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blender/source/blender/editors/space_view3d/view3d_draw.c

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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/view3d_draw.c
* \ingroup spview3d
*/
#include <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_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_endian_switch.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_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 "RE_pipeline.h" /* make_stars */
#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 "BLF_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_material.h"
#include "GPU_extensions.h"
#include "view3d_intern.h" /* own include */
/* handy utility for drawing shapes in the viewport for arbitrary code.
* could add lines and points too */
// #define DEBUG_DRAW
#ifdef DEBUG_DRAW
static void bl_debug_draw(void);
/* add these locally when using these functions for testing */
extern void bl_debug_draw_quad_clear(void);
extern void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3]);
extern void bl_debug_draw_edge_add(const float v0[3], const float v1[3]);
#endif
static void star_stuff_init_func(void)
{
cpack(0xFFFFFF);
glPointSize(1.0);
glBegin(GL_POINTS);
}
static void star_stuff_vertex_func(float *i)
{
glVertex3fv(i);
}
static void star_stuff_term_func(void)
{
glEnd();
}
void circf(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glPushMatrix();
glTranslatef(x, y, 0.0);
gluDisk(qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
void circ(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
glPushMatrix();
glTranslatef(x, y, 0.0);
gluDisk(qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
/* ********* custom clipping *********** */
static void view3d_draw_clipping(RegionView3D *rv3d)
{
BoundBox *bb = rv3d->clipbb;
if (bb) {
static 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_GetThemeColorShade3ubv(TH_BACK, -8, col);
col[3] = 0;
glColor4ubv(col);
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);
}
}
void ED_view3d_clipping_set(RegionView3D *rv3d)
{
double plane[4];
const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
unsigned int a;
for (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)
{
unsigned int a;
for (a = 0; a < 6; a++) {
glDisable(GL_CLIP_PLANE0 + a);
}
}
void ED_view3d_clipping_enable(void)
{
unsigned int a;
for (a = 0; a < 6; a++) {
glEnable(GL_CLIP_PLANE0 + a);
}
}
static bool view3d_clipping_test(const float co[3], float clip[6][4])
{
if (0.0f < clip[0][3] + dot_v3v3(co, clip[0]))
if (0.0f < clip[1][3] + dot_v3v3(co, clip[1]))
if (0.0f < clip[2][3] + dot_v3v3(co, clip[2]))
if (0.0f < clip[3][3] + dot_v3v3(co, clip[3]))
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(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 drawgrid_draw(ARegion *ar, double wx, double wy, double x, double y, double dx)
{
double verts[2][2];
x += (wx);
y += (wy);
/* set fixed 'Y' */
verts[0][1] = 0.0f;
verts[1][1] = (double)ar->winy;
/* iter over 'X' */
verts[0][0] = verts[1][0] = x - dx * floor(x / dx);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_DOUBLE, 0, verts);
while (verts[0][0] < ar->winx) {
glDrawArrays(GL_LINES, 0, 2);
verts[0][0] = verts[1][0] = verts[0][0] + dx;
}
/* set fixed 'X' */
verts[0][0] = 0.0f;
verts[1][0] = (double)ar->winx;
/* iter over 'Y' */
verts[0][1] = verts[1][1] = y - dx * floor(y / dx);
while (verts[0][1] < ar->winy) {
glDrawArrays(GL_LINES, 0, 2);
verts[0][1] = verts[1][1] = verts[0][1] + dx;
}
glDisableClientState(GL_VERTEX_ARRAY);
}
#define GRID_MIN_PX_D 6.0
#define GRID_MIN_PX_F 6.0f
static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
/* extern short bgpicmode; */
RegionView3D *rv3d = ar->regiondata;
double wx, wy, x, y, fw, fx, fy, dx;
double vec4[4];
unsigned char col[3], col2[3];
fx = rv3d->persmat[3][0];
fy = rv3d->persmat[3][1];
fw = rv3d->persmat[3][3];
wx = (ar->winx / 2.0); /* because of rounding errors, grid at wrong location */
wy = (ar->winy / 2.0);
x = (wx) * fx / fw;
y = (wy) * fy / fw;
vec4[0] = vec4[1] = v3d->grid;
vec4[2] = 0.0;
vec4[3] = 1.0;
mul_m4_v4d(rv3d->persmat, vec4);
fx = vec4[0];
fy = vec4[1];
fw = vec4[3];
dx = fabs(x - (wx) * fx / fw);
if (dx == 0) dx = fabs(y - (wy) * fy / fw);
glDepthMask(0); /* disable write in zbuffer */
/* check zoom out */
UI_ThemeColor(TH_GRID);
if (unit->system) {
/* Use GRID_MIN_PX * 2 for units because very very small grid
* items are less useful when dealing with units */
void *usys;
int len, i;
double dx_scalar;
float blend_fac;
bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH);
if (usys) {
i = len;
while (i--) {
double scalar = bUnit_GetScaler(usys, i);
dx_scalar = dx * scalar / (double)unit->scale_length;
if (dx_scalar < (GRID_MIN_PX_D * 2.0))
continue;
/* Store the smallest drawn grid size units name so users know how big each grid cell is */
if (*grid_unit == NULL) {
*grid_unit = bUnit_GetNameDisplay(usys, i);
rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
}
blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
/* tweak to have the fade a bit nicer */
blend_fac = (blend_fac * blend_fac) * 2.0f;
CLAMP(blend_fac, 0.3f, 1.0f);
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, blend_fac);
drawgrid_draw(ar, wx, wy, x, y, dx_scalar);
}
}
}
else {
const double sublines = v3d->gridsubdiv;
const float sublines_fl = v3d->gridsubdiv;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
/* pass */
}
else {
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx);
}
}
else { /* start blending out */
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
}
}
else { /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX * 10)) */
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
}
}
else {
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
rv3d->gridview /= sublines_fl;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
rv3d->gridview /= sublines_fl;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) {
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx);
}
else {
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
}
}
else {
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
}
}
else {
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
}
}
}
x += (wx);
y += (wy);
UI_GetThemeColor3ubv(TH_GRID, col);
setlinestyle(0);
/* center cross */
/* horizontal line */
if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
UI_make_axis_color(col, col2, 'Y');
else UI_make_axis_color(col, col2, 'X');
glColor3ubv(col2);
fdrawline(0.0, y, (float)ar->winx, y);
/* vertical line */
if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
UI_make_axis_color(col, col2, 'Y');
else UI_make_axis_color(col, col2, 'Z');
glColor3ubv(col2);
fdrawline(x, 0.0, x, (float)ar->winy);
glDepthMask(1); /* enable write in zbuffer */
}
#undef GRID_MIN_PX
/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
{
/* apply units */
if (scene->unit.system) {
void *usys;
int len;
bUnit_GetSystem(&usys, &len, scene->unit.system, B_UNIT_LENGTH);
if (usys) {
int i = bUnit_GetBaseUnit(usys);
if (grid_unit)
*grid_unit = bUnit_GetNameDisplay(usys, i);
return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
}
}
return 1.0f;
}
float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
{
return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
}
static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
{
float grid, grid_scale;
unsigned char col_grid[3];
const int gridlines = v3d->gridlines / 2;
if (v3d->gridlines < 3) return;
/* use 'grid_scale' instead of 'v3d->grid' from now on */
grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
grid = gridlines * grid_scale;
if (v3d->zbuf && scene->obedit)
glDepthMask(0); /* for zbuffer-select */
UI_GetThemeColor3ubv(TH_GRID, col_grid);
/* draw the Y axis and/or grid lines */
if (v3d->gridflag & V3D_SHOW_FLOOR) {
const int sublines = v3d->gridsubdiv;
float vert[4][3] = {{0.0f}};
unsigned char col_bg[3];
unsigned char col_grid_emphasise[3], col_grid_light[3];
int a;
int prev_emphasise = -1;
UI_GetThemeColor3ubv(TH_BACK, col_bg);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
(((col_grid[0] + col_grid[1] + col_grid[2]) + 30) >
(col_bg[0] + col_bg[1] + col_bg[2])) ? 20 : -10);
/* set fixed axis */
vert[0][0] = vert[2][1] = grid;
vert[1][0] = vert[3][1] = -grid;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vert);
for (a = -gridlines; a <= gridlines; a++) {
const float line = a * grid_scale;
const int is_emphasise = (a % sublines) == 0;
if (is_emphasise != prev_emphasise) {
glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light);
prev_emphasise = is_emphasise;
}
/* set variable axis */
vert[0][1] = vert[1][1] = vert[2][0] = vert[3][0] = line;
glDrawArrays(GL_LINES, 0, 4);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
/* draw the Z axis line */
/* check for the 'show Z axis' preference */
if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
int axis;
for (axis = 0; axis < 3; axis++) {
if (v3d->gridflag & (V3D_SHOW_X << axis)) {
float vert[3];
unsigned char tcol[3];
UI_make_axis_color(col_grid, tcol, 'X' + axis);
glColor3ubv(tcol);
glBegin(GL_LINE_STRIP);
zero_v3(vert);
vert[axis] = grid;
glVertex3fv(vert);
vert[axis] = -grid;
glVertex3fv(vert);
glEnd();
}
}
}
if (v3d->zbuf && scene->obedit) glDepthMask(1);
}
static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
{
int co[2];
/* we don't want the clipping for cursor */
if (ED_view3d_project_int_global(ar, give_cursor(scene, v3d), co, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
const float f5 = 0.25f * U.widget_unit;
const float f10 = 0.5f * U.widget_unit;
const float f20 = U.widget_unit;
setlinestyle(0);
cpack(0xFF);
circ((float)co[0], (float)co[1], f10);
setlinestyle(4);
cpack(0xFFFFFF);
circ((float)co[0], (float)co[1], f10);
setlinestyle(0);
cpack(0x0);
sdrawline(co[0] - f20, co[1], co[0] - f5, co[1]);
sdrawline(co[0] + f5, co[1], co[0] + f20, co[1]);
sdrawline(co[0], co[1] - f20, co[0], co[1] - f5);
sdrawline(co[0], co[1] + f5, co[0], co[1] + f20);
}
}
/* Draw a live substitute of the view icon, which is always shown
* colors copied from transform_manipulator.c, we should keep these matching. */
static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
{
const float k = U.rvisize * U.pixelsize; /* axis size */
const float toll = 0.5; /* used to see when view is quasi-orthogonal */
float startx = k + 1.0f; /* axis center in screen coordinates, x=y */
float starty = k + 1.0f;
float ydisp = 0.0; /* vertical displacement to allow obj info text */
int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
float vec[3];
float dx, dy;
startx += rect->xmin;
starty += rect->ymin;
/* thickness of lines is proportional to k */
glLineWidth(2);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* X */
vec[0] = 1;
vec[1] = vec[2] = 0;
mul_qt_v3(rv3d->viewquat, vec);
dx = vec[0] * k;
dy = vec[1] * k;
UI_ThemeColorShadeAlpha(TH_AXIS_X, 0, bright);
glBegin(GL_LINES);
glVertex2f(startx, starty + ydisp);
glVertex2f(startx + dx, starty + dy + ydisp);
glEnd();
if (fabsf(dx) > toll || fabsf(dy) > toll) {
BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, "x", 1);
}
/* BLF_draw_default disables blending */
glEnable(GL_BLEND);
/* Y */
vec[1] = 1;
vec[0] = vec[2] = 0;
mul_qt_v3(rv3d->viewquat, vec);
dx = vec[0] * k;
dy = vec[1] * k;
UI_ThemeColorShadeAlpha(TH_AXIS_Y, 0, bright);
glBegin(GL_LINES);
glVertex2f(startx, starty + ydisp);
glVertex2f(startx + dx, starty + dy + ydisp);
glEnd();
if (fabsf(dx) > toll || fabsf(dy) > toll) {
BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, "y", 1);
}
glEnable(GL_BLEND);
/* Z */
vec[2] = 1;
vec[1] = vec[0] = 0;
mul_qt_v3(rv3d->viewquat, vec);
dx = vec[0] * k;
dy = vec[1] * k;
UI_ThemeColorShadeAlpha(TH_AXIS_Z, 0, bright);
glBegin(GL_LINES);
glVertex2f(startx, starty + ydisp);
glVertex2f(startx + dx, starty + dy + ydisp);
glEnd();
if (fabsf(dx) > toll || fabsf(dy) > toll) {
BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, "z", 1);
}
/* restore line-width */
glLineWidth(1.0);
glDisable(GL_BLEND);
}
/* draw center and axis of rotation for ongoing 3D mouse navigation */
static void draw_rotation_guide(RegionView3D *rv3d)
{
float o[3]; /* center of rotation */
float end[3]; /* endpoints for drawing */
float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; /* bright blue so it matches device LEDs */
negate_v3_v3(o, rv3d->ofs);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glPointSize(5);
glEnable(GL_POINT_SMOOTH);
glDepthMask(0); /* don't overwrite zbuf */
if (rv3d->rot_angle != 0.f) {
/* -- draw rotation axis -- */
float scaled_axis[3];
const float scale = rv3d->dist;
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
glBegin(GL_LINE_STRIP);
color[3] = 0.f; /* more transparent toward the ends */
glColor4fv(color);
add_v3_v3v3(end, o, scaled_axis);
glVertex3fv(end);
// color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
// ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2
color[3] = 0.5f; /* more opaque toward the center */
glColor4fv(color);
glVertex3fv(o);
color[3] = 0.f;
glColor4fv(color);
sub_v3_v3v3(end, o, scaled_axis);
glVertex3fv(end);
glEnd();
/* -- draw ring around rotation center -- */
{
#define ROT_AXIS_DETAIL 13
const float s = 0.05f * scale;
const float step = 2.f * (float)(M_PI / ROT_AXIS_DETAIL);
float angle;
int i;
float q[4]; /* rotate ring so it's perpendicular to axis */
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
if (!upright) {
const float up[3] = {0.f, 0.f, 1.f};
float vis_angle, vis_axis[3];
cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
axis_angle_to_quat(q, vis_axis, vis_angle);
}
color[3] = 0.25f; /* somewhat faint */
glColor4fv(color);
glBegin(GL_LINE_LOOP);
for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
if (!upright) {
mul_qt_v3(q, p);
}
add_v3_v3(p, o);
glVertex3fv(p);
}
glEnd();
#undef ROT_AXIS_DETAIL
}
color[3] = 1.0f; /* solid dot */
}
else
color[3] = 0.5f; /* see-through dot */
/* -- draw rotation center -- */
glColor4fv(color);
glBegin(GL_POINTS);
glVertex3fv(o);
glEnd();
/* find screen coordinates for rotation center, then draw pretty icon */
#if 0
mul_m4_v3(rv3d->persinv, rot_center);
UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
#endif
/* ^^ just playing around, does not work */
glDisable(GL_BLEND);
glDisable(GL_POINT_SMOOTH);
glDepthMask(1);
}
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);
}
static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
{
const char *name = NULL;
switch (rv3d->view) {
case RV3D_VIEW_FRONT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho");
else name = IFACE_("Front Persp");
break;
case RV3D_VIEW_BACK:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho");
else name = IFACE_("Back Persp");
break;
case RV3D_VIEW_TOP:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho");
else name = IFACE_("Top Persp");
break;
case RV3D_VIEW_BOTTOM:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho");
else name = IFACE_("Bottom Persp");
break;
case RV3D_VIEW_RIGHT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho");
else name = IFACE_("Right Persp");
break;
case RV3D_VIEW_LEFT:
if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho");
else name = IFACE_("Left Persp");
break;
default:
if (rv3d->persp == RV3D_CAMOB) {
if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
Camera *cam;
cam = v3d->camera->data;
name = (cam->type != CAM_ORTHO) ? IFACE_("Camera Persp") : IFACE_("Camera Ortho");
}
else {
name = IFACE_("Object as Camera");
}
}
else {
name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp");
}
break;
}
return name;
}
static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
const char *name = view3d_get_name(v3d, rv3d);
/* XXX 24 may be a bit small for unicode languages (Chinese in utf-8...) */
#ifdef WITH_INTERNATIONAL
char tmpstr[64];
#else
char tmpstr[24];
#endif
if (v3d->localvd) {
BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
name = tmpstr;
}
UI_ThemeColor(TH_TEXT_HI);
#ifdef WITH_INTERNATIONAL
BLF_draw_default(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
#else
BLF_draw_default_ascii(U.widget_unit + rect->xmin, rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
#endif
}
/* draw info beside axes in bottom left-corner:
* framenum, object name, bone name (if available), marker name (if available)
*/
static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
{
const int cfra = CFRA;
const char *msg_pin = " (Pinned)";
const char *msg_sep = " : ";
char info[300];
char *markern;
char *s = info;
short offset = 1.5f * UI_UNIT_X + rect->xmin;
s += sprintf(s, "(%d)", cfra);
/*
* info can contain:
* - a frame (7 + 2)
* - 3 object names (MAX_NAME)
* - 2 BREAD_CRUMB_SEPARATORs (6)
* - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
* - a marker name (MAX_NAME + 3)
*/
/* get name of marker on current frame (if available) */
markern = BKE_scene_find_marker_name(scene, cfra);
/* check if there is an object */
if (ob) {
*s++ = ' ';
s += BLI_strcpy_rlen(s, ob->id.name + 2);
/* name(s) to display depends on type of object */
if (ob->type == OB_ARMATURE) {
bArmature *arm = ob->data;
/* show name of active bone too (if possible) */
if (arm->edbo) {
if (arm->act_edbone) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_edbone->name);
}
}
else if (ob->mode & OB_MODE_POSE) {
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
else if (ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
Key *key = NULL;
KeyBlock *kb = NULL;
/* try to display active bone and active shapekey too (if they exist) */
if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
Object *armobj = BKE_object_pose_armature_get(ob);
if (armobj && armobj->mode & OB_MODE_POSE) {
bArmature *arm = armobj->data;
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
key = BKE_key_from_object(ob);
if (key) {
kb = BLI_findlink(&key->block, ob->shapenr - 1);
if (kb) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, kb->name);
if (ob->shapeflag & OB_SHAPE_LOCK) {
s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
}
}
}
}
/* color depends on whether there is a keyframe */
if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL))
UI_ThemeColor(TH_VERTEX_SELECT);
else
UI_ThemeColor(TH_TEXT_HI);
}
else {
/* no object */
/* color is always white */
UI_ThemeColor(TH_TEXT_HI);
}
if (markern) {
s += sprintf(s, " <%s>", markern);
}
if (U.uiflag & USER_SHOW_ROTVIEWICON)
offset = U.widget_unit + (U.rvisize * 2) + rect->xmin;
BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info));
}
static void view3d_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d,
rctf *r_viewborder, const bool no_shift, const bool no_zoom)
{
CameraParams params;
rctf rect_view, rect_camera;
/* get viewport viewplane */
BKE_camera_params_init(&params);
BKE_camera_params_from_view3d(&params, v3d, rv3d);
if (no_zoom)
params.zoom = 1.0f;
BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
rect_view = params.viewplane;
/* get camera viewplane */
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, v3d->camera);
if (no_shift) {
params.shiftx = 0.0f;
params.shifty = 0.0f;
}
BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
rect_camera = params.viewplane;
/* get camera border within viewport */
r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
}
void ED_view3d_calc_camera_border_size(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, float r_size[2])
{
rctf viewborder;
view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, true, true);
r_size[0] = BLI_rctf_size_x(&viewborder);
r_size[1] = BLI_rctf_size_y(&viewborder);
}
void ED_view3d_calc_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d,
rctf *r_viewborder, const bool no_shift)
{
view3d_camera_border(scene, ar, v3d, rv3d, r_viewborder, no_shift, false);
}
static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac)
{
float x3, y3, x4, y4;
x3 = x1 + fac * (x2 - x1);
y3 = y1 + fac * (y2 - y1);
x4 = x1 + (1.0f - fac) * (x2 - x1);
y4 = y1 + (1.0f - fac) * (y2 - y1);
glBegin(GL_LINES);
glVertex2f(x1, y3);
glVertex2f(x2, y3);
glVertex2f(x1, y4);
glVertex2f(x2, y4);
glVertex2f(x3, y1);
glVertex2f(x3, y2);
glVertex2f(x4, y1);
glVertex2f(x4, y2);
glEnd();
}
/* harmonious triangle */
static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir)
{
float ofs;
float w = x2 - x1;
float h = y2 - y1;
glBegin(GL_LINES);
if (w > h) {
if (golden) {
ofs = w * (1.0f - (1.0f / 1.61803399f));
}
else {
ofs = h * (h / w);
}
if (dir == 'B') SWAP(float, y1, y2);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x2, y1);
glVertex2f(x1 + (w - ofs), y2);
glVertex2f(x1, y2);
glVertex2f(x1 + ofs, y1);
}
else {
if (golden) {
ofs = h * (1.0f - (1.0f / 1.61803399f));
}
else {
ofs = w * (w / h);
}
if (dir == 'B') SWAP(float, x1, x2);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x2, y1);
glVertex2f(x1, y1 + ofs);
glVertex2f(x1, y2);
glVertex2f(x2, y1 + (h - ofs));
}
glEnd();
}
static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
{
float hmargin, vmargin;
float x1, x2, y1, y2;
float x1i, x2i, y1i, y2i;
float x3, y3, x4, y4;
rctf viewborder;
Camera *ca = NULL;
RegionView3D *rv3d = (RegionView3D *)ar->regiondata;
if (v3d->camera == NULL)
return;
if (v3d->camera->type == OB_CAMERA)
ca = v3d->camera->data;
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
/* the offsets */
x1 = viewborder.xmin;
y1 = viewborder.ymin;
x2 = viewborder.xmax;
y2 = viewborder.ymax;
/* apply offsets so the real 3D camera shows through */
/* note: quite un-scientific but without this bit extra
* 0.0001 on the lower left the 2D border sometimes
* obscures the 3D camera border */
/* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
* but keep it here in case we need to remove the workaround */
x1i = (int)(x1 - 1.0001f);
y1i = (int)(y1 - 1.0001f);
x2i = (int)(x2 + (1.0f - 0.0001f));
y2i = (int)(y2 + (1.0f - 0.0001f));
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
if (ca->passepartalpha == 1.0f) {
glColor3f(0, 0, 0);
}
else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(0, 0, 0, ca->passepartalpha);
}
if (x1i > 0.0f)
glRectf(0.0, (float)ar->winy, x1i, 0.0);
if (x2i < (float)ar->winx)
glRectf(x2i, (float)ar->winy, (float)ar->winx, 0.0);
if (y2i < (float)ar->winy)
glRectf(x1i, (float)ar->winy, x2i, y2i);
if (y2i > 0.0f)
glRectf(x1i, y1i, x2i, 0.0);
glDisable(GL_BLEND);
}
/* edge */
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
setlinestyle(0);
UI_ThemeColor(TH_BACK);
glRectf(x1i, y1i, x2i, y2i);
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (view3d_camera_border_hack_test == true) {
glColor3ubv(view3d_camera_border_hack_col);
glRectf(x1i + 1, y1i + 1, x2i - 1, y2i - 1);
view3d_camera_border_hack_test = false;
}
#endif
setlinestyle(3);
/* outer line not to confuse with object selecton */
if (v3d->flag2 & V3D_LOCK_CAMERA) {
UI_ThemeColor(TH_REDALERT);
glRectf(x1i - 1, y1i - 1, x2i + 1, y2i + 1);
}
UI_ThemeColor(TH_WIRE);
glRectf(x1i, y1i, x2i, y2i);
/* border */
if (scene->r.mode & R_BORDER) {
cpack(0);
x3 = x1 + scene->r.border.xmin * (x2 - x1);
y3 = y1 + scene->r.border.ymin * (y2 - y1);
x4 = x1 + scene->r.border.xmax * (x2 - x1);
y4 = y1 + scene->r.border.ymax * (y2 - y1);
cpack(0x4040FF);
glRecti(x3, y3, x4, y4);
}
/* safety border */
if (ca) {
if (ca->dtx & CAM_DTX_CENTER) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
x3 = x1 + 0.5f * (x2 - x1);
y3 = y1 + 0.5f * (y2 - y1);
glBegin(GL_LINES);
glVertex2f(x1, y3);
glVertex2f(x2, y3);
glVertex2f(x3, y1);
glVertex2f(x3, y2);
glEnd();
}
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
glBegin(GL_LINES);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x1, y2);
glVertex2f(x2, y1);
glEnd();
}
if (ca->dtx & CAM_DTX_THIRDS) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f / 3.0f);
}
if (ca->dtx & CAM_DTX_GOLDEN) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 0, 'A');
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 0, 'B');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 1, 'A');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 1, 'B');
}
if (ca->flag & CAM_SHOWTITLESAFE) {
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
hmargin = 0.1f * (x2 - x1);
vmargin = 0.05f * (y2 - y1);
uiDrawBox(GL_LINE_LOOP, x1 + hmargin, y1 + vmargin, x2 - hmargin, y2 - vmargin, 2.0f);
hmargin = 0.035f * (x2 - x1);
vmargin = 0.035f * (y2 - y1);
uiDrawBox(GL_LINE_LOOP, x1 + hmargin, y1 + vmargin, x2 - hmargin, y2 - vmargin, 2.0f);
}
if (ca && (ca->flag & CAM_SHOWSENSOR)) {
/* determine sensor fit, and get sensor x/y, for auto fit we
* assume and square sensor and only use sensor_x */
float sizex = scene->r.xsch * scene->r.xasp;
float sizey = scene->r.ysch * scene->r.yasp;
int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
float sensor_x = ca->sensor_x;
float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
/* determine sensor plane */
rctf rect;
if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
float sensor_scale = (x2i - x1i) / sensor_x;
float sensor_height = sensor_scale * sensor_y;
rect.xmin = x1i;
rect.xmax = x2i;
rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
rect.ymax = rect.ymin + sensor_height;
}
else {
float sensor_scale = (y2i - y1i) / sensor_y;
float sensor_width = sensor_scale * sensor_x;
rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
rect.xmax = rect.xmin + sensor_width;
rect.ymin = y1i;
rect.ymax = y2i;
}
/* draw */
UI_ThemeColorShade(TH_WIRE, 100);
uiDrawBox(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f);
}
}
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
/* camera name - draw in highlighted text color */
if (ca && (ca->flag & CAM_SHOWNAME)) {
UI_ThemeColor(TH_TEXT_HI);
BLF_draw_default(x1i, y1i - 15, 0.0f, v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
UI_ThemeColor(TH_WIRE);
}
}
/* *********************** backdraw for selection *************** */
static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d = ar->regiondata;
struct Base *base = scene->basact;
int multisample_enabled;
BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
paint_facesel_test(base->object)))
{
/* do nothing */
}
else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) &&
v3d->drawtype > OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT))
{
/* do nothing */
}
else if (scene->obedit && v3d->drawtype > OB_WIRE &&
(v3d->flag & V3D_ZBUF_SELECT))
{
/* 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_ARB);
if (multisample_enabled)
glDisable(GL_MULTISAMPLE_ARB);
if (U.ogl_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, 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);
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->lay & v3d->lay))
draw_object_backbufsel(scene, v3d, rv3d, base->object);
if (rv3d->gpuoffscreen)
GPU_offscreen_unbind(rv3d->gpuoffscreen);
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_ARB);
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
/* it is important to end a view in a transform compatible with buttons */
// persp(PERSP_WIN); /* set ortho */
}
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);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadPixels(x, y, w, h, format, type, data);
GPU_offscreen_unbind(rv3d->gpuoffscreen);
}
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 view3d_validate_backbuf(ViewContext *vc)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF)
backdrawview3d(vc->scene, vc->ar, vc->v3d);
}
/* samples a single pixel (copied from vpaint) */
unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y)
{
unsigned int col;
if (x >= vc->ar->winx || y >= vc->ar->winy) {
return 0;
}
view3d_validate_backbuf(vc);
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 WM_framebuffer_to_index(col);
}
/* reads full rect, converts indices */
ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *rd;
struct ImBuf *ibuf, *ibuf1;
int a;
short xminc, yminc, xmaxc, ymaxc, xs, ys;
/* clip */
if (xmin < 0) xminc = 0; else xminc = xmin;
if (xmax >= vc->ar->winx) xmaxc = vc->ar->winx - 1; else xmaxc = xmax;
if (xminc > xmaxc) return NULL;
if (ymin < 0) yminc = 0; else yminc = ymin;
if (ymax >= vc->ar->winy) ymaxc = vc->ar->winy - 1; else ymaxc = ymax;
if (yminc > ymaxc) return NULL;
ibuf = IMB_allocImBuf((xmaxc - xminc + 1), (ymaxc - yminc + 1), 32, IB_rect);
view3d_validate_backbuf(vc);
view3d_opengl_read_pixels(vc->ar,
xminc, yminc,
(xmaxc - xminc + 1),
(ymaxc - yminc + 1),
GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glReadBuffer(GL_BACK);
if (ENDIAN_ORDER == B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
a = (xmaxc - xminc + 1) * (ymaxc - yminc + 1);
dr = ibuf->rect;
while (a--) {
if (*dr) *dr = WM_framebuffer_to_index(*dr);
dr++;
}
/* put clipped result back, if needed */
if (xminc == xmin && xmaxc == xmax && yminc == ymin && ymaxc == ymax)
return ibuf;
ibuf1 = IMB_allocImBuf( (xmax - xmin + 1), (ymax - ymin + 1), 32, IB_rect);
rd = ibuf->rect;
dr = ibuf1->rect;
for (ys = ymin; ys <= ymax; ys++) {
for (xs = xmin; xs <= xmax; xs++, dr++) {
if (xs >= xminc && xs <= xmaxc && ys >= yminc && ys <= ymaxc) {
*dr = *rd;
rd++;
}
}
}
IMB_freeImBuf(ibuf);
return ibuf1;
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int size,
unsigned int min, unsigned int max, float *r_dist, short strict,
void *handle, bool (*indextest)(void *handle, unsigned int index))
{
struct ImBuf *buf;
unsigned int *bufmin, *bufmax, *tbuf;
int minx, miny;
int a, b, rc, nr, amount, dirvec[4][2];
int distance = 0;
unsigned int index = 0;
bool indexok = false;
amount = (size - 1) / 2;
minx = mval[0] - (amount + 1);
miny = mval[1] - (amount + 1);
buf = view3d_read_backbuf(vc, minx, miny, minx + size - 1, miny + size - 1);
if (!buf) return 0;
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;
bufmin = buf->rect;
tbuf = buf->rect;
bufmax = buf->rect + size * size;
tbuf += amount * size + amount;
for (nr = 1; nr <= size; nr++) {
for (a = 0; a < 2; a++) {
for (b = 0; b < nr; b++, distance++) {
if (*tbuf && *tbuf >= min && *tbuf < max) { /* we got a hit */
if (strict) {
indexok = indextest(handle, *tbuf - min + 1);
if (indexok) {
*r_dist = sqrtf((float)distance);
index = *tbuf - min + 1;
goto exit;
}
}
else {
*r_dist = sqrtf((float)distance); /* XXX, this distance is wrong - */
index = *tbuf - min + 1; /* messy yah, but indices start at 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_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
const bool do_foreground, const bool do_camera_frame)
{
RegionView3D *rv3d = ar->regiondata;
BGpic *bgpic;
int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0;
for (bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) {
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 fac, asp, zoomx, zoomy;
float x1, y1, x2, y2;
ImBuf *ibuf = NULL, *freeibuf, *releaseibuf;
Image *ima;
MovieClip *clip;
/* disable individual images */
if ((bgpic->flag & V3D_BGPIC_DISABLED))
continue;
freeibuf = NULL;
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 {
ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, NULL);
releaseibuf = ibuf;
}
image_aspect[0] = ima->aspx;
image_aspect[1] = ima->aspx;
}
else if (bgpic->source == V3D_BGPIC_MOVIE) {
clip = NULL;
/* TODO: skip drawing when out of frame range (as image sequences do above) */
if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
if (scene->camera)
clip = BKE_object_movieclip_get(scene, scene->camera, 1);
}
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, NULL);
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;
}
/* 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;
const float cent = (x1 + x2) / 2.0f;
x1 = ((x1 - cent) * div) + cent;
x2 = ((x2 - cent) * div) + cent;
}
else {
/* fit Y */
const float div = asp_dst / asp_src;
const float cent = (y1 + y2) / 2.0f;
y1 = ((y1 - cent) * div) + cent;
y2 = ((y2 - cent) * div) + cent;
}
}
}
}
else {
float tvec[3];
float sco[2];
const float mval_f[2] = {1.0f, 0.0f};
const float co_zero[3] = {0};
float zfac;
/* calc window coord */
zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL);
ED_view3d_win_to_delta(ar, mval_f, tvec, zfac);
fac = max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */
fac = 1.0f / fac;
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);
}
/* complete clip? */
if (x2 < 0 || y2 < 0 || x1 > ar->winx || y1 > ar->winy) {
if (freeibuf)
IMB_freeImBuf(freeibuf);
if (releaseibuf)
BKE_image_release_ibuf(ima, releaseibuf, NULL);
continue;
}
zoomx = (x2 - x1) / ibuf->x;
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(0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
ED_region_pixelspace(ar);
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 misssing
* alpha transparency for the background image (sergey)
*/
glaDrawPixelsTex(x1, y1, 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(1);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
if (freeibuf)
IMB_freeImBuf(freeibuf);
if (releaseibuf)
BKE_image_release_ibuf(ima, releaseibuf, NULL);
}
}
}
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 Base *base;
short dflag;
} View3DAfter;
/* temp storage of Objects that need to be drawn as last */
void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag)
{
View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
BLI_assert((base->flag & 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, ARegion *ar, View3D *v3d)
{
View3DAfter *v3da, *next;
glDepthMask(0);
v3d->transp = TRUE;
for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
next = v3da->next;
draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
BLI_remlink(&v3d->afterdraw_transp, v3da);
MEM_freeN(v3da);
}
v3d->transp = FALSE;
glDepthMask(1);
}
/* clears zbuffer and draws it over */
static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear)
{
View3DAfter *v3da, *next;
if (clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray = TRUE;
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
next = v3da->next;
draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
BLI_remlink(&v3d->afterdraw_xray, v3da);
MEM_freeN(v3da);
}
v3d->xray = FALSE;
}
/* clears zbuffer and draws it over */
static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int clear)
{
View3DAfter *v3da, *next;
if (clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray = TRUE;
v3d->transp = TRUE;
for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
next = v3da->next;
draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
MEM_freeN(v3da);
}
v3d->transp = FALSE;
v3d->xray = FALSE;
}
/* *********************** */
/*
* In most cases call draw_dupli_objects,
* draw_dupli_objects_color was added because when drawing set dupli's
* we need to force the color
*/
#if 0
int dupli_ob_sort(void *arg1, void *arg2)
{
void *p1 = ((DupliObject *)arg1)->ob;
void *p2 = ((DupliObject *)arg2)->ob;
int val = 0;
if (p1 < p2) val = -1;
else if (p1 > p2) val = 1;
return val;
}
#endif
static DupliObject *dupli_step(DupliObject *dob)
{
while (dob && dob->no_draw)
dob = dob->next;
return dob;
}
static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
{
RegionView3D *rv3d = ar->regiondata;
ListBase *lb;
DupliObject *dob_prev = NULL, *dob, *dob_next = NULL;
Base tbase = {NULL};
BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
GLuint displist = 0;
short transflag, use_displist = -1; /* -1 is initialize */
char dt;
short dtx;
if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
tbase.flag = OB_FROMDUPLI | base->flag;
lb = object_duplilist(scene, base->object, false);
// BLI_sortlist(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
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) {
tbase.object = dob->ob;
/* 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 (base->object->transflag & OB_NEG_SCALE)
tbase.object->transflag ^= OB_NEG_SCALE;
UI_ThemeColorBlend(color, TH_BACK, 0.5);
/* generate displist, test for new object */
if (dob_prev && dob_prev->ob != dob->ob) {
if (use_displist == true)
glDeleteLists(displist, 1);
use_displist = -1;
}
/* generate displist */
if (use_displist == -1) {
/* 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 = BKE_object_boundbox_get(dob->ob)))
{
// 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);
bb = *bb_tmp; /* must make a copy */
/* disable boundbox check for list creation */
BKE_object_boundbox_flag(dob->ob, OB_BB_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, ar, v3d, &tbase, DRAW_CONSTCOLOR);
glEndList();
use_displist = true;
BKE_object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
}
}
if (use_displist) {
glMultMatrixf(dob->mat);
if (ED_view3d_boundbox_clip(rv3d, dob->mat, &bb))
glCallList(displist);
glLoadMatrixf(rv3d->viewmat);
}
else {
copy_m4_m4(dob->ob->obmat, dob->mat);
draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
}
tbase.object->dt = dt;
tbase.object->dtx = dtx;
tbase.object->transflag = transflag;
}
/* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
free_object_duplilist(lb); /* does restore */
if (use_displist)
glDeleteLists(displist, 1);
}
static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
{
/* define the color here so draw_dupli_objects_color can be called
* from the set loop */
int color = (base->flag & SELECT) ? 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, ar, v3d, base, color);
}
/* XXX warning, not using gpu offscreen here */
void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
{
int x, y, w, h;
rcti r;
/* clamp rect by area */
r.xmin = 0;
r.xmax = ar->winx - 1;
r.ymin = 0;
r.ymax = ar->winy - 1;
/* Constrain rect to depth bounds */
BLI_rcti_isect(&r, rect, rect);
/* assign values to compare with the ViewDepths */
x = rect->xmin;
y = rect->ymin;
w = BLI_rcti_size_x(rect);
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 draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
{
short zbuf = v3d->zbuf;
RegionView3D *rv3d = ar->regiondata;
setwinmatrixview3d(ar, v3d, NULL);
setviewmatrixview3d(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) {
draw_gpencil_view3d(scene, v3d, ar, true);
}
v3d->zbuf = zbuf;
}
void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), 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;
/* 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;
setwinmatrixview3d(ar, v3d, NULL);
setviewmatrixview3d(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);
// persp(PERSP_STORE); /* store correct view for persp(PERSP_VIEW) calls */
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_set(rv3d);
}
v3d->zbuf = TRUE;
glEnable(GL_DEPTH_TEST);
/* draw set first */
if (scene->set) {
Scene *sce_iter;
for (SETLOOPER(scene->set, sce_iter, base)) {
if (v3d->lay & base->lay) {
if (func == NULL || func(base)) {
draw_object(scene, ar, v3d, base, 0);
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
}
}
}
}
}
for (base = scene->base.first; base; base = base->next) {
if (v3d->lay & base->lay) {
if (func == NULL || func(base)) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects(scene, ar, v3d, base);
}
draw_object(scene, ar, v3d, base, 0);
}
}
}
/* 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, *next;
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 = next) {
next = v3da->next;
draw_object(scene, ar, v3d, v3da->base, 0);
}
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
}
/* draw 3 passes, transp/xray/xraytransp */
v3d->xray = FALSE;
v3d->transp = TRUE;
for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
next = v3da->next;
draw_object(scene, ar, v3d, v3da->base, 0);
BLI_remlink(&v3d->afterdraw_transp, v3da);
MEM_freeN(v3da);
}
v3d->xray = TRUE;
v3d->transp = FALSE;
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
next = v3da->next;
draw_object(scene, ar, v3d, v3da->base, 0);
BLI_remlink(&v3d->afterdraw_xray, v3da);
MEM_freeN(v3da);
}
v3d->xray = TRUE;
v3d->transp = TRUE;
for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
next = v3da->next;
draw_object(scene, ar, v3d, v3da->base, 0);
BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
MEM_freeN(v3da);
}
v3d->xray = FALSE;
v3d->transp = FALSE;
glDepthMask(mask_orig);
}
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
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], ListBase *shadows)
{
GPULamp *lamp;
Lamp *la = (Lamp *)ob->data;
View3DShadow *shadow;
lamp = GPU_lamp_from_blender(scene, ob, par);
if (lamp) {
GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
if ((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
shadow->lamp = lamp;
BLI_addtail(shadows, shadow);
}
}
}
static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
{
ListBase shadows;
View3DShadow *shadow;
Scene *sce_iter;
Base *base;
Object *ob;
shadows.first = shadows.last = NULL;
/* update lamp transform and gather shadow lamps */
for (SETLOOPER(scene, sce_iter, base)) {
ob = base->object;
if (ob->type == OB_LAMP)
gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows);
if (ob->transflag & OB_DUPLI) {
DupliObject *dob;
ListBase *lb = object_duplilist(scene, ob, false);
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, &shadows);
free_object_duplilist(lb);
}
}
/* render shadows after updating all lamps, nested object_duplilist
* don't work correct since it's replacing object matrices */
for (shadow = shadows.first; shadow; shadow = shadow->next) {
/* this needs to be done better .. */
float viewmat[4][4], winmat[4][4];
int drawtype, lay, winsize, flag2 = v3d->flag2;
ARegion ar = {NULL};
RegionView3D rv3d = {{{0}}};
drawtype = v3d->drawtype;
lay = v3d->lay;
v3d->drawtype = OB_SOLID;
v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
v3d->flag2 &= ~V3D_SOLID_TEX;
v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW;
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);
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
v3d->drawtype = drawtype;
v3d->lay = lay;
v3d->flag2 = flag2;
}
BLI_freelistN(&shadows);
}
/* *********************** customdata **************** */
CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
{
CustomDataMask mask = 0;
if (ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) ||
((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
{
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
if (BKE_scene_use_new_shading_nodes(scene)) {
if (v3d->drawtype == OB_MATERIAL)
mask |= CD_MASK_ORCO;
}
else {
if (scene->gm.matmode == GAME_MAT_GLSL)
mask |= CD_MASK_ORCO;
}
}
return mask;
}
/* goes over all modes and view3d settings */
CustomDataMask ED_view3d_screen_datamask(bScreen *screen)
{
Scene *scene = screen->scene;
CustomDataMask mask = CD_MASK_BAREMESH;
ScrArea *sa;
/* check if we need tfaces & mcols due to view mode */
for (sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_VIEW3D) {
mask |= ED_view3d_datamask(scene, (View3D *)sa->spacedata.first);
}
}
return mask;
}
void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
RegionView3D *rv3d = ar->regiondata;
/* setup window matrices */
if (winmat)
copy_m4_m4(rv3d->winmat, winmat);
else
setwinmatrixview3d(ar, v3d, NULL);
/* setup view matrix */
if (viewmat)
copy_m4_m4(rv3d->viewmat, viewmat);
else
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
/* update utilitity matrices */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
* because of float point precision problems at large values [#23908] */
float v1[3], v2[3];
float len_px, len_sc;
v1[0] = rv3d->persmat[0][0];
v1[1] = rv3d->persmat[1][0];
v1[2] = rv3d->persmat[2][0];
v2[0] = rv3d->persmat[0][1];
v2[1] = rv3d->persmat[1][1];
v2[2] = rv3d->persmat[2][1];
len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
len_sc = (float)MAX2(ar->winx, ar->winy);
rv3d->pixsize = len_px / len_sc;
}
}
static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
{
RegionView3D *rv3d = ar->regiondata;
ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
/* set for opengl */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(rv3d->winmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(rv3d->viewmat);
}
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(scene, v3d);
}
/* 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)
{
RegionView3D *rv3d = ar->regiondata;
Base *base;
int bwinx, bwiny;
rcti brect;
glPushMatrix();
/* set temporary new size */
bwinx = ar->winx;
bwiny = ar->winy;
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;
/* set theme */
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
/* set flags */
G.f |= G_RENDER_OGL;
/* free images which can have changed on frame-change
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim();
/* clear opengl buffers */
if (do_sky) {
float sky_color[3];
ED_view3d_offscreen_sky_color_get(scene, sky_color);
glClearColor(sky_color[0], sky_color[1], sky_color[2], 1.0f);
}
else {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* setup view matrices */
view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
if (rv3d->rflag & RV3D_CLIPPING)
view3d_draw_clipping(rv3d);
/* set zbuffer */
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = TRUE;
glEnable(GL_DEPTH_TEST);
}
else
v3d->zbuf = FALSE;
/* important to do before clipping */
if (do_bgpic) {
view3d_draw_bgpic_test(scene, ar, v3d, false, false);
}
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(rv3d);
/* draw set first */
if (scene->set) {
Scene *sce_iter;
for (SETLOOPER(scene->set, sce_iter, base)) {
if (v3d->lay & base->lay) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR | DRAW_SCENESET);
if (base->object->transflag & OB_DUPLI)
draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
}
}
}
/* then draw not selected and the duplis, but skip editmode object */
for (base = scene->base.first; base; base = base->next) {
if (v3d->lay & base->lay) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI)
draw_dupli_objects(scene, ar, v3d, base);
draw_object(scene, ar, v3d, base, 0);
}
}
/* must be before xray draw which clears the depth buffer */
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
draw_gpencil_view3d(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, ar, v3d);
if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); /* clears zbuffer if it is used! */
if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
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, false);
}
/* cleanup */
if (v3d->zbuf) {
v3d->zbuf = FALSE;
glDisable(GL_DEPTH_TEST);
}
/* 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) */
draw_gpencil_view3d(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();
/* XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell */
glColor4ub(255, 255, 255, 255);
G.f &= ~G_RENDER_OGL;
}
/* get a color used for offscreen sky, returns color in sRGB space */
void ED_view3d_offscreen_sky_color_get(Scene *scene, float sky_color[3])
{
if (scene->world)
linearrgb_to_srgb_v3_v3(sky_color, &scene->world->horr);
else
UI_GetThemeColor3fv(TH_BACK, sky_color);
}
/* utility func for ED_view3d_draw_offscreen */
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, char err_out[256])
{
RegionView3D *rv3d = ar->regiondata;
ImBuf *ibuf;
GPUOffScreen *ofs;
bool draw_sky = (alpha_mode == R_ADDSKY);
/* state changes make normal drawing go weird otherwise */
glPushAttrib(GL_LIGHTING_BIT);
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, err_out);
if (ofs == NULL) {
glPopAttrib();
return NULL;
}
ED_view3d_draw_offscreen_init(scene, v3d);
GPU_offscreen_bind(ofs);
/* render 3d view */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
CameraParams params;
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, v3d->camera);
BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, params.winmat, draw_background, draw_sky);
}
else {
ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL, draw_background, draw_sky);
}
/* read in pixels & stamp */
ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
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);
/* unbind */
GPU_offscreen_unbind(ofs);
GPU_offscreen_free(ofs);
glPopAttrib();
if (ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);
return ibuf;
}
/* creates own 3d views, 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 draw_background, int alpha_mode, 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_solid_tex)
v3d.flag2 |= V3D_SOLID_TEX;
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;
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, v3d.camera);
BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
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, err_out);
// seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty);
}
/* NOTE: the info that this uses is updated in ED_refresh_viewport_fps(),
* which currently gets called during SCREEN_OT_animation_step.
*/
static void draw_viewport_fps(Scene *scene, rcti *rect)
{
ScreenFrameRateInfo *fpsi = scene->fps_info;
float fps;
char printable[16];
int i, tot;
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));
for (i = 0, tot = 0, fps = 0.0f; 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
/* is this more than half a frame behind? */
if (fps + 0.5f < (float)(FPS)) {
UI_ThemeColor(TH_REDALERT);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
}
else {
UI_ThemeColor(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 void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit);
static bool view3d_main_area_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;
rctf viewborder;
bool use_border;
/* test if there is a 3d view rendering */
if (v3d->drawtype != OB_RENDER || !view3d_main_area_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) {
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;
}
static bool view3d_main_area_draw_engine(const bContext *C, ARegion *ar, bool clip_border, rcti *border_rect)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
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 */
view3d_main_area_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(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(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_area_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 area behind this info bar */
float alpha = 1.0f - fill_color[3];
if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
Camera *ca = v3d->camera->data;
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT))
alpha *= (1.0f - ca->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, 1, fill_color);
}
/*
* Function to clear the view
*/
static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
/* clear background */
if (scene->world && (v3d->flag2 & V3D_RENDER_OVERRIDE)) { /* clear with solid color */
if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */
int x, y;
float col_hor[3];
float col_zen[3];
#define VIEWGRAD_RES_X 16
#define VIEWGRAD_RES_Y 16
GLubyte grid_col[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][4];
static float grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][3];
static GLushort indices[VIEWGRAD_RES_X - 1][VIEWGRAD_RES_X - 1][4];
static bool buf_calculated = false;
IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
&scene->display_settings);
IMB_colormanagement_pixel_to_display_space_v3(col_zen, &scene->world->zenr, &scene->view_settings,
&scene->display_settings);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glShadeModel(GL_SMOOTH);
/* calculate buffers the first time only */
if (!buf_calculated) {
for (x = 0; x < VIEWGRAD_RES_X; x++) {
for (y = 0; y < VIEWGRAD_RES_Y; y++) {
const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1);
const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1);
/* -1..1 range */
grid_pos[x][y][0] = (xf - 0.5f) * 2.0f;
grid_pos[x][y][1] = (yf - 0.5f) * 2.0f;
grid_pos[x][y][2] = 1.0;
}
}
for (x = 0; x < VIEWGRAD_RES_X - 1; x++) {
for (y = 0; y < VIEWGRAD_RES_Y - 1; y++) {
indices[x][y][0] = x * VIEWGRAD_RES_X + y;
indices[x][y][1] = x * VIEWGRAD_RES_X + y + 1;
indices[x][y][2] = (x + 1) * VIEWGRAD_RES_X + y + 1;
indices[x][y][3] = (x + 1) * VIEWGRAD_RES_X + y;
}
}
buf_calculated = true;
}
for (x = 0; x < VIEWGRAD_RES_X; x++) {
for (y = 0; y < VIEWGRAD_RES_Y; y++) {
const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1);
const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1);
const float mval[2] = {xf * (float)ar->winx, yf * ar->winy};
const float z_up[3] = {0.0f, 0.0f, 1.0f};
float out[3];
GLubyte *col_ub = grid_col[x][y];
float col_fac;
float col_fl[3];
ED_view3d_win_to_vector(ar, mval, out);
if (scene->world->skytype & WO_SKYPAPER) {
if (scene->world->skytype & WO_SKYREAL) {
col_fac = fabsf(((float)y / (float)VIEWGRAD_RES_Y) - 0.5f) * 2.0f;
}
else {
col_fac = (float)y / (float)VIEWGRAD_RES_Y;
}
}
else {
if (scene->world->skytype & WO_SKYREAL) {
col_fac = fabsf((angle_normalized_v3v3(z_up, out) / (float)M_PI) - 0.5f) * 2.0f;
}
else {
col_fac = 1.0f - (angle_normalized_v3v3(z_up, out) / (float)M_PI);
}
}
interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac);
rgb_float_to_uchar(col_ub, col_fl);
col_ub[3] = 0;
}
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, grid_pos);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, grid_col);
glDrawElements(GL_QUADS, (VIEWGRAD_RES_X - 1) * (VIEWGRAD_RES_Y - 1) * 4, GL_UNSIGNED_SHORT, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glShadeModel(GL_FLAT);
#undef VIEWGRAD_RES_X
#undef VIEWGRAD_RES_Y
}
else { /* solid sky */
float col_hor[3];
IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
&scene->display_settings);
glClearColor(col_hor[0], col_hor[1], col_hor[2], 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
else {
if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
UI_ThemeColor(TH_LOW_GRAD);
glVertex3f(-1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, 1.0);
UI_ThemeColor(TH_HIGH_GRAD);
glVertex3f(1.0, 1.0, 1.0);
glVertex3f(-1.0, 1.0, 1.0);
glEnd();
glShadeModel(GL_FLAT);
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
else {
UI_ThemeClearColor(TH_HIGH_GRAD);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
}
/* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */
static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
Base *base;
unsigned int lay_used;
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows(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 view matrices */
view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
/* clear the background */
view3d_main_area_clear(scene, v3d, ar);
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 */
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = TRUE;
glEnable(GL_DEPTH_TEST);
}
else
v3d->zbuf = FALSE;
/* enables anti-aliasing for 3D view drawing */
if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {
glEnable(GL_MULTISAMPLE_ARB);
}
/* needs to be done always, gridview is adjusted in drawgrid() now */
rv3d->gridview = v3d->grid;
if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
drawfloor(scene, v3d, grid_unit);
}
if (rv3d->persp == RV3D_CAMOB) {
if (scene->world) {
if (scene->world->mode & WO_STARS) {
RE_make_stars(NULL, scene, star_stuff_init_func, star_stuff_vertex_func,
star_stuff_term_func);
}
}
}
}
else {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
ED_region_pixelspace(ar);
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);
}
}
view3d_draw_bgpic_test(scene, ar, v3d, false, true);
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(rv3d);
/* draw set first */
if (scene->set) {
Scene *sce_iter;
for (SETLOOPER(scene->set, sce_iter, base)) {
if (v3d->lay & base->lay) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR | DRAW_SCENESET);
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
}
}
}
/* Transp and X-ray afterdraw stuff for sets is done later */
}
lay_used = 0;
/* then draw not selected and the duplis, but skip editmode object */
for (base = scene->base.first; base; base = base->next) {
lay_used |= base->lay & ((1 << 20) - 1);
if (v3d->lay & base->lay) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
draw_dupli_objects(scene, ar, v3d, base);
}
if ((base->flag & SELECT) == 0) {
if (base->object != scene->obedit)
draw_object(scene, ar, v3d, base, 0);
}
}
}
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 */
v3d->lay_used = lay_used;
}
/* draw selected and editmode */
for (base = scene->base.first; base; base = base->next) {
if (v3d->lay & base->lay) {
if (base->object == scene->obedit || (base->flag & SELECT) )
draw_object(scene, ar, v3d, base, 0);
}
}
// REEB_draw();
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
/* must be before xray draw which clears the depth buffer */
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
draw_gpencil_view3d(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, ar, v3d);
if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); /* clears zbuffer if it is used! */
if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
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 */
view3d_draw_bgpic_test(scene, ar, v3d, true, true);
BIF_draw_manipulator(C);
/* Disable back anti-aliasing */
if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {
glDisable(GL_MULTISAMPLE_ARB);
}
if (v3d->zbuf) {
v3d->zbuf = FALSE;
glDisable(GL_DEPTH_TEST);
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
BDR_drawSketch(C);
}
if ((U.ndof_flag & NDOF_SHOW_GUIDE) && (rv3d->viewlock != RV3D_LOCKED) && (rv3d->persp != RV3D_CAMOB))
/* TODO: draw something else (but not this) during fly mode */
draw_rotation_guide(rv3d);
}
static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const char *grid_unit, bool render_border)
{
wmWindowManager *wm = CTX_wm_manager(C);
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
rcti rect;
/* local coordinate visible rect inside region, to accomodate overlapping ui */
ED_region_visible_rect(ar, &rect);
if (rv3d->persp == RV3D_CAMOB) {
drawviewborder(scene, ar, v3d);
}
else if (v3d->flag2 & V3D_RENDER_BORDER) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
setlinestyle(3);
cpack(0x4040FF);
glRecti(v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
draw_gpencil_view3d(scene, v3d, ar, false);
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
Object *ob;
drawcursor(scene, ar, v3d);
if (U.uiflag & USER_SHOW_ROTVIEWICON)
draw_view_axis(rv3d, &rect);
else
draw_view_icon(rv3d, &rect);
ob = OBACT;
if (U.uiflag & USER_DRAWVIEWINFO)
draw_selected_name(scene, ob, &rect);
}
if (rv3d->render_engine) {
view3d_main_area_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_playing(wm)) {
draw_viewport_fps(scene, &rect);
}
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(ar, v3d, &rect);
}
if (grid_unit) { /* draw below the viewport name */
char numstr[32] = "";
UI_ThemeColor(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_area_draw(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;
bool render_border, clip_border;
/* if we only redraw render border area, skip opengl draw and also
* don't do scissor because it's already set */
render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect);
clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
/* draw viewport using opengl */
if (v3d->drawtype != OB_RENDER || !view3d_main_area_do_render_draw(scene) || clip_border) {
view3d_main_area_draw_objects(C, ar, &grid_unit);
#ifdef DEBUG_DRAW
bl_debug_draw();
#endif
ED_region_pixelspace(ar);
}
/* draw viewport using external renderer */
if (v3d->drawtype == OB_RENDER)
view3d_main_area_draw_engine(C, ar, clip_border, &border_rect);
view3d_main_area_draw_info(C, ar, grid_unit, render_border);
v3d->flag |= V3D_INVALID_BACKBUF;
}
#ifdef DEBUG_DRAW
/* debug drawing */
#define _DEBUG_DRAW_QUAD_TOT 1024
#define _DEBUG_DRAW_EDGE_TOT 1024
static float _bl_debug_draw_quads[_DEBUG_DRAW_QUAD_TOT][4][3];
static int _bl_debug_draw_quads_tot = 0;
static float _bl_debug_draw_edges[_DEBUG_DRAW_QUAD_TOT][2][3];
static int _bl_debug_draw_edges_tot = 0;
void bl_debug_draw_quad_clear(void)
{
_bl_debug_draw_quads_tot = 0;
_bl_debug_draw_edges_tot = 0;
}
void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3])
{
if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_QUAD_TOT) {
printf("%s: max quad count hit %d!", __func__, _bl_debug_draw_quads_tot);
}
else {
float *pt = &_bl_debug_draw_quads[_bl_debug_draw_quads_tot][0][0];
copy_v3_v3(pt, v0); pt += 3;
copy_v3_v3(pt, v1); pt += 3;
copy_v3_v3(pt, v2); pt += 3;
copy_v3_v3(pt, v3); pt += 3;
_bl_debug_draw_quads_tot++;
}
}
void bl_debug_draw_edge_add(const float v0[3], const float v1[3])
{
if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_EDGE_TOT) {
printf("%s: max edge count hit %d!", __func__, _bl_debug_draw_edges_tot);
}
else {
float *pt = &_bl_debug_draw_edges[_bl_debug_draw_edges_tot][0][0];
copy_v3_v3(pt, v0); pt += 3;
copy_v3_v3(pt, v1); pt += 3;
_bl_debug_draw_edges_tot++;
}
}
static void bl_debug_draw(void)
{
if (_bl_debug_draw_quads_tot) {
int i;
cpack(0x00FF0000);
for (i = 0; i < _bl_debug_draw_quads_tot; i ++) {
glBegin(GL_LINE_LOOP);
glVertex3fv(_bl_debug_draw_quads[i][0]);
glVertex3fv(_bl_debug_draw_quads[i][1]);
glVertex3fv(_bl_debug_draw_quads[i][2]);
glVertex3fv(_bl_debug_draw_quads[i][3]);
glEnd();
}
}
if (_bl_debug_draw_edges_tot) {
int i;
cpack(0x00FFFF00);
glBegin(GL_LINES);
for (i = 0; i < _bl_debug_draw_edges_tot; i ++) {
glVertex3fv(_bl_debug_draw_edges[i][0]);
glVertex3fv(_bl_debug_draw_edges[i][1]);
}
glEnd();
glPointSize(4.0);
glBegin(GL_POINTS);
for (i = 0; i < _bl_debug_draw_edges_tot; i ++) {
glVertex3fv(_bl_debug_draw_edges[i][0]);
glVertex3fv(_bl_debug_draw_edges[i][1]);
}
glEnd();
}
}
#endif