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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_legacy.c
* \ingroup spview3d
*/
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "DNA_group_types.h"
#include "DNA_mesh_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "DNA_brush_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_jitter.h"
#include "BLI_utildefines.h"
#include "BLI_endian_switch.h"
#include "BLI_threads.h"
#include "BKE_anim.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_DerivedMesh.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_unit.h"
#include "BKE_movieclip.h"
#include "RE_engine.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "IMB_colormanagement.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
#include "BLF_api.h"
#include "BLT_translation.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_screen_types.h"
#include "ED_transform.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "GPU_draw.h"
#include "GPU_framebuffer.h"
#include "GPU_material.h"
#include "GPU_compositing.h"
#include "GPU_extensions.h"
#include "GPU_immediate.h"
#include "view3d_intern.h" /* own include */
/* prototypes */
static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
float winmat[4][4], const char *viewname);
void circ(float x, float y, float rad)
{
glBegin(GL_LINE_LOOP);
const int segments = 32;
for (int i = 0; i < segments; ++i) {
float angle = 2 * M_PI * ((float)i / (float)segments);
glVertex2f(x + rad * cosf(angle),
y + rad * sinf(angle));
}
glEnd();
}
/* ********* custom clipping *********** */
static void view3d_draw_clipping(RegionView3D *rv3d)
{
BoundBox *bb = rv3d->clipbb;
if (bb) {
const unsigned int clipping_index[6][4] = {
{0, 1, 2, 3},
{0, 4, 5, 1},
{4, 7, 6, 5},
{7, 3, 2, 6},
{1, 5, 6, 2},
{7, 4, 0, 3}
};
/* fill in zero alpha for rendering & re-projection [#31530] */
unsigned char col[4];
UI_GetThemeColor4ubv(TH_V3D_CLIPPING_BORDER, col);
glColor4ubv(col);
glEnable(GL_BLEND);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, bb->vec);
glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
}
}
void ED_view3d_clipping_set(RegionView3D *rv3d)
{
double plane[4];
const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
for (unsigned a = 0; a < tot; a++) {
copy_v4db_v4fl(plane, rv3d->clip[a]);
glClipPlane(GL_CLIP_PLANE0 + a, plane);
glEnable(GL_CLIP_PLANE0 + a);
}
}
/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
void ED_view3d_clipping_disable(void)
{
for (unsigned a = 0; a < 6; a++) {
glDisable(GL_CLIP_PLANE0 + a);
}
}
void ED_view3d_clipping_enable(void)
{
for (unsigned a = 0; a < 6; a++) {
glEnable(GL_CLIP_PLANE0 + a);
}
}
static bool view3d_clipping_test(const float co[3], const float clip[6][4])
{
if (plane_point_side_v3(clip[0], co) > 0.0f)
if (plane_point_side_v3(clip[1], co) > 0.0f)
if (plane_point_side_v3(clip[2], co) > 0.0f)
if (plane_point_side_v3(clip[3], co) > 0.0f)
return false;
return true;
}
/* for 'local' ED_view3d_clipping_local must run first
* then all comparisons can be done in localspace */
bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
{
return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
}
/* ********* end custom clipping *********** */
static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
{
BIFIconID icon;
if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
icon = ICON_AXIS_TOP;
else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
icon = ICON_AXIS_FRONT;
else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
icon = ICON_AXIS_SIDE;
else return;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
UI_icon_draw(5.0 + rect->xmin, 5.0 + rect->ymin, icon);
glDisable(GL_BLEND);
}
/* *********************** backdraw for selection *************** */
static void backdrawview3d(Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d = ar->regiondata;
struct Base *base = sl->basact;
int multisample_enabled;
BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
BKE_paint_select_face_test(base->object)))
{
/* do nothing */
}
/* texture paint mode sampling */
else if (base && (base->object->mode & OB_MODE_TEXTURE_PAINT) &&
(v3d->drawtype > OB_WIRE))
{
/* do nothing */
}
else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) &&
V3D_IS_ZBUF(v3d))
{
/* do nothing */
}
else if (scene->obedit &&
V3D_IS_ZBUF(v3d))
{
/* do nothing */
}
else {
v3d->flag &= ~V3D_INVALID_BACKBUF;
return;
}
if (!(v3d->flag & V3D_INVALID_BACKBUF))
return;
#if 0
if (test) {
if (qtest()) {
addafterqueue(ar->win, BACKBUFDRAW, 1);
return;
}
}
#endif
if (v3d->drawtype > OB_WIRE) v3d->zbuf = true;
/* dithering and AA break color coding, so disable */
glDisable(GL_DITHER);
multisample_enabled = glIsEnabled(GL_MULTISAMPLE);
if (multisample_enabled)
glDisable(GL_MULTISAMPLE);
if (win->multisamples != USER_MULTISAMPLE_NONE) {
/* for multisample we use an offscreen FBO. multisample drawing can fail
* with color coded selection drawing, and reading back depths from such
* a buffer can also cause a few seconds freeze on OS X / NVidia. */
int w = BLI_rcti_size_x(&ar->winrct);
int h = BLI_rcti_size_y(&ar->winrct);
char error[256];
if (rv3d->gpuoffscreen) {
if (GPU_offscreen_width(rv3d->gpuoffscreen) != w ||
GPU_offscreen_height(rv3d->gpuoffscreen) != h)
{
GPU_offscreen_free(rv3d->gpuoffscreen);
rv3d->gpuoffscreen = NULL;
}
}
if (!rv3d->gpuoffscreen) {
rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error);
if (!rv3d->gpuoffscreen)
fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error);
}
}
if (rv3d->gpuoffscreen)
GPU_offscreen_bind(rv3d->gpuoffscreen, true);
else
glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
glClearColor(0.0, 0.0, 0.0, 0.0);
if (v3d->zbuf) {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else {
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(rv3d);
G.f |= G_BACKBUFSEL;
if (base && ((base->flag & BASE_VISIBLED) != 0))
draw_object_backbufsel(scene, v3d, rv3d, base->object);
if (rv3d->gpuoffscreen)
GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
else
ar->swap = 0; /* mark invalid backbuf for wm draw */
v3d->flag &= ~V3D_INVALID_BACKBUF;
G.f &= ~G_BACKBUFSEL;
v3d->zbuf = false;
glDisable(GL_DEPTH_TEST);
glEnable(GL_DITHER);
if (multisample_enabled)
glEnable(GL_MULTISAMPLE);
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
}
void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->gpuoffscreen) {
GPU_offscreen_bind(rv3d->gpuoffscreen, true);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(x, y, w, h, format, type, data);
GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
}
else {
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
}
/* XXX depth reading exception, for code not using gpu offscreen */
static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
{
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
void ED_view3d_backbuf_validate(ViewContext *vc)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF)
backdrawview3d(vc->scene, vc->sl, vc->win, vc->ar, vc->v3d);
}
/**
* allow for small values [0.5 - 2.5],
* and large values, FLT_MAX by clamping by the area size
*/
int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
{
return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
}
/* samples a single pixel (copied from vpaint) */
unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y)
{
if (x >= vc->ar->winx || y >= vc->ar->winy) {
return 0;
}
ED_view3d_backbuf_validate(vc);
unsigned int col;
view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
glReadBuffer(GL_BACK);
if (ENDIAN_ORDER == B_ENDIAN) {
BLI_endian_switch_uint32(&col);
}
return GPU_select_to_index(col);
}
/* reads full rect, converts indices */
ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
{
/* clip */
const rcti clip = {
max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1),
max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)};
const int size_clip[2] = {
BLI_rcti_size_x(&clip) + 1,
BLI_rcti_size_y(&clip) + 1};
if (UNLIKELY((clip.xmin > clip.xmax) ||
(clip.ymin > clip.ymax)))
{
return NULL;
}
ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
ED_view3d_backbuf_validate(vc);
view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect);
glReadBuffer(GL_BACK);
if (ENDIAN_ORDER == B_ENDIAN) {
IMB_convert_rgba_to_abgr(ibuf_clip);
}
GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
if ((clip.xmin == xmin) &&
(clip.xmax == xmax) &&
(clip.ymin == ymin) &&
(clip.ymax == ymax))
{
return ibuf_clip;
}
else {
/* put clipped result into a non-clipped buffer */
const int size[2] = {
(xmax - xmin + 1),
(ymax - ymin + 1)};
ImBuf *ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
IMB_rectcpy(
ibuf_full, ibuf_clip,
clip.xmin - xmin, clip.ymin - ymin,
0, 0,
size_clip[0], size_clip[1]);
IMB_freeImBuf(ibuf_clip);
return ibuf_full;
}
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
unsigned int ED_view3d_backbuf_sample_rect(
ViewContext *vc, const int mval[2], int size,
unsigned int min, unsigned int max, float *r_dist)
{
int dirvec[4][2];
const int amount = (size - 1) / 2;
const int minx = mval[0] - (amount + 1);
const int miny = mval[1] - (amount + 1);
ImBuf *buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1);
if (!buf) return 0;
unsigned index = 0;
int rc = 0;
dirvec[0][0] = 1; dirvec[0][1] = 0;
dirvec[1][0] = 0; dirvec[1][1] = -size;
dirvec[2][0] = -1; dirvec[2][1] = 0;
dirvec[3][0] = 0; dirvec[3][1] = size;
const unsigned *bufmin = buf->rect;
const unsigned *tbuf = buf->rect;
const unsigned *bufmax = buf->rect + size * size;
tbuf += amount * size + amount;
for (int nr = 1; nr <= size; nr++) {
for (int a = 0; a < 2; a++) {
for (int b = 0; b < nr; b++) {
if (*tbuf && *tbuf >= min && *tbuf < max) {
/* we got a hit */
/* get x,y pixel coords from the offset
* (manhatten distance in keeping with other screen-based selection) */
*r_dist = (float)(
abs(((int)(tbuf - buf->rect) % size) - (size / 2)) +
abs(((int)(tbuf - buf->rect) / size) - (size / 2)));
/* indices start at 1 here */
index = (*tbuf - min) + 1;
goto exit;
}
tbuf += (dirvec[rc][0] + dirvec[rc][1]);
if (tbuf < bufmin || tbuf >= bufmax) {
goto exit;
}
}
rc++;
rc &= 3;
}
}
exit:
IMB_freeImBuf(buf);
return index;
}
/* ************************************************************* */
static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
{
if (BKE_image_is_stereo(ima)) {
iuser->flag |= IMA_SHOW_STEREO;
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
iuser->multiview_eye = STEREO_LEFT_ID;
}
else if (v3d->stereo3d_camera != STEREO_3D_ID) {
/* show only left or right camera */
iuser->multiview_eye = v3d->stereo3d_camera;
}
BKE_image_multiview_index(ima, iuser);
}
else {
iuser->flag &= ~IMA_SHOW_STEREO;
}
}
static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
const bool do_foreground, const bool do_camera_frame)
{
RegionView3D *rv3d = ar->regiondata;
int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0;
for (BGpic *bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) {
bgpic->iuser.scene = scene; /* Needed for render results. */
if ((bgpic->flag & V3D_BGPIC_FOREGROUND) != fg_flag)
continue;
if ((bgpic->view == 0) || /* zero for any */
(bgpic->view & (1 << rv3d->view)) || /* check agaist flags */
(rv3d->persp == RV3D_CAMOB && bgpic->view == (1 << RV3D_VIEW_CAMERA)))
{
float image_aspect[2];
float x1, y1, x2, y2, centx, centy;
void *lock;
Image *ima = NULL;
/* disable individual images */
if ((bgpic->flag & V3D_BGPIC_DISABLED))
continue;
ImBuf *ibuf = NULL;
ImBuf *freeibuf = NULL;
ImBuf *releaseibuf = NULL;
if (bgpic->source == V3D_BGPIC_IMAGE) {
ima = bgpic->ima;
if (ima == NULL)
continue;
BKE_image_user_frame_calc(&bgpic->iuser, CFRA, 0);
if (ima->source == IMA_SRC_SEQUENCE && !(bgpic->iuser.flag & IMA_USER_FRAME_IN_RANGE)) {
ibuf = NULL; /* frame is out of range, dont show */
}
else {
view3d_stereo_bgpic_setup(scene, v3d, ima, &bgpic->iuser);
ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, &lock);
releaseibuf = ibuf;
}
image_aspect[0] = ima->aspx;
image_aspect[1] = ima->aspy;
}
else if (bgpic->source == V3D_BGPIC_MOVIE) {
/* TODO: skip drawing when out of frame range (as image sequences do above) */
MovieClip *clip = NULL;
if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
if (scene->camera)
clip = BKE_object_movieclip_get(scene, scene->camera, true);
}
else {
clip = bgpic->clip;
}
if (clip == NULL)
continue;
BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA);
ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
image_aspect[0] = clip->aspx;
image_aspect[1] = clip->aspy;
/* working with ibuf from image and clip has got different workflow now.
* ibuf acquired from clip is referenced by cache system and should
* be dereferenced after usage. */
freeibuf = ibuf;
}
else {
/* perhaps when loading future files... */
BLI_assert(0);
copy_v2_fl(image_aspect, 1.0f);
}
if (ibuf == NULL)
continue;
if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */
if (freeibuf)
IMB_freeImBuf(freeibuf);
if (releaseibuf)
BKE_image_release_ibuf(ima, releaseibuf, lock);
continue;
}
if (ibuf->rect == NULL)
IMB_rect_from_float(ibuf);
if (rv3d->persp == RV3D_CAMOB) {
if (do_camera_frame) {
rctf vb;
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, false);
x1 = vb.xmin;
y1 = vb.ymin;
x2 = vb.xmax;
y2 = vb.ymax;
}
else {
x1 = ar->winrct.xmin;
y1 = ar->winrct.ymin;
x2 = ar->winrct.xmax;
y2 = ar->winrct.ymax;
}
/* apply offset last - camera offset is different to offset in blender units */
/* so this has some sane way of working - this matches camera's shift _exactly_ */
{
const float max_dim = max_ff(x2 - x1, y2 - y1);
const float xof_scale = bgpic->xof * max_dim;
const float yof_scale = bgpic->yof * 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 & V3D_BGPIC_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 & V3D_BGPIC_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;
}
}
}
}
else {
float tvec[3];
float sco[2];
const float mval_f[2] = {1.0f, 0.0f};
const float co_zero[3] = {0};
/* calc window coord */
float zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL);
ED_view3d_win_to_delta(ar, mval_f, tvec, zfac);
float fac = 1.0f / max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */
float asp = (float)ibuf->y / (float)ibuf->x;
zero_v3(tvec);
ED_view3d_project_float_v2_m4(ar, tvec, sco, rv3d->persmat);
x1 = sco[0] + fac * (bgpic->xof - bgpic->size);
y1 = sco[1] + asp * fac * (bgpic->yof - bgpic->size);
x2 = sco[0] + fac * (bgpic->xof + bgpic->size);
y2 = sco[1] + asp * fac * (bgpic->yof + bgpic->size);
centx = (x1 + x2) / 2.0f;
centy = (y1 + y2) / 2.0f;
}
/* complete clip? */
rctf clip_rect;
BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
if (bgpic->rotation) {
BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
}
if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx || clip_rect.ymin > ar->winy) {
if (freeibuf)
IMB_freeImBuf(freeibuf);
if (releaseibuf)
BKE_image_release_ibuf(ima, releaseibuf, lock);
continue;
}
float zoomx = (x2 - x1) / ibuf->x;
float zoomy = (y2 - y1) / ibuf->y;
/* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
if (zoomx < 1.0f || zoomy < 1.0f) {
float tzoom = min_ff(zoomx, zoomy);
int mip = 0;
if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
IMB_remakemipmap(ibuf, 0);
ibuf->userflags &= ~IB_MIPMAP_INVALID;
}
else if (ibuf->mipmap[0] == NULL)
IMB_makemipmap(ibuf, 0);
while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
tzoom *= 2.0f;
zoomx *= 2.0f;
zoomy *= 2.0f;
mip++;
}
if (mip > 0)
ibuf = ibuf->mipmap[mip - 1];
}
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
ED_region_pixelspace(ar);
glTranslatef(centx, centy, 0.0);
glRotatef(RAD2DEGF(-bgpic->rotation), 0.0f, 0.0f, 1.0f);
if (bgpic->flag & V3D_BGPIC_FLIP_X) {
zoomx *= -1.0f;
x1 = x2;
}
if (bgpic->flag & V3D_BGPIC_FLIP_Y) {
zoomy *= -1.0f;
y1 = y2;
}
glPixelZoom(zoomx, zoomy);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend);
/* could not use glaDrawPixelsAuto because it could fallback to
* glaDrawPixelsSafe in some cases, which will end up in missing
* alpha transparency for the background image (sergey)
*/
glaDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect);
glPixelZoom(1.0, 1.0);
glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
if (freeibuf)
IMB_freeImBuf(freeibuf);
if (releaseibuf)
BKE_image_release_ibuf(ima, releaseibuf, lock);
}
}
}
static void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d,
const bool do_foreground, const bool do_camera_frame)
{
RegionView3D *rv3d = ar->regiondata;
if ((v3d->flag & V3D_DISPBGPICS) == 0)
return;
/* disabled - mango request, since footage /w only render is quite useful
* and this option is easy to disable all background images at once */
#if 0
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return;
#endif
if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
if (rv3d->persp == RV3D_CAMOB) {
view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
}
}
else {
view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
}
}
/* ****************** View3d afterdraw *************** */
typedef struct View3DAfter {
struct View3DAfter *next, *prev;
struct BaseLegacy *base;
short dflag;
} View3DAfter;
/* temp storage of Objects that need to be drawn as last */
void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag)
{
View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
BLI_assert((base->flag_legacy & OB_FROMDUPLI) == 0);
BLI_addtail(lb, v3da);
v3da->base = base;
v3da->dflag = dflag;
}
/* disables write in zbuffer and draws it over */
static void view3d_draw_transp(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
{
View3DAfter *v3da;
glDepthMask(GL_FALSE);
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
v3d->transp = false;
glDepthMask(GL_TRUE);
}
/* clears zbuffer and draws it over */
static void view3d_draw_xray(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
{
if (*clear && v3d->zbuf) {
glClear(GL_DEPTH_BUFFER_BIT);
*clear = false;
}
v3d->xray = true;
View3DAfter *v3da;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
v3d->xray = false;
}
/* clears zbuffer and draws it over */
static void view3d_draw_xraytransp(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear)
{
if (clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray = true;
v3d->transp = true;
glDepthMask(GL_FALSE);
View3DAfter *v3da;
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag);
MEM_freeN(v3da);
}
v3d->transp = false;
v3d->xray = false;
glDepthMask(GL_TRUE);
}
/* *********************** */
/*
* In most cases call draw_dupli_objects,
* draw_dupli_objects_color was added because when drawing set dupli's
* we need to force the color
*/
#if 0
int dupli_ob_sort(void *arg1, void *arg2)
{
void *p1 = ((DupliObject *)arg1)->ob;
void *p2 = ((DupliObject *)arg2)->ob;
int val = 0;
if (p1 < p2) val = -1;
else if (p1 > p2) val = 1;
return val;
}
#endif
static DupliObject *dupli_step(DupliObject *dob)
{
while (dob && dob->no_draw)
dob = dob->next;
return dob;
}
static void draw_dupli_objects_color(
Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base,
const short dflag, const int color)
{
RegionView3D *rv3d = ar->regiondata;
ListBase *lb;
LodLevel *savedlod;
Base tbase = {NULL};
BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
GLuint displist = 0;
unsigned char color_rgb[3];
const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
short transflag;
bool use_displist = false; /* -1 is initialize */
char dt;
short dtx;
DupliApplyData *apply_data;
if ((base->flag & BASE_VISIBLED) == 0) return;
if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return;
if (dflag & DRAW_CONSTCOLOR) {
BLI_assert(color == TH_UNDEFINED);
}
else {
UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb);
}
tbase.flag_legacy = OB_FROMDUPLI | base->flag_legacy;
tbase.flag = base->flag;
lb = object_duplilist(G.main->eval_ctx, scene, base->object);
// BLI_listbase_sort(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
apply_data = duplilist_apply(base->object, scene, lb);
DupliObject *dob_prev = NULL, *dob_next = NULL;
DupliObject *dob = dupli_step(lb->first);
if (dob) dob_next = dupli_step(dob->next);
for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) {
bool testbb = false;
tbase.object = dob->ob;
/* Make sure lod is updated from dupli's position */
savedlod = dob->ob->currentlod;
#ifdef WITH_GAMEENGINE
if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
BKE_object_lod_update(dob->ob, rv3d->viewinv[3]);
}
#endif
/* extra service: draw the duplicator in drawtype of parent, minimum taken
* to allow e.g. boundbox box objects in groups for LOD */
dt = tbase.object->dt;
tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
/* inherit draw extra, but not if a boundbox under the assumption that this
* is intended to speed up drawing, and drawing extra (especially wire) can
* slow it down too much */
dtx = tbase.object->dtx;
if (tbase.object->dt != OB_BOUNDBOX)
tbase.object->dtx = base->object->dtx;
/* negative scale flag has to propagate */
transflag = tbase.object->transflag;
if (is_negative_m4(dob->mat))
tbase.object->transflag |= OB_NEG_SCALE;
else
tbase.object->transflag &= ~OB_NEG_SCALE;
/* should move outside the loop but possible color is set in draw_object still */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(color_rgb);
}
/* generate displist, test for new object */
if (dob_prev && dob_prev->ob != dob->ob) {
if (use_displist == true)
glDeleteLists(displist, 1);
use_displist = false;
}
if ((bb_tmp = BKE_object_boundbox_get(dob->ob))) {
bb = *bb_tmp; /* must make a copy */
testbb = true;
}
if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) {
/* generate displist */
if (use_displist == false) {
/* note, since this was added, its checked (dob->type == OB_DUPLIGROUP)
* however this is very slow, it was probably needed for the NLA
* offset feature (used in group-duplicate.blend but no longer works in 2.5)
* so for now it should be ok to - campbell */
if ( /* if this is the last no need to make a displist */
(dob_next == NULL || dob_next->ob != dob->ob) ||
/* lamp drawing messes with matrices, could be handled smarter... but this works */
(dob->ob->type == OB_LAMP) ||
(dob->type == OB_DUPLIGROUP && dob->animated) ||
!bb_tmp ||
draw_glsl_material(scene, dob->ob, v3d, dt) ||
check_object_draw_texture(scene, v3d, dt) ||
(v3d->flag2 & V3D_SOLID_MATCAP) != 0)
{
// printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name + 2);
use_displist = false;
}
else {
// printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name + 2);
/* disable boundbox check for list creation */
BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 1);
/* need this for next part of code */
unit_m4(dob->ob->obmat); /* obmat gets restored */
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
draw_object(scene, sl, ar, v3d, &tbase, dflag_dupli);
glEndList();
use_displist = true;
BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 0);
}
}
if (use_displist) {
glPushMatrix();
glMultMatrixf(dob->mat);
glCallList(displist);
glPopMatrix();
}
else {
copy_m4_m4(dob->ob->obmat, dob->mat);
GPU_begin_dupli_object(dob);
draw_object(scene, sl, ar, v3d, &tbase, dflag_dupli);
GPU_end_dupli_object();
}
}
tbase.object->dt = dt;
tbase.object->dtx = dtx;
tbase.object->transflag = transflag;
tbase.object->currentlod = savedlod;
}
if (apply_data) {
duplilist_restore(lb, apply_data);
duplilist_free_apply_data(apply_data);
}
free_object_duplilist(lb);
if (use_displist)
glDeleteLists(displist, 1);
}
void draw_dupli_objects(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base)
{
/* define the color here so draw_dupli_objects_color can be called
* from the set loop */
int color = (base->flag & BASE_SELECTED) ? TH_SELECT : TH_WIRE;
/* debug */
if (base->object->dup_group && base->object->dup_group->id.us < 1)
color = TH_REDALERT;
draw_dupli_objects_color(scene, sl, ar, v3d, base, 0, color);
}
/* XXX warning, not using gpu offscreen here */
void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
{
/* clamp rect by region */
rcti r = {
.xmin = 0,
.xmax = ar->winx - 1,
.ymin = 0,
.ymax = ar->winy - 1
};
/* Constrain rect to depth bounds */
BLI_rcti_isect(&r, rect, rect);
/* assign values to compare with the ViewDepths */
int x = rect->xmin;
int y = rect->ymin;
int w = BLI_rcti_size_x(rect);
int h = BLI_rcti_size_y(rect);
if (w <= 0 || h <= 0) {
if (d->depths)
MEM_freeN(d->depths);
d->depths = NULL;
d->damaged = false;
}
else if (d->w != w ||
d->h != h ||
d->x != x ||
d->y != y ||
d->depths == NULL
)
{
d->x = x;
d->y = y;
d->w = w;
d->h = h;
if (d->depths)
MEM_freeN(d->depths);
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
d->damaged = true;
}
if (d->damaged) {
/* XXX using special function here, it doesn't use the gpu offscreen system */
view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
void ED_view3d_depth_update(ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
/* Create storage for, and, if necessary, copy depth buffer */
if (!rv3d->depths) rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
if (rv3d->depths) {
ViewDepths *d = rv3d->depths;
if (d->w != ar->winx ||
d->h != ar->winy ||
!d->depths)
{
d->w = ar->winx;
d->h = ar->winy;
if (d->depths)
MEM_freeN(d->depths);
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
d->damaged = true;
}
if (d->damaged) {
view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
}
/* utility function to find the closest Z value, use for autodepth */
float view3d_depth_near(ViewDepths *d)
{
/* convert to float for comparisons */
const float near = (float)d->depth_range[0];
const float far_real = (float)d->depth_range[1];
float far = far_real;
const float *depths = d->depths;
float depth = FLT_MAX;
int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
/* far is both the starting 'far' value
* and the closest value found. */
while (i--) {
depth = *depths++;
if ((depth < far) && (depth > near)) {
far = depth;
}
}
return far == far_real ? FLT_MAX : far;
}
void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
{
short zbuf = v3d->zbuf;
RegionView3D *rv3d = ar->regiondata;
view3d_winmatrix_set(ar, v3d, NULL);
view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
glClear(GL_DEPTH_BUFFER_BIT);
glLoadMatrixf(rv3d->viewmat);
v3d->zbuf = true;
glEnable(GL_DEPTH_TEST);
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
ED_gpencil_draw_view3d(NULL, scene, v3d, ar, true);
}
v3d->zbuf = zbuf;
}
void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaoverride)
{
RegionView3D *rv3d = ar->regiondata;
Base *base;
short zbuf = v3d->zbuf;
short flag = v3d->flag;
float glalphaclip = U.glalphaclip;
int obcenter_dia = U.obcenter_dia;
SceneLayer *sl = BKE_scene_layer_context_active(scene);
/* no need for color when drawing depth buffer */
const short dflag_depth = DRAW_CONSTCOLOR;
/* 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;
view3d_winmatrix_set(ar, v3d, NULL);
view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
glClear(GL_DEPTH_BUFFER_BIT);
glLoadMatrixf(rv3d->viewmat);
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);
/* draw set first */
if (scene->set) {
Scene *sce_iter;
for (SETLOOPER(scene->set, sce_iter, base)) {
if ((base->flag & BASE_VISIBLED) != 0) {
draw_object(scene, sl, ar, v3d, base, 0);
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
}
}
}
}
for (base = sl->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
}
draw_object(scene, sl, ar, v3d, base, dflag_depth);
}
}
/* this isn't that nice, draw xray objects as if they are normal */
if (v3d->afterdraw_transp.first ||
v3d->afterdraw_xray.first ||
v3d->afterdraw_xraytransp.first)
{
View3DAfter *v3da;
int mask_orig;
v3d->xray = true;
/* transp materials can change the depth mask, see #21388 */
glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) {
draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
}
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
}
/* draw 3 passes, transp/xray/xraytransp */
v3d->xray = false;
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
v3d->xray = true;
v3d->transp = false;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
v3d->xray = true;
v3d->transp = true;
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
MEM_freeN(v3da);
}
v3d->xray = false;
v3d->transp = false;
glDepthMask(mask_orig);
}
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;
}
typedef struct View3DShadow {
struct View3DShadow *next, *prev;
GPULamp *lamp;
} View3DShadow;
static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
Object *ob, Object *par,
float obmat[4][4], unsigned int lay,
ListBase *shadows, SceneRenderLayer *srl)
{
GPULamp *lamp = GPU_lamp_from_blender(scene, ob, par);
if (lamp) {
Lamp *la = (Lamp *)ob->data;
GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
unsigned int layers = lay & v3d->lay;
if (srl)
layers &= srl->lay;
if (layers &&
GPU_lamp_has_shadow_buffer(lamp) &&
/* keep last, may do string lookup */
GPU_lamp_override_visible(lamp, srl, NULL))
{
View3DShadow *shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
shadow->lamp = lamp;
BLI_addtail(shadows, shadow);
}
}
}
static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d)
{
ListBase shadows;
Scene *sce_iter;
Base *base;
World *world = scene->world;
SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL;
BLI_listbase_clear(&shadows);
/* update lamp transform and gather shadow lamps */
for (SETLOOPER(scene, sce_iter, base)) {
Object *ob = base->object;
if (ob->type == OB_LAMP)
gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl);
if (ob->transflag & OB_DUPLI) {
DupliObject *dob;
ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob);
for (dob = lb->first; dob; dob = dob->next)
if (dob->ob->type == OB_LAMP)
gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl);
free_object_duplilist(lb);
}
}
/* render shadows after updating all lamps, nested object_duplilist
* don't work correct since it's replacing object matrices */
for (View3DShadow *shadow = shadows.first; shadow; shadow = shadow->next) {
/* this needs to be done better .. */
float viewmat[4][4], winmat[4][4];
ARegion ar = {NULL};
RegionView3D rv3d = {{{0}}};
int drawtype = v3d->drawtype;
int lay = v3d->lay;
int flag2 = v3d->flag2;
v3d->drawtype = OB_SOLID;
v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
v3d->flag2 &= ~(V3D_SOLID_TEX | V3D_SHOW_SOLID_MATCAP);
v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW;
int winsize;
GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
ar.regiondata = &rv3d;
ar.regiontype = RGN_TYPE_WINDOW;
rv3d.persp = RV3D_CAMOB;
copy_m4_m4(rv3d.winmat, winmat);
copy_m4_m4(rv3d.viewmat, viewmat);
invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
/* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
ED_view3d_draw_offscreen(
scene, v3d, &ar, winsize, winsize, viewmat, winmat,
false, false, true,
NULL, NULL, NULL, NULL);
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
v3d->drawtype = drawtype;
v3d->lay = lay;
v3d->flag2 = flag2;
}
BLI_freelistN(&shadows);
/* update world values */
if (world) {
GPU_mist_update_enable(world->mode & WO_MIST);
GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr);
GPU_horizon_update_color(&world->horr);
GPU_ambient_update_color(&world->ambr);
GPU_zenith_update_color(&world->zenr);
}
}
/* *********************** customdata **************** */
CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d)
{
CustomDataMask mask = 0;
const int drawtype = view3d_effective_drawtype(v3d);
if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL) ||
((drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
{
mask |= CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
if (BKE_scene_use_new_shading_nodes(scene)) {
if (drawtype == OB_MATERIAL)
mask |= CD_MASK_ORCO;
}
else {
if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) ||
(drawtype == OB_MATERIAL))
{
mask |= CD_MASK_ORCO;
}
}
}
return mask;
}
/* goes over all modes and view3d settings */
CustomDataMask ED_view3d_screen_datamask(const bScreen *screen)
{
const Scene *scene = screen->scene;
CustomDataMask mask = CD_MASK_BAREMESH;
/* check if we need tfaces & mcols due to view mode */
for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_VIEW3D) {
mask |= ED_view3d_datamask(scene, sa->spacedata.first);
}
}
return mask;
}
/**
* Shared by #ED_view3d_draw_offscreen and #view3d_main_region_draw_objects
*
* \note \a C and \a grid_unit will be NULL when \a draw_offscreen is set.
* \note Drawing lamps and opengl render uses this, so dont do grease pencil or view widgets here.
*/
static void view3d_draw_objects(
const bContext *C,
Scene *scene, View3D *v3d, ARegion *ar,
const char **grid_unit,
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
{
SceneLayer *sl = C ? CTX_data_scene_layer(C) : BKE_scene_layer_render_active(scene);
RegionView3D *rv3d = ar->regiondata;
Base *base;
const bool do_camera_frame = !draw_offscreen;
const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
/* only draw grids after in solid modes, else it hovers over mesh wires */
const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE) && fx;
bool do_composite_xray = false;
bool xrayclear = true;
if (!draw_offscreen) {
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
}
if (rv3d->rflag & RV3D_CLIPPING)
view3d_draw_clipping(rv3d);
/* set zbuffer after we draw clipping region */
v3d->zbuf = VP_legacy_use_depth(scene, v3d);
if (v3d->zbuf) {
glEnable(GL_DEPTH_TEST);
}
/* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
* objects if done last */
if (draw_grids) {
/* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */
rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit);
if (!draw_floor) {
ED_region_pixelspace(ar);
*grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
VP_legacy_drawgrid(&scene->unit, ar, v3d, grid_unit);
/* XXX make function? replaces persp(1) */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(rv3d->winmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(rv3d->viewmat);
}
else if (!draw_grids_after) {
VP_legacy_drawfloor(scene, v3d, grid_unit, true);
}
}
/* important to do before clipping */
if (do_bgpic) {
view3d_draw_bgpic_test(scene, ar, v3d, false, do_camera_frame);
}
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_set(rv3d);
}
/* draw set first */
if (scene->set) {
const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET;
Scene *sce_iter;
for (SETLOOPER(scene->set, sce_iter, base)) {
if ((base->flag & BASE_VISIBLED) != 0) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(scene, sl, ar, v3d, base, dflag);
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag, TH_UNDEFINED);
}
}
}
/* Transp and X-ray afterdraw stuff for sets is done later */
}
if (draw_offscreen) {
for (base = sl->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI)
draw_dupli_objects(scene, sl, ar, v3d, base);
draw_object(scene, sl, ar, v3d, base, 0);
}
}
}
else {
unsigned int lay_used = 0;
/* then draw not selected and the duplis, but skip editmode object */
for (base = sl->object_bases.first; base; base = base->next) {
lay_used |= base->lay;
if ((base->flag & BASE_VISIBLED) != 0) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects(scene, sl, ar, v3d, base);
}
if ((base->flag & BASE_SELECTED) == 0) {
if (base->object != scene->obedit)
draw_object(scene, sl, ar, v3d, base, 0);
}
}
}
/* mask out localview */
v3d->lay_used = lay_used & ((1 << 20) - 1);
/* draw selected and editmode */
for (base = sl->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_VISIBLED) != 0) {
if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) {
draw_object(scene, sl, ar, v3d, base, 0);
}
}
}
}
/* perspective floor goes last to use scene depth and avoid writing to depth buffer */
if (draw_grids_after) {
VP_legacy_drawfloor(scene, v3d, grid_unit, false);
}
/* must be before xray draw which clears the depth buffer */
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL;
/* must be before xray draw which clears the depth buffer */
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
ED_gpencil_draw_view3d(wm, scene, v3d, ar, true);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
/* transp and X-ray afterdraw stuff */
if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, sl, ar, v3d);
/* always do that here to cleanup depth buffers if none needed */
if (fx) {
do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first);
GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
}
if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, sl, ar, v3d, &xrayclear);
if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, sl, ar, v3d, xrayclear);
if (fx && do_composite_xray) {
GPU_fx_compositor_XRay_resolve(fx);
}
if (!draw_offscreen) {
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
}
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
/* important to do after clipping */
if (do_bgpic) {
view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame);
}
if (!draw_offscreen) {
BIF_draw_manipulator(C);
}
/* cleanup */
if (v3d->zbuf) {
v3d->zbuf = false;
glDisable(GL_DEPTH_TEST);
}
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
GPU_free_images_old();
}
}
/**
* Store values from #RegionView3D, set when drawing.
* This is needed when we draw with to a viewport using a different matrix (offscreen drawing for example).
*
* Values set by #ED_view3d_update_viewmat should be handled here.
*/
struct RV3DMatrixStore {
float winmat[4][4];
float viewmat[4][4];
float viewinv[4][4];
float persmat[4][4];
float persinv[4][4];
float viewcamtexcofac[4];
float pixsize;
};
void *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, void *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;
}
void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
{
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows_world(scene, v3d);
}
/*
* Function to clear the view
*/
static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
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;
glPushMatrix();
/* 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();
}
/* setup view matrices before fx or unbinding the offscreen buffers will cause issues */
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
else
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
/* 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;
}
/* 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);
}
/* main drawing call */
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();
}
/* restore size */
ar->winx = bwinx;
ar->winy = bwiny;
ar->winrct = brect;
glPopMatrix();
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, 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, 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, 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, &v3d, &ar, width, height, flag,
draw_background, alpha_mode, samples, full_samples, viewname,
fx, ofs, err_out);
}
/**
* \note The info that this uses is updated in #ED_refresh_viewport_fps,
* which currently gets called during #SCREEN_OT_animation_step.
*/
void ED_scene_draw_fps(Scene *scene, const rcti *rect)
{
ScreenFrameRateInfo *fpsi = scene->fps_info;
char printable[16];
if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
return;
printable[0] = '\0';
#if 0
/* this is too simple, better do an average */
fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
#else
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime));
float fps = 0.0f;
int tot = 0;
for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
if (fpsi->redrawtimes_fps[i]) {
fps += fpsi->redrawtimes_fps[i];
tot++;
}
}
if (tot) {
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
//fpsi->redrawtime_index++;
//if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
// fpsi->redrawtime = 0;
fps = fps / tot;
}
#endif
const int font_id = BLF_default();
/* is this more than half a frame behind? */
if (fps + 0.5f < (float)(FPS)) {
UI_FontThemeColor(font_id, TH_REDALERT);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
}
#ifdef WITH_INTERNATIONAL
BLF_draw_default(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
#else
BLF_draw_default_ascii(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
#endif
}
static bool view3d_main_region_do_render_draw(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->view_update && type->view_draw);
}
bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
bool use_border;
/* test if there is a 3d view rendering */
if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene))
return false;
/* test if there is a border render */
if (rv3d->persp == RV3D_CAMOB)
use_border = (scene->r.mode & R_BORDER) != 0;
else
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
if (!use_border)
return false;
/* compute border */
if (rv3d->persp == RV3D_CAMOB) {
rctf viewborder;
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
rect->xmin = v3d->render_border.xmin * ar->winx;
rect->xmax = v3d->render_border.xmax * ar->winx;
rect->ymin = v3d->render_border.ymin * ar->winy;
rect->ymax = v3d->render_border.ymax * ar->winy;
}
BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
BLI_rcti_isect(&ar->winrct, rect, rect);
return true;
}
/**
* IMPORTANT: this is deprecated, any changes made in this function should
* be mirrored in view3d_draw_render_draw() in view3d_draw.c
*/
static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
ARegion *ar, View3D *v3d,
bool clip_border, const rcti *border_rect)
{
RegionView3D *rv3d = ar->regiondata;
RenderEngineType *type;
GLint scissor[4];
/* create render engine */
if (!rv3d->render_engine) {
RenderEngine *engine;
type = RE_engines_find(scene->r.engine);
if (!(type->view_update && type->view_draw))
return false;
engine = RE_engine_create_ex(type, true);
engine->tile_x = scene->r.tilex;
engine->tile_y = scene->r.tiley;
type->view_update(engine, C);
rv3d->render_engine = engine;
}
/* setup view matrices */
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
/* background draw */
ED_region_pixelspace(ar);
if (clip_border) {
/* for border draw, we only need to clear a subset of the 3d view */
if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
glGetIntegerv(GL_SCISSOR_BOX, scissor);
glScissor(border_rect->xmin, border_rect->ymin,
BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
}
else {
return false;
}
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (v3d->flag & V3D_DISPBGPICS)
view3d_draw_bgpic_test(scene, ar, v3d, false, true);
else
fdrawcheckerboard(0, 0, ar->winx, ar->winy);
/* render result draw */
type = rv3d->render_engine->type;
type->view_draw(rv3d->render_engine, C);
if (v3d->flag & V3D_DISPBGPICS)
view3d_draw_bgpic_test(scene, ar, v3d, true, true);
if (clip_border) {
/* restore scissor as it was before */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
}
return true;
}
static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
{
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
if (!rv3d->render_engine || !rv3d->render_engine->text[0])
return;
if (render_border) {
/* draw darkened background color. no alpha because border render does
* partial redraw and will not redraw the region behind this info bar */
float alpha = 1.0f - fill_color[3];
Camera *camera = ED_view3d_camera_data_get(v3d, rv3d);
if (camera) {
if (camera->flag & CAM_SHOWPASSEPARTOUT) {
alpha *= (1.0f - camera->passepartalpha);
}
}
UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
mul_v3_fl(fill_color, alpha);
fill_color[3] = 1.0f;
}
ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true);
}
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);
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
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);
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
}
#ifdef WITH_GAMEENGINE
static void update_lods(Scene *scene, float camera_pos[3])
{
Scene *sce_iter;
Base *base;
for (SETLOOPER(scene, sce_iter, base)) {
Object *ob = base->object;
BKE_object_lod_update(ob, camera_pos);
}
}
#endif
static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
ARegion *ar, const char **grid_unit)
{
wmWindow *win = CTX_wm_window(C);
RegionView3D *rv3d = ar->regiondata;
unsigned int lay_used = v3d->lay_used;
/* post processing */
bool do_compositing = false;
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows_world(scene, v3d);
/* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
GPU_default_lights();
}
/* setup the view matrix */
if (VP_legacy_view3d_stereo3d_active(C, scene, v3d, rv3d))
VP_legacy_view3d_stereo3d_setup(scene, v3d, ar);
else
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
#ifdef WITH_GAMEENGINE
if (STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)) {
rv3d->rflag |= RV3D_IS_GAME_ENGINE;
/* Make sure LoDs are up to date */
update_lods(scene, rv3d->viewinv[3]);
}
#endif
/* framebuffer fx needed, we need to draw offscreen first */
if (v3d->fx_settings.fx_flag && v3d->drawtype >= OB_SOLID) {
BKE_screen_gpu_fx_validate(&v3d->fx_settings);
GPUFXSettings fx_settings = v3d->fx_settings;
if (!rv3d->compositor)
rv3d->compositor = GPU_fx_compositor_create();
if (rv3d->persp == RV3D_CAMOB && v3d->camera)
BKE_camera_to_gpu_dof(v3d->camera, &fx_settings);
else {
fx_settings.dof = NULL;
}
do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
}
/* clear the background */
view3d_main_region_clear(scene, v3d, ar);
/* enables anti-aliasing for 3D view drawing */
if (win->multisamples != USER_MULTISAMPLE_NONE) {
glEnable(GL_MULTISAMPLE);
}
/* main drawing call */
view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL);
/* post process */
if (do_compositing) {
GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
}
/* Disable back anti-aliasing */
if (win->multisamples != USER_MULTISAMPLE_NONE) {
glDisable(GL_MULTISAMPLE);
}
if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
/* find header and force tag redraw */
ScrArea *sa = CTX_wm_area(C);
ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
ED_region_tag_redraw(ar_header); /* can be NULL */
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
BDR_drawSketch(C);
}
}
static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
ARegion *ar, View3D *v3d,
const char *grid_unit, bool render_border)
{
wmWindowManager *wm = CTX_wm_manager(C);
RegionView3D *rv3d = ar->regiondata;
rcti rect;
/* local coordinate visible rect inside region, to accomodate overlapping ui */
ED_region_visible_rect(ar, &rect);
if (rv3d->persp == RV3D_CAMOB) {
VP_drawviewborder(scene, ar, v3d);
}
else if (v3d->flag2 & V3D_RENDER_BORDER) {
VP_drawrenderborder(ar, v3d);
}
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
ED_gpencil_draw_view3d(wm, scene, v3d, ar, false);
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
VP_legacy_drawcursor(scene, ar, v3d); /* 3D cursor */
if (U.uiflag & USER_SHOW_ROTVIEWICON)
VP_legacy_draw_view_axis(rv3d, &rect);
else
draw_view_icon(rv3d, &rect);
if (U.uiflag & USER_DRAWVIEWINFO) {
SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob = OBACT_NEW;
VP_legacy_draw_selected_name(scene, ob, &rect);
}
}
if (rv3d->render_engine) {
view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border);
return;
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
ED_scene_draw_fps(scene, &rect);
}
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
VP_legacy_draw_viewport_name(ar, v3d, &rect);
}
if (grid_unit) { /* draw below the viewport name */
char numstr[32] = "";
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
if (v3d->grid != 1.0f) {
BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
}
BLF_draw_default_ascii(rect.xmin + U.widget_unit,
rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
numstr[0] ? numstr : grid_unit, sizeof(numstr));
}
}
}
void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
const char *grid_unit = NULL;
rcti border_rect;
/* if we only redraw render border area, skip opengl draw and also
* don't do scissor because it's already set */
bool render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect);
bool clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
/* draw viewport using opengl */
if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
view3d_main_region_draw_objects(C, scene, v3d, ar, &grid_unit);
if (G.debug & G_DEBUG_SIMDATA)
draw_sim_debug_data(scene, v3d, ar);
ED_region_pixelspace(ar);
}
/* draw viewport using external renderer */
if (v3d->drawtype == OB_RENDER)
view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect);
view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border);
v3d->flag |= V3D_INVALID_BACKBUF;
BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_transp));
BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray));
BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp));
}
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