.engine, RE_engine_id_CYCLES) == 0 && drawtype == OB_MATERIAL) {
return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
}
return RE_engines_find(scene->r.engine);
}
void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
View3D *v3d = CTX_wm_view3d(C);
view3d_draw_view(C, ar);
GPU_free_images_old();
GPU_pass_cache_garbage_collect();
/* XXX This is in order to draw UI batches with the DRW
* olg context since we now use it for drawing the entire area */
gpu_batch_presets_reset();
/* No depth test for drawing action zones afterwards. */
glDisable(GL_DEPTH_TEST);
v3d->flag |= V3D_INVALID_BACKBUF;
}
/* -------------------------------------------------------------------- */
/** \name Offscreen Drawing
* \{ */
static void view3d_stereo3d_setup_offscreen(
Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
float winmat[4][4], const char *viewname)
{
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
float viewmat[4][4];
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
}
}
void ED_view3d_draw_offscreen(
Depsgraph *depsgraph, Scene *scene,
int drawtype,
View3D *v3d, ARegion *ar, int winx, int winy,
float viewmat[4][4], float winmat[4][4],
bool do_sky, bool UNUSED(is_persp), const char *viewname,
GPUFXSettings *UNUSED(fx_settings),
GPUOffScreen *ofs, GPUViewport *viewport)
{
RegionView3D *rv3d = ar->regiondata;
RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
/* set temporary new size */
int bwinx = ar->winx;
int bwiny = ar->winy;
rcti 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;
struct bThemeState theme_state;
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
/* set flags */
G.f |= G_RENDER_OGL;
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* free images which can have changed on frame-change
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim();
}
gpuPushProjectionMatrix();
gpuLoadIdentity();
gpuPushMatrix();
gpuLoadIdentity();
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, ar, winmat, viewname);
else
view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
/* main drawing call */
DRW_draw_render_loop_offscreen(
depsgraph, engine_type, ar, v3d,
do_sky, ofs, viewport);
/* restore size */
ar->winx = bwinx;
ar->winy = bwiny;
ar->winrct = brect;
gpuPopProjectionMatrix();
gpuPopMatrix();
UI_Theme_Restore(&theme_state);
G.f &= ~G_RENDER_OGL;
}
/**
* Utility func for ED_view3d_draw_offscreen
*
* \param ofs: Optional off-screen buffer, can be NULL.
* (avoids re-creating when doing multiple GL renders).
*/
ImBuf *ED_view3d_draw_offscreen_imbuf(
Depsgraph *depsgraph, Scene *scene,
int drawtype,
View3D *v3d, ARegion *ar, int sizex, int sizey,
unsigned int flag, unsigned int draw_flags,
int alpha_mode, int samples, const char *viewname,
/* output vars */
GPUOffScreen *ofs, char err_out[256])
{
RegionView3D *rv3d = ar->regiondata;
const bool draw_sky = (alpha_mode == R_ADDSKY);
const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE);
/* view state */
GPUFXSettings fx_settings = v3d->fx_settings;
bool is_ortho = false;
float winmat[4][4];
if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
/* sizes differ, can't reuse */
ofs = NULL;
}
const bool own_ofs = (ofs == NULL);
DRW_opengl_context_enable();
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
if (ofs == NULL) {
DRW_opengl_context_disable();
return NULL;
}
}
GPU_offscreen_bind(ofs, true);
/* read in pixels & stamp */
ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
/* render 3d view */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
CameraParams params;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
const Object *camera_eval = DEG_get_evaluated_object(
depsgraph,
camera);
BKE_camera_params_init(¶ms);
/* fallback for non camera objects */
params.clipsta = v3d->near;
params.clipend = v3d->far;
BKE_camera_params_from_object(¶ms, camera_eval);
BKE_camera_multiview_params(&scene->r, ¶ms, camera_eval, viewname);
BKE_camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(¶ms);
BKE_camera_to_gpu_dof(camera, &fx_settings);
is_ortho = params.is_ortho;
copy_m4_m4(winmat, params.winmat);
}
else {
rctf viewplane;
float clipsta, clipend;
is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
if (is_ortho) {
orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
}
else {
perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
}
if ((samples && use_full_sample) == 0) {
/* Single-pass render, common case */
ED_view3d_draw_offscreen(
depsgraph, scene, drawtype,
v3d, ar, sizex, sizey, NULL, winmat,
draw_sky, !is_ortho, viewname,
&fx_settings, ofs, NULL);
if (ibuf->rect_float) {
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
}
else if (ibuf->rect) {
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
}
}
else {
/* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
* Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
static float jit_ofs[32][2];
float winmat_jitter[4][4];
float *rect_temp = (ibuf->rect_float) ? ibuf->rect_float : MEM_mallocN(sizex * sizey * sizeof(float[4]), "rect_temp");
float *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(float[4]), "accum_buffer");
GPUViewport *viewport = GPU_viewport_create_from_offscreen(ofs);
BLI_jitter_init(jit_ofs, samples);
/* first sample buffer, also initializes 'rv3d->persmat' */
ED_view3d_draw_offscreen(
depsgraph, scene, drawtype,
v3d, ar, sizex, sizey, NULL, winmat,
draw_sky, !is_ortho, viewname,
&fx_settings, ofs, viewport);
GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);
/* skip the first sample */
for (int j = 1; j < samples; j++) {
copy_m4_m4(winmat_jitter, winmat);
window_translate_m4(
winmat_jitter, rv3d->persmat,
(jit_ofs[j][0] * 2.0f) / sizex,
(jit_ofs[j][1] * 2.0f) / sizey);
ED_view3d_draw_offscreen(
depsgraph, scene, drawtype,
v3d, ar, sizex, sizey, NULL, winmat_jitter,
draw_sky, !is_ortho, viewname,
&fx_settings, ofs, viewport);
GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);
unsigned int i = sizex * sizey * 4;
while (i--) {
accum_buffer[i] += rect_temp[i];
}
}
{
/* don't free data owned by 'ofs' */
GPU_viewport_clear_from_offscreen(viewport);
GPU_viewport_free(viewport);
}
if (ibuf->rect_float == NULL) {
MEM_freeN(rect_temp);
}
if (ibuf->rect_float) {
float *rect_float = ibuf->rect_float;
unsigned int i = sizex * sizey * 4;
while (i--) {
rect_float[i] = accum_buffer[i] / samples;
}
}
else {
unsigned char *rect_ub = (unsigned char *)ibuf->rect;
unsigned int i = sizex * sizey * 4;
while (i--) {
rect_ub[i] = (unsigned char)(255.0f * accum_buffer[i] / samples);
}
}
MEM_freeN(accum_buffer);
}
/* unbind */
GPU_offscreen_unbind(ofs, true);
if (own_ofs) {
GPU_offscreen_free(ofs);
}
DRW_opengl_context_disable();
if (ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);
return ibuf;
}
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
*
* \param ofs: Optional off-screen buffer can be NULL.
* (avoids re-creating when doing multiple GL renders).
*
* \note used by the sequencer
*/
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
Depsgraph *depsgraph, Scene *scene,
int drawtype,
Object *camera, int width, int height,
unsigned int flag, unsigned int draw_flags,
int alpha_mode, int samples, const char *viewname,
GPUOffScreen *ofs, char err_out[256])
{
View3D v3d = {NULL};
ARegion ar = {NULL};
RegionView3D rv3d = {{{0}}};
/* connect data */
v3d.regionbase.first = v3d.regionbase.last = &ar;
ar.regiondata = &rv3d;
ar.regiontype = RGN_TYPE_WINDOW;
v3d.camera = camera;
v3d.lay = scene->lay;
v3d.drawtype = drawtype;
v3d.flag2 = V3D_RENDER_OVERRIDE;
if (draw_flags & V3D_OFSDRAW_USE_GPENCIL) {
v3d.flag2 |= V3D_SHOW_GPENCIL;
}
if (draw_flags & V3D_OFSDRAW_USE_SOLID_TEX) {
v3d.flag2 |= V3D_SOLID_TEX;
}
v3d.flag3 |= V3D_SHOW_WORLD;
if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) {
if (camera->type == OB_CAMERA) {
v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof;
v3d.fx_settings.fx_flag |= GPU_FX_FLAG_DOF;
}
}
rv3d.persp = RV3D_CAMOB;
copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
normalize_m4(rv3d.viewinv);
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
{
CameraParams params;
const Object *view_camera_eval = DEG_get_evaluated_object(
depsgraph,
BKE_camera_multiview_render(scene, v3d.camera, viewname));
BKE_camera_params_init(¶ms);
BKE_camera_params_from_object(¶ms, view_camera_eval);
BKE_camera_multiview_params(&scene->r, ¶ms, view_camera_eval, viewname);
BKE_camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(¶ms);
copy_m4_m4(rv3d.winmat, params.winmat);
v3d.near = params.clipsta;
v3d.far = params.clipend;
v3d.lens = params.lens;
}
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(
depsgraph, scene, drawtype,
&v3d, &ar, width, height, flag,
draw_flags, alpha_mode, samples, viewname, ofs, err_out);
}
/** \} */
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