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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 "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 "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_jitter.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_keyframing.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_transform.h"
#include "ED_gpencil.h"
#include "DEG_depsgraph_query.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 "GPU_compositing.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 "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "view3d_intern.h" /* own include */
/* ******************** general functions ***************** */
static bool use_depth_doit(Scene *scene, View3D *v3d)
{
if (v3d->drawtype > OB_WIRE)
return true;
/* special case (depth for wire color) */
if (v3d->drawtype <= OB_WIRE) {
if (scene->obedit && scene->obedit->type == OB_MESH) {
Mesh *me = scene->obedit->data;
if (me->drawflag & ME_DRAWEIGHT) {
return true;
}
}
}
return false;
}
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
/* setup window matrices */
if (winmat)
copy_m4_m4(rv3d->winmat, winmat);
else
view3d_winmatrix_set(ar, v3d, rect);
/* setup view matrix */
if (viewmat)
copy_m4_m4(rv3d->viewmat, viewmat);
else
view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
/* update utility matrices */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
/* calculate GLSL view dependent values */
/* store window coordinates scaling/offset */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
rctf cameraborder;
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false);
rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
}
else {
rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
}
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
* because of float point precision problems at large values [#23908] */
float v1[3], v2[3];
float len_px, len_sc;
v1[0] = rv3d->persmat[0][0];
v1[1] = rv3d->persmat[1][0];
v1[2] = rv3d->persmat[2][0];
v2[0] = rv3d->persmat[0][1];
v2[1] = rv3d->persmat[1][1];
v2[2] = rv3d->persmat[2][1];
len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
len_sc = (float)MAX2(ar->winx, ar->winy);
rv3d->pixsize = len_px / len_sc;
}
}
static void view3d_main_region_setup_view(
Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
ED_view3d_update_viewmat(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(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
{
bool is_left;
const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
const char *viewname;
/* show only left or right camera */
if (v3d->stereo3d_camera != STEREO_3D_ID)
v3d->multiview_eye = v3d->stereo3d_camera;
is_left = v3d->multiview_eye == STEREO_LEFT_ID;
viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
Camera *data;
float viewmat[4][4];
float shiftx;
data = (Camera *)v3d->camera->data;
shiftx = data->shiftx;
BLI_lock_thread(LOCK_VIEW3D);
data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
data->shiftx = shiftx;
BLI_unlock_thread(LOCK_VIEW3D);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *view_ob = v3d->camera;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BLI_lock_thread(LOCK_VIEW3D);
v3d->camera = camera;
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
v3d->camera = view_ob;
BLI_unlock_thread(LOCK_VIEW3D);
}
}
/**
* Set the correct matrices
*/
void ED_view3d_draw_setup_view(
wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d,
float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
/* Setup the view matrix. */
if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
view3d_stereo3d_setup(scene, v3d, ar, rect);
}
else {
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, rect);
}
}
/* ******************** view border ***************** */
static void view3d_camera_border(
const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
rctf *r_viewborder, const bool no_shift, const bool no_zoom)
{
CameraParams params;
rctf rect_view, rect_camera;
/* get viewport viewplane */
BKE_camera_params_init(¶ms);
BKE_camera_params_from_view3d(¶ms, v3d, rv3d);
if (no_zoom)
params.zoom = 1.0f;
BKE_camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f);
rect_view = params.viewplane;
/* get camera viewplane */
BKE_camera_params_init(¶ms);
/* fallback for non camera objects */
params.clipsta = v3d->near;
params.clipend = v3d->far;
BKE_camera_params_from_object(¶ms, v3d->camera);
if (no_shift) {
params.shiftx = 0.0f;
params.shifty = 0.0f;
}
BKE_camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
rect_camera = params.viewplane;
/* get camera border within viewport */
r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
}
void ED_view3d_calc_camera_border_size(
const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
float r_size[2])
{
rctf viewborder;
view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, true, true);
r_size[0] = BLI_rctf_size_x(&viewborder);
r_size[1] = BLI_rctf_size_y(&viewborder);
}
void ED_view3d_calc_camera_border(
const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
rctf *r_viewborder, const bool no_shift)
{
view3d_camera_border(scene, ar, v3d, rv3d, r_viewborder, no_shift, false);
}
static void drawviewborder_grid3(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(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(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, ARegion *ar, View3D *v3d)
{
float x1, x2, y1, y2;
float x1i, x2i, y1i, y2i;
rctf viewborder;
Camera *ca = NULL;
RegionView3D *rv3d = ar->regiondata;
if (v3d->camera == NULL)
return;
if (v3d->camera->type == OB_CAMERA)
ca = v3d->camera->data;
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
/* the offsets */
x1 = viewborder.xmin;
y1 = viewborder.ymin;
x2 = viewborder.xmax;
y2 = viewborder.ymax;
glLineWidth(1.0f);
/* apply offsets so the real 3D camera shows through */
/* note: quite un-scientific but without this bit extra
* 0.0001 on the lower left the 2D border sometimes
* obscures the 3D camera border */
/* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
* but keep it here in case we need to remove the workaround */
x1i = (int)(x1 - 1.0001f);
y1i = (int)(y1 - 1.0001f);
x2i = (int)(x2 + (1.0f - 0.0001f));
y2i = (int)(y2 + (1.0f - 0.0001f));
uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_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) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
alpha = ca->passepartalpha;
}
immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
if (x1i > 0.0f)
immRectf(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_line_box(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_line_box(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_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_line_box(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
}
immUniformThemeColor(TH_VIEW_OVERLAY);
imm_draw_line_box(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_line_box(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(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(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_line_box(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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
glLineWidth(1.0f);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_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_line_box(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(
struct Depsgraph *graph,
ARegion *ar, View3D *v3d, bool alphaoverride)
{
Scene *scene = DEG_get_scene(graph);
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;
ED_view3d_draw_setup_view(NULL, 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);
#ifdef WITH_OPENGL_LEGACY
if (IS_VIEWPORT_LEGACY(vc->v3d)) {
/* temp, calls into view3d_draw_legacy.c */
ED_view3d_draw_depth_loop(scene, ar, v3d);
}
else
#endif /* WITH_OPENGL_LEGACY */
{
DRW_draw_depth_loop(graph, 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;
}
/* ******************** background plates ***************** */
static void view3d_draw_background_gradient(void)
{
/* TODO: finish 2D API & draw background with that */
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
unsigned char col_hi[3], col_lo[3];
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
immBegin(PRIM_TRIANGLE_FAN, 4);
immAttrib3ubv(color, col_lo);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
immAttrib3ubv(color, col_hi);
immVertex2f(pos, 1.0f, 1.0f);
immVertex2f(pos, -1.0f, 1.0f);
immEnd();
immUnbindProgram();
}
static void view3d_draw_background_none(void)
{
UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
static void view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
if (scene->world) {
GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
/* calculate full shader for background */
GPU_material_bind(gpumat, 1, 1, 1.0f, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
if (GPU_material_bound(gpumat)) {
/* TODO viewport (dfelinto): GPU_material_bind relies on immediate mode,
* we can't get rid of the following code without a bigger refactor
* or we dropping this functionality. */
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-1.0f, -1.0f);
glVertex2f(1.0f, -1.0f);
glVertex2f(-1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glEnd();
GPU_material_unbind(gpumat);
return;
}
}
/* if any of the above fails */
view3d_draw_background_none();
}
/* ******************** other elements ***************** */
#define DEBUG_GRID 0
static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
{
/* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
* x0 is gridline 0, the axis in screen space
* Area covers [0 .. max) pixels */
int first = (int)ceil(-x0 / dx);
int last = (int)floor((max - x0) / dx);
if (first <= last) {
*r_first = first;
*r_count = last - first + 1;
}
else {
*r_first = 0;
*r_count = 0;
}
#if DEBUG_GRID
printf(" first %d * dx = %f\n", first, x0 + first * dx);
printf(" last %d * dx = %f\n", last, x0 + last * dx);
printf(" count = %d\n", *count_out);
#endif
}
static int gridline_count(ARegion *ar, double x0, double y0, double dx)
{
/* x0 & y0 establish the "phase" of the grid within this 2D region
* dx is the frequency, shared by x & y directions
* pass in dx of smallest (highest precision) grid we want to draw */
#if DEBUG_GRID
printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
#endif
int first, x_ct, y_ct;
gridline_range(x0, dx, ar->winx, &first, &x_ct);
gridline_range(y0, dx, ar->winy, &first, &y_ct);
int total_ct = x_ct + y_ct;
#if DEBUG_GRID
printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct);
#endif
return total_ct;
}
static bool drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3])
{
/* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
* always skip exact x0 & y0 axes; they will be drawn later in color
*
* set grid color once, just before the first line is drawn
* it's harmless to set same color for every line, or every vertex
* but if no lines are drawn, color must not be set! */
#if DEBUG_GRID
printf(" %s(%f, %f, dx:%f, skip_mod:%d)\n", __FUNCTION__, x0, y0, dx, skip_mod);
#endif
const float x_max = (float)ar->winx;
const float y_max = (float)ar->winy;
int first, ct;
int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
int lines_skipped_for_next_unit = 0;
/* draw vertical lines */
gridline_range(x0, dx, x_max, &first, &ct);
for (int i = first; i < first + ct; ++i) {
if (i == 0)
continue;
else if (skip_mod && (i % skip_mod) == 0) {
++lines_skipped_for_next_unit;
continue;
}
if (x_ct == 0)
immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
float x = (float)(x0 + i * dx);
immVertex2f(pos, x, 0.0f);
immVertex2f(pos, x, y_max);
++x_ct;
}
/* draw horizontal lines */
gridline_range(y0, dx, y_max, &first, &ct);
for (int i = first; i < first + ct; ++i) {
if (i == 0)
continue;
else if (skip_mod && (i % skip_mod) == 0) {
++lines_skipped_for_next_unit;
continue;
}
if (x_ct + y_ct == 0)
immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
float y = (float)(y0 + i * dx);
immVertex2f(pos, 0.0f, y);
immVertex2f(pos, x_max, y);
++y_ct;
}
#if DEBUG_GRID
int total_ct = x_ct + y_ct;
printf(" %d + %d = %d gridlines drawn, %d skipped for next unit\n", x_ct, y_ct, total_ct, lines_skipped_for_next_unit);
#endif
return lines_skipped_for_next_unit > 0;
}
#define GRID_MIN_PX_D 6.0
#define GRID_MIN_PX_F 6.0f
static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
RegionView3D *rv3d = ar->regiondata;
#if DEBUG_GRID
printf("%s width %d, height %d\n", __FUNCTION__, ar->winx, ar->winy);
#endif
double fx = rv3d->persmat[3][0];
double fy = rv3d->persmat[3][1];
double fw = rv3d->persmat[3][3];
const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
const double wy = 0.5 * ar->winy;
double x = wx * fx / fw;
double y = wy * fy / fw;
double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 };
mul_m4_v4d(rv3d->persmat, vec4);
fx = vec4[0];
fy = vec4[1];
fw = vec4[3];
double dx = fabs(x - wx * fx / fw);
if (dx == 0) dx = fabs(y - wy * fy / fw);
x += wx;
y += wy;
/* now x, y, and dx have their final values
* (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
* dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
glLineWidth(1.0f);
#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
glDepthMask(GL_FALSE); /* disable write in zbuffer */
#endif
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
unsigned char col[3], col2[3];
UI_GetThemeColor3ubv(TH_GRID, col);
if (unit->system) {
const void *usys;
int len;
bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
bool first = true;
if (usys) {
int i = len;
while (i--) {
double scalar = bUnit_GetScaler(usys, i);
double dx_scalar = dx * scalar / (double)unit->scale_length;
if (dx_scalar < (GRID_MIN_PX_D * 2.0)) {
/* very very small grid items are less useful when dealing with units */
continue;
}
if (first) {
first = false;
/* Store the smallest drawn grid size units name so users know how big each grid cell is */
*grid_unit = bUnit_GetNameDisplay(usys, i);
rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
int gridline_ct = gridline_count(ar, x, y, dx_scalar);
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
immBegin(PRIM_LINES, gridline_ct * 2);
}
float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
/* tweak to have the fade a bit nicer */
blend_fac = (blend_fac * blend_fac) * 2.0f;
CLAMP(blend_fac, 0.3f, 1.0f);
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar);
#if DEBUG_GRID
printf("%s %f, ", bUnit_GetNameDisplay(usys, i), scalar);
if (i > 0)
printf("next unit is %d times larger\n", skip_mod);
else
printf("largest unit\n");
#endif
if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2))
break;
}
}
}
else {
const double sublines = v3d->gridsubdiv;
const float sublines_fl = v3d->gridsubdiv;
int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1;
}
}
}
else {
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
rv3d->gridview /= sublines_fl;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
rv3d->gridview /= sublines_fl;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) {
grids_to_draw = 1;
}
}
}
}
int gridline_ct = gridline_count(ar, x, y, dx);
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
immBegin(PRIM_LINES, gridline_ct * 2);
if (grids_to_draw == 2) {
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2);
if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2))
drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col);
}
else if (grids_to_draw == 1) {
drawgrid_draw(ar, x, y, dx, 0, pos, color, col);
}
}
/* draw visible axes */
/* horizontal line */
if (0 <= y && y < ar->winy) {
UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X');
immAttrib3ub(color, col2[0], col2[1], col2[2]);
immVertex2f(pos, 0.0f, y);
immVertex2f(pos, (float)ar->winx, y);
}
/* vertical line */
if (0 <= x && x < ar->winx) {
UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z');
immAttrib3ub(color, col2[0], col2[1], col2[2]);
immVertex2f(pos, x, 0.0f);
immVertex2f(pos, x, (float)ar->winy);
}
immEnd();
drawgrid_cleanup:
immUnbindProgram();
#if 0 /* depth write is left enabled above */
glDepthMask(GL_TRUE); /* enable write in zbuffer */
#endif
}
#undef DEBUG_GRID
#undef GRID_MIN_PX_D
#undef GRID_MIN_PX_F
static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
{
/* draw only if there is something to draw */
if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
/* draw how many lines?
* trunc(v3d->gridlines / 2) * 4
* + 2 for xy axes (possibly with special colors)
* + 1 for z axis (the only line not in xy plane)
* even v3d->gridlines are honored, odd rounded down */
const int gridlines = v3d->gridlines / 2;
const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
const float grid = gridlines * grid_scale;
const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1;
bool show_axis_x = v3d->gridflag & V3D_SHOW_X;
bool show_axis_y = v3d->gridflag & V3D_SHOW_Y;
bool show_axis_z = v3d->gridflag & V3D_SHOW_Z;
unsigned char col_grid[3], col_axis[3];
glLineWidth(1.0f);
UI_GetThemeColor3ubv(TH_GRID, col_grid);
if (!write_depth)
glDepthMask(GL_FALSE);
if (show_floor) {
const unsigned vertex_ct = 2 * (gridlines * 4 + 2);
const int sublines = v3d->gridsubdiv;
unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(PRIM_LINES, vertex_ct);
/* draw normal grid lines */
UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
for (int a = 1; a <= gridlines; a++) {
/* skip emphasised divider lines */
if (a % sublines != 0) {
const float line = a * grid_scale;
immAttrib3ubv(color, col_grid_light);
immVertex2f(pos, -grid, -line);
immVertex2f(pos, +grid, -line);
immVertex2f(pos, -grid, +line);
immVertex2f(pos, +grid, +line);
immVertex2f(pos, -line, -grid);
immVertex2f(pos, -line, +grid);
immVertex2f(pos, +line, -grid);
immVertex2f(pos, +line, +grid);
}
}
/* draw emphasised grid lines */
UI_GetThemeColor3ubv(TH_BACK, col_bg);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
(col_grid[0] + col_grid[1] + col_grid[2] + 30 >
col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10);
if (sublines <= gridlines) {
immAttrib3ubv(color, col_grid_emphasise);
for (int a = sublines; a <= gridlines; a += sublines) {
const float line = a * grid_scale;
immVertex2f(pos, -grid, -line);
immVertex2f(pos, +grid, -line);
immVertex2f(pos, -grid, +line);
immVertex2f(pos, +grid, +line);
immVertex2f(pos, -line, -grid);
immVertex2f(pos, -line, +grid);
immVertex2f(pos, +line, -grid);
immVertex2f(pos, +line, +grid);
}
}
/* draw X axis */
if (show_axis_x) {
show_axis_x = false; /* drawing now, won't need to draw later */
UI_make_axis_color(col_grid, col_axis, 'X');
immAttrib3ubv(color, col_axis);
}
else
immAttrib3ubv(color, col_grid_emphasise);
immVertex2f(pos, -grid, 0.0f);
immVertex2f(pos, +grid, 0.0f);
/* draw Y axis */
if (show_axis_y) {
show_axis_y = false; /* drawing now, won't need to draw later */
UI_make_axis_color(col_grid, col_axis, 'Y');
immAttrib3ubv(color, col_axis);
}
else
immAttrib3ubv(color, col_grid_emphasise);
immVertex2f(pos, 0.0f, -grid);
immVertex2f(pos, 0.0f, +grid);
immEnd();
immUnbindProgram();
/* done with XY plane */
}
if (show_axis_x || show_axis_y || show_axis_z) {
/* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
if (show_axis_x) {
UI_make_axis_color(col_grid, col_axis, 'X');
immAttrib3ubv(color, col_axis);
immVertex3f(pos, -grid, 0.0f, 0.0f);
immVertex3f(pos, +grid, 0.0f, 0.0f);
}
if (show_axis_y) {
UI_make_axis_color(col_grid, col_axis, 'Y');
immAttrib3ubv(color, col_axis);
immVertex3f(pos, 0.0f, -grid, 0.0f);
immVertex3f(pos, 0.0f, +grid, 0.0f);
}
if (show_axis_z) {
UI_make_axis_color(col_grid, col_axis, 'Z');
immAttrib3ubv(color, col_axis);
immVertex3f(pos, 0.0f, 0.0f, -grid);
immVertex3f(pos, 0.0f, 0.0f, +grid);
}
immEnd();
immUnbindProgram();
}
if (!write_depth)
glDepthMask(GL_TRUE);
}
}
/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
{
/* apply units */
if (scene->unit.system) {
const void *usys;
int len;
bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
if (usys) {
int i = bUnit_GetBaseUnit(usys);
if (grid_unit)
*grid_unit = bUnit_GetNameDisplay(usys, i);
return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
}
}
return 1.0f;
}
float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
{
return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
}
static bool is_cursor_visible(Scene *scene, SceneLayer *sl)
{
Object *ob = OBACT_NEW;
/* don't draw cursor in paint modes, but with a few exceptions */
if (ob && ob->mode & OB_MODE_ALL_PAINT) {
/* exception: object is in weight paint and has deforming armature in pose mode */
if (ob->mode & OB_MODE_WEIGHT_PAINT) {
if (BKE_object_pose_armature_get(ob) != NULL) {
return true;
}
}
/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
const Paint *p = BKE_paint_get_active(scene, sl);
if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
return true;
}
}
}
/* no exception met? then don't draw cursor! */
return false;
}
return true;
}
static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
{
int co[2];
/* we don't want the clipping for cursor */
if (ED_view3d_project_int_global(ar, ED_view3d_cursor3d_get(scene, v3d), co, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
const float f5 = 0.25f * U.widget_unit;
const float f10 = 0.5f * U.widget_unit;
const float f20 = U.widget_unit;
glLineWidth(1.0f);
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
const int segments = 16;
immBegin(PRIM_LINE_LOOP, segments);
for (int i = 0; i < segments; ++i) {
float angle = 2 * M_PI * ((float)i / (float)segments);
float x = co[0] + f10 * cosf(angle);
float y = co[1] + f10 * sinf(angle);
if (i % 2 == 0)
immAttrib3ub(color, 255, 0, 0);
else
immAttrib3ub(color, 255, 255, 255);
immVertex2f(pos, x, y);
}
immEnd();
immUnbindProgram();
VertexFormat_clear(format);
pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
unsigned char crosshair_color[3];
UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
immUniformColor3ubv(crosshair_color);
immBegin(PRIM_LINES, 8);
immVertex2f(pos, co[0] - f20, co[1]);
immVertex2f(pos, co[0] - f5, co[1]);
immVertex2f(pos, co[0] + f5, co[1]);
immVertex2f(pos, co[0] + f20, co[1]);
immVertex2f(pos, co[0], co[1] - f20);
immVertex2f(pos, co[0], co[1] - f5);
immVertex2f(pos, co[0], co[1] + f5);
immVertex2f(pos, co[0], co[1] + f20);
immEnd();
immUnbindProgram();
}
}
static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
{
const float k = U.rvisize * U.pixelsize; /* axis size */
const int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
const float startx = rect->xmin + k + 1.0f; /* axis center in screen coordinates, x=y */
const float starty = rect->ymin + k + 1.0f;
float axis_pos[3][2];
unsigned char axis_col[3][4];
int axis_order[3] = {0, 1, 2};
axis_sort_v3(rv3d->viewinv[2], axis_order);
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
/* get position of each axis tip on screen */
float vec[3] = { 0.0f };
vec[i] = 1.0f;
mul_qt_v3(rv3d->viewquat, vec);
axis_pos[i][0] = startx + vec[0] * k;
axis_pos[i][1] = starty + vec[1] * k;
/* get color of each axis */
UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
}
/* draw axis lines */
glLineWidth(2.0f);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(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);
immVertex2fv(pos, axis_pos[i]);
}
immEnd();
immUnbindProgram();
glDisable(GL_LINE_SMOOTH);
/* draw axis names */
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
const char axis_text[2] = {'x' + i, '\0'};
BLF_color4ubv(BLF_default(), axis_col[i]);
BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
}
}
#ifdef WITH_INPUT_NDOF
/* draw center and axis of rotation for ongoing 3D mouse navigation */
static void draw_rotation_guide(RegionView3D *rv3d)
{
float o[3]; /* center of rotation */
float end[3]; /* endpoints for drawing */
GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
negate_v3_v3(o, rv3d->ofs);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE); /* don't overwrite zbuf */
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
if (rv3d->rot_angle != 0.0f) {
/* -- draw rotation axis -- */
float scaled_axis[3];
const float scale = rv3d->dist;
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
immBegin(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(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(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);
RegionView3D *rv3d = ar->regiondata;
View3D *v3d = CTX_wm_view3d(C);
if (rv3d->persp == RV3D_CAMOB) {
drawviewborder(scene, ar, v3d);
}
else if (v3d->flag2 & V3D_RENDER_BORDER) {
drawrenderborder(ar, v3d);
}
}
/**
* Grease Pencil
*/
static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
{
/* TODO viewport */
}
/**
* Viewport Name
*/
static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
{
const char *name = NULL;
switch (rv3d->view) {
case RV3D_VIEW_FRONT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho");
else name = IFACE_("Front Persp");
break;
case RV3D_VIEW_BACK:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho");
else name = IFACE_("Back Persp");
break;
case RV3D_VIEW_TOP:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho");
else name = IFACE_("Top Persp");
break;
case RV3D_VIEW_BOTTOM:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho");
else name = IFACE_("Bottom Persp");
break;
case RV3D_VIEW_RIGHT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho");
else name = IFACE_("Right Persp");
break;
case RV3D_VIEW_LEFT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho");
else name = IFACE_("Left Persp");
break;
default:
if (rv3d->persp == RV3D_CAMOB) {
if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
Camera *cam;
cam = v3d->camera->data;
if (cam->type == CAM_PERSP) {
name = IFACE_("Camera Persp");
}
else if (cam->type == CAM_ORTHO) {
name = IFACE_("Camera Ortho");
}
else {
BLI_assert(cam->type == CAM_PANO);
name = IFACE_("Camera Pano");
}
}
else {
name = IFACE_("Object as Camera");
}
}
else {
name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp");
}
}
return name;
}
static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
const char *name = view3d_get_name(v3d, rv3d);
/* increase size for unicode languages (Chinese in utf-8...) */
#ifdef WITH_INTERNATIONAL
char tmpstr[96];
#else
char tmpstr[32];
#endif
if (v3d->localvd) {
BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
name = tmpstr;
}
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
#ifdef WITH_INTERNATIONAL
BLF_draw_default(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
#else
BLF_draw_default_ascii(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
#endif
}
/**
* draw info beside axes in bottom left-corner:
* framenum, object name, bone name (if available), marker name (if available)
*/
static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
{
const int cfra = CFRA;
const char *msg_pin = " (Pinned)";
const char *msg_sep = " : ";
const int font_id = BLF_default();
char info[300];
char *s = info;
short offset = 1.5f * UI_UNIT_X + rect->xmin;
s += sprintf(s, "(%d)", cfra);
/*
* info can contain:
* - a frame (7 + 2)
* - 3 object names (MAX_NAME)
* - 2 BREAD_CRUMB_SEPARATORs (6)
* - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
* - a marker name (MAX_NAME + 3)
*/
/* get name of marker on current frame (if available) */
const char *markern = BKE_scene_find_marker_name(scene, cfra);
/* check if there is an object */
if (ob) {
*s++ = ' ';
s += BLI_strcpy_rlen(s, ob->id.name + 2);
/* name(s) to display depends on type of object */
if (ob->type == OB_ARMATURE) {
bArmature *arm = ob->data;
/* show name of active bone too (if possible) */
if (arm->edbo) {
if (arm->act_edbone) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_edbone->name);
}
}
else if (ob->mode & OB_MODE_POSE) {
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
/* try to display active bone and active shapekey too (if they exist) */
if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
Object *armobj = BKE_object_pose_armature_get(ob);
if (armobj && armobj->mode & OB_MODE_POSE) {
bArmature *arm = armobj->data;
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
Key *key = BKE_key_from_object(ob);
if (key) {
KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
if (kb) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, kb->name);
if (ob->shapeflag & OB_SHAPE_LOCK) {
s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
}
}
}
}
/* color depends on whether there is a keyframe */
if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL))
UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra))
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
else
UI_FontThemeColor(font_id, TH_TEXT_HI);
}
else {
/* no object */
if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra))
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
else
UI_FontThemeColor(font_id, TH_TEXT_HI);
}
if (markern) {
s += sprintf(s, " <%s>", markern);
}
if (U.uiflag & USER_SHOW_ROTVIEWICON)
offset = U.widget_unit + (U.rvisize * 2) + rect->xmin;
BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info));
}
/* ******************** view loop ***************** */
/**
* 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);
if (U.uiflag & USER_SHOW_ROTVIEWICON) {
draw_view_axis(rv3d, &rect);
}
if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
ED_scene_draw_fps(scene, &rect);
}
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(ar, v3d, &rect);
}
if (U.uiflag & USER_DRAWVIEWINFO) {
SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob = OBACT_NEW;
draw_selected_name(scene, ob, &rect);
}
#if 0 /* TODO */
if (grid_unit) { /* draw below the viewport name */
char numstr[32] = "";
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
if (v3d->grid != 1.0f) {
BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
}
BLF_draw_default_ascii(rect.xmin + U.widget_unit,
rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
numstr[0] ? numstr : grid_unit, sizeof(numstr));
}
#endif
}
static void view3d_draw_view(const bContext *C, ARegion *ar)
{
ED_view3d_draw_setup_view(CTX_wm_window(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);
}
void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = ar->regiondata;
/* XXX: In the future we should get RE from Layers/Depsgraph */
RenderEngineType *type = RE_engines_find(scene->r.engine);
/* Provisory Blender Internal drawing */
if (type->flag & RE_USE_LEGACY_PIPELINE) {
view3d_main_region_draw_legacy(C, ar);
return;
}
if (!rv3d->viewport) {
rv3d->viewport = GPU_viewport_create();
}
GPU_viewport_bind(rv3d->viewport, &ar->winrct);
view3d_draw_view(C, ar);
GPU_viewport_unbind(rv3d->viewport);
v3d->flag |= V3D_INVALID_BACKBUF;
}
/* -------------------------------------------------------------------- */
/** \name Offscreen Drawing
* \{ */
static void view3d_stereo3d_setup_offscreen(
Scene *scene, View3D *v3d, ARegion *ar,
float winmat[4][4], const char *viewname)
{
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
float viewmat[4][4];
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
}
}
void ED_view3d_draw_offscreen_init(Scene *scene, SceneLayer *sl, View3D *v3d)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (type->flag & RE_USE_LEGACY_PIPELINE) {
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) {
VP_deprecated_gpu_update_lamps_shadows_world(scene, v3d);
}
}
}
/*
* Function to clear the view
*/
static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
glClear(GL_DEPTH_BUFFER_BIT);
if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
VP_view3d_draw_background_world(scene, v3d, ar->regiondata);
}
else {
VP_view3d_draw_background_none();
}
}
/* ED_view3d_draw_offscreen_init should be called before this to initialize
* stuff like shadow buffers
*/
void ED_view3d_draw_offscreen(
Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
float viewmat[4][4], float winmat[4][4],
bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
GPUFX *fx, GPUFXSettings *fx_settings,
GPUOffScreen *ofs)
{
bool do_compositing = false;
RegionView3D *rv3d = ar->regiondata;
/* 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();
/* clear opengl buffers */
if (do_sky) {
view3d_main_region_clear(scene, v3d, ar);
}
else {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
else
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
/* main drawing call */
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (type->flag & RE_USE_LEGACY_PIPELINE) {
/* framebuffer fx needed, we need to draw offscreen first */
if (v3d->fx_settings.fx_flag && fx) {
GPUSSAOSettings *ssao = NULL;
if (v3d->drawtype < OB_SOLID) {
ssao = v3d->fx_settings.ssao;
v3d->fx_settings.ssao = NULL;
}
do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
if (ssao)
v3d->fx_settings.ssao = ssao;
}
VP_deprecated_view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
/* post process */
if (do_compositing) {
if (!winmat)
is_persp = rv3d->is_persp;
GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
}
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* draw grease-pencil stuff */
ED_region_pixelspace(ar);
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
}
/* freeing the images again here could be done after the operator runs, leaving for now */
GPU_free_images_anim();
}
}
else {
/* XXX, should take depsgraph as arg */
DRW_draw_render_loop_offscreen(scene->depsgraph, ar, v3d, ofs);
}
/* 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(
Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey,
unsigned int flag, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
/* output vars */
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
{
RegionView3D *rv3d = ar->regiondata;
const bool draw_sky = (alpha_mode == R_ADDSKY);
/* view state */
GPUFXSettings fx_settings = v3d->fx_settings;
bool is_ortho = false;
float winmat[4][4];
if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
/* sizes differ, can't reuse */
ofs = NULL;
}
const bool own_ofs = (ofs == NULL);
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
if (ofs == NULL) {
return NULL;
}
}
ED_view3d_draw_offscreen_init(scene, sl, v3d);
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);
BKE_camera_params_init(¶ms);
/* fallback for non camera objects */
params.clipsta = v3d->near;
params.clipend = v3d->far;
BKE_camera_params_from_object(¶ms, camera);
BKE_camera_multiview_params(&scene->r, ¶ms, camera, viewname);
BKE_camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(¶ms);
BKE_camera_to_gpu_dof(camera, &fx_settings);
is_ortho = params.is_ortho;
copy_m4_m4(winmat, params.winmat);
}
else {
rctf viewplane;
float clipsta, clipend;
is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
if (is_ortho) {
orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
}
else {
perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
}
if ((samples && full_samples) == 0) {
/* Single-pass render, common case */
ED_view3d_draw_offscreen(
scene, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
if (ibuf->rect_float) {
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
}
else if (ibuf->rect) {
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
}
}
else {
/* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
* Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
static float jit_ofs[32][2];
float winmat_jitter[4][4];
/* use imbuf as temp storage, before writing into it from accumulation buffer */
unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
BLI_jitter_init(jit_ofs, samples);
/* first sample buffer, also initializes 'rv3d->persmat' */
ED_view3d_draw_offscreen(
scene, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
unsigned i = sizex * sizey * 4;
while (i--) {
accum_buffer[i] = rect_temp[i];
}
/* 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(
scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
i = sizex * sizey * 4;
while (i--) {
accum_buffer[i] += rect_temp[i];
}
}
if (ibuf->rect_float) {
float *rect_float = ibuf->rect_float;
i = sizex * sizey * 4;
while (i--) {
rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
}
}
else {
unsigned char *rect_ub = (unsigned char *)ibuf->rect;
i = sizex * sizey * 4;
while (i--) {
rect_ub[i] = accum_buffer[i] / samples;
}
}
MEM_freeN(accum_buffer);
}
/* unbind */
GPU_offscreen_unbind(ofs, true);
if (own_ofs) {
GPU_offscreen_free(ofs);
}
if (ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);
return ibuf;
}
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
*
* \param ofs: Optional off-screen buffer can be NULL.
* (avoids re-creating when doing multiple GL renders).
*
* \note used by the sequencer
*/
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
Scene *scene, SceneLayer *sl, Object *camera, int width, int height,
unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
{
View3D v3d = {NULL};
ARegion ar = {NULL};
RegionView3D rv3d = {{{0}}};
/* connect data */
v3d.regionbase.first = v3d.regionbase.last = &ar;
ar.regiondata = &rv3d;
ar.regiontype = RGN_TYPE_WINDOW;
v3d.camera = camera;
v3d.lay = scene->lay;
v3d.drawtype = drawtype;
v3d.flag2 = V3D_RENDER_OVERRIDE;
if (use_gpencil)
v3d.flag2 |= V3D_SHOW_GPENCIL;
if (use_solid_tex)
v3d.flag2 |= V3D_SOLID_TEX;
if (draw_background)
v3d.flag3 |= V3D_SHOW_WORLD;
rv3d.persp = RV3D_CAMOB;
copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
normalize_m4(rv3d.viewinv);
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
{
CameraParams params;
Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
BKE_camera_params_init(¶ms);
BKE_camera_params_from_object(¶ms, view_camera);
BKE_camera_multiview_params(&scene->r, ¶ms, view_camera, viewname);
BKE_camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(¶ms);
copy_m4_m4(rv3d.winmat, params.winmat);
v3d.near = params.clipsta;
v3d.far = params.clipend;
v3d.lens = params.lens;
}
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(
scene, sl, &v3d, &ar, width, height, flag,
draw_background, alpha_mode, samples, full_samples, viewname,
fx, ofs, err_out);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Legacy Interface
*
* This will be removed once the viewport gets replaced
* meanwhile it should keep the old viewport working.
*
* \{ */
void VP_legacy_drawcursor(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
{
if (is_cursor_visible(scene, sl)) {
drawcursor(scene, ar, v3d);
}
}
void VP_legacy_draw_view_axis(RegionView3D *rv3d, rcti *rect)
{
draw_view_axis(rv3d, rect);
}
void VP_legacy_draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
{
draw_viewport_name(ar, v3d, rect);
}
void VP_legacy_draw_selected_name(Scene *scene, Object *ob, rcti *rect)
{
draw_selected_name(scene, ob, rect);
}
void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
drawgrid(unit, ar, v3d, grid_unit);
}
void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
{
drawfloor(scene, v3d, grid_unit, write_depth);
}
void VP_legacy_view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
}
bool VP_legacy_view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
return view3d_stereo3d_active(CTX_wm_window(C), scene, v3d, rv3d);
}
void VP_legacy_view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
{
view3d_stereo3d_setup(scene, v3d, ar, NULL);
}
bool VP_legacy_use_depth(Scene *scene, View3D *v3d)
{
return use_depth_doit(scene, v3d);
}
void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
{
drawviewborder(scene, ar, v3d);
}
void VP_drawrenderborder(ARegion *ar, View3D *v3d)
{
drawrenderborder(ar, v3d);
}
void VP_view3d_draw_background_none(void)
{
if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
view3d_draw_background_gradient();
}
else {
view3d_draw_background_none();
}
}
void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
view3d_draw_background_world(scene, v3d, rv3d);
}
void VP_view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
view3d_main_region_clear(scene, v3d, ar);
}
/** \} */
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