Fix T59686: snap to adaptive grid occurs with a "delay"
[blender.git] / source / blender / editors / space_view3d / view3d_draw.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2008 Blender Foundation.
19  * All rights reserved.
20  *
21  *
22  * Contributor(s): Blender Foundation
23  *
24  * ***** END GPL LICENSE BLOCK *****
25  */
26
27 /** \file blender/editors/space_view3d/view3d_draw.c
28  *  \ingroup spview3d
29  */
30
31 #include <math.h>
32
33 #include "BLI_listbase.h"
34 #include "BLI_math.h"
35 #include "BLI_rect.h"
36 #include "BLI_string.h"
37 #include "BLI_threads.h"
38 #include "BLI_jitter_2d.h"
39
40 #include "BIF_gl.h"
41 #include "BIF_glutil.h"
42
43 #include "BKE_camera.h"
44 #include "BKE_collection.h"
45 #include "BKE_context.h"
46 #include "BKE_global.h"
47 #include "BKE_key.h"
48 #include "BKE_main.h"
49 #include "BKE_scene.h"
50 #include "BKE_object.h"
51 #include "BKE_paint.h"
52 #include "BKE_unit.h"
53
54 #include "BLF_api.h"
55
56 #include "BLT_translation.h"
57
58 #include "DNA_armature_types.h"
59 #include "DNA_brush_types.h"
60 #include "DNA_camera_types.h"
61 #include "DNA_key_types.h"
62 #include "DNA_mesh_types.h"
63 #include "DNA_object_types.h"
64 #include "DNA_view3d_types.h"
65 #include "DNA_windowmanager_types.h"
66
67 #include "DRW_engine.h"
68
69 #include "ED_armature.h"
70 #include "ED_keyframing.h"
71 #include "ED_gpencil.h"
72 #include "ED_screen.h"
73 #include "ED_transform.h"
74
75 #include "DEG_depsgraph_query.h"
76
77 #include "GPU_batch.h"
78 #include "GPU_batch_presets.h"
79 #include "GPU_draw.h"
80 #include "GPU_matrix.h"
81 #include "GPU_immediate.h"
82 #include "GPU_immediate_util.h"
83 #include "GPU_material.h"
84 #include "GPU_viewport.h"
85 #include "GPU_state.h"
86 #include "GPU_framebuffer.h"
87
88 #include "MEM_guardedalloc.h"
89
90 #include "UI_interface.h"
91 #include "UI_resources.h"
92
93 #include "RE_engine.h"
94
95 #include "WM_api.h"
96 #include "WM_types.h"
97
98 #include "RNA_access.h"
99
100 #include "IMB_imbuf.h"
101 #include "IMB_imbuf_types.h"
102
103 #include "view3d_intern.h"  /* own include */
104
105 /* ******************** general functions ***************** */
106
107 /**
108  * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
109  */
110 void ED_view3d_update_viewmat(
111         Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
112         float viewmat[4][4], float winmat[4][4], const rcti *rect)
113 {
114         RegionView3D *rv3d = ar->regiondata;
115
116         /* setup window matrices */
117         if (winmat)
118                 copy_m4_m4(rv3d->winmat, winmat);
119         else
120                 view3d_winmatrix_set(depsgraph, ar, v3d, rect);
121
122         /* setup view matrix */
123         if (viewmat) {
124                 copy_m4_m4(rv3d->viewmat, viewmat);
125         }
126         else {
127                 float rect_scale[2];
128                 if (rect) {
129                         rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx;
130                         rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
131                 }
132                 /* note: calls BKE_object_where_is_calc for camera... */
133                 view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
134         }
135         /* update utility matrices */
136         mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
137         invert_m4_m4(rv3d->persinv, rv3d->persmat);
138         invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
139
140         /* calculate GLSL view dependent values */
141
142         /* store window coordinates scaling/offset */
143         if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
144                 rctf cameraborder;
145                 ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &cameraborder, false);
146                 rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
147                 rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
148
149                 rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
150                 rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
151         }
152         else {
153                 rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
154                 rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
155         }
156
157         /* calculate pixelsize factor once, is used for lamps and obcenters */
158         {
159                 /* note:  '1.0f / len_v3(v1)'  replaced  'len_v3(rv3d->viewmat[0])'
160                  * because of float point precision problems at large values [#23908] */
161                 float v1[3], v2[3];
162                 float len_px, len_sc;
163
164                 v1[0] = rv3d->persmat[0][0];
165                 v1[1] = rv3d->persmat[1][0];
166                 v1[2] = rv3d->persmat[2][0];
167
168                 v2[0] = rv3d->persmat[0][1];
169                 v2[1] = rv3d->persmat[1][1];
170                 v2[2] = rv3d->persmat[2][1];
171
172                 len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
173                 len_sc = (float)MAX2(ar->winx, ar->winy);
174
175                 rv3d->pixsize = len_px / len_sc;
176         }
177 }
178
179 static void view3d_main_region_setup_view(
180         Depsgraph *depsgraph, Scene *scene,
181         View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
182 {
183         RegionView3D *rv3d = ar->regiondata;
184
185         ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
186
187         /* set for opengl */
188         GPU_matrix_projection_set(rv3d->winmat);
189         GPU_matrix_set(rv3d->viewmat);
190 }
191
192 static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
193 {
194         if ((scene->r.scemode & R_MULTIVIEW) == 0) {
195                 return false;
196         }
197
198         if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
199                 return false;
200         }
201
202         switch (v3d->stereo3d_camera) {
203                 case STEREO_MONO_ID:
204                         return false;
205                         break;
206                 case STEREO_3D_ID:
207                         /* win will be NULL when calling this from the selection or draw loop. */
208                         if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
209                                 return false;
210                         }
211                         if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
212                             !BKE_scene_multiview_is_stereo3d(&scene->r))
213                         {
214                                 return false;
215                         }
216                         break;
217                 /* We always need the stereo calculation for left and right cameras. */
218                 case STEREO_LEFT_ID:
219                 case STEREO_RIGHT_ID:
220                 default:
221                         break;
222         }
223         return true;
224 }
225
226
227 /* setup the view and win matrices for the multiview cameras
228  *
229  * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
230  * we have no winmatrix (i.e., projection matrix) defined at that time.
231  * Since the camera and the camera shift are needed for the winmat calculation
232  * we do a small hack to replace it temporarily so we don't need to change the
233  * view3d)main_region_setup_view() code to account for that.
234  */
235 static void view3d_stereo3d_setup(
236         Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
237 {
238         bool is_left;
239         const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
240         const char *viewname;
241
242         /* show only left or right camera */
243         if (v3d->stereo3d_camera != STEREO_3D_ID)
244                 v3d->multiview_eye = v3d->stereo3d_camera;
245
246         is_left = v3d->multiview_eye == STEREO_LEFT_ID;
247         viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
248
249         /* update the viewport matrices with the new camera */
250         if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
251                 Camera *data;
252                 float viewmat[4][4];
253                 float shiftx;
254
255                 data = (Camera *)v3d->camera->data;
256                 shiftx = data->shiftx;
257
258                 BLI_thread_lock(LOCK_VIEW3D);
259                 data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
260
261                 BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
262                 view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
263
264                 data->shiftx = shiftx;
265                 BLI_thread_unlock(LOCK_VIEW3D);
266         }
267         else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
268                 float viewmat[4][4];
269                 Object *view_ob = v3d->camera;
270                 Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
271
272                 BLI_thread_lock(LOCK_VIEW3D);
273                 v3d->camera = camera;
274
275                 BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
276                 view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
277
278                 v3d->camera = view_ob;
279                 BLI_thread_unlock(LOCK_VIEW3D);
280         }
281 }
282
283 /**
284  * Set the correct matrices
285  */
286 void ED_view3d_draw_setup_view(
287         wmWindow *win, Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d,
288         float viewmat[4][4], float winmat[4][4], const rcti *rect)
289 {
290         RegionView3D *rv3d = ar->regiondata;
291
292         /* Setup the view matrix. */
293         if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
294                 view3d_stereo3d_setup(depsgraph, scene, v3d, ar, rect);
295         }
296         else {
297                 view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
298         }
299 }
300
301 /* ******************** view border ***************** */
302
303 static void view3d_camera_border(
304         const Scene *scene, struct Depsgraph *depsgraph,
305         const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
306         rctf *r_viewborder, const bool no_shift, const bool no_zoom)
307 {
308         CameraParams params;
309         rctf rect_view, rect_camera;
310         Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
311
312         /* get viewport viewplane */
313         BKE_camera_params_init(&params);
314         BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
315         if (no_zoom)
316                 params.zoom = 1.0f;
317         BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
318         rect_view = params.viewplane;
319
320         /* get camera viewplane */
321         BKE_camera_params_init(&params);
322         /* fallback for non camera objects */
323         params.clipsta = v3d->near;
324         params.clipend = v3d->far;
325         BKE_camera_params_from_object(&params, camera_eval);
326         if (no_shift) {
327                 params.shiftx = 0.0f;
328                 params.shifty = 0.0f;
329         }
330         BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
331         rect_camera = params.viewplane;
332
333         /* get camera border within viewport */
334         r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
335         r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
336         r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
337         r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
338 }
339
340 void ED_view3d_calc_camera_border_size(
341         const Scene *scene, Depsgraph *depsgraph,
342         const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
343         float r_size[2])
344 {
345         rctf viewborder;
346
347         view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, true, true);
348         r_size[0] = BLI_rctf_size_x(&viewborder);
349         r_size[1] = BLI_rctf_size_y(&viewborder);
350 }
351
352 void ED_view3d_calc_camera_border(
353         const Scene *scene, Depsgraph *depsgraph,
354         const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
355         rctf *r_viewborder, const bool no_shift)
356 {
357         view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, r_viewborder, no_shift, false);
358 }
359
360 static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac)
361 {
362         float x3, y3, x4, y4;
363
364         x3 = x1 + fac * (x2 - x1);
365         y3 = y1 + fac * (y2 - y1);
366         x4 = x1 + (1.0f - fac) * (x2 - x1);
367         y4 = y1 + (1.0f - fac) * (y2 - y1);
368
369         immBegin(GPU_PRIM_LINES, 8);
370
371         immVertex2f(shdr_pos, x1, y3);
372         immVertex2f(shdr_pos, x2, y3);
373
374         immVertex2f(shdr_pos, x1, y4);
375         immVertex2f(shdr_pos, x2, y4);
376
377         immVertex2f(shdr_pos, x3, y1);
378         immVertex2f(shdr_pos, x3, y2);
379
380         immVertex2f(shdr_pos, x4, y1);
381         immVertex2f(shdr_pos, x4, y2);
382
383         immEnd();
384 }
385
386 /* harmonious triangle */
387 static void drawviewborder_triangle(
388         uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
389 {
390         float ofs;
391         float w = x2 - x1;
392         float h = y2 - y1;
393
394         immBegin(GPU_PRIM_LINES, 6);
395
396         if (w > h) {
397                 if (golden) {
398                         ofs = w * (1.0f - (1.0f / 1.61803399f));
399                 }
400                 else {
401                         ofs = h * (h / w);
402                 }
403                 if (dir == 'B') SWAP(float, y1, y2);
404
405                 immVertex2f(shdr_pos, x1, y1);
406                 immVertex2f(shdr_pos, x2, y2);
407
408                 immVertex2f(shdr_pos, x2, y1);
409                 immVertex2f(shdr_pos, x1 + (w - ofs), y2);
410
411                 immVertex2f(shdr_pos, x1, y2);
412                 immVertex2f(shdr_pos, x1 + ofs, y1);
413         }
414         else {
415                 if (golden) {
416                         ofs = h * (1.0f - (1.0f / 1.61803399f));
417                 }
418                 else {
419                         ofs = w * (w / h);
420                 }
421                 if (dir == 'B') SWAP(float, x1, x2);
422
423                 immVertex2f(shdr_pos, x1, y1);
424                 immVertex2f(shdr_pos, x2, y2);
425
426                 immVertex2f(shdr_pos, x2, y1);
427                 immVertex2f(shdr_pos, x1, y1 + ofs);
428
429                 immVertex2f(shdr_pos, x1, y2);
430                 immVertex2f(shdr_pos, x2, y1 + (h - ofs));
431         }
432
433         immEnd();
434 }
435
436 static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *ar, View3D *v3d)
437 {
438         float x1, x2, y1, y2;
439         float x1i, x2i, y1i, y2i;
440
441         rctf viewborder;
442         Camera *ca = NULL;
443         RegionView3D *rv3d = ar->regiondata;
444
445         if (v3d->camera == NULL)
446                 return;
447         if (v3d->camera->type == OB_CAMERA)
448                 ca = v3d->camera->data;
449
450         ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
451         /* the offsets */
452         x1 = viewborder.xmin;
453         y1 = viewborder.ymin;
454         x2 = viewborder.xmax;
455         y2 = viewborder.ymax;
456
457         GPU_line_width(1.0f);
458
459         /* apply offsets so the real 3D camera shows through */
460
461         /* note: quite un-scientific but without this bit extra
462          * 0.0001 on the lower left the 2D border sometimes
463          * obscures the 3D camera border */
464         /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
465          * but keep it here in case we need to remove the workaround */
466         x1i = (int)(x1 - 1.0001f);
467         y1i = (int)(y1 - 1.0001f);
468         x2i = (int)(x2 + (1.0f - 0.0001f));
469         y2i = (int)(y2 + (1.0f - 0.0001f));
470
471         uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
472
473         /* First, solid lines. */
474         {
475                 immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
476
477                 /* passepartout, specified in camera edit buttons */
478                 if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
479                         const float winx = (ar->winx + 1);
480                         const float winy = (ar->winy + 1);
481
482                         float alpha = 1.0f;
483
484                         if (ca->passepartalpha != 1.0f) {
485                                 GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
486                                 GPU_blend(true);
487                                 alpha = ca->passepartalpha;
488                         }
489
490                         immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
491
492                         if (x1i > 0.0f)
493                                 immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
494                         if (x2i < winx)
495                                 immRectf(shdr_pos, x2i, winy, winx, 0.0f);
496                         if (y2i < winy)
497                                 immRectf(shdr_pos, x1i, winy, x2i, y2i);
498                         if (y2i > 0.0f)
499                                 immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
500
501                         GPU_blend(false);
502                 }
503
504                 immUniformThemeColor(TH_BACK);
505                 imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
506
507 #ifdef VIEW3D_CAMERA_BORDER_HACK
508                 if (view3d_camera_border_hack_test == true) {
509                         immUniformColor3ubv(view3d_camera_border_hack_col);
510                         imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
511                         view3d_camera_border_hack_test = false;
512                 }
513 #endif
514
515                 immUnbindProgram();
516         }
517
518         /* When overlays are disabled, only show camera outline & passepartout. */
519         if (v3d->flag2 & V3D_RENDER_OVERRIDE) {
520                 return;
521         }
522
523         /* And now, the dashed lines! */
524         immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
525
526         {
527                 float viewport_size[4];
528                 GPU_viewport_size_get_f(viewport_size);
529                 immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
530
531                 immUniform1i("colors_len", 0);  /* "simple" mode */
532                 immUniform1f("dash_width", 6.0f);
533                 immUniform1f("dash_factor", 0.5f);
534
535                 /* outer line not to confuse with object selection */
536                 if (v3d->flag2 & V3D_LOCK_CAMERA) {
537                         immUniformThemeColor(TH_REDALERT);
538                         imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
539                 }
540
541                 immUniformThemeColor(TH_VIEW_OVERLAY);
542                 imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
543         }
544
545         /* Render Border. */
546         if (scene->r.mode & R_BORDER) {
547                 float x3, y3, x4, y4;
548
549                 x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
550                 y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
551                 x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
552                 y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
553
554                 immUniformColor3f(1.0f, 0.25f, 0.25f);
555                 imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
556         }
557
558         /* safety border */
559         if (ca) {
560                 immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
561
562                 if (ca->dtx & CAM_DTX_CENTER) {
563                         float x3, y3;
564
565                         x3 = x1 + 0.5f * (x2 - x1);
566                         y3 = y1 + 0.5f * (y2 - y1);
567
568                         immBegin(GPU_PRIM_LINES, 4);
569
570                         immVertex2f(shdr_pos, x1, y3);
571                         immVertex2f(shdr_pos, x2, y3);
572
573                         immVertex2f(shdr_pos, x3, y1);
574                         immVertex2f(shdr_pos, x3, y2);
575
576                         immEnd();
577                 }
578
579                 if (ca->dtx & CAM_DTX_CENTER_DIAG) {
580                         immBegin(GPU_PRIM_LINES, 4);
581
582                         immVertex2f(shdr_pos, x1, y1);
583                         immVertex2f(shdr_pos, x2, y2);
584
585                         immVertex2f(shdr_pos, x1, y2);
586                         immVertex2f(shdr_pos, x2, y1);
587
588                         immEnd();
589                 }
590
591                 if (ca->dtx & CAM_DTX_THIRDS) {
592                         drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
593                 }
594
595                 if (ca->dtx & CAM_DTX_GOLDEN) {
596                         drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
597                 }
598
599                 if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
600                         drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
601                 }
602
603                 if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
604                         drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
605                 }
606
607                 if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
608                         drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
609                 }
610
611                 if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
612                         drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
613                 }
614
615                 if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
616                         UI_draw_safe_areas(
617                                 shdr_pos, x1, x2, y1, y2,
618                                 scene->safe_areas.title, scene->safe_areas.action);
619
620                         if (ca->flag & CAM_SHOW_SAFE_CENTER) {
621                                 UI_draw_safe_areas(
622                                         shdr_pos, x1, x2, y1, y2,
623                                         scene->safe_areas.title_center, scene->safe_areas.action_center);
624                         }
625                 }
626
627                 if (ca->flag & CAM_SHOWSENSOR) {
628                         /* determine sensor fit, and get sensor x/y, for auto fit we
629                          * assume and square sensor and only use sensor_x */
630                         float sizex = scene->r.xsch * scene->r.xasp;
631                         float sizey = scene->r.ysch * scene->r.yasp;
632                         int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
633                         float sensor_x = ca->sensor_x;
634                         float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
635
636                         /* determine sensor plane */
637                         rctf rect;
638
639                         if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
640                                 float sensor_scale = (x2i - x1i) / sensor_x;
641                                 float sensor_height = sensor_scale * sensor_y;
642
643                                 rect.xmin = x1i;
644                                 rect.xmax = x2i;
645                                 rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
646                                 rect.ymax = rect.ymin + sensor_height;
647                         }
648                         else {
649                                 float sensor_scale = (y2i - y1i) / sensor_y;
650                                 float sensor_width = sensor_scale * sensor_x;
651
652                                 rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
653                                 rect.xmax = rect.xmin + sensor_width;
654                                 rect.ymin = y1i;
655                                 rect.ymax = y2i;
656                         }
657
658                         /* draw */
659                         immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);
660
661                         /* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color).
662                          * We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the
663                          * 2.0f round corner effect was nearly not visible anyway... */
664                         imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
665                 }
666         }
667
668         immUnbindProgram();
669         /* end dashed lines */
670
671         /* camera name - draw in highlighted text color */
672         if (ca && ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) && (ca->flag & CAM_SHOWNAME)) {
673                 UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
674                 BLF_draw_default(
675                         x1i, y1i - (0.7f * U.widget_unit), 0.0f,
676                         v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
677         }
678 }
679
680 static void drawrenderborder(ARegion *ar, View3D *v3d)
681 {
682         /* use the same program for everything */
683         uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
684
685         GPU_line_width(1.0f);
686
687         immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
688
689         float viewport_size[4];
690         GPU_viewport_size_get_f(viewport_size);
691         immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
692
693         immUniform1i("colors_len", 0);  /* "simple" mode */
694         immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
695         immUniform1f("dash_width", 6.0f);
696         immUniform1f("dash_factor", 0.5f);
697
698         imm_draw_box_wire_2d(shdr_pos,
699                           v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
700                           v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
701
702         immUnbindProgram();
703 }
704
705 void ED_view3d_draw_depth(
706         Depsgraph *depsgraph,
707         ARegion *ar, View3D *v3d, bool alphaoverride)
708 {
709         struct bThemeState theme_state;
710         Scene *scene = DEG_get_evaluated_scene(depsgraph);
711         RegionView3D *rv3d = ar->regiondata;
712
713         short flag = v3d->flag;
714         float glalphaclip = U.glalphaclip;
715         int obcenter_dia = U.obcenter_dia;
716         /* temp set drawtype to solid */
717         /* Setting these temporarily is not nice */
718         v3d->flag &= ~V3D_SELECT_OUTLINE;
719         U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
720         U.obcenter_dia = 0;
721
722         /* Tools may request depth outside of regular drawing code. */
723         UI_Theme_Store(&theme_state);
724         UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
725
726         ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
727
728         GPU_clear(GPU_DEPTH_BIT);
729
730         if (rv3d->rflag & RV3D_CLIPPING) {
731                 ED_view3d_clipping_set(rv3d);
732         }
733         /* get surface depth without bias */
734         rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
735
736         GPU_depth_test(true);
737
738         DRW_draw_depth_loop(depsgraph, ar, v3d);
739
740         if (rv3d->rflag & RV3D_CLIPPING) {
741                 ED_view3d_clipping_disable();
742         }
743         rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
744
745         /* Reset default for UI */
746         GPU_depth_test(false);
747
748         U.glalphaclip = glalphaclip;
749         v3d->flag = flag;
750         U.obcenter_dia = obcenter_dia;
751
752         UI_Theme_Restore(&theme_state);
753 }
754
755 /* ******************** other elements ***************** */
756
757 /** could move this elsewhere, but tied into #ED_view3d_grid_scale */
758 float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
759 {
760         /* apply units */
761         if (scene->unit.system) {
762                 const void *usys;
763                 int len;
764
765                 bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
766
767                 if (usys) {
768                         int i = bUnit_GetBaseUnit(usys);
769                         if (grid_unit)
770                                 *grid_unit = bUnit_GetNameDisplay(usys, i);
771                         return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
772                 }
773         }
774
775         return 1.0f;
776 }
777
778 float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
779 {
780         return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
781 }
782
783 /* Simulates the grid scale that is visualized by the shaders drawing functions.
784  * The actual code is seen in `object_grid_frag.glsl` when you get the `grid_res` value.
785  * Currently the simulation is done only when RV3D_VIEW_IS_AXIS. */
786 float ED_view3d_grid_view_scale(
787         Scene *scene, View3D *v3d, RegionView3D *rv3d, const char **grid_unit)
788 {
789         float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
790         if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
791                 /* Decrease the distance between grid snap points depending on zoom. */
792                 float grid_subdiv = v3d->gridsubdiv;
793                 if (grid_subdiv > 1) {
794                         /* Allow 3 more subdivisions (see OBJECT_engine_init). */
795                         grid_scale /= powf(grid_subdiv, 3);
796
797                         float grid_distance = rv3d->dist;
798                         float lvl = (logf(grid_distance / grid_scale) / logf(grid_subdiv));
799
800                         /* 1.3f is a visually chosen offset for the
801                          * subdivision to match the displayed grid. */
802                         lvl -= 1.3f;
803                         CLAMP_MIN(lvl, 0.0f);
804
805                         grid_scale *= pow(grid_subdiv, (int)lvl);
806                 }
807         }
808
809         return grid_scale;
810 }
811
812 static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
813 {
814         const float k = U.rvisize * U.pixelsize;  /* axis size */
815         const int bright = - 20 * (10 - U.rvibright);  /* axis alpha offset (rvibright has range 0-10) */
816
817         /* Axis center in screen coordinates.
818          *
819          * - Unit size offset so small text doesn't draw outside the screen
820          * - Extra X offset because of the panel expander.
821          */
822         const float startx = rect->xmax - (k + UI_UNIT_X * 1.5);
823         const float starty = rect->ymax - (k + UI_UNIT_Y);
824
825         float axis_pos[3][2];
826         unsigned char axis_col[3][4];
827
828         int axis_order[3] = {0, 1, 2};
829         axis_sort_v3(rv3d->viewinv[2], axis_order);
830
831         for (int axis_i = 0; axis_i < 3; axis_i++) {
832                 int i = axis_order[axis_i];
833
834                 /* get position of each axis tip on screen */
835                 float vec[3] = { 0.0f };
836                 vec[i] = 1.0f;
837                 mul_qt_v3(rv3d->viewquat, vec);
838                 axis_pos[i][0] = startx + vec[0] * k;
839                 axis_pos[i][1] = starty + vec[1] * k;
840
841                 /* get color of each axis */
842                 UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
843                 axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
844         }
845
846         /* draw axis lines */
847         GPU_line_width(2.0f);
848         GPU_line_smooth(true);
849         GPU_blend(true);
850         GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
851
852         GPUVertFormat *format = immVertexFormat();
853         uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
854         uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
855
856         immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
857         immBegin(GPU_PRIM_LINES, 6);
858
859         for (int axis_i = 0; axis_i < 3; axis_i++) {
860                 int i = axis_order[axis_i];
861
862                 immAttr4ubv(col, axis_col[i]);
863                 immVertex2f(pos, startx, starty);
864                 immAttr4ubv(col, axis_col[i]);
865                 immVertex2fv(pos, axis_pos[i]);
866         }
867
868         immEnd();
869         immUnbindProgram();
870         GPU_line_smooth(false);
871
872         /* draw axis names */
873         for (int axis_i = 0; axis_i < 3; axis_i++) {
874                 int i = axis_order[axis_i];
875
876                 const char axis_text[2] = {'x' + i, '\0'};
877                 BLF_color4ubv(BLF_default(), axis_col[i]);
878                 BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
879         }
880 }
881
882 #ifdef WITH_INPUT_NDOF
883 /* draw center and axis of rotation for ongoing 3D mouse navigation */
884 static void draw_rotation_guide(const RegionView3D *rv3d)
885 {
886         float o[3];    /* center of rotation */
887         float end[3];  /* endpoints for drawing */
888
889         GLubyte color[4] = {0, 108, 255, 255};  /* bright blue so it matches device LEDs */
890
891         negate_v3_v3(o, rv3d->ofs);
892
893         GPU_blend(true);
894         GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
895         glDepthMask(GL_FALSE);  /* don't overwrite zbuf */
896
897         GPUVertFormat *format = immVertexFormat();
898         uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
899         uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
900
901         immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
902
903         if (rv3d->rot_angle != 0.0f) {
904                 /* -- draw rotation axis -- */
905                 float scaled_axis[3];
906                 const float scale = rv3d->dist;
907                 mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
908
909
910                 immBegin(GPU_PRIM_LINE_STRIP, 3);
911                 color[3] = 0; /* more transparent toward the ends */
912                 immAttr4ubv(col, color);
913                 add_v3_v3v3(end, o, scaled_axis);
914                 immVertex3fv(pos, end);
915
916 #if 0
917                 color[3] = 0.2f + fabsf(rv3d->rot_angle);  /* modulate opacity with angle */
918                 /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
919 #endif
920
921                 color[3] = 127; /* more opaque toward the center */
922                 immAttr4ubv(col, color);
923                 immVertex3fv(pos, o);
924
925                 color[3] = 0;
926                 immAttr4ubv(col, color);
927                 sub_v3_v3v3(end, o, scaled_axis);
928                 immVertex3fv(pos, end);
929                 immEnd();
930
931                 /* -- draw ring around rotation center -- */
932                 {
933 #define     ROT_AXIS_DETAIL 13
934
935                         const float s = 0.05f * scale;
936                         const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
937
938                         float q[4];  /* rotate ring so it's perpendicular to axis */
939                         const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
940                         if (!upright) {
941                                 const float up[3] = {0.0f, 0.0f, 1.0f};
942                                 float vis_angle, vis_axis[3];
943
944                                 cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
945                                 vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
946                                 axis_angle_to_quat(q, vis_axis, vis_angle);
947                         }
948
949                         immBegin(GPU_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
950                         color[3] = 63; /* somewhat faint */
951                         immAttr4ubv(col, color);
952                         float angle = 0.0f;
953                         for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
954                                 float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
955
956                                 if (!upright) {
957                                         mul_qt_v3(q, p);
958                                 }
959
960                                 add_v3_v3(p, o);
961                                 immVertex3fv(pos, p);
962                         }
963                         immEnd();
964
965 #undef      ROT_AXIS_DETAIL
966                 }
967
968                 color[3] = 255;  /* solid dot */
969         }
970         else
971                 color[3] = 127;  /* see-through dot */
972
973         immUnbindProgram();
974
975         /* -- draw rotation center -- */
976         immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
977         GPU_point_size(5.0f);
978         immBegin(GPU_PRIM_POINTS, 1);
979         immAttr4ubv(col, color);
980         immVertex3fv(pos, o);
981         immEnd();
982         immUnbindProgram();
983
984 #if 0
985         /* find screen coordinates for rotation center, then draw pretty icon */
986         mul_m4_v3(rv3d->persinv, rot_center);
987         UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
988         /* ^^ just playing around, does not work */
989 #endif
990
991         GPU_blend(false);
992         glDepthMask(GL_TRUE);
993 }
994 #endif /* WITH_INPUT_NDOF */
995
996 /* ******************** info ***************** */
997
998 /**
999  * Render and camera border
1000  */
1001 static void view3d_draw_border(const bContext *C, ARegion *ar)
1002 {
1003         Scene *scene = CTX_data_scene(C);
1004         Depsgraph *depsgraph = CTX_data_depsgraph(C);
1005         RegionView3D *rv3d = ar->regiondata;
1006         View3D *v3d = CTX_wm_view3d(C);
1007
1008         if (rv3d->persp == RV3D_CAMOB) {
1009                 drawviewborder(scene, depsgraph, ar, v3d);
1010         }
1011         else if (v3d->flag2 & V3D_RENDER_BORDER) {
1012                 drawrenderborder(ar, v3d);
1013         }
1014 }
1015
1016 /**
1017  * Grease Pencil
1018  */
1019 static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
1020 {
1021         /* TODO viewport */
1022 }
1023
1024 /**
1025  * Viewport Name
1026  */
1027 static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
1028 {
1029         const char *name = NULL;
1030
1031         switch (rv3d->view) {
1032                 case RV3D_VIEW_FRONT:
1033                         if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Orthographic");
1034                         else name = IFACE_("Front Perspective");
1035                         break;
1036                 case RV3D_VIEW_BACK:
1037                         if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Orthographic");
1038                         else name = IFACE_("Back Perspective");
1039                         break;
1040                 case RV3D_VIEW_TOP:
1041                         if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Orthographic");
1042                         else name = IFACE_("Top Perspective");
1043                         break;
1044                 case RV3D_VIEW_BOTTOM:
1045                         if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Orthographic");
1046                         else name = IFACE_("Bottom Perspective");
1047                         break;
1048                 case RV3D_VIEW_RIGHT:
1049                         if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Orthographic");
1050                         else name = IFACE_("Right Perspective");
1051                         break;
1052                 case RV3D_VIEW_LEFT:
1053                         if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Orthographic");
1054                         else name = IFACE_("Left Perspective");
1055                         break;
1056
1057                 default:
1058                         if (rv3d->persp == RV3D_CAMOB) {
1059                                 if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
1060                                         Camera *cam;
1061                                         cam = v3d->camera->data;
1062                                         if (cam->type == CAM_PERSP) {
1063                                                 name = IFACE_("Camera Perspective");
1064                                         }
1065                                         else if (cam->type == CAM_ORTHO) {
1066                                                 name = IFACE_("Camera Orthographic");
1067                                         }
1068                                         else {
1069                                                 BLI_assert(cam->type == CAM_PANO);
1070                                                 name = IFACE_("Camera Panoramic");
1071                                         }
1072                                 }
1073                                 else {
1074                                         name = IFACE_("Object as Camera");
1075                                 }
1076                         }
1077                         else {
1078                                 name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Orthographic") : IFACE_("User Perspective");
1079                         }
1080         }
1081
1082         return name;
1083 }
1084
1085 static void draw_viewport_name(ARegion *ar, View3D *v3d, int xoffset, int *yoffset)
1086 {
1087         RegionView3D *rv3d = ar->regiondata;
1088         const char *name = view3d_get_name(v3d, rv3d);
1089         const int font_id = BLF_default();
1090
1091         /* increase size for unicode languages (Chinese in utf-8...) */
1092 #ifdef WITH_INTERNATIONAL
1093         char tmpstr[96];
1094 #else
1095         char tmpstr[32];
1096 #endif
1097
1098         BLF_enable(font_id, BLF_SHADOW);
1099         BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
1100         BLF_shadow_offset(font_id, 1, -1);
1101
1102         if (v3d->localvd) {
1103                 BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
1104                 name = tmpstr;
1105         }
1106
1107         UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
1108
1109         *yoffset -= U.widget_unit;
1110
1111 #ifdef WITH_INTERNATIONAL
1112         BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
1113 #else
1114         BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
1115 #endif
1116
1117         BLF_disable(font_id, BLF_SHADOW);
1118 }
1119
1120 /**
1121  * draw info beside axes in bottom left-corner:
1122  * framenum, collection, object name, bone name (if available), marker name (if available)
1123  */
1124
1125 static void draw_selected_name(Scene *scene, ViewLayer *view_layer, Object *ob, int xoffset, int *yoffset)
1126 {
1127         const int cfra = CFRA;
1128         const char *msg_pin = " (Pinned)";
1129         const char *msg_sep = " : ";
1130
1131         const int font_id = BLF_default();
1132
1133         char info[300];
1134         char *s = info;
1135
1136         s += sprintf(s, "(%d)", cfra);
1137
1138         if ((ob == NULL) || (ob->mode == OB_MODE_OBJECT)) {
1139                 LayerCollection *layer_collection = view_layer->active_collection;
1140                 s += sprintf(s, " %s%s", BKE_collection_ui_name_get(layer_collection->collection), (ob == NULL) ? "" : " |");
1141         }
1142
1143         /*
1144          * info can contain:
1145          * - a frame (7 + 2)
1146          * - a collection name (MAX_NAME + 3)
1147          * - 3 object names (MAX_NAME)
1148          * - 2 BREAD_CRUMB_SEPARATORs (6)
1149          * - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
1150          * - a marker name (MAX_NAME + 3)
1151          */
1152
1153         /* get name of marker on current frame (if available) */
1154         const char *markern = BKE_scene_find_marker_name(scene, cfra);
1155
1156         /* check if there is an object */
1157         if (ob) {
1158                 *s++ = ' ';
1159                 s += BLI_strcpy_rlen(s, ob->id.name + 2);
1160
1161                 /* name(s) to display depends on type of object */
1162                 if (ob->type == OB_ARMATURE) {
1163                         bArmature *arm = ob->data;
1164
1165                         /* show name of active bone too (if possible) */
1166                         if (arm->edbo) {
1167                                 if (arm->act_edbone) {
1168                                         s += BLI_strcpy_rlen(s, msg_sep);
1169                                         s += BLI_strcpy_rlen(s, arm->act_edbone->name);
1170                                 }
1171                         }
1172                         else if (ob->mode & OB_MODE_POSE) {
1173                                 if (arm->act_bone) {
1174
1175                                         if (arm->act_bone->layer & arm->layer) {
1176                                                 s += BLI_strcpy_rlen(s, msg_sep);
1177                                                 s += BLI_strcpy_rlen(s, arm->act_bone->name);
1178                                         }
1179                                 }
1180                         }
1181                 }
1182                 else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
1183                         /* try to display active bone and active shapekey too (if they exist) */
1184
1185                         if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
1186                                 Object *armobj = BKE_object_pose_armature_get(ob);
1187                                 if (armobj  && armobj->mode & OB_MODE_POSE) {
1188                                         bArmature *arm = armobj->data;
1189                                         if (arm->act_bone) {
1190                                                 if (arm->act_bone->layer & arm->layer) {
1191                                                         s += BLI_strcpy_rlen(s, msg_sep);
1192                                                         s += BLI_strcpy_rlen(s, arm->act_bone->name);
1193                                                 }
1194                                         }
1195                                 }
1196                         }
1197
1198                         Key *key = BKE_key_from_object(ob);
1199                         if (key) {
1200                                 KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
1201                                 if (kb) {
1202                                         s += BLI_strcpy_rlen(s, msg_sep);
1203                                         s += BLI_strcpy_rlen(s, kb->name);
1204                                         if (ob->shapeflag & OB_SHAPE_LOCK) {
1205                                                 s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
1206                                         }
1207                                 }
1208                         }
1209                 }
1210
1211                 /* color depends on whether there is a keyframe */
1212                 if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL))
1213                         UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
1214                 else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra))
1215                         UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
1216                 else
1217                         UI_FontThemeColor(font_id, TH_TEXT_HI);
1218         }
1219         else {
1220                 /* no object */
1221                 if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra))
1222                         UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
1223                 else
1224                         UI_FontThemeColor(font_id, TH_TEXT_HI);
1225         }
1226
1227         if (markern) {
1228                 s += sprintf(s, " <%s>", markern);
1229         }
1230
1231         BLF_enable(font_id, BLF_SHADOW);
1232         BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
1233         BLF_shadow_offset(font_id, 1, -1);
1234
1235         *yoffset -= U.widget_unit;
1236         BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
1237
1238         BLF_disable(font_id, BLF_SHADOW);
1239 }
1240
1241 /* ******************** view loop ***************** */
1242
1243 /**
1244  * Information drawn on top of the solid plates and composed data
1245  */
1246 void view3d_draw_region_info(const bContext *C, ARegion *ar)
1247 {
1248         RegionView3D *rv3d = ar->regiondata;
1249         View3D *v3d = CTX_wm_view3d(C);
1250         Scene *scene = CTX_data_scene(C);
1251         wmWindowManager *wm = CTX_wm_manager(C);
1252
1253 #ifdef WITH_INPUT_NDOF
1254         if ((U.ndof_flag & NDOF_SHOW_GUIDE) &&
1255             ((rv3d->viewlock & RV3D_LOCKED) == 0) &&
1256             (rv3d->persp != RV3D_CAMOB))
1257         {
1258                 /* TODO: draw something else (but not this) during fly mode */
1259                 draw_rotation_guide(rv3d);
1260         }
1261 #endif
1262
1263         /* correct projection matrix */
1264         ED_region_pixelspace(ar);
1265
1266         /* local coordinate visible rect inside region, to accommodate overlapping ui */
1267         rcti rect;
1268         ED_region_visible_rect(ar, &rect);
1269
1270
1271         view3d_draw_border(C, ar);
1272         view3d_draw_grease_pencil(C);
1273
1274         BLF_batch_draw_begin();
1275
1276         if ((U.uiflag & USER_SHOW_GIZMO_AXIS) ||
1277             (v3d->flag2 & V3D_RENDER_OVERRIDE) ||
1278             /* No need to display gizmo and this info. */
1279             (v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_NAVIGATE)))
1280         {
1281                 /* pass */
1282         }
1283         else {
1284                 draw_view_axis(rv3d, &rect);
1285         }
1286
1287         int xoffset = rect.xmin + U.widget_unit;
1288         int yoffset = rect.ymax;
1289
1290         if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0 &&
1291             (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0)
1292         {
1293                 if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
1294                         ED_scene_draw_fps(scene, xoffset, &yoffset);
1295                 }
1296                 else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
1297                         draw_viewport_name(ar, v3d, xoffset, &yoffset);
1298                 }
1299
1300                 if (U.uiflag & USER_DRAWVIEWINFO) {
1301                         ViewLayer *view_layer = CTX_data_view_layer(C);
1302                         Object *ob = OBACT(view_layer);
1303                         draw_selected_name(scene, view_layer, ob, xoffset, &yoffset);
1304                 }
1305
1306 #if 0 /* TODO */
1307                 if (grid_unit) { /* draw below the viewport name */
1308                         char numstr[32] = "";
1309
1310                         UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
1311                         if (v3d->grid != 1.0f) {
1312                                 BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
1313                         }
1314
1315                         *yoffset -= U.widget_unit;
1316                         BLF_draw_default_ascii(xoffset, *yoffset, numstr[0] ? numstr : grid_unit, sizeof(numstr));
1317                 }
1318 #endif
1319         }
1320
1321         if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
1322                 DRW_draw_region_engine_info(xoffset, yoffset);
1323         }
1324
1325         BLF_batch_draw_end();
1326 }
1327
1328 static void view3d_draw_view(const bContext *C, ARegion *ar)
1329 {
1330         ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_depsgraph(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL);
1331
1332         /* Only 100% compliant on new spec goes below */
1333         DRW_draw_view(C);
1334 }
1335
1336 RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype)
1337 {
1338         /*
1339          * Temporary viewport draw modes until we have a proper system.
1340          * all modes are done in the draw manager, except
1341          * cycles material as it is an external render engine.
1342          */
1343         if (strcmp(scene->r.engine, RE_engine_id_CYCLES) == 0 && drawtype == OB_MATERIAL) {
1344                 return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
1345         }
1346         return RE_engines_find(scene->r.engine);
1347 }
1348
1349 void view3d_main_region_draw(const bContext *C, ARegion *ar)
1350 {
1351         Main *bmain = CTX_data_main(C);
1352         View3D *v3d = CTX_wm_view3d(C);
1353
1354         view3d_draw_view(C, ar);
1355
1356         GPU_free_images_old(bmain);
1357         GPU_pass_cache_garbage_collect();
1358
1359         /* XXX This is in order to draw UI batches with the DRW
1360          * olg context since we now use it for drawing the entire area */
1361         gpu_batch_presets_reset();
1362
1363         /* No depth test for drawing action zones afterwards. */
1364         GPU_depth_test(false);
1365
1366         v3d->flag |= V3D_INVALID_BACKBUF;
1367 }
1368
1369 /* -------------------------------------------------------------------- */
1370
1371 /** \name Offscreen Drawing
1372  * \{ */
1373
1374 static void view3d_stereo3d_setup_offscreen(
1375         Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
1376         float winmat[4][4], const char *viewname)
1377 {
1378         /* update the viewport matrices with the new camera */
1379         if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
1380                 float viewmat[4][4];
1381                 const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
1382
1383                 BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
1384                 view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
1385         }
1386         else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
1387                 float viewmat[4][4];
1388                 Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
1389
1390                 BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
1391                 view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
1392         }
1393 }
1394
1395 void ED_view3d_draw_offscreen(
1396         Depsgraph *depsgraph, Scene *scene,
1397         int drawtype,
1398         View3D *v3d, ARegion *ar, int winx, int winy,
1399         float viewmat[4][4], float winmat[4][4],
1400         bool do_sky, bool UNUSED(is_persp), const char *viewname,
1401         GPUFXSettings *UNUSED(fx_settings),
1402         GPUOffScreen *ofs, GPUViewport *viewport)
1403 {
1404         RegionView3D *rv3d = ar->regiondata;
1405         RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
1406
1407         /* set temporary new size */
1408         int bwinx = ar->winx;
1409         int bwiny = ar->winy;
1410         rcti brect = ar->winrct;
1411
1412         ar->winx = winx;
1413         ar->winy = winy;
1414         ar->winrct.xmin = 0;
1415         ar->winrct.ymin = 0;
1416         ar->winrct.xmax = winx;
1417         ar->winrct.ymax = winy;
1418
1419         struct bThemeState theme_state;
1420         UI_Theme_Store(&theme_state);
1421         UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
1422
1423         /* set flags */
1424         G.f |= G_RENDER_OGL;
1425
1426         {
1427                 /* free images which can have changed on frame-change
1428                  * warning! can be slow so only free animated images - campbell */
1429                 GPU_free_images_anim(G.main);  /* XXX :((( */
1430         }
1431
1432         GPU_matrix_push_projection();
1433         GPU_matrix_identity_set();
1434         GPU_matrix_push();
1435         GPU_matrix_identity_set();
1436
1437         if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
1438                 view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, ar, winmat, viewname);
1439         else
1440                 view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
1441
1442         /* main drawing call */
1443         DRW_draw_render_loop_offscreen(
1444                 depsgraph, engine_type, ar, v3d,
1445                 do_sky, ofs, viewport);
1446
1447         /* restore size */
1448         ar->winx = bwinx;
1449         ar->winy = bwiny;
1450         ar->winrct = brect;
1451
1452         GPU_matrix_pop_projection();
1453         GPU_matrix_pop();
1454
1455         UI_Theme_Restore(&theme_state);
1456
1457         G.f &= ~G_RENDER_OGL;
1458 }
1459
1460 /**
1461  * Utility func for ED_view3d_draw_offscreen
1462  *
1463  * \param ofs: Optional off-screen buffer, can be NULL.
1464  * (avoids re-creating when doing multiple GL renders).
1465  */
1466 ImBuf *ED_view3d_draw_offscreen_imbuf(
1467         Depsgraph *depsgraph, Scene *scene,
1468         int drawtype,
1469         View3D *v3d, ARegion *ar, int sizex, int sizey,
1470         unsigned int flag, unsigned int draw_flags,
1471         int alpha_mode, int samples, const char *viewname,
1472         /* output vars */
1473         GPUOffScreen *ofs, char err_out[256])
1474 {
1475         RegionView3D *rv3d = ar->regiondata;
1476         const bool draw_sky = (alpha_mode == R_ADDSKY);
1477         const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE);
1478
1479         /* view state */
1480         GPUFXSettings fx_settings = v3d->fx_settings;
1481         bool is_ortho = false;
1482         float winmat[4][4];
1483
1484         if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
1485                 /* sizes differ, can't reuse */
1486                 ofs = NULL;
1487         }
1488
1489         GPUFrameBuffer *old_fb = GPU_framebuffer_active_get();
1490
1491         if (old_fb)  {
1492                 GPU_framebuffer_restore();
1493         }
1494
1495         const bool own_ofs = (ofs == NULL);
1496         DRW_opengl_context_enable();
1497
1498         if (own_ofs) {
1499                 /* bind */
1500                 ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
1501                 if (ofs == NULL) {
1502                         DRW_opengl_context_disable();
1503                         return NULL;
1504                 }
1505         }
1506
1507         GPU_offscreen_bind(ofs, true);
1508
1509         /* read in pixels & stamp */
1510         ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
1511
1512         /* render 3d view */
1513         if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
1514                 CameraParams params;
1515                 Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
1516                 const Object *camera_eval = DEG_get_evaluated_object(
1517                                                 depsgraph,
1518                                                 camera);
1519
1520                 BKE_camera_params_init(&params);
1521                 /* fallback for non camera objects */
1522                 params.clipsta = v3d->near;
1523                 params.clipend = v3d->far;
1524                 BKE_camera_params_from_object(&params, camera_eval);
1525                 BKE_camera_multiview_params(&scene->r, &params, camera_eval, viewname);
1526                 BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
1527                 BKE_camera_params_compute_matrix(&params);
1528
1529                 BKE_camera_to_gpu_dof(camera, &fx_settings);
1530
1531                 is_ortho = params.is_ortho;
1532                 copy_m4_m4(winmat, params.winmat);
1533         }
1534         else {
1535                 rctf viewplane;
1536                 float clipsta, clipend;
1537
1538                 is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
1539                 if (is_ortho) {
1540                         orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
1541                 }
1542                 else {
1543                         perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
1544                 }
1545         }
1546
1547         if ((samples && use_full_sample) == 0) {
1548                 /* Single-pass render, common case */
1549                 ED_view3d_draw_offscreen(
1550                         depsgraph, scene, drawtype,
1551                         v3d, ar, sizex, sizey, NULL, winmat,
1552                         draw_sky, !is_ortho, viewname,
1553                         &fx_settings, ofs, NULL);
1554
1555                 if (ibuf->rect_float) {
1556                         GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
1557                 }
1558                 else if (ibuf->rect) {
1559                         GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
1560                 }
1561         }
1562         else {
1563                 /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
1564                  * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
1565                 static float jit_ofs[32][2];
1566                 float winmat_jitter[4][4];
1567                 float *rect_temp = (ibuf->rect_float) ? ibuf->rect_float : MEM_mallocN(sizex * sizey * sizeof(float[4]), "rect_temp");
1568                 float *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(float[4]), "accum_buffer");
1569                 GPUViewport *viewport = GPU_viewport_create_from_offscreen(ofs);
1570
1571                 BLI_jitter_init(jit_ofs, samples);
1572
1573                 /* first sample buffer, also initializes 'rv3d->persmat' */
1574                 ED_view3d_draw_offscreen(
1575                         depsgraph, scene, drawtype,
1576                         v3d, ar, sizex, sizey, NULL, winmat,
1577                         draw_sky, !is_ortho, viewname,
1578                         &fx_settings, ofs, viewport);
1579                 GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);
1580
1581                 /* skip the first sample */
1582                 for (int j = 1; j < samples; j++) {
1583                         copy_m4_m4(winmat_jitter, winmat);
1584                         window_translate_m4(
1585                                 winmat_jitter, rv3d->persmat,
1586                                 (jit_ofs[j][0] * 2.0f) / sizex,
1587                                 (jit_ofs[j][1] * 2.0f) / sizey);
1588
1589                         ED_view3d_draw_offscreen(
1590                                 depsgraph, scene, drawtype,
1591                                 v3d, ar, sizex, sizey, NULL, winmat_jitter,
1592                                 draw_sky, !is_ortho, viewname,
1593                                 &fx_settings, ofs, viewport);
1594                         GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);
1595
1596                         unsigned int i = sizex * sizey * 4;
1597                         while (i--) {
1598                                 accum_buffer[i] += rect_temp[i];
1599                         }
1600                 }
1601
1602                 {
1603                         /* don't free data owned by 'ofs' */
1604                         GPU_viewport_clear_from_offscreen(viewport);
1605                         GPU_viewport_free(viewport);
1606                 }
1607
1608                 if (ibuf->rect_float == NULL) {
1609                         MEM_freeN(rect_temp);
1610                 }
1611
1612                 if (ibuf->rect_float) {
1613                         float *rect_float = ibuf->rect_float;
1614                         unsigned int i = sizex * sizey * 4;
1615                         while (i--) {
1616                                 rect_float[i] = accum_buffer[i] / samples;
1617                         }
1618                 }
1619                 else {
1620                         unsigned char *rect_ub = (unsigned char *)ibuf->rect;
1621                         unsigned int i = sizex * sizey * 4;
1622                         while (i--) {
1623                                 rect_ub[i] = (unsigned char)(255.0f * accum_buffer[i] / samples);
1624                         }
1625                 }
1626
1627                 MEM_freeN(accum_buffer);
1628         }
1629
1630         /* unbind */
1631         GPU_offscreen_unbind(ofs, true);
1632
1633         if (own_ofs) {
1634                 GPU_offscreen_free(ofs);
1635         }
1636
1637         DRW_opengl_context_disable();
1638
1639         if (old_fb)  {
1640                 GPU_framebuffer_bind(old_fb);
1641         }
1642
1643         if (ibuf->rect_float && ibuf->rect)
1644                 IMB_rect_from_float(ibuf);
1645
1646         return ibuf;
1647 }
1648
1649 /**
1650  * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
1651  *
1652  * \param ofs: Optional off-screen buffer can be NULL.
1653  * (avoids re-creating when doing multiple GL renders).
1654  *
1655  * \note used by the sequencer
1656  */
1657 ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
1658         Depsgraph *depsgraph, Scene *scene,
1659         int drawtype,
1660         Object *camera, int width, int height,
1661         unsigned int flag, unsigned int draw_flags,
1662         int alpha_mode, int samples, const char *viewname,
1663         GPUOffScreen *ofs, char err_out[256])
1664 {
1665         View3D v3d = {NULL};
1666         ARegion ar = {NULL};
1667         RegionView3D rv3d = {{{0}}};
1668
1669         /* connect data */
1670         v3d.regionbase.first = v3d.regionbase.last = &ar;
1671         ar.regiondata = &rv3d;
1672         ar.regiontype = RGN_TYPE_WINDOW;
1673
1674         v3d.camera = camera;
1675         v3d.shading.type = drawtype;
1676         v3d.flag2 = V3D_RENDER_OVERRIDE;
1677
1678         if (draw_flags & V3D_OFSDRAW_USE_GPENCIL) {
1679                 v3d.flag2 |= V3D_SHOW_ANNOTATION;
1680         }
1681
1682         v3d.shading.background_type = V3D_SHADING_BACKGROUND_WORLD;
1683
1684         if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) {
1685                 if (camera->type == OB_CAMERA) {
1686                         v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof;
1687                         v3d.fx_settings.fx_flag |= GPU_FX_FLAG_DOF;
1688                 }
1689         }
1690
1691         rv3d.persp = RV3D_CAMOB;
1692
1693         copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
1694         normalize_m4(rv3d.viewinv);
1695         invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
1696
1697         {
1698                 CameraParams params;
1699                 const Object *view_camera_eval = DEG_get_evaluated_object(
1700                                                      depsgraph,
1701                                                      BKE_camera_multiview_render(scene, v3d.camera, viewname));
1702
1703                 BKE_camera_params_init(&params);
1704                 BKE_camera_params_from_object(&params, view_camera_eval);
1705                 BKE_camera_multiview_params(&scene->r, &params, view_camera_eval, viewname);
1706                 BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
1707                 BKE_camera_params_compute_matrix(&params);
1708
1709                 copy_m4_m4(rv3d.winmat, params.winmat);
1710                 v3d.near = params.clipsta;
1711                 v3d.far = params.clipend;
1712                 v3d.lens = params.lens;
1713         }
1714
1715         mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
1716         invert_m4_m4(rv3d.persinv, rv3d.viewinv);
1717
1718         return ED_view3d_draw_offscreen_imbuf(
1719                 depsgraph, scene, drawtype,
1720                 &v3d, &ar, width, height, flag,
1721                 draw_flags, alpha_mode, samples, viewname, ofs, err_out);
1722 }
1723
1724 /** \} */