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|
/*
* 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.
*/
/** \file
* \ingroup spview3d
*/
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_key_types.h"
#include "DNA_light_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "DNA_brush_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_endian_switch.h"
#include "BLI_threads.h"
#include "BKE_anim.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_layer.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_unit.h"
#include "BKE_movieclip.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "IMB_colormanagement.h"
#include "BIF_glutil.h"
#include "WM_api.h"
#include "WM_types.h"
#include "BLF_api.h"
#include "BLT_translation.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_screen_types.h"
#include "ED_transform.h"
#include "ED_view3d.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "GPU_draw.h"
#include "GPU_framebuffer.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_select.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_viewport.h"
#include "RE_engine.h"
#include "DRW_engine.h"
#include "view3d_intern.h" /* own include */
/* ********* custom clipping *********** */
/* Legacy 2.7x, now use shaders that use clip distance instead.
* Remove once clipping is working properly. */
#define USE_CLIP_PLANES
void ED_view3d_clipping_set(RegionView3D *rv3d)
{
#ifdef USE_CLIP_PLANES
double plane[4];
const uint tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
for (unsigned a = 0; a < tot; a++) {
copy_v4db_v4fl(plane, rv3d->clip[a]);
glClipPlane(GL_CLIP_PLANE0 + a, plane);
glEnable(GL_CLIP_PLANE0 + a);
glEnable(GL_CLIP_DISTANCE0 + a);
}
#else
for (unsigned a = 0; a < 6; a++) {
glEnable(GL_CLIP_DISTANCE0 + a);
}
#endif
}
/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
void ED_view3d_clipping_disable(void)
{
for (unsigned a = 0; a < 6; a++) {
#ifdef USE_CLIP_PLANES
glDisable(GL_CLIP_PLANE0 + a);
#endif
glDisable(GL_CLIP_DISTANCE0 + a);
}
}
void ED_view3d_clipping_enable(void)
{
for (unsigned a = 0; a < 6; a++) {
#ifdef USE_CLIP_PLANES
glEnable(GL_CLIP_PLANE0 + a);
#endif
glEnable(GL_CLIP_DISTANCE0 + a);
}
}
/* *********************** backdraw for selection *************** */
static void validate_object_select_id(struct Depsgraph *depsgraph,
Scene *scene,
ARegion *ar,
View3D *v3d,
Object *obact,
Object *obedit,
short select_mode)
{
RegionView3D *rv3d = ar->regiondata;
Scene *scene_eval = (Scene *)DEG_get_evaluated_id(depsgraph, &scene->id);
Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
BKE_paint_select_face_test(obact_eval))) {
/* do nothing */
}
/* texture paint mode sampling */
else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) &&
(v3d->shading.type > OB_WIRE)) {
/* do nothing */
}
else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) && !XRAY_ENABLED(v3d)) {
/* do nothing */
}
else if ((obedit && (obedit->mode & OB_MODE_EDIT)) && !XRAY_FLAG_ENABLED(v3d)) {
/* do nothing */
}
else {
v3d->flag &= ~V3D_INVALID_BACKBUF;
return;
}
if (!(v3d->flag & V3D_INVALID_BACKBUF)) {
return;
}
#if 0
if (test) {
if (qtest()) {
addafterqueue(ar->win, BACKBUFDRAW, 1);
return;
}
}
#endif
#if 0 /* v3d->zbuf deprecated */
if (v3d->shading.type > OB_WIRE) {
v3d->zbuf = true;
}
#endif
G.f |= G_FLAG_BACKBUFSEL;
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE) != 0)) {
DRW_framebuffer_select_id_setup(ar, true);
draw_object_select_id(depsgraph, scene_eval, v3d, rv3d, obact_eval, select_mode);
DRW_framebuffer_select_id_release(ar);
}
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the backbuffer in this case. */
v3d->flag &= ~V3D_INVALID_BACKBUF;
G.f &= ~G_FLAG_BACKBUFSEL;
}
/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
* Calling this function should be avoided during interactive drawing. */
static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data)
{
DefaultTextureList *dtxl = (DefaultTextureList *)GPU_viewport_texture_list_get(viewport);
GPUFrameBuffer *tmp_fb = GPU_framebuffer_create();
GPU_framebuffer_texture_attach(tmp_fb, dtxl->depth, 0, 0);
GPU_framebuffer_bind(tmp_fb);
glReadPixels(rect->xmin,
rect->ymin,
BLI_rcti_size_x(rect),
BLI_rcti_size_y(rect),
GL_DEPTH_COMPONENT,
GL_FLOAT,
data);
GPU_framebuffer_restore();
GPU_framebuffer_free(tmp_fb);
}
void ED_view3d_select_id_validate_with_select_mode(ViewContext *vc, short select_mode)
{
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the backbuffer in this case. */
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
validate_object_select_id(
vc->depsgraph, vc->scene, vc->ar, vc->v3d, vc->obact, vc->obedit, select_mode);
}
}
void ED_view3d_select_id_validate(ViewContext *vc)
{
ED_view3d_select_id_validate_with_select_mode(vc, -1);
}
void ED_view3d_backbuf_depth_validate(ViewContext *vc)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
ARegion *ar = vc->ar;
RegionView3D *rv3d = ar->regiondata;
Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE) != 0)) {
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
DRW_draw_depth_object(vc->ar, vc->v3d, viewport, obact_eval);
}
vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
}
}
uint *ED_view3d_select_id_read_rect(ViewContext *vc, const rcti *clip, uint *r_buf_len)
{
ED_view3d_select_id_validate(vc);
uint width = BLI_rcti_size_x(clip);
uint height = BLI_rcti_size_y(clip);
uint buf_len = width * height;
uint *buf = MEM_mallocN(buf_len * sizeof(*buf), __func__);
DRW_framebuffer_select_id_read(clip, buf);
if (r_buf_len) {
*r_buf_len = buf_len;
}
return buf;
}
/**
* allow for small values [0.5 - 2.5],
* and large values, FLT_MAX by clamping by the area size
*/
int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
{
return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
}
/* samples a single pixel (copied from vpaint) */
uint ED_view3d_select_id_sample(ViewContext *vc, int x, int y)
{
if (x >= vc->ar->winx || y >= vc->ar->winy) {
return 0;
}
uint buf_len;
uint *buf = ED_view3d_select_id_read(vc, x, y, x, y, &buf_len);
BLI_assert(0 != buf_len);
uint ret = buf[0];
MEM_freeN(buf);
return ret;
}
/* reads full rect, converts indices */
uint *ED_view3d_select_id_read(
ViewContext *vc, int xmin, int ymin, int xmax, int ymax, uint *r_buf_len)
{
if (UNLIKELY((xmin > xmax) || (ymin > ymax))) {
return NULL;
}
const rcti rect = {
.xmin = xmin,
.xmax = xmax + 1,
.ymin = ymin,
.ymax = ymax + 1,
};
uint buf_len;
uint *buf = ED_view3d_select_id_read_rect(vc, &rect, &buf_len);
if (r_buf_len) {
*r_buf_len = buf_len;
}
return buf;
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
uint ED_view3d_select_id_read_nearest(struct ViewContext *UNUSED(vc),
const int mval[2],
const uint id_min,
const uint id_max,
uint *r_dist)
{
/* Create region around mouse cursor. This must be square and have an odd
* width, the spiralling algorithm does not work with arbitrary rectangles. */
rcti rect;
BLI_rcti_init_pt_radius(&rect, mval, *r_dist);
rect.xmax += 1;
rect.ymax += 1;
int width = BLI_rcti_size_x(&rect);
int height = width;
BLI_assert(width == height);
/* Read from selection framebuffer. */
uint *buf = MEM_mallocN(width * height * sizeof(*buf), __func__);
DRW_framebuffer_select_id_read(&rect, buf);
/* Spiral, starting from center of buffer. */
int spiral_offset = height * (int)(width / 2) + (height / 2);
int spiral_direction = 0;
uint index = 0;
for (int nr = 1; nr <= height; nr++) {
for (int a = 0; a < 2; a++) {
for (int b = 0; b < nr; b++) {
/* Find hit within the specified range. */
uint hit_id = buf[spiral_offset];
if (hit_id && hit_id >= id_min && hit_id < id_max) {
/* Get x/y from spiral offset. */
int hit_x = spiral_offset % width;
int hit_y = spiral_offset / width;
int center_x = width / 2;
int center_y = height / 2;
/* Manhatten distance in keeping with other screen-based selection. */
*r_dist = (uint)(abs(hit_x - center_x) + abs(hit_y - center_y));
/* Indices start at 1 here. */
index = (hit_id - id_min) + 1;
goto exit;
}
/* Next spiral step. */
if (spiral_direction == 0) {
spiral_offset += 1; /* right */
}
else if (spiral_direction == 1) {
spiral_offset -= width; /* down */
}
else if (spiral_direction == 2) {
spiral_offset -= 1; /* left */
}
else {
spiral_offset += width; /* up */
}
/* Stop if we are outside the buffer. */
if (spiral_offset < 0 || spiral_offset >= width * height) {
goto exit;
}
}
spiral_direction = (spiral_direction + 1) % 4;
}
}
exit:
MEM_freeN(buf);
return index;
}
/* ************************************************************* */
static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
{
if (BKE_image_is_stereo(ima)) {
iuser->flag |= IMA_SHOW_STEREO;
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
iuser->multiview_eye = STEREO_LEFT_ID;
}
else if (v3d->stereo3d_camera != STEREO_3D_ID) {
/* show only left or right camera */
iuser->multiview_eye = v3d->stereo3d_camera;
}
BKE_image_multiview_index(ima, iuser);
}
else {
iuser->flag &= ~IMA_SHOW_STEREO;
}
}
static void view3d_draw_bgpic(Scene *scene,
Depsgraph *depsgraph,
ARegion *ar,
View3D *v3d,
const bool do_foreground,
const bool do_camera_frame)
{
RegionView3D *rv3d = ar->regiondata;
int fg_flag = do_foreground ? CAM_BGIMG_FLAG_FOREGROUND : 0;
if (v3d->camera == NULL || v3d->camera->type != OB_CAMERA) {
return;
}
Camera *cam = v3d->camera->data;
for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) {
if ((bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) != fg_flag) {
continue;
}
{
float image_aspect[2];
float x1, y1, x2, y2, centx, centy;
void *lock;
Image *ima = NULL;
/* disable individual images */
if ((bgpic->flag & CAM_BGIMG_FLAG_DISABLED)) {
continue;
}
ImBuf *ibuf = NULL;
ImBuf *freeibuf = NULL;
ImBuf *releaseibuf = NULL;
if (bgpic->source == CAM_BGIMG_SOURCE_IMAGE) {
ima = bgpic->ima;
if (ima == NULL) {
continue;
}
ImageUser iuser = bgpic->iuser;
iuser.scene = scene; /* Needed for render results. */
BKE_image_user_frame_calc(&iuser, (int)DEG_get_ctime(depsgraph));
if (ima->source == IMA_SRC_SEQUENCE && !(iuser.flag & IMA_USER_FRAME_IN_RANGE)) {
ibuf = NULL; /* frame is out of range, dont show */
}
else {
view3d_stereo_bgpic_setup(scene, v3d, ima, &iuser);
ibuf = BKE_image_acquire_ibuf(ima, &iuser, &lock);
releaseibuf = ibuf;
}
image_aspect[0] = ima->aspx;
image_aspect[1] = ima->aspy;
}
else if (bgpic->source == CAM_BGIMG_SOURCE_MOVIE) {
/* TODO: skip drawing when out of frame range (as image sequences do above) */
MovieClip *clip = NULL;
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERACLIP) {
if (scene->camera) {
clip = BKE_object_movieclip_get(scene, scene->camera, true);
}
}
else {
clip = bgpic->clip;
}
if (clip == NULL) {
continue;
}
BKE_movieclip_user_set_frame(&bgpic->cuser, (int)DEG_get_ctime(depsgraph));
ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
image_aspect[0] = clip->aspx;
image_aspect[1] = clip->aspy;
/* working with ibuf from image and clip has got different workflow now.
* ibuf acquired from clip is referenced by cache system and should
* be dereferenced after usage. */
freeibuf = ibuf;
}
else {
/* perhaps when loading future files... */
BLI_assert(0);
copy_v2_fl(image_aspect, 1.0f);
}
if (ibuf == NULL) {
continue;
}
if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) {
/* invalid image format */
if (freeibuf) {
IMB_freeImBuf(freeibuf);
}
if (releaseibuf) {
BKE_image_release_ibuf(ima, releaseibuf, lock);
}
continue;
}
if (ibuf->rect == NULL) {
IMB_rect_from_float(ibuf);
}
BLI_assert(rv3d->persp == RV3D_CAMOB);
{
if (do_camera_frame) {
rctf vb;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &vb, false);
x1 = vb.xmin;
y1 = vb.ymin;
x2 = vb.xmax;
y2 = vb.ymax;
}
else {
x1 = ar->winrct.xmin;
y1 = ar->winrct.ymin;
x2 = ar->winrct.xmax;
y2 = ar->winrct.ymax;
}
/* apply offset last - camera offset is different to offset in blender units */
/* so this has some sane way of working - this matches camera's shift _exactly_ */
{
const float max_dim = max_ff(x2 - x1, y2 - y1);
const float xof_scale = bgpic->offset[0] * max_dim;
const float yof_scale = bgpic->offset[1] * max_dim;
x1 += xof_scale;
y1 += yof_scale;
x2 += xof_scale;
y2 += yof_scale;
}
centx = (x1 + x2) * 0.5f;
centy = (y1 + y2) * 0.5f;
/* aspect correction */
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_ASPECT) {
/* apply aspect from clip */
const float w_src = ibuf->x * image_aspect[0];
const float h_src = ibuf->y * image_aspect[1];
/* destination aspect is already applied from the camera frame */
const float w_dst = x1 - x2;
const float h_dst = y1 - y2;
const float asp_src = w_src / h_src;
const float asp_dst = w_dst / h_dst;
if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) {
if ((asp_src > asp_dst) == ((bgpic->flag & CAM_BGIMG_FLAG_CAMERA_CROP) != 0)) {
/* fit X */
const float div = asp_src / asp_dst;
x1 = ((x1 - centx) * div) + centx;
x2 = ((x2 - centx) * div) + centx;
}
else {
/* fit Y */
const float div = asp_dst / asp_src;
y1 = ((y1 - centy) * div) + centy;
y2 = ((y2 - centy) * div) + centy;
}
}
}
}
/* complete clip? */
rctf clip_rect;
BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
if (bgpic->rotation) {
BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
}
if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx ||
clip_rect.ymin > ar->winy) {
if (freeibuf) {
IMB_freeImBuf(freeibuf);
}
if (releaseibuf) {
BKE_image_release_ibuf(ima, releaseibuf, lock);
}
continue;
}
float zoomx = (x2 - x1) / ibuf->x;
float zoomy = (y2 - y1) / ibuf->y;
/* For some reason; zoom-levels down refuses to use GL_ALPHA_SCALE. */
if (zoomx < 1.0f || zoomy < 1.0f) {
float tzoom = min_ff(zoomx, zoomy);
int mip = 0;
if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
IMB_remakemipmap(ibuf, 0);
ibuf->userflags &= ~IB_MIPMAP_INVALID;
}
else if (ibuf->mipmap[0] == NULL) {
IMB_makemipmap(ibuf, 0);
}
while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
tzoom *= 2.0f;
zoomx *= 2.0f;
zoomy *= 2.0f;
mip++;
}
if (mip > 0) {
ibuf = ibuf->mipmap[mip - 1];
}
}
GPU_depth_test(!do_foreground);
glDepthMask(GL_FALSE);
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_matrix_push_projection();
GPU_matrix_push();
ED_region_pixelspace(ar);
GPU_matrix_translate_2f(centx, centy);
GPU_matrix_scale_1f(bgpic->scale);
GPU_matrix_rotate_2d(RAD2DEGF(-bgpic->rotation));
if (bgpic->flag & CAM_BGIMG_FLAG_FLIP_X) {
zoomx *= -1.0f;
x1 = x2;
}
if (bgpic->flag & CAM_BGIMG_FLAG_FLIP_Y) {
zoomy *= -1.0f;
y1 = y2;
}
float col[4] = {1.0f, 1.0f, 1.0f, bgpic->alpha};
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
immDrawPixelsTex(&state,
x1 - centx,
y1 - centy,
ibuf->x,
ibuf->y,
GL_RGBA,
GL_UNSIGNED_BYTE,
GL_LINEAR,
ibuf->rect,
zoomx,
zoomy,
col);
GPU_matrix_pop_projection();
GPU_matrix_pop();
GPU_blend(false);
glDepthMask(GL_TRUE);
GPU_depth_test(true);
if (freeibuf) {
IMB_freeImBuf(freeibuf);
}
if (releaseibuf) {
BKE_image_release_ibuf(ima, releaseibuf, lock);
}
}
}
}
void ED_view3d_draw_bgpic_test(Scene *scene,
Depsgraph *depsgraph,
ARegion *ar,
View3D *v3d,
const bool do_foreground,
const bool do_camera_frame)
{
RegionView3D *rv3d = ar->regiondata;
if ((rv3d->persp == RV3D_CAMOB) && v3d->camera && (v3d->camera->type == OB_CAMERA)) {
Camera *cam = v3d->camera->data;
if ((cam->flag & CAM_SHOW_BG_IMAGE) == 0) {
return;
}
}
else {
return;
}
/* disabled - mango request, since footage /w only render is quite useful
* and this option is easy to disable all background images at once */
#if 0
if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
return;
}
#endif
if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
if (rv3d->persp == RV3D_CAMOB) {
view3d_draw_bgpic(scene, depsgraph, ar, v3d, do_foreground, do_camera_frame);
}
}
else {
view3d_draw_bgpic(scene, depsgraph, ar, v3d, do_foreground, do_camera_frame);
}
}
/* *********************** */
void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
{
/* clamp rect by region */
rcti r = {
.xmin = 0,
.xmax = ar->winx - 1,
.ymin = 0,
.ymax = ar->winy - 1,
};
/* Constrain rect to depth bounds */
BLI_rcti_isect(&r, rect, rect);
/* assign values to compare with the ViewDepths */
int x = rect->xmin;
int y = rect->ymin;
int w = BLI_rcti_size_x(rect);
int h = BLI_rcti_size_y(rect);
if (w <= 0 || h <= 0) {
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = NULL;
d->damaged = false;
}
else if (d->w != w || d->h != h || d->x != x || d->y != y || d->depths == NULL) {
d->x = x;
d->y = y;
d->w = w;
d->h = h;
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
d->damaged = true;
}
if (d->damaged) {
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
view3d_opengl_read_Z_pixels(viewport, rect, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
void ED_view3d_depth_update(ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
/* Create storage for, and, if necessary, copy depth buffer */
if (!rv3d->depths) {
rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
}
if (rv3d->depths) {
ViewDepths *d = rv3d->depths;
if (d->w != ar->winx || d->h != ar->winy || !d->depths) {
d->w = ar->winx;
d->h = ar->winy;
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
d->damaged = true;
}
if (d->damaged) {
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
rcti r = {
.xmin = 0,
.xmax = d->w,
.ymin = 0,
.ymax = d->h,
};
view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
}
/* utility function to find the closest Z value, use for autodepth */
float view3d_depth_near(ViewDepths *d)
{
/* convert to float for comparisons */
const float near = (float)d->depth_range[0];
const float far_real = (float)d->depth_range[1];
float far = far_real;
const float *depths = d->depths;
float depth = FLT_MAX;
int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
/* far is both the starting 'far' value
* and the closest value found. */
while (i--) {
depth = *depths++;
if ((depth < far) && (depth > near)) {
far = depth;
}
}
return far == far_real ? FLT_MAX : far;
}
void ED_view3d_draw_depth_gpencil(Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d)
{
/* Setup view matrix. */
ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
GPU_clear(GPU_DEPTH_BIT);
GPU_depth_test(true);
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
DRW_draw_depth_loop_gpencil(depsgraph, ar, v3d, viewport);
GPU_depth_test(false);
}
/* *********************** customdata **************** */
void ED_view3d_datamask(const bContext *C,
const Scene *UNUSED(scene),
const View3D *v3d,
CustomData_MeshMasks *r_cddata_masks)
{
const int drawtype = view3d_effective_drawtype(v3d);
if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL)) {
r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
if (drawtype == OB_MATERIAL) {
r_cddata_masks->vmask |= CD_MASK_ORCO;
}
}
if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
(v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) {
r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
}
}
/* goes over all modes and view3d settings */
void ED_view3d_screen_datamask(const bContext *C,
const Scene *scene,
const bScreen *screen,
CustomData_MeshMasks *r_cddata_masks)
{
CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH);
/* check if we need tfaces & mcols due to view mode */
for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_VIEW3D) {
ED_view3d_datamask(C, scene, sa->spacedata.first, r_cddata_masks);
}
}
}
/**
* Store values from #RegionView3D, set when drawing.
* This is needed when we draw with to a viewport using a different matrix (offscreen drawing for example).
*
* Values set by #ED_view3d_update_viewmat should be handled here.
*/
struct RV3DMatrixStore {
float winmat[4][4];
float viewmat[4][4];
float viewinv[4][4];
float persmat[4][4];
float persinv[4][4];
float viewcamtexcofac[4];
float pixsize;
};
struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
{
struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
rv3dmat->pixsize = rv3d->pixsize;
return (void *)rv3dmat;
}
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
{
struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
rv3d->pixsize = rv3dmat->pixsize;
}
/**
* \note The info that this uses is updated in #ED_refresh_viewport_fps,
* which currently gets called during #SCREEN_OT_animation_step.
*/
void ED_scene_draw_fps(Scene *scene, int xoffset, int *yoffset)
{
ScreenFrameRateInfo *fpsi = scene->fps_info;
char printable[16];
if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) {
return;
}
printable[0] = '\0';
#if 0
/* this is too simple, better do an average */
fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
#else
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 /
(fpsi->lredrawtime - fpsi->redrawtime));
float fps = 0.0f;
int tot = 0;
for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
if (fpsi->redrawtimes_fps[i]) {
fps += fpsi->redrawtimes_fps[i];
tot++;
}
}
if (tot) {
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
//fpsi->redrawtime_index++;
//if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE) {
// fpsi->redrawtime = 0;
//}
fps = fps / tot;
}
#endif
const int font_id = BLF_default();
/* is this more than half a frame behind? */
if (fps + 0.5f < (float)(FPS)) {
UI_FontThemeColor(font_id, TH_REDALERT);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
}
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
*yoffset -= U.widget_unit;
#ifdef WITH_INTERNATIONAL
BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
#else
BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
#endif
BLF_disable(font_id, BLF_SHADOW);
}
static bool view3d_main_region_do_render_draw(const Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->view_update && type->view_draw);
}
bool ED_view3d_calc_render_border(
const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *ar, rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
bool use_border;
/* test if there is a 3d view rendering */
if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene)) {
return false;
}
/* test if there is a border render */
if (rv3d->persp == RV3D_CAMOB) {
use_border = (scene->r.mode & R_BORDER) != 0;
}
else {
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
}
if (!use_border) {
return false;
}
/* compute border */
if (rv3d->persp == RV3D_CAMOB) {
rctf viewborder;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
rect->xmin = v3d->render_border.xmin * ar->winx;
rect->xmax = v3d->render_border.xmax * ar->winx;
rect->ymin = v3d->render_border.ymin * ar->winy;
rect->ymax = v3d->render_border.ymax * ar->winy;
}
BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
BLI_rcti_isect(&ar->winrct, rect, rect);
return true;
}
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