2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 * Copyright 2016, Blender Foundation.
19 /** \file \ingroup draw
24 #include "BLI_listbase.h"
25 #include "BLI_mempool.h"
27 #include "BLI_string.h"
28 #include "BLI_threads.h"
32 #include "BKE_colortools.h"
33 #include "BKE_global.h"
34 #include "BKE_object.h"
35 #include "BKE_particle.h"
36 #include "BKE_pointcache.h"
38 #include "draw_manager.h"
39 #include "DNA_camera_types.h"
40 #include "DNA_mesh_types.h"
41 #include "DNA_meshdata_types.h"
42 #include "DNA_world_types.h"
44 #include "ED_space_api.h"
45 #include "ED_screen.h"
46 #include "ED_gpencil.h"
47 #include "ED_view3d.h"
50 #include "GPU_extensions.h"
51 #include "GPU_framebuffer.h"
52 #include "GPU_immediate.h"
53 #include "GPU_uniformbuffer.h"
54 #include "GPU_viewport.h"
55 #include "GPU_matrix.h"
57 #include "IMB_colormanagement.h"
59 #include "RE_engine.h"
60 #include "RE_pipeline.h"
62 #include "UI_resources.h"
65 #include "wm_window.h"
67 #include "draw_manager_text.h"
68 #include "draw_manager_profiling.h"
70 /* only for callbacks */
71 #include "draw_cache_impl.h"
73 #include "draw_mode_engines.h"
74 #include "engines/eevee/eevee_engine.h"
75 #include "engines/basic/basic_engine.h"
76 #include "engines/workbench/workbench_engine.h"
77 #include "engines/external/external_engine.h"
79 #include "GPU_context.h"
81 #include "DEG_depsgraph.h"
82 #include "DEG_depsgraph_query.h"
85 # include "GPU_select.h"
88 /** Render State: No persistent data between draw calls. */
89 DRWManager DST = {NULL};
91 static ListBase DRW_engines = {NULL, NULL};
93 extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */
95 static void drw_state_prepare_clean_for_draw(DRWManager *dst)
97 memset(dst, 0x0, offsetof(DRWManager, gl_context));
99 /* Maybe not the best place for this. */
100 if (!DST.uniform_names.buffer) {
101 DST.uniform_names.buffer = MEM_callocN(DRW_UNIFORM_BUFFER_NAME, "Name Buffer");
102 DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
104 else if (DST.uniform_names.buffer_len > DRW_UNIFORM_BUFFER_NAME) {
105 DST.uniform_names.buffer = MEM_reallocN(DST.uniform_names.buffer, DRW_UNIFORM_BUFFER_NAME);
106 DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
108 DST.uniform_names.buffer_ofs = 0;
111 /* This function is used to reset draw manager to a state
112 * where we don't re-use data by accident across different
116 static void drw_state_ensure_not_reused(DRWManager *dst)
118 memset(dst, 0xff, offsetof(DRWManager, gl_context));
122 /* -------------------------------------------------------------------- */
124 void DRW_draw_callbacks_pre_scene(void)
126 RegionView3D *rv3d = DST.draw_ctx.rv3d;
128 GPU_matrix_projection_set(rv3d->winmat);
129 GPU_matrix_set(rv3d->viewmat);
132 void DRW_draw_callbacks_post_scene(void)
134 RegionView3D *rv3d = DST.draw_ctx.rv3d;
136 GPU_matrix_projection_set(rv3d->winmat);
137 GPU_matrix_set(rv3d->viewmat);
140 struct DRWTextStore *DRW_text_cache_ensure(void)
142 BLI_assert(DST.text_store_p);
143 if (*DST.text_store_p == NULL) {
144 *DST.text_store_p = DRW_text_cache_create();
146 return *DST.text_store_p;
150 /* -------------------------------------------------------------------- */
154 bool DRW_object_is_renderable(const Object *ob)
156 BLI_assert((ob->base_flag & BASE_VISIBLE) != 0);
158 if (ob->type == OB_MESH) {
159 if ((ob == DST.draw_ctx.object_edit) || BKE_object_is_in_editmode(ob)) {
160 View3D *v3d = DST.draw_ctx.v3d;
161 const int mask = (V3D_OVERLAY_EDIT_OCCLUDE_WIRE | V3D_OVERLAY_EDIT_WEIGHT);
163 if (v3d && v3d->overlay.edit_flag & mask) {
173 * Return whether this object is visible depending if
174 * we are rendering or drawing in the viewport.
176 int DRW_object_visibility_in_active_context(const Object *ob)
178 const eEvaluationMode mode = DRW_state_is_scene_render() ?
181 return BKE_object_visibility(ob, mode);
184 bool DRW_object_is_flat_normal(const Object *ob)
186 if (ob->type == OB_MESH) {
187 const Mesh *me = ob->data;
188 if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
195 bool DRW_object_use_hide_faces(const struct Object *ob)
197 if (ob->type == OB_MESH) {
198 const Mesh *me = DEG_get_original_object((Object *)ob)->data;
201 case OB_MODE_TEXTURE_PAINT:
202 return (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
203 case OB_MODE_VERTEX_PAINT:
204 case OB_MODE_WEIGHT_PAINT:
205 return (me->editflag & (ME_EDIT_PAINT_FACE_SEL | ME_EDIT_PAINT_VERT_SEL)) != 0;
212 bool DRW_object_is_visible_psys_in_active_context(
213 const Object *object,
214 const ParticleSystem *psys)
216 const DRWContextState *draw_ctx = DRW_context_state_get();
217 const Scene *scene = draw_ctx->scene;
218 if (object == draw_ctx->object_edit) {
221 const ParticleSettings *part = psys->part;
222 const ParticleEditSettings *pset = &scene->toolsettings->particle;
223 if (object->mode == OB_MODE_PARTICLE_EDIT) {
224 if (psys_in_edit_mode(draw_ctx->depsgraph, psys)) {
225 if ((pset->flag & PE_DRAW_PART) == 0) {
228 if ((part->childtype == 0) &&
229 (psys->flag & PSYS_HAIR_DYNAMICS &&
230 psys->pointcache->flag & PTCACHE_BAKED) == 0)
239 struct Object *DRW_object_get_dupli_parent(const Object *UNUSED(ob))
241 return DST.dupli_parent;
244 struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob))
246 return DST.dupli_source;
252 /* -------------------------------------------------------------------- */
253 /** \name Color Management
256 /* Use color management profile to draw texture to framebuffer */
257 void DRW_transform_to_display(GPUTexture *tex, bool use_view_transform, bool use_render_settings)
259 drw_state_set(DRW_STATE_WRITE_COLOR);
261 GPUVertFormat *vert_format = immVertexFormat();
262 uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
263 uint texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
265 const float dither = 1.0f;
267 bool use_ocio = false;
269 /* View transform is already applied for offscreen, don't apply again, see: T52046 */
270 if (!(DST.options.is_image_render && !DST.options.is_scene_render)) {
271 Scene *scene = DST.draw_ctx.scene;
272 ColorManagedDisplaySettings *display_settings = &scene->display_settings;
273 ColorManagedViewSettings view_settings;
274 if (use_render_settings) {
275 /* Use full render settings, for renders with scene lighting. */
276 view_settings = scene->view_settings;
278 else if (use_view_transform) {
279 /* Use only view transform + look and nothing else for lookdev without
280 * scene lighting, as exposure depends on scene light intensity. */
281 BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
282 STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
283 STRNCPY(view_settings.look, scene->view_settings.look);
286 /* For workbench use only default view transform in configuration,
287 * using no scene settings. */
288 BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
291 use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(
292 &view_settings, display_settings, NULL, dither, false);
296 /* View transform is already applied for offscreen, don't apply again, see: T52046 */
297 if (DST.options.is_image_render && !DST.options.is_scene_render) {
298 immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
299 immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f);
302 immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB);
304 immUniform1i("image", 0);
307 GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */
311 immUniformMatrix4fv("ModelViewProjectionMatrix", mat);
313 /* Full screen triangle */
314 immBegin(GPU_PRIM_TRIS, 3);
315 immAttr2f(texco, 0.0f, 0.0f);
316 immVertex2f(pos, -1.0f, -1.0f);
318 immAttr2f(texco, 2.0f, 0.0f);
319 immVertex2f(pos, 3.0f, -1.0f);
321 immAttr2f(texco, 0.0f, 2.0f);
322 immVertex2f(pos, -1.0f, 3.0f);
325 GPU_texture_unbind(tex);
328 IMB_colormanagement_finish_glsl_draw();
335 /* Draw texture to framebuffer without any color transforms */
336 void DRW_transform_none(GPUTexture *tex)
338 /* Draw as texture for final render (without immediate mode). */
339 GPUBatch *geom = DRW_cache_fullscreen_quad_get();
340 GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_IMAGE_COLOR);
342 GPU_texture_bind(tex, 0);
344 const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
345 GPU_batch_uniform_4fv(geom, "color", white);
349 GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
351 GPU_batch_program_use_begin(geom);
352 GPU_batch_draw_range_ex(geom, 0, 0, false);
353 GPU_batch_program_use_end(geom);
355 GPU_texture_unbind(tex);
361 /* -------------------------------------------------------------------- */
362 /** \name Multisample Resolve
365 /* Use manual multisample resolve pass.
366 * Much quicker than blitting back and forth.
367 * Assume destination fb is bound*/
368 void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth)
370 DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL;
373 state |= DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
375 drw_state_set(state);
377 int samples = GPU_texture_samples(src_depth);
379 BLI_assert(samples > 0);
380 BLI_assert(GPU_texture_samples(src_color) == samples);
382 GPUBatch *geom = DRW_cache_fullscreen_quad_get();
387 case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST; break;
388 case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST; break;
389 case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST; break;
390 case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST; break;
392 BLI_assert("Mulisample count unsupported by blit shader.");
393 builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST;
399 case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2; break;
400 case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4; break;
401 case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8; break;
402 case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16; break;
404 BLI_assert("Mulisample count unsupported by blit shader.");
405 builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2;
410 GPU_batch_program_set_builtin(geom, builtin);
413 GPU_texture_bind(src_depth, 0);
414 GPU_batch_uniform_1i(geom, "depthMulti", 0);
417 GPU_texture_bind(src_color, 1);
418 GPU_batch_uniform_1i(geom, "colorMulti", 1);
422 GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
424 /* avoid gpuMatrix calls */
425 GPU_batch_program_use_begin(geom);
426 GPU_batch_draw_range_ex(geom, 0, 0, false);
427 GPU_batch_program_use_end(geom);
432 /* -------------------------------------------------------------------- */
433 /** \name Viewport (DRW_viewport)
436 void *drw_viewport_engine_data_ensure(void *engine_type)
438 void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type);
441 data = GPU_viewport_engine_data_create(DST.viewport, engine_type);
446 void DRW_engine_viewport_data_size_get(
447 const void *engine_type_v,
448 int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len)
450 const DrawEngineType *engine_type = engine_type_v;
453 *r_fbl_len = engine_type->vedata_size->fbl_len;
456 *r_txl_len = engine_type->vedata_size->txl_len;
459 *r_psl_len = engine_type->vedata_size->psl_len;
462 *r_stl_len = engine_type->vedata_size->stl_len;
466 /* WARNING: only use for custom pipeline. 99% of the time, you don't want to use this. */
467 void DRW_render_viewport_size_set(int size[2])
469 DST.size[0] = size[0];
470 DST.size[1] = size[1];
473 const float *DRW_viewport_size_get(void)
478 const float *DRW_viewport_invert_size_get(void)
483 const float *DRW_viewport_screenvecs_get(void)
485 return &DST.screenvecs[0][0];
488 const float *DRW_viewport_pixelsize_get(void)
493 static void drw_viewport_cache_resize(void)
495 /* Release the memiter before clearing the mempools that references them */
496 GPU_viewport_cache_release(DST.viewport);
498 if (DST.vmempool != NULL) {
499 BLI_mempool_clear_ex(DST.vmempool->calls, BLI_mempool_len(DST.vmempool->calls));
500 BLI_mempool_clear_ex(DST.vmempool->states, BLI_mempool_len(DST.vmempool->states));
501 BLI_mempool_clear_ex(DST.vmempool->shgroups, BLI_mempool_len(DST.vmempool->shgroups));
502 BLI_mempool_clear_ex(DST.vmempool->uniforms, BLI_mempool_len(DST.vmempool->uniforms));
503 BLI_mempool_clear_ex(DST.vmempool->passes, BLI_mempool_len(DST.vmempool->passes));
506 DRW_instance_data_list_free_unused(DST.idatalist);
507 DRW_instance_data_list_resize(DST.idatalist);
510 /* Not a viewport variable, we could split this out. */
511 static void drw_context_state_init(void)
513 if (DST.draw_ctx.obact) {
514 DST.draw_ctx.object_mode = DST.draw_ctx.obact->mode;
517 DST.draw_ctx.object_mode = OB_MODE_OBJECT;
521 if (DST.draw_ctx.object_mode & OB_MODE_EDIT) {
522 DST.draw_ctx.object_edit = DST.draw_ctx.obact;
525 DST.draw_ctx.object_edit = NULL;
529 if (DST.draw_ctx.object_mode & OB_MODE_POSE) {
530 DST.draw_ctx.object_pose = DST.draw_ctx.obact;
532 else if (DST.draw_ctx.object_mode & OB_MODE_WEIGHT_PAINT) {
533 DST.draw_ctx.object_pose = BKE_object_pose_armature_get(DST.draw_ctx.obact);
536 DST.draw_ctx.object_pose = NULL;
539 DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_DEFAULT;
540 if (DST.draw_ctx.rv3d && DST.draw_ctx.rv3d->rflag & RV3D_CLIPPING) {
541 DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_CLIPPED;
545 /* It also stores viewport variable to an immutable place: DST
546 * This is because a cache uniform only store reference
547 * to its value. And we don't want to invalidate the cache
548 * if this value change per viewport */
549 static void drw_viewport_var_init(void)
551 RegionView3D *rv3d = DST.draw_ctx.rv3d;
552 /* Refresh DST.size */
555 GPU_viewport_size_get(DST.viewport, size);
556 DST.size[0] = size[0];
557 DST.size[1] = size[1];
558 DST.inv_size[0] = 1.0f / size[0];
559 DST.inv_size[1] = 1.0f / size[1];
561 DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport);
562 DST.default_framebuffer = fbl->default_fb;
564 DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
566 if (DST.vmempool->calls == NULL) {
567 DST.vmempool->calls = BLI_mempool_create(sizeof(DRWCall), 0, 512, 0);
569 if (DST.vmempool->states == NULL) {
570 DST.vmempool->states = BLI_mempool_create(sizeof(DRWCallState), 0, 512, BLI_MEMPOOL_ALLOW_ITER);
572 if (DST.vmempool->shgroups == NULL) {
573 DST.vmempool->shgroups = BLI_mempool_create(sizeof(DRWShadingGroup), 0, 256, 0);
575 if (DST.vmempool->uniforms == NULL) {
576 DST.vmempool->uniforms = BLI_mempool_create(sizeof(DRWUniform), 0, 512, 0);
578 if (DST.vmempool->passes == NULL) {
579 DST.vmempool->passes = BLI_mempool_create(sizeof(DRWPass), 0, 64, 0);
582 DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
583 DRW_instance_data_list_reset(DST.idatalist);
592 DST.default_framebuffer = NULL;
597 /* Refresh DST.screenvecs */
598 copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
599 copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
600 normalize_v3(DST.screenvecs[0]);
601 normalize_v3(DST.screenvecs[1]);
603 /* Refresh DST.pixelsize */
604 DST.pixsize = rv3d->pixsize;
606 copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERS], rv3d->persmat);
607 copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERSINV], rv3d->persinv);
608 copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEW], rv3d->viewmat);
609 copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEWINV], rv3d->viewinv);
610 copy_m4_m4(DST.original_mat.mat[DRW_MAT_WIN], rv3d->winmat);
611 invert_m4_m4(DST.original_mat.mat[DRW_MAT_WININV], rv3d->winmat);
613 memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DST.original_mat.mat));
615 copy_v4_v4(DST.view_data.viewcamtexcofac, rv3d->viewcamtexcofac);
618 copy_v4_fl4(DST.view_data.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
622 DST.frontface = GL_CCW;
623 DST.backface = GL_CW;
624 glFrontFace(DST.frontface);
626 if (DST.draw_ctx.object_edit) {
627 ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
630 /* Alloc array of texture reference. */
631 if (DST.RST.bound_texs == NULL) {
632 DST.RST.bound_texs = MEM_callocN(sizeof(GPUTexture *) * GPU_max_textures(), "Bound GPUTexture refs");
634 if (DST.RST.bound_tex_slots == NULL) {
635 DST.RST.bound_tex_slots = MEM_callocN(sizeof(char) * GPU_max_textures(), "Bound Texture Slots");
637 if (DST.RST.bound_ubos == NULL) {
638 DST.RST.bound_ubos = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_ubo_binds(), "Bound GPUUniformBuffer refs");
640 if (DST.RST.bound_ubo_slots == NULL) {
641 DST.RST.bound_ubo_slots = MEM_callocN(sizeof(char) * GPU_max_ubo_binds(), "Bound Ubo Slots");
644 if (view_ubo == NULL) {
645 view_ubo = DRW_uniformbuffer_create(sizeof(ViewUboStorage), NULL);
648 DST.override_mat = 0;
649 DST.dirty_mat = true;
650 DST.state_cache_id = 1;
652 DST.clipping.updated = false;
654 memset(DST.object_instance_data, 0x0, sizeof(DST.object_instance_data));
657 void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
659 BLI_assert(type >= 0 && type < DRW_MAT_COUNT);
660 /* Can't use this in render mode. */
661 BLI_assert(((DST.override_mat & (1 << type)) != 0) || DST.draw_ctx.rv3d != NULL);
663 copy_m4_m4(mat, DST.view_data.matstate.mat[type]);
666 void DRW_viewport_matrix_get_all(DRWMatrixState *state)
668 memcpy(state, DST.view_data.matstate.mat, sizeof(DRWMatrixState));
671 void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type)
673 BLI_assert(type < DRW_MAT_COUNT);
674 copy_m4_m4(DST.view_data.matstate.mat[type], mat);
675 DST.override_mat |= (1 << type);
676 DST.dirty_mat = true;
677 DST.clipping.updated = false;
680 void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type)
682 BLI_assert(type < DRW_MAT_COUNT);
683 copy_m4_m4(DST.view_data.matstate.mat[type], DST.original_mat.mat[type]);
684 DST.override_mat &= ~(1 << type);
685 DST.dirty_mat = true;
686 DST.clipping.updated = false;
689 void DRW_viewport_matrix_override_set_all(DRWMatrixState *state)
691 memcpy(DST.view_data.matstate.mat, state, sizeof(DRWMatrixState));
692 DST.override_mat = 0xFFFFFF;
693 DST.dirty_mat = true;
694 DST.clipping.updated = false;
697 void DRW_viewport_matrix_override_unset_all(void)
699 memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DRWMatrixState));
700 DST.override_mat = 0;
701 DST.dirty_mat = true;
702 DST.clipping.updated = false;
705 bool DRW_viewport_is_persp_get(void)
707 RegionView3D *rv3d = DST.draw_ctx.rv3d;
709 return rv3d->is_persp;
712 return DST.view_data.matstate.mat[DRW_MAT_WIN][3][3] == 0.0f;
716 float DRW_viewport_near_distance_get(void)
719 DRW_viewport_matrix_get(projmat, DRW_MAT_WIN);
721 if (DRW_viewport_is_persp_get()) {
722 return -projmat[3][2] / (projmat[2][2] - 1.0f);
725 return -(projmat[3][2] + 1.0f) / projmat[2][2];
729 float DRW_viewport_far_distance_get(void)
732 DRW_viewport_matrix_get(projmat, DRW_MAT_WIN);
734 if (DRW_viewport_is_persp_get()) {
735 return -projmat[3][2] / (projmat[2][2] + 1.0f);
738 return -(projmat[3][2] - 1.0f) / projmat[2][2];
742 DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)
744 return GPU_viewport_framebuffer_list_get(DST.viewport);
747 DefaultTextureList *DRW_viewport_texture_list_get(void)
749 return GPU_viewport_texture_list_get(DST.viewport);
752 void DRW_viewport_request_redraw(void)
754 GPU_viewport_tag_update(DST.viewport);
760 /* -------------------------------------------------------------------- */
761 /** \name ViewLayers (DRW_scenelayer)
764 void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
766 for (ViewLayerEngineData *sled = DST.draw_ctx.view_layer->drawdata.first; sled; sled = sled->next) {
767 if (sled->engine_type == engine_type) {
768 return sled->storage;
774 void **DRW_view_layer_engine_data_ensure_ex(
775 ViewLayer *view_layer, DrawEngineType *engine_type, void (*callback)(void *storage))
777 ViewLayerEngineData *sled;
779 for (sled = view_layer->drawdata.first; sled; sled = sled->next) {
780 if (sled->engine_type == engine_type) {
781 return &sled->storage;
785 sled = MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData");
786 sled->engine_type = engine_type;
787 sled->free = callback;
788 BLI_addtail(&view_layer->drawdata, sled);
790 return &sled->storage;
793 void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type, void (*callback)(void *storage))
795 return DRW_view_layer_engine_data_ensure_ex(DST.draw_ctx.view_layer, engine_type, callback);
801 /* -------------------------------------------------------------------- */
802 /** \name Draw Data (DRW_drawdata)
805 /* Used for DRW_drawdata_from_id()
806 * All ID-datablocks which have their own 'local' DrawData
807 * should have the same arrangement in their structs.
809 typedef struct IdDdtTemplate {
811 struct AnimData *adt;
812 DrawDataList drawdata;
815 /* Check if ID can have AnimData */
816 static bool id_type_can_have_drawdata(const short id_type)
818 /* Only some ID-blocks have this info for now */
819 /* TODO: finish adding this for the other blocktypes */
832 static bool id_can_have_drawdata(const ID *id)
839 return id_type_can_have_drawdata(GS(id->name));
842 /* Get DrawData from the given ID-block. In order for this to work, we assume that
843 * the DrawData pointer is stored in the struct in the same fashion as in IdDdtTemplate.
845 DrawDataList *DRW_drawdatalist_from_id(ID *id)
847 /* only some ID-blocks have this info for now, so we cast the
848 * types that do to be of type IdDdtTemplate, and extract the
851 if (id_can_have_drawdata(id)) {
852 IdDdtTemplate *idt = (IdDdtTemplate *)id;
853 return &idt->drawdata;
860 DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type)
862 DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
864 if (drawdata == NULL) {
868 LISTBASE_FOREACH(DrawData *, dd, drawdata) {
869 if (dd->engine_type == engine_type) {
876 DrawData *DRW_drawdata_ensure(
878 DrawEngineType *engine_type,
880 DrawDataInitCb init_cb,
881 DrawDataFreeCb free_cb)
883 BLI_assert(size >= sizeof(DrawData));
884 BLI_assert(id_can_have_drawdata(id));
885 /* Try to re-use existing data. */
886 DrawData *dd = DRW_drawdata_get(id, engine_type);
891 DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
893 /* Allocate new data. */
894 if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
895 /* NOTE: data is not persistent in this case. It is reset each redraw. */
896 BLI_assert(free_cb == NULL); /* No callback allowed. */
897 /* Round to sizeof(float) for DRW_instance_data_request(). */
898 const size_t t = sizeof(float) - 1;
899 size = (size + t) & ~t;
900 size_t fsize = size / sizeof(float);
901 BLI_assert(fsize < MAX_INSTANCE_DATA_SIZE);
902 if (DST.object_instance_data[fsize] == NULL) {
903 DST.object_instance_data[fsize] = DRW_instance_data_request(DST.idatalist, fsize);
905 dd = (DrawData *)DRW_instance_data_next(DST.object_instance_data[fsize]);
909 dd = MEM_callocN(size, "DrawData");
911 dd->engine_type = engine_type;
913 /* Perform user-side initialization, if needed. */
914 if (init_cb != NULL) {
917 /* Register in the list. */
918 BLI_addtail((ListBase *)drawdata, dd);
922 void DRW_drawdata_free(ID *id)
924 DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
926 if (drawdata == NULL) {
930 LISTBASE_FOREACH(DrawData *, dd, drawdata) {
931 if (dd->free != NULL) {
936 BLI_freelistN((ListBase *)drawdata);
939 /* Unlink (but don't free) the drawdata from the DrawDataList if the ID is an OB from dupli. */
940 static void drw_drawdata_unlink_dupli(ID *id)
942 if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
943 DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
945 if (drawdata == NULL) {
949 BLI_listbase_clear((ListBase *)drawdata);
956 /* -------------------------------------------------------------------- */
957 /** \name Rendering (DRW_engines)
960 static void drw_engines_init(void)
962 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
963 DrawEngineType *engine = link->data;
964 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
965 PROFILE_START(stime);
967 if (engine->engine_init) {
968 engine->engine_init(data);
971 PROFILE_END_UPDATE(data->init_time, stime);
975 static void drw_engines_cache_init(void)
977 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
978 DrawEngineType *engine = link->data;
979 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
981 if (data->text_draw_cache) {
982 DRW_text_cache_destroy(data->text_draw_cache);
983 data->text_draw_cache = NULL;
985 if (DST.text_store_p == NULL) {
986 DST.text_store_p = &data->text_draw_cache;
989 if (engine->cache_init) {
990 engine->cache_init(data);
995 static void drw_engines_world_update(Scene *scene)
997 if (scene->world == NULL) {
1001 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1002 DrawEngineType *engine = link->data;
1003 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
1005 if (engine->id_update) {
1006 engine->id_update(data, &scene->world->id);
1011 static void drw_engines_cache_populate(Object *ob)
1013 DST.ob_state = NULL;
1015 /* HACK: DrawData is copied by COW from the duplicated object.
1016 * This is valid for IDs that cannot be instantiated but this
1017 * is not what we want in this case so we clear the pointer
1018 * ourselves here. */
1019 drw_drawdata_unlink_dupli((ID *)ob);
1021 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1022 DrawEngineType *engine = link->data;
1023 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
1025 if (engine->id_update) {
1026 engine->id_update(data, &ob->id);
1029 if (engine->cache_populate) {
1030 engine->cache_populate(data, ob);
1034 /* TODO: in the future it would be nice to generate once for all viewports.
1035 * But we need threaded DRW manager first. */
1036 drw_batch_cache_generate_requested(ob);
1038 /* ... and clearing it here too because theses draw data are
1039 * from a mempool and must not be free individually by depsgraph. */
1040 drw_drawdata_unlink_dupli((ID *)ob);
1043 static void drw_engines_cache_finish(void)
1045 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1046 DrawEngineType *engine = link->data;
1047 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
1049 if (engine->cache_finish) {
1050 engine->cache_finish(data);
1055 static void drw_engines_draw_background(void)
1057 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1058 DrawEngineType *engine = link->data;
1059 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
1061 if (engine->draw_background) {
1062 PROFILE_START(stime);
1064 DRW_stats_group_start(engine->idname);
1065 engine->draw_background(data);
1066 DRW_stats_group_end();
1068 PROFILE_END_UPDATE(data->background_time, stime);
1073 /* No draw_background found, doing default background */
1074 if (DRW_state_draw_background()) {
1075 DRW_draw_background();
1079 static void drw_engines_draw_scene(void)
1081 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1082 DrawEngineType *engine = link->data;
1083 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
1084 PROFILE_START(stime);
1086 if (engine->draw_scene) {
1087 DRW_stats_group_start(engine->idname);
1088 engine->draw_scene(data);
1089 /* Restore for next engine */
1090 if (DRW_state_is_fbo()) {
1091 GPU_framebuffer_bind(DST.default_framebuffer);
1093 DRW_stats_group_end();
1096 PROFILE_END_UPDATE(data->render_time, stime);
1100 static void drw_engines_draw_text(void)
1102 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1103 DrawEngineType *engine = link->data;
1104 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
1105 PROFILE_START(stime);
1107 if (data->text_draw_cache) {
1108 DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.ar);
1111 PROFILE_END_UPDATE(data->render_time, stime);
1115 /* Draw render engine info. */
1116 void DRW_draw_region_engine_info(int xoffset, int yoffset)
1118 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1119 DrawEngineType *engine = link->data;
1120 ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
1122 if (data->info[0] != '\0') {
1123 char *chr_current = data->info;
1124 char *chr_start = chr_current;
1127 const int font_id = BLF_default();
1128 UI_FontThemeColor(font_id, TH_TEXT_HI);
1130 BLF_enable(font_id, BLF_SHADOW);
1131 BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
1132 BLF_shadow_offset(font_id, 1, -1);
1134 while (*chr_current++ != '\0') {
1136 if (*chr_current == '\n') {
1137 char info[GPU_INFO_SIZE];
1138 BLI_strncpy(info, chr_start, line_len + 1);
1139 yoffset -= U.widget_unit;
1140 BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info));
1142 /* Re-start counting. */
1143 chr_start = chr_current + 1;
1148 char info[GPU_INFO_SIZE];
1149 BLI_strncpy(info, chr_start, line_len + 1);
1150 yoffset -= U.widget_unit;
1151 BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info));
1153 BLF_disable(font_id, BLF_SHADOW);
1158 static void use_drw_engine(DrawEngineType *engine)
1160 LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data");
1162 BLI_addtail(&DST.enabled_engines, ld);
1166 * Use for external render engines.
1168 static void drw_engines_enable_external(void)
1170 use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
1173 /* TODO revisit this when proper layering is implemented */
1174 /* Gather all draw engines needed and store them in DST.enabled_engines
1175 * That also define the rendering order of engines */
1176 static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, bool use_xray)
1180 use_drw_engine(&draw_engine_workbench_transparent);
1185 use_drw_engine(&draw_engine_workbench_transparent);
1188 use_drw_engine(&draw_engine_workbench_solid);
1196 if (engine_type->draw_engine != NULL) {
1197 use_drw_engine(engine_type->draw_engine);
1200 if ((engine_type->flag & RE_INTERNAL) == 0) {
1201 drw_engines_enable_external();
1207 static void drw_engines_enable_from_object_mode(void)
1209 use_drw_engine(&draw_engine_object_type);
1210 /* TODO(fclem) remove this, it does not belong to it's own engine. */
1211 use_drw_engine(&draw_engine_motion_path_type);
1214 static void drw_engines_enable_from_paint_mode(int mode)
1217 case CTX_MODE_SCULPT:
1218 use_drw_engine(&draw_engine_sculpt_type);
1220 case CTX_MODE_PAINT_WEIGHT:
1221 use_drw_engine(&draw_engine_paint_weight_type);
1223 case CTX_MODE_PAINT_VERTEX:
1224 use_drw_engine(&draw_engine_paint_vertex_type);
1226 case CTX_MODE_PAINT_TEXTURE:
1227 use_drw_engine(&draw_engine_paint_texture_type);
1234 static void drw_engines_enable_from_mode(int mode)
1237 case CTX_MODE_EDIT_MESH:
1238 use_drw_engine(&draw_engine_edit_mesh_type);
1240 case CTX_MODE_EDIT_SURFACE:
1241 case CTX_MODE_EDIT_CURVE:
1242 use_drw_engine(&draw_engine_edit_curve_type);
1244 case CTX_MODE_EDIT_TEXT:
1245 use_drw_engine(&draw_engine_edit_text_type);
1247 case CTX_MODE_EDIT_ARMATURE:
1248 use_drw_engine(&draw_engine_edit_armature_type);
1250 case CTX_MODE_EDIT_METABALL:
1251 use_drw_engine(&draw_engine_edit_metaball_type);
1253 case CTX_MODE_EDIT_LATTICE:
1254 use_drw_engine(&draw_engine_edit_lattice_type);
1256 case CTX_MODE_PARTICLE:
1257 use_drw_engine(&draw_engine_particle_type);
1260 case CTX_MODE_PAINT_WEIGHT:
1261 /* The pose engine clears the depth of the default framebuffer
1262 * to draw an object with `OB_DRAWXRAY`.
1263 * (different of workbench that has its own framebuffer).
1264 * So make sure you call its `draw_scene` after all the other engines. */
1265 use_drw_engine(&draw_engine_pose_type);
1267 case CTX_MODE_SCULPT:
1268 case CTX_MODE_PAINT_VERTEX:
1269 case CTX_MODE_PAINT_TEXTURE:
1270 case CTX_MODE_OBJECT:
1271 case CTX_MODE_PAINT_GPENCIL:
1272 case CTX_MODE_EDIT_GPENCIL:
1273 case CTX_MODE_SCULPT_GPENCIL:
1274 case CTX_MODE_WEIGHT_GPENCIL:
1277 BLI_assert(!"Draw mode invalid");
1281 use_drw_engine(&draw_engine_gpencil_type);
1284 static void drw_engines_enable_from_overlays(int UNUSED(overlay_flag))
1286 use_drw_engine(&draw_engine_overlay_type);
1289 * Use for select and depth-drawing.
1291 static void drw_engines_enable_basic(void)
1293 use_drw_engine(DRW_engine_viewport_basic_type.draw_engine);
1296 static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_type)
1298 Object *obact = OBACT(view_layer);
1299 const int mode = CTX_data_mode_enum_ex(DST.draw_ctx.object_edit, obact, DST.draw_ctx.object_mode);
1300 View3D *v3d = DST.draw_ctx.v3d;
1301 const int drawtype = v3d->shading.type;
1302 const bool use_xray = XRAY_ENABLED(v3d);
1304 drw_engines_enable_from_engine(engine_type, drawtype, use_xray);
1306 if (DRW_state_draw_support()) {
1307 /* Draw paint modes first so that they are drawn below the wireframes. */
1308 drw_engines_enable_from_paint_mode(mode);
1309 drw_engines_enable_from_overlays(v3d->overlay.flag);
1310 drw_engines_enable_from_object_mode();
1311 drw_engines_enable_from_mode(mode);
1314 /* Force enable overlays engine for wireframe mode */
1315 if (v3d->shading.type == OB_WIRE) {
1316 drw_engines_enable_from_overlays(v3d->overlay.flag);
1318 /* if gpencil must draw the strokes, but not the object */
1319 drw_engines_enable_from_mode(mode);
1323 static void drw_engines_disable(void)
1325 BLI_freelistN(&DST.enabled_engines);
1328 static uint DRW_engines_get_hash(void)
1331 /* The cache depends on enabled engines */
1332 /* FIXME : if collision occurs ... segfault */
1333 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1334 DrawEngineType *engine = link->data;
1335 hash += BLI_ghashutil_strhash_p(engine->idname);
1341 /* -------------------------------------------------------------------- */
1342 /** \name View Update
1345 void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
1347 RenderEngineType *engine_type = update_ctx->engine_type;
1348 ARegion *ar = update_ctx->ar;
1349 View3D *v3d = update_ctx->v3d;
1350 RegionView3D *rv3d = ar->regiondata;
1351 Depsgraph *depsgraph = update_ctx->depsgraph;
1352 Scene *scene = update_ctx->scene;
1353 ViewLayer *view_layer = update_ctx->view_layer;
1355 /* Separate update for each stereo view. */
1356 for (int view = 0; view < 2; view++) {
1357 GPUViewport *viewport = WM_draw_region_get_viewport(ar, view);
1362 /* XXX Really nasty locking. But else this could
1363 * be executed by the material previews thread
1364 * while rendering a viewport. */
1365 BLI_ticket_mutex_lock(DST.gl_context_mutex);
1367 /* Reset before using it. */
1368 drw_state_prepare_clean_for_draw(&DST);
1370 DST.viewport = viewport;
1371 DST.draw_ctx = (DRWContextState){
1372 .ar = ar, .rv3d = rv3d, .v3d = v3d,
1373 .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
1374 .engine_type = engine_type,
1375 .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
1378 drw_engines_enable(view_layer, engine_type);
1380 for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
1381 DrawEngineType *draw_engine = link->data;
1382 ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine);
1384 if (draw_engine->view_update) {
1385 draw_engine->view_update(data);
1389 DST.viewport = NULL;
1391 drw_engines_disable();
1393 BLI_ticket_mutex_unlock(DST.gl_context_mutex);
1399 /* -------------------------------------------------------------------- */
1400 /** \name Main Draw Loops (DRW_draw)
1403 /* Everything starts here.
1404 * This function takes care of calling all cache and rendering functions
1405 * for each relevant engine / mode engine. */
1406 void DRW_draw_view(const bContext *C)
1408 Depsgraph *depsgraph = CTX_data_depsgraph(C);
1409 ARegion *ar = CTX_wm_region(C);
1410 View3D *v3d = CTX_wm_view3d(C);
1411 Scene *scene = DEG_get_evaluated_scene(depsgraph);
1412 RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
1413 GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar);
1415 /* Reset before using it. */
1416 drw_state_prepare_clean_for_draw(&DST);
1417 DST.options.draw_text = (
1418 (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0 &&
1419 (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
1420 DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C);
1424 * Used for both regular and off-screen drawing.
1425 * Need to reset DST before calling this function
1427 void DRW_draw_render_loop_ex(
1428 struct Depsgraph *depsgraph,
1429 RenderEngineType *engine_type,
1430 ARegion *ar, View3D *v3d,
1431 GPUViewport *viewport,
1432 const bContext *evil_C)
1435 Scene *scene = DEG_get_evaluated_scene(depsgraph);
1436 ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
1437 RegionView3D *rv3d = ar->regiondata;
1438 bool do_annotations = (((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) && ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0));
1440 DST.draw_ctx.evil_C = evil_C;
1441 DST.viewport = viewport;
1443 /* Setup viewport */
1444 GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
1446 DST.draw_ctx = (DRWContextState){
1447 .ar = ar, .rv3d = rv3d, .v3d = v3d,
1448 .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
1449 .engine_type = engine_type,
1450 .depsgraph = depsgraph,
1452 /* reuse if caller sets */
1453 .evil_C = DST.draw_ctx.evil_C,
1455 drw_context_state_init();
1456 drw_viewport_var_init();
1458 /* Get list of enabled engines */
1459 drw_engines_enable(view_layer, engine_type);
1462 DRW_globals_update();
1467 /* No framebuffer allowed before drawing. */
1468 BLI_assert(GPU_framebuffer_active_get() == NULL);
1475 PROFILE_START(stime);
1476 drw_engines_cache_init();
1477 drw_engines_world_update(scene);
1479 const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
1480 DEG_OBJECT_ITER_BEGIN(depsgraph, ob,
1481 DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
1482 DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
1483 DEG_ITER_OBJECT_FLAG_VISIBLE |
1484 DEG_ITER_OBJECT_FLAG_DUPLI)
1486 if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
1489 if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
1492 DST.dupli_parent = data_.dupli_parent;
1493 DST.dupli_source = data_.dupli_object_current;
1494 drw_engines_cache_populate(ob);
1496 DEG_OBJECT_ITER_END;
1498 drw_engines_cache_finish();
1500 DRW_render_instance_buffer_finish();
1503 double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
1504 PROFILE_END_UPDATE(*cache_time, stime);
1510 GPU_framebuffer_bind(DST.default_framebuffer);
1517 drw_engines_draw_background();
1519 /* WIP, single image drawn over the camera view (replace) */
1520 bool do_bg_image = false;
1521 if (rv3d->persp == RV3D_CAMOB) {
1522 Object *cam_ob = v3d->camera;
1523 if (cam_ob && cam_ob->type == OB_CAMERA) {
1524 Camera *cam = cam_ob->data;
1525 if (!BLI_listbase_is_empty(&cam->bg_images)) {
1531 GPU_framebuffer_bind(DST.default_framebuffer);
1534 ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, true);
1537 DRW_draw_callbacks_pre_scene();
1538 if (DST.draw_ctx.evil_C) {
1539 ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
1542 drw_engines_draw_scene();
1545 /* Fix 3D view being "laggy" on macos. (See T56996) */
1549 /* annotations - temporary drawing buffer (3d space) */
1550 /* XXX: Or should we use a proper draw/overlay engine for this case? */
1551 if (do_annotations) {
1552 glDisable(GL_DEPTH_TEST);
1553 /* XXX: as scene->gpd is not copied for COW yet */
1554 ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true);
1555 glEnable(GL_DEPTH_TEST);
1558 DRW_draw_callbacks_post_scene();
1559 if (DST.draw_ctx.evil_C) {
1560 ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
1567 glDisable(GL_DEPTH_TEST);
1568 drw_engines_draw_text();
1569 glEnable(GL_DEPTH_TEST);
1571 if (DST.draw_ctx.evil_C) {
1572 /* needed so gizmo isn't obscured */
1573 if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
1574 ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0))
1576 glDisable(GL_DEPTH_TEST);
1577 DRW_draw_gizmo_3d();
1580 DRW_draw_region_info();
1582 /* annotations - temporary drawing buffer (screenspace) */
1583 /* XXX: Or should we use a proper draw/overlay engine for this case? */
1584 if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
1587 glDisable(GL_DEPTH_TEST);
1588 /* XXX: as scene->gpd is not copied for COW yet */
1589 ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false);
1590 glEnable(GL_DEPTH_TEST);
1593 if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
1594 /* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
1595 * 'DRW_draw_region_info' sets the projection in pixel-space. */
1596 glDisable(GL_DEPTH_TEST);
1597 DRW_draw_gizmo_2d();
1598 glEnable(GL_DEPTH_TEST);
1605 ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, true, true);
1608 if (G.debug_value > 20 && G.debug_value < 30) {
1609 glDisable(GL_DEPTH_TEST);
1610 rcti rect; /* local coordinate visible rect inside region, to accommodate overlapping ui */
1611 ED_region_visible_rect(DST.draw_ctx.ar, &rect);
1612 DRW_stats_draw(&rect);
1613 glEnable(GL_DEPTH_TEST);
1616 if (WM_draw_region_get_bound_viewport(ar)) {
1617 /* Don't unbind the framebuffer yet in this case and let
1618 * GPU_viewport_unbind do it, so that we can still do further
1619 * drawing of action zones on top. */
1622 GPU_framebuffer_restore();
1626 drw_engines_disable();
1628 drw_viewport_cache_resize();
1631 /* Avoid accidental reuse. */
1632 drw_state_ensure_not_reused(&DST);
1636 void DRW_draw_render_loop(
1637 struct Depsgraph *depsgraph,
1638 ARegion *ar, View3D *v3d,
1639 GPUViewport *viewport)
1641 /* Reset before using it. */
1642 drw_state_prepare_clean_for_draw(&DST);
1644 Scene *scene = DEG_get_evaluated_scene(depsgraph);
1645 RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
1647 DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, NULL);
1650 /* @viewport CAN be NULL, in this case we create one. */
1651 void DRW_draw_render_loop_offscreen(
1652 struct Depsgraph *depsgraph, RenderEngineType *engine_type,
1653 ARegion *ar, View3D *v3d,
1654 const bool draw_background, GPUOffScreen *ofs,
1655 GPUViewport *viewport)
1657 /* Create temporary viewport if needed. */
1658 GPUViewport *render_viewport = viewport;
1659 if (viewport == NULL) {
1660 render_viewport = GPU_viewport_create_from_offscreen(ofs);
1663 GPU_framebuffer_restore();
1665 /* Reset before using it. */
1666 drw_state_prepare_clean_for_draw(&DST);
1667 DST.options.is_image_render = true;
1668 DST.options.draw_background = draw_background;
1669 DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL);
1671 /* Free temporary viewport. */
1672 if (viewport == NULL) {
1673 /* don't free data owned by 'ofs' */
1674 GPU_viewport_clear_from_offscreen(render_viewport);
1675 GPU_viewport_free(render_viewport);
1678 /* we need to re-bind (annoying!) */
1679 GPU_offscreen_bind(ofs, false);
1682 /* Helper to check if exit object type to render. */
1683 bool DRW_render_check_grease_pencil(Depsgraph *depsgraph)
1685 DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob)
1687 if (ob->type == OB_GPENCIL) {
1688 if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) {
1693 DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
1698 static void DRW_render_gpencil_to_image(RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
1700 if (draw_engine_gpencil_type.render_to_image) {
1701 ViewportEngineData *gpdata = drw_viewport_engine_data_ensure(&draw_engine_gpencil_type);
1702 draw_engine_gpencil_type.render_to_image(gpdata, engine, render_layer, rect);
1706 void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph)
1708 /* This function is only valid for Cycles
1709 * Eevee done all work in the Eevee render directly.
1710 * Maybe it can be done equal for both engines?
1712 if (STREQ(engine->type->name, "Eevee")) {
1716 /* Early out if there are no grease pencil objects, especially important
1717 * to avoid failing in in background renders without OpenGL context. */
1718 if (!DRW_render_check_grease_pencil(depsgraph)) {
1722 Scene *scene = DEG_get_evaluated_scene(depsgraph);
1723 ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
1724 RenderEngineType *engine_type = engine->type;
1725 RenderData *r = &scene->r;
1726 Render *render = engine->re;
1727 /* Changing Context */
1728 if (G.background && DST.gl_context == NULL) {
1729 WM_init_opengl(G_MAIN);
1732 void *re_gl_context = RE_gl_context_get(render);
1733 void *re_gpu_context = NULL;
1735 /* Changing Context */
1736 if (re_gl_context != NULL) {
1737 DRW_opengl_render_context_enable(re_gl_context);
1738 /* We need to query gpu context after a gl context has been bound. */
1739 re_gpu_context = RE_gpu_context_get(render);
1740 DRW_gawain_render_context_enable(re_gpu_context);
1743 DRW_opengl_context_enable();
1746 /* Reset before using it. */
1747 drw_state_prepare_clean_for_draw(&DST);
1748 DST.options.is_image_render = true;
1749 DST.options.is_scene_render = true;
1750 DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
1751 DST.buffer_finish_called = true;
1753 DST.draw_ctx = (DRWContextState) {
1754 .scene = scene, .view_layer = view_layer,
1755 .engine_type = engine_type,
1756 .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
1758 drw_context_state_init();
1760 DST.viewport = GPU_viewport_create();
1761 const int size[2] = { (r->size * r->xsch) / 100, (r->size * r->ysch) / 100 };
1762 GPU_viewport_size_set(DST.viewport, size);
1764 drw_viewport_var_init();
1766 /* set default viewport */
1767 gpuPushAttr(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
1768 glDisable(GL_SCISSOR_TEST);
1769 glViewport(0, 0, size[0], size[1]);
1771 /* Main rendering. */
1774 RE_GetViewPlane(render, &view_rect, &render_rect);
1775 if (BLI_rcti_is_empty(&render_rect)) {
1776 BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
1779 RenderResult *render_result = RE_engine_get_result(engine);
1780 RenderLayer *render_layer = render_result->layers.first;
1782 DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
1784 /* Force cache to reset. */
1785 drw_viewport_cache_resize();
1786 GPU_viewport_free(DST.viewport);
1789 glDisable(GL_DEPTH_TEST);
1791 /* Restore Drawing area. */
1793 glEnable(GL_SCISSOR_TEST);
1794 GPU_framebuffer_restore();
1796 /* Changing Context */
1797 /* GPXX Review this context */
1798 DRW_opengl_context_disable();
1800 DST.buffer_finish_called = false;
1803 void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
1805 Scene *scene = DEG_get_evaluated_scene(depsgraph);
1806 ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
1807 RenderEngineType *engine_type = engine->type;
1808 DrawEngineType *draw_engine_type = engine_type->draw_engine;
1809 RenderData *r = &scene->r;
1810 Render *render = engine->re;
1812 if (G.background && DST.gl_context == NULL) {
1813 WM_init_opengl(G_MAIN);
1816 void *re_gl_context = RE_gl_context_get(render);
1817 void *re_gpu_context = NULL;
1819 /* Changing Context */
1820 if (re_gl_context != NULL) {
1821 DRW_opengl_render_context_enable(re_gl_context);
1822 /* We need to query gpu context after a gl context has been bound. */
1823 re_gpu_context = RE_gpu_context_get(render);
1824 DRW_gawain_render_context_enable(re_gpu_context);
1827 DRW_opengl_context_enable();
1830 /* IMPORTANT: We dont support immediate mode in render mode!
1831 * This shall remain in effect until immediate mode supports
1832 * multiple threads. */
1834 /* Reset before using it. */
1835 drw_state_prepare_clean_for_draw(&DST);
1836 DST.options.is_image_render = true;
1837 DST.options.is_scene_render = true;
1838 DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
1840 DST.draw_ctx = (DRWContextState){
1841 .scene = scene, .view_layer = view_layer,
1842 .engine_type = engine_type,
1843 .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
1845 drw_context_state_init();
1847 DST.viewport = GPU_viewport_create();
1848 const int size[2] = {(r->size * r->xsch) / 100, (r->size * r->ysch) / 100};
1849 GPU_viewport_size_set(DST.viewport, size);
1851 drw_viewport_var_init();
1853 ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
1855 /* set default viewport */
1856 glViewport(0, 0, size[0], size[1]);
1858 /* Main rendering. */
1861 RE_GetViewPlane(render, &view_rect, &render_rect);
1862 if (BLI_rcti_is_empty(&render_rect)) {
1863 BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
1866 /* Init render result. */
1867 RenderResult *render_result = RE_engine_begin_result(
1874 /* RR_ALL_VIEWS */ NULL);
1876 RenderLayer *render_layer = render_result->layers.first;
1877 for (RenderView *render_view = render_result->views.first;
1878 render_view != NULL;
1879 render_view = render_view->next)
1881 RE_SetActiveRenderView(render, render_view->name);
1882 engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
1883 /* grease pencil: render result is merged in the previous render result. */
1884 if (DRW_render_check_grease_pencil(depsgraph)) {
1885 DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
1887 DST.buffer_finish_called = false;
1890 RE_engine_end_result(engine, render_result, false, false, false);
1892 /* Force cache to reset. */
1893 drw_viewport_cache_resize();
1895 GPU_viewport_free(DST.viewport);
1896 GPU_framebuffer_restore();
1899 /* Avoid accidental reuse. */
1900 drw_state_ensure_not_reused(&DST);
1903 /* Changing Context */
1904 if (re_gl_context != NULL) {
1905 DRW_gawain_render_context_disable(re_gpu_context);
1906 DRW_opengl_render_context_disable(re_gl_context);
1909 DRW_opengl_context_disable();
1913 void DRW_render_object_iter(
1914 void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph,
1915 void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
1917 const DRWContextState *draw_ctx = DRW_context_state_get();
1921 const int object_type_exclude_viewport = draw_ctx->v3d ? draw_ctx->v3d->object_type_exclude_viewport : 0;
1922 DEG_OBJECT_ITER_BEGIN(depsgraph, ob,
1923 DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
1924 DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
1925 DEG_ITER_OBJECT_FLAG_VISIBLE |
1926 DEG_ITER_OBJECT_FLAG_DUPLI)
1928 if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
1929 DST.dupli_parent = data_.dupli_parent;
1930 DST.dupli_source = data_.dupli_object_current;
1931 DST.ob_state = NULL;
1932 callback(vedata, ob, engine, depsgraph);
1934 drw_batch_cache_generate_requested(ob);
1940 /* Assume a valid gl context is bound (and that the gl_context_mutex has been acquired).
1941 * This function only setup DST and execute the given function.
1942 * Warning: similar to DRW_render_to_image you cannot use default lists (dfbl & dtxl). */
1943 void DRW_custom_pipeline(
1944 DrawEngineType *draw_engine_type,
1945 struct Depsgraph *depsgraph,
1946 void (*callback)(void *vedata, void *user_data),
1949 Scene *scene = DEG_get_evaluated_scene(depsgraph);
1950 ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
1952 /* Reset before using it. */
1953 drw_state_prepare_clean_for_draw(&DST);
1954 DST.options.is_image_render = true;
1955 DST.options.is_scene_render = true;
1956 DST.options.draw_background = false;
1958 DST.draw_ctx = (DRWContextState){
1960 .view_layer = view_layer,
1961 .engine_type = NULL,
1962 .depsgraph = depsgraph,
1963 .object_mode = OB_MODE_OBJECT,
1965 drw_context_state_init();
1967 DST.viewport = GPU_viewport_create();
1968 const int size[2] = {1, 1};
1969 GPU_viewport_size_set(DST.viewport, size);
1971 drw_viewport_var_init();
1975 ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
1977 /* Execute the callback */
1978 callback(data, user_data);
1979 DST.buffer_finish_called = false;
1981 GPU_viewport_free(DST.viewport);
1982 GPU_framebuffer_restore();
1985 /* Avoid accidental reuse. */
1986 drw_state_ensure_not_reused(&DST);
1990 static struct DRWSelectBuffer {
1991 struct GPUFrameBuffer *framebuffer;
1992 struct GPUTexture *texture_depth;
1993 } g_select_buffer = {NULL};
1995 static void draw_select_framebuffer_setup(const rcti *rect)
1997 if (g_select_buffer.framebuffer == NULL) {
1998 g_select_buffer.framebuffer = GPU_framebuffer_create();
2001 /* If size mismatch recreate the texture. */
2002 if ((g_select_buffer.texture_depth != NULL) &&
2003 ((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) ||
2004 (GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect))))
2006 GPU_texture_free(g_select_buffer.texture_depth);
2007 g_select_buffer.texture_depth = NULL;
2010 if (g_select_buffer.texture_depth == NULL) {
2011 g_select_buffer.texture_depth = GPU_texture_create_2D(
2012 BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), GPU_DEPTH_COMPONENT24, NULL, NULL);
2014 GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0);
2016 if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) {
2017 printf("Error invalid selection framebuffer\n");
2022 /* Must run after all instance datas have been added. */
2023 void DRW_render_instance_buffer_finish(void)
2025 BLI_assert(!DST.buffer_finish_called && "DRW_render_instance_buffer_finish called twice!");
2026 DST.buffer_finish_called = true;
2027 DRW_instance_buffer_finish(DST.idatalist);
2031 * object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
2033 void DRW_draw_select_loop(
2034 struct Depsgraph *depsgraph,
2035 ARegion *ar, View3D *v3d,
2036 bool UNUSED(use_obedit_skip), bool draw_surface, bool UNUSED(use_nearest), const rcti *rect,
2037 DRW_SelectPassFn select_pass_fn, void *select_pass_user_data,
2038 DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data)
2040 Scene *scene = DEG_get_evaluated_scene(depsgraph);
2041 RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
2042 ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
2043 Object *obact = OBACT(view_layer);
2044 Object *obedit = OBEDIT_FROM_OBACT(obact);
2045 #ifndef USE_GPU_SELECT
2046 UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect);
2048 RegionView3D *rv3d = ar->regiondata;
2050 /* Reset before using it. */
2051 drw_state_prepare_clean_for_draw(&DST);
2053 bool use_obedit = false;
2054 int obedit_mode = 0;
2055 if (obedit != NULL) {
2056 if (obedit->type == OB_MBALL) {
2058 obedit_mode = CTX_MODE_EDIT_METABALL;
2060 else if (obedit->type == OB_ARMATURE) {
2062 obedit_mode = CTX_MODE_EDIT_ARMATURE;
2065 if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) {
2066 if (!(v3d->flag2 & V3D_RENDER_OVERRIDE)) {
2067 /* Note: don't use "BKE_object_pose_armature_get" here, it breaks selection. */
2068 Object *obpose = OBPOSE_FROM_OBACT(obact);
2071 obedit_mode = CTX_MODE_POSE;
2076 struct GPUViewport *viewport = GPU_viewport_create();
2077 GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
2079 DST.viewport = viewport;
2080 DST.options.is_select = true;
2082 /* Get list of enabled engines */
2084 drw_engines_enable_from_paint_mode(obedit_mode);
2085 drw_engines_enable_from_mode(obedit_mode);
2087 else if (!draw_surface) {
2088 drw_engines_enable_from_overlays(v3d->overlay.flag);
2089 drw_engines_enable_from_object_mode();
2092 drw_engines_enable_basic();
2093 drw_engines_enable_from_overlays(v3d->overlay.flag);
2094 drw_engines_enable_from_object_mode();
2097 /* Setup viewport */
2099 /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
2100 DST.draw_ctx = (DRWContextState){
2101 .ar = ar, .rv3d = rv3d, .v3d = v3d,
2102 .scene = scene, .view_layer = view_layer, .obact = obact,
2103 .engine_type = engine_type,
2104 .depsgraph = depsgraph,
2106 drw_context_state_init();
2107 drw_viewport_var_init();
2110 DRW_globals_update();
2117 drw_engines_cache_init();
2118 drw_engines_world_update(scene);
2122 drw_engines_cache_populate(obact);
2124 FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, obact->type, obact->mode, ob_iter) {
2125 drw_engines_cache_populate(ob_iter);
2127 FOREACH_OBJECT_IN_MODE_END;
2131 const int object_type_exclude_select = (
2132 v3d->object_type_exclude_viewport | v3d->object_type_exclude_select
2134 bool filter_exclude = false;
2135 DEG_OBJECT_ITER_BEGIN(depsgraph, ob,
2136 DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
2137 DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
2138 DEG_ITER_OBJECT_FLAG_VISIBLE |
2139 DEG_ITER_OBJECT_FLAG_DUPLI)
2141 if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
2145 if ((ob->base_flag & BASE_SELECTABLE) &&
2146 (object_type_exclude_select & (1 << ob->type)) == 0)
2148 if (object_filter_fn != NULL) {
2149 if (ob->base_flag & BASE_FROM_DUPLI) {
2150 /* pass (use previous filter_exclude value) */
2153 filter_exclude = (object_filter_fn(ob, object_filter_user_data) == false);
2155 if (filter_exclude) {
2160 /* This relies on dupli instances being after their instancing object. */
2161 if ((ob->base_flag & BASE_FROM_DUPLI) == 0) {
2162 Object *ob_orig = DEG_get_original_object(ob);
2163 DRW_select_load_id(ob_orig->select_color);
2165 DST.dupli_parent = data_.dupli_parent;
2166 DST.dupli_source = data_.dupli_object_current;
2167 drw_engines_cache_populate(ob);
2170 DEG_OBJECT_ITER_END;
2173 drw_engines_cache_finish();
2175 DRW_render_instance_buffer_finish();
2178 /* Setup framebuffer */
2179 draw_select_framebuffer_setup(rect);
2180 GPU_framebuffer_bind(g_select_buffer.framebuffer);
2181 GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
2185 DRW_draw_callbacks_pre_scene();
2190 DRW_STATE_WRITE_DEPTH |
2191 DRW_STATE_DEPTH_ALWAYS |
2192 DRW_STATE_DEPTH_LESS_EQUAL |
2193 DRW_STATE_DEPTH_EQUAL |
2194 DRW_STATE_DEPTH_GREATER |
2195 DRW_STATE_DEPTH_ALWAYS);
2197 /* Only 1-2 passes. */
2199 if (!select_pass_fn(DRW_SELECT_PASS_PRE, select_pass_user_data)) {
2203 drw_engines_draw_scene();
2205 if (!select_pass_fn(DRW_SELECT_PASS_POST, select_pass_user_data)) {
2212 DRW_draw_callbacks_post_scene();
2215 drw_engines_disable();
2218 /* Avoid accidental reuse. */
2219 drw_state_ensure_not_reused(&DST);
2221 GPU_framebuffer_restore();
2223 /* Cleanup for selection state */
2224 GPU_viewport_free(viewport);
2225 #endif /* USE_GPU_SELECT */
2228 static void draw_depth_texture_to_screen(GPUTexture *texture)
2230 const float w = (float)GPU_texture_width(texture);
2231 const float h = (float)GPU_texture_height(texture);
2233 GPUVertFormat *format = immVertexFormat();
2234 uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
2235 uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
2237 immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY);
2239 GPU_texture_bind(texture, 0);
2241 immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
2243 immBegin(GPU_PRIM_TRI_STRIP, 4);
2245 immAttr2f(texcoord, 0.0f, 0.0f);
2246 immVertex2f(pos, 0.0f, 0.0f);
2248 immAttr2f(texcoord, 1.0f, 0.0f);
2249 immVertex2f(pos, w, 0.0f);
2251 immAttr2f(texcoord, 0.0f, 1.0f);
2252 immVertex2f(pos, 0.0f, h);
2254 immAttr2f(texcoord, 1.0f, 1.0f);
2255 immVertex2f(pos, w, h);
2259 GPU_texture_unbind(texture);
2265 * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
2267 void DRW_draw_depth_loop(
2268 Depsgraph *depsgraph,
2269 ARegion *ar, View3D *v3d)
2271 Scene *scene = DEG_get_evaluated_scene(depsgraph);
2272 RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
2273 ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
2274 RegionView3D *rv3d = ar->regiondata;
2276 DRW_opengl_context_enable();
2278 /* Reset before using it. */
2279 drw_state_prepare_clean_for_draw(&DST);
2281 struct GPUViewport *viewport = GPU_viewport_create();
2282 GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy});
2284 /* Setup framebuffer */
2285 draw_select_framebuffer_setup(&ar->winrct);
2286 GPU_framebuffer_bind(g_select_buffer.framebuffer);
2287 GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
2289 DST.viewport = viewport;
2290 DST.options.is_depth = true;
2292 /* Get list of enabled engines */
2294 drw_engines_enable_basic();
2295 if (DRW_state_draw_support()) {
2296 drw_engines_enable_from_object_mode();
2300 /* Setup viewport */
2302 /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
2303 DST.draw_ctx = (DRWContextState){
2304 .ar = ar, .rv3d = rv3d, .v3d = v3d,
2305 .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
2306 .engine_type = engine_type,
2307 .depsgraph = depsgraph,
2309 drw_context_state_init();
2310 drw_viewport_var_init();
2313 DRW_globals_update();
2320 drw_engines_cache_init();
2321 drw_engines_world_update(scene);
2323 const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
2324 DEG_OBJECT_ITER_BEGIN(depsgraph, ob,
2325 DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
2326 DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
2327 DEG_ITER_OBJECT_FLAG_VISIBLE |
2328 DEG_ITER_OBJECT_FLAG_DUPLI)
2330 if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
2334 if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
2338 DST.dupli_parent = data_.dupli_parent;
2339 DST.dupli_source = data_.dupli_object_current;
2340 drw_engines_cache_populate(ob);
2342 DEG_OBJECT_ITER_END;
2344 drw_engines_cache_finish();
2346 DRW_render_instance_buffer_finish();
2354 DRW_draw_callbacks_pre_scene();
2355 drw_engines_draw_scene();
2356 DRW_draw_callbacks_post_scene();
2359 drw_engines_disable();
2362 /* Avoid accidental reuse. */
2363 drw_state_ensure_not_reused(&DST);
2366 /* TODO: Reading depth for operators should be done here. */
2368 GPU_framebuffer_restore();
2370 /* Cleanup for selection state */
2371 GPU_viewport_free(viewport);
2373 /* Changin context */
2374 DRW_opengl_context_disable();
2376 /* XXX Drawing the resulting buffer to the BACK_BUFFER */
2378 GPU_matrix_push_projection();
2379 wmOrtho2_region_pixelspace(ar);
2380 GPU_matrix_identity_set();
2382 glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */
2383 glDepthFunc(GL_ALWAYS);
2384 draw_depth_texture_to_screen(g_select_buffer.texture_depth);
2385 glDepthFunc(GL_LEQUAL);
2388 GPU_matrix_pop_projection();
2394 /* -------------------------------------------------------------------- */
2395 /** \name Draw Manager State (DRW_state)
2398 void DRW_state_dfdy_factors_get(float dfdyfac[2])
2400 GPU_get_dfdy_factors(dfdyfac);
2404 * When false, drawing doesn't output to a pixel buffer
2405 * eg: Occlusion queries, or when we have setup a context to draw in already.
2407 bool DRW_state_is_fbo(void)
2409 return ((DST.default_framebuffer != NULL) || DST.options.is_image_render);
2413 * For when engines need to know if this is drawing for selection or not.
2415 bool DRW_state_is_select(void)
2417 return DST.options.is_select;
2420 bool DRW_state_is_depth(void)
2422 return DST.options.is_depth;
2426 * Whether we are rendering for an image
2428 bool DRW_state_is_image_render(void)
2430 return DST.options.is_image_render;
2434 * Whether we are rendering only the render engine,
2435 * or if we should also render the mode engines.
2437 bool DRW_state_is_scene_render(void)
2439 BLI_assert(DST.options.is_scene_render ?
2440 DST.options.is_image_render : true);
2441 return DST.options.is_scene_render;
2445 * Whether we are rendering simple opengl render
2447 bool DRW_state_is_opengl_render(void)
2449 return DST.options.is_image_render && !DST.options.is_scene_render;
2452 bool DRW_state_is_playback(void)
2454 if (DST.draw_ctx.evil_C != NULL) {
2455 struct wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
2456 return ED_screen_animation_playing(wm) != NULL;
2463 * Should text draw in this mode?
2465 bool DRW_state_show_text(void)
2467 return (DST.options.is_select) == 0 &&
2468 (DST.options.is_depth) == 0 &&
2469 (DST.options.is_scene_render) == 0 &&
2470 (DST.options.draw_text) == 0;
2474 * Should draw support elements
2475 * Objects center, selection outline, probe data, ...
2477 bool DRW_state_draw_support(void)
2479 View3D *v3d = DST.draw_ctx.v3d;
2480 return (DRW_state_is_scene_render() == false) &&
2482 ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0);
2486 * Whether we should render the background
2488 bool DRW_state_draw_background(void)
2490 if (DRW_state_is_image_render() == false) {
2493 return DST.options.draw_background;
2499 /* -------------------------------------------------------------------- */
2500 /** \name Context State (DRW_context_state)
2503 const DRWContextState *DRW_context_state_get(void)
2505 return &DST.draw_ctx;
2511 /* -------------------------------------------------------------------- */
2512 /** \name Init/Exit (DRW_engines)
2515 bool DRW_engine_render_support(DrawEngineType *draw_engine_type)
2517 return draw_engine_type->render_to_image;
2520 void DRW_engine_register(DrawEngineType *draw_engine_type)
2522 BLI_addtail(&DRW_engines, draw_engine_type);
2525 void DRW_engines_register(void)
2527 RE_engines_register(&DRW_engine_viewport_eevee_type);
2528 RE_engines_register(&DRW_engine_viewport_workbench_type);
2530 DRW_engine_register(&draw_engine_workbench_solid);
2531 DRW_engine_register(&draw_engine_workbench_transparent);
2533 DRW_engine_register(&draw_engine_object_type);
2534 DRW_engine_register(&draw_engine_edit_armature_type);
2535 DRW_engine_register(&draw_engine_edit_curve_type);
2536 DRW_engine_register(&draw_engine_edit_lattice_type);
2537 DRW_engine_register(&draw_engine_edit_mesh_type);
2538 DRW_engine_register(&draw_engine_edit_metaball_type);
2539 DRW_engine_register(&draw_engine_edit_text_type);
2540 DRW_engine_register(&draw_engine_motion_path_type);
2541 DRW_engine_register(&draw_engine_overlay_type);
2542 DRW_engine_register(&draw_engine_paint_texture_type);
2543 DRW_engine_register(&draw_engine_paint_vertex_type);
2544 DRW_engine_register(&draw_engine_paint_weight_type);
2545 DRW_engine_register(&draw_engine_particle_type);
2546 DRW_engine_register(&draw_engine_pose_type);
2547 DRW_engine_register(&draw_engine_sculpt_type);
2548 DRW_engine_register(&draw_engine_gpencil_type);
2550 /* setup callbacks */
2553 extern void *BKE_mball_batch_cache_dirty_tag_cb;
2554 extern void *BKE_mball_batch_cache_free_cb;
2556 extern void *BKE_curve_batch_cache_dirty_tag_cb;
2557 extern void *BKE_curve_batch_cache_free_cb;
2559 extern void *BKE_mesh_batch_cache_dirty_tag_cb;
2560 extern void *BKE_mesh_batch_cache_free_cb;
2561 /* BKE: lattice.c */
2562 extern void *BKE_lattice_batch_cache_dirty_tag_cb;
2563 extern void *BKE_lattice_batch_cache_free_cb;
2564 /* BKE: particle.c */
2565 extern void *BKE_particle_batch_cache_dirty_tag_cb;
2566 extern void *BKE_particle_batch_cache_free_cb;
2567 /* BKE: gpencil.c */
2568 extern void *BKE_gpencil_batch_cache_dirty_tag_cb;
2569 extern void *BKE_gpencil_batch_cache_free_cb;
2571 BKE_mball_batch_cache_dirty_tag_cb = DRW_mball_batch_cache_dirty_tag;
2572 BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
2574 BKE_curve_batch_cache_dirty_tag_cb = DRW_curve_batch_cache_dirty_tag;
2575 BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
2577 BKE_mesh_batch_cache_dirty_tag_cb = DRW_mesh_batch_cache_dirty_tag;
2578 BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
2580 BKE_lattice_batch_cache_dirty_tag_cb = DRW_lattice_batch_cache_dirty_tag;
2581 BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
2583 BKE_particle_batch_cache_dirty_tag_cb = DRW_particle_batch_cache_dirty_tag;
2584 BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
2586 BKE_gpencil_batch_cache_dirty_tag_cb = DRW_gpencil_batch_cache_dirty_tag;
2587 BKE_gpencil_batch_cache_free_cb = DRW_gpencil_batch_cache_free;
2591 extern struct GPUVertFormat *g_pos_format; /* draw_shgroup.c */
2592 void DRW_engines_free(void)
2594 DRW_opengl_context_enable();
2596 DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
2597 GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer);
2600 DRW_shape_cache_free();
2604 DrawEngineType *next;
2605 for (DrawEngineType *type = DRW_engines.first; type; type = next) {
2607 BLI_remlink(&R_engines, type);
2609 if (type->engine_free) {
2610 type->engine_free();
2614 DRW_UBO_FREE_SAFE(G_draw.block_ubo);
2615 DRW_UBO_FREE_SAFE(view_ubo);
2616 DRW_TEXTURE_FREE_SAFE(G_draw.ramp);
2617 DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
2618 MEM_SAFE_FREE(g_pos_format);
2620 MEM_SAFE_FREE(DST.RST.bound_texs);
2621 MEM_SAFE_FREE(DST.RST.bound_tex_slots);
2622 MEM_SAFE_FREE(DST.RST.bound_ubos);
2623 MEM_SAFE_FREE(DST.RST.bound_ubo_slots);
2625 MEM_SAFE_FREE(DST.uniform_names.buffer);
2627 DRW_opengl_context_disable();
2632 /** \name Init/Exit (DRW_opengl_ctx)
2635 void DRW_opengl_context_create(void)
2637 BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */
2639 DST.gl_context_mutex = BLI_ticket_mutex_alloc();
2640 if (!G.background) {
2643 /* This changes the active context. */
2644 DST.gl_context = WM_opengl_context_create();
2645 WM_opengl_context_activate(DST.gl_context);
2646 /* Be sure to create gawain.context too. */
2647 DST.gpu_context = GPU_context_create();
2648 if (!G.background) {
2651 /* Set default Blender OpenGL state */
2653 /* So we activate the window's one afterwards. */
2654 wm_window_reset_drawable();
2657 void DRW_opengl_context_destroy(void)
2659 BLI_assert(BLI_thread_is_main());
2660 if (DST.gl_context != NULL) {
2661 WM_opengl_context_activate(DST.gl_context);
2662 GPU_context_active_set(DST.gpu_context);
2663 GPU_context_discard(DST.gpu_context);
2664 WM_opengl_context_dispose(DST.gl_context);
2665 BLI_ticket_mutex_free(DST.gl_context_mutex);
2669 void DRW_opengl_context_enable_ex(bool restore)
2671 if (DST.gl_context != NULL) {
2672 /* IMPORTANT: We dont support immediate mode in render mode!
2673 * This shall remain in effect until immediate mode supports
2674 * multiple threads. */
2675 BLI_ticket_mutex_lock(DST.gl_context_mutex);
2676 if (BLI_thread_is_main() && restore) {
2677 if (!G.background) {
2681 WM_opengl_context_activate(DST.gl_context);
2682 GPU_context_active_set(DST.gpu_context);
2683 if (BLI_thread_is_main() && restore) {
2684 if (!G.background) {
2692 void DRW_opengl_context_disable_ex(bool restore)
2694 if (DST.gl_context != NULL) {
2696 /* Need to flush before disabling draw context, otherwise it does not
2697 * always finish drawing and viewport can be empty or partially drawn */
2701 if (BLI_thread_is_main() && restore) {
2702 wm_window_reset_drawable();
2705 WM_opengl_context_release(DST.gl_context);
2706 GPU_context_active_set(NULL);
2709 BLI_ticket_mutex_unlock(DST.gl_context_mutex);
2713 void DRW_opengl_context_enable(void)
2715 DRW_opengl_context_enable_ex(true);
2718 void DRW_opengl_context_disable(void)
2720 DRW_opengl_context_disable_ex(true);
2723 void DRW_opengl_render_context_enable(void *re_gl_context)
2725 /* If thread is main you should use DRW_opengl_context_enable(). */
2726 BLI_assert(!BLI_thread_is_main());
2728 /* TODO get rid of the blocking. Only here because of the static global DST. */
2729 BLI_ticket_mutex_lock(DST.gl_context_mutex);
2730 WM_opengl_context_activate(re_gl_context);
2733 void DRW_opengl_render_context_disable(void *re_gl_context)
2736 WM_opengl_context_release(re_gl_context);
2737 /* TODO get rid of the blocking. */
2738 BLI_ticket_mutex_unlock(DST.gl_context_mutex);
2741 /* Needs to be called AFTER DRW_opengl_render_context_enable() */
2742 void DRW_gawain_render_context_enable(void *re_gpu_context)
2744 /* If thread is main you should use DRW_opengl_context_enable(). */
2745 BLI_assert(!BLI_thread_is_main());
2747 GPU_context_active_set(re_gpu_context);
2748 DRW_shape_cache_reset(); /* XXX fix that too. */
2751 /* Needs to be called BEFORE DRW_opengl_render_context_disable() */
2752 void DRW_gawain_render_context_disable(void *UNUSED(re_gpu_context))
2754 DRW_shape_cache_reset(); /* XXX fix that too. */
2755 GPU_context_active_set(NULL);