* \ingroup spview3d
*/
-#include <string.h>
-#include <stdio.h>
#include <math.h>
-#include "DNA_armature_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_customdata_types.h"
-#include "DNA_object_types.h"
-#include "DNA_group_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_key_types.h"
-#include "DNA_lamp_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_world_types.h"
-#include "DNA_brush_types.h"
-
-#include "MEM_guardedalloc.h"
-
-#include "BLI_blenlib.h"
-#include "BLI_math.h"
-#include "BLI_jitter.h"
-#include "BLI_utildefines.h"
-#include "BLI_endian_switch.h"
-#include "BLI_threads.h"
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
-#include "BKE_anim.h"
#include "BKE_camera.h"
#include "BKE_context.h"
-#include "BKE_customdata.h"
-#include "BKE_DerivedMesh.h"
-#include "BKE_image.h"
#include "BKE_key.h"
-#include "BKE_main.h"
+#include "BKE_scene.h"
#include "BKE_object.h"
-#include "BKE_global.h"
#include "BKE_paint.h"
-#include "BKE_scene.h"
-#include "BKE_screen.h"
#include "BKE_unit.h"
-#include "BKE_movieclip.h"
-
-#include "RE_engine.h"
-
-#include "IMB_imbuf_types.h"
-#include "IMB_imbuf.h"
-#include "IMB_colormanagement.h"
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
+#include "BLF_api.h"
-#include "WM_api.h"
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_rect.h"
+#include "BLI_string.h"
+#include "BLI_threads.h"
-#include "BLF_api.h"
#include "BLT_translation.h"
+#include "DNA_armature_types.h"
+#include "DNA_brush_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_key_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_windowmanager_types.h"
+
+#include "ED_keyframing.h"
#include "ED_armature.h"
+ #include "ED_keyframing.h"
+ #include "ED_gpencil.h"
#include "ED_screen.h"
-#include "ED_space_api.h"
-#include "ED_screen_types.h"
#include "ED_transform.h"
+#include "ED_gpencil.h"
+
+#include "GPU_matrix.h"
+#include "GPU_immediate.h"
+#include "GPU_material.h"
+#include "GPU_viewport.h"
+
+#include "MEM_guardedalloc.h"
#include "UI_interface.h"
-#include "UI_interface_icons.h"
#include "UI_resources.h"
-#include "GPU_draw.h"
-#include "GPU_framebuffer.h"
-#include "GPU_material.h"
-#include "GPU_compositing.h"
-#include "GPU_extensions.h"
+#include "RE_engine.h"
+
+#include "WM_api.h"
#include "view3d_intern.h" /* own include */
}
}
}
- }
- /* perspective floor goes last to use scene depth and avoid writing to depth buffer */
- if (draw_grids_after) {
- drawfloor(scene, v3d, grid_unit, false);
- }
-
- /* must be before xray draw which clears the depth buffer */
- if (v3d->flag2 & V3D_SHOW_GPENCIL) {
- wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL;
-
- /* must be before xray draw which clears the depth buffer */
- if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- ED_gpencil_draw_view3d(wm, scene, v3d, ar, true);
- if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ /* no exception met? then don't draw cursor! */
+ return false;
}
- /* transp and X-ray afterdraw stuff */
- if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
+ return true;
+}
- /* always do that here to cleanup depth buffers if none needed */
- if (fx) {
- do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first);
- GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
- }
+static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ int co[2];
- if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, &xrayclear);
- if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, xrayclear);
+ /* we don't want the clipping for cursor */
+ if (ED_view3d_project_int_global(ar, ED_view3d_cursor3d_get(scene, v3d), co, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
+ const float f5 = 0.25f * U.widget_unit;
+ const float f10 = 0.5f * U.widget_unit;
+ const float f20 = U.widget_unit;
+
+ glLineWidth(1.0f);
- if (fx && do_composite_xray) {
- GPU_fx_compositor_XRay_resolve(fx);
- }
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
- if (!draw_offscreen) {
- ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
- }
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- if (rv3d->rflag & RV3D_CLIPPING)
- ED_view3d_clipping_disable();
+ const int segments = 16;
- /* important to do after clipping */
- if (do_bgpic) {
- view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame);
- }
+ immBegin(GL_LINE_LOOP, segments);
- if (!draw_offscreen) {
- BIF_draw_manipulator(C);
- }
+ for (int i = 0; i < segments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)segments);
+ float x = co[0] + f10 * cosf(angle);
+ float y = co[1] + f10 * sinf(angle);
- /* cleanup */
- if (v3d->zbuf) {
- v3d->zbuf = false;
- glDisable(GL_DEPTH_TEST);
- }
+ if (i % 2 == 0)
+ immAttrib3ub(color, 255, 0, 0);
+ else
+ immAttrib3ub(color, 255, 255, 255);
- if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
- GPU_free_images_old();
- }
-}
+ immVertex2f(pos, x, y);
+ }
+ immEnd();
-static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
-{
- RegionView3D *rv3d = ar->regiondata;
+ immUnbindProgram();
- ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
+ VertexFormat_clear(format);
+ pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- /* set for opengl */
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(rv3d->winmat);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(rv3d->viewmat);
-}
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
-/**
- * Store values from #RegionView3D, set when drawing.
- * This is needed when we draw with to a viewport using a different matrix (offscreen drawing for example).
- *
- * Values set by #ED_view3d_update_viewmat should be handled here.
- */
-struct RV3DMatrixStore {
- float winmat[4][4];
- float viewmat[4][4];
- float viewinv[4][4];
- float persmat[4][4];
- float persinv[4][4];
- float viewcamtexcofac[4];
- float pixsize;
-};
+ unsigned char crosshair_color[3];
+ UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
+ immUniformColor3ubv(crosshair_color);
-struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
-{
- struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
- copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
- copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
- copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
- copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
- copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
- copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
- rv3dmat->pixsize = rv3d->pixsize;
- return (void *)rv3dmat;
-}
+ immBegin(GL_LINES, 8);
+ immVertex2f(pos, co[0] - f20, co[1]);
+ immVertex2f(pos, co[0] - f5, co[1]);
+ immVertex2f(pos, co[0] + f5, co[1]);
+ immVertex2f(pos, co[0] + f20, co[1]);
+ immVertex2f(pos, co[0], co[1] - f20);
+ immVertex2f(pos, co[0], co[1] - f5);
+ immVertex2f(pos, co[0], co[1] + f5);
+ immVertex2f(pos, co[0], co[1] + f20);
+ immEnd();
-void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat)
-{
- copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
- copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
- copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
- copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
- copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
- copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
- rv3d->pixsize = rv3dmat->pixsize;
+ immUnbindProgram();
+ }
}
-void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
+static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
{
- /* shadow buffers, before we setup matrices */
- if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
- gpu_update_lamps_shadows_world(scene, v3d);
-}
+ const float k = U.rvisize * U.pixelsize; /* axis size */
+ const int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
-/*
- * Function to clear the view
- */
-static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
-{
- if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
- RegionView3D *rv3d = ar->regiondata;
- GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
+ const float startx = rect->xmin + k + 1.0f; /* axis center in screen coordinates, x=y */
+ const float starty = rect->ymin + k + 1.0f;
- /* calculate full shader for background */
- GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
-
- bool material_not_bound = !GPU_material_bound(gpumat);
-
- if (material_not_bound) {
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
- }
+ float axis_pos[3][2];
+ unsigned char axis_col[3][4];
- /* Draw world */
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
- glBegin(GL_TRIANGLE_STRIP);
- glVertex3f(-1.0, -1.0, 1.0);
- glVertex3f(1.0, -1.0, 1.0);
- glVertex3f(-1.0, 1.0, 1.0);
- glVertex3f(1.0, 1.0, 1.0);
- glEnd();
-
- if (material_not_bound) {
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
+ int axis_order[3] = {0, 1, 2};
+ axis_sort_v3(rv3d->viewinv[2], axis_order);
- GPU_material_unbind(gpumat);
-
- glDepthFunc(GL_LEQUAL);
- glDisable(GL_DEPTH_TEST);
- }
- else {
- if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
- glBegin(GL_QUADS);
- UI_ThemeColor(TH_LOW_GRAD);
- glVertex3f(-1.0, -1.0, 1.0);
- glVertex3f(1.0, -1.0, 1.0);
- UI_ThemeColor(TH_HIGH_GRAD);
- glVertex3f(1.0, 1.0, 1.0);
- glVertex3f(-1.0, 1.0, 1.0);
- glEnd();
- glDepthFunc(GL_LEQUAL);
- glDisable(GL_DEPTH_TEST);
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
+ /* get position of each axis tip on screen */
+ float vec[3] = { 0.0f };
+ vec[i] = 1.0f;
+ mul_qt_v3(rv3d->viewquat, vec);
+ axis_pos[i][0] = startx + vec[0] * k;
+ axis_pos[i][1] = starty + vec[1] * k;
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
- else {
- UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
+ /* get color of each axis */
+ UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
+ axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
}
-}
-
-/* ED_view3d_draw_offscreen_init should be called before this to initialize
- * stuff like shadow buffers
- */
-void ED_view3d_draw_offscreen(
- Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
- float viewmat[4][4], float winmat[4][4],
- bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
- GPUFX *fx, GPUFXSettings *fx_settings,
- GPUOffScreen *ofs)
-{
- struct bThemeState theme_state;
- int bwinx, bwiny;
- rcti brect;
- bool do_compositing = false;
- RegionView3D *rv3d = ar->regiondata;
-
- glPushMatrix();
- /* set temporary new size */
- bwinx = ar->winx;
- bwiny = ar->winy;
- brect = ar->winrct;
+ /* draw axis lines */
+ glLineWidth(2.0f);
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- ar->winx = winx;
- ar->winy = winy;
- ar->winrct.xmin = 0;
- ar->winrct.ymin = 0;
- ar->winrct.xmax = winx;
- ar->winrct.ymax = winy;
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- UI_Theme_Store(&theme_state);
- UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBegin(GL_LINES, 6);
- /* set flags */
- G.f |= G_RENDER_OGL;
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
- if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
- /* free images which can have changed on frame-change
- * warning! can be slow so only free animated images - campbell */
- GPU_free_images_anim();
+ immAttrib4ubv(col, axis_col[i]);
+ immVertex2f(pos, startx, starty);
+ immVertex2fv(pos, axis_pos[i]);
}
- /* setup view matrices before fx or unbinding the offscreen buffers will cause issues */
- if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
- view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
- else
- view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+ immEnd();
+ immUnbindProgram();
+ glDisable(GL_LINE_SMOOTH);
- /* framebuffer fx needed, we need to draw offscreen first */
- if (v3d->fx_settings.fx_flag && fx) {
- GPUSSAOSettings *ssao = NULL;
+ /* draw axis names */
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
- if (v3d->drawtype < OB_SOLID) {
- ssao = v3d->fx_settings.ssao;
- v3d->fx_settings.ssao = NULL;
- }
+ const char axis_text[2] = {'x' + i, '\0'};
+ BLF_color4ubv(BLF_default(), axis_col[i]);
+ BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
+ }
-
- /* BLF_draw disabled blending for us */
+}
- do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
+#ifdef WITH_INPUT_NDOF
+/* draw center and axis of rotation for ongoing 3D mouse navigation */
+static void draw_rotation_guide(RegionView3D *rv3d)
+{
+ float o[3]; /* center of rotation */
+ float end[3]; /* endpoints for drawing */
- if (ssao)
- v3d->fx_settings.ssao = ssao;
- }
+ GLubyte color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
- /* clear opengl buffers */
- if (do_sky) {
- view3d_main_region_clear(scene, v3d, ar);
- }
- else {
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
+ negate_v3_v3(o, rv3d->ofs);
- /* main drawing call */
- view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDepthMask(GL_FALSE); /* don't overwrite zbuf */
- /* post process */
- if (do_compositing) {
- if (!winmat)
- is_persp = rv3d->is_persp;
- GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
- }
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
- /* draw grease-pencil stuff */
- ED_region_pixelspace(ar);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
+ if (rv3d->rot_angle != 0.0f) {
+ /* -- draw rotation axis -- */
+ float scaled_axis[3];
+ const float scale = rv3d->dist;
+ mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
- if (v3d->flag2 & V3D_SHOW_GPENCIL) {
- /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
- ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
- }
- /* freeing the images again here could be done after the operator runs, leaving for now */
- GPU_free_images_anim();
- }
+ immBegin(GL_LINE_STRIP, 3);
+ color[3] = 0; /* more transparent toward the ends */
+ immAttrib4ubv(col, color);
+ add_v3_v3v3(end, o, scaled_axis);
+ immVertex3fv(pos, end);
- /* restore size */
- ar->winx = bwinx;
- ar->winy = bwiny;
- ar->winrct = brect;
+#if 0
+ color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
+ /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
+#endif
- glPopMatrix();
+ color[3] = 127; /* more opaque toward the center */
+ immAttrib4ubv(col, color);
+ immVertex3fv(pos, o);
- UI_Theme_Restore(&theme_state);
+ color[3] = 0;
+ immAttrib4ubv(col, color);
+ sub_v3_v3v3(end, o, scaled_axis);
+ immVertex3fv(pos, end);
+ immEnd();
+
+ /* -- draw ring around rotation center -- */
+ {
+#define ROT_AXIS_DETAIL 13
- G.f &= ~G_RENDER_OGL;
-}
+ const float s = 0.05f * scale;
+ const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
-/**
- * Utility func for ED_view3d_draw_offscreen
- *
- * \param ofs: Optional off-screen buffer, can be NULL.
- * (avoids re-creating when doing multiple GL renders).
- */
-ImBuf *ED_view3d_draw_offscreen_imbuf(
- Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey,
- unsigned int flag, bool draw_background,
- int alpha_mode, int samples, bool full_samples, const char *viewname,
- /* output vars */
- GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
-{
- RegionView3D *rv3d = ar->regiondata;
- ImBuf *ibuf;
- const bool draw_sky = (alpha_mode == R_ADDSKY);
+ float q[4]; /* rotate ring so it's perpendicular to axis */
+ const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
+ if (!upright) {
+ const float up[3] = {0.0f, 0.0f, 1.0f};
+ float vis_angle, vis_axis[3];
- /* view state */
- GPUFXSettings fx_settings = v3d->fx_settings;
- bool is_ortho = false;
- float winmat[4][4];
+ cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
+ vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
+ axis_angle_to_quat(q, vis_axis, vis_angle);
+ }
- if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
- /* sizes differ, can't reuse */
- ofs = NULL;
- }
+ immBegin(GL_LINE_LOOP, ROT_AXIS_DETAIL);
+ color[3] = 63; /* somewhat faint */
+ immAttrib4ubv(col, color);
+ float angle = 0.0f;
+ for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
+ float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
+
+ if (!upright) {
+ mul_qt_v3(q, p);
+ }
- const bool own_ofs = (ofs == NULL);
+ add_v3_v3(p, o);
+ immVertex3fv(pos, p);
+ }
+ immEnd();
- if (own_ofs) {
- /* bind */
- ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
- if (ofs == NULL) {
- return NULL;
+#undef ROT_AXIS_DETAIL
}
- }
- ED_view3d_draw_offscreen_init(scene, v3d);
+ color[3] = 255; /* solid dot */
+ }
+ else
+ color[3] = 127; /* see-through dot */
- GPU_offscreen_bind(ofs, true);
+ immUnbindProgram();
- /* read in pixels & stamp */
- ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
+ /* -- draw rotation center -- */
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+ glPointSize(5.0f);
+ immBegin(GL_POINTS, 1);
+ immAttrib4ubv(col, color);
+ immVertex3fv(pos, o);
+ immEnd();
+ immUnbindProgram();
- /* render 3d view */
- if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
- CameraParams params;
- Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+#if 0
+ /* find screen coordinates for rotation center, then draw pretty icon */
+ mul_m4_v3(rv3d->persinv, rot_center);
+ UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
+ /* ^^ just playing around, does not work */
+#endif
- BKE_camera_params_init(¶ms);
- /* fallback for non camera objects */
- params.clipsta = v3d->near;
- params.clipend = v3d->far;
- BKE_camera_params_from_object(¶ms, camera);
- BKE_camera_multiview_params(&scene->r, ¶ms, camera, viewname);
- BKE_camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp);
- BKE_camera_params_compute_matrix(¶ms);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+}
+#endif /* WITH_INPUT_NDOF */
- BKE_camera_to_gpu_dof(camera, &fx_settings);
+/* ******************** non-meshes ***************** */
- is_ortho = params.is_ortho;
- copy_m4_m4(winmat, params.winmat);
- }
- else {
- rctf viewplane;
- float clipsta, clipend;
+static void view3d_draw_non_mesh(
+Scene *scene, SceneLayer *sl, Object *ob, Base *base, View3D *v3d,
+RegionView3D *rv3d, const bool is_boundingbox, const unsigned char color[4])
+{
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
- is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
- if (is_ortho) {
- orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
- }
- else {
- perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
- }
+ /* multiply view with object matrix.
+ * local viewmat and persmat, to calculate projections */
+ ED_view3d_init_mats_rv3d_gl(ob, rv3d);
+
+ switch (ob->type) {
+ case OB_MESH:
+ case OB_FONT:
+ case OB_CURVE:
+ case OB_SURF:
+ case OB_MBALL:
+ if (is_boundingbox) {
+ draw_bounding_volume(ob, ob->boundtype);
+ }
+ break;
+ case OB_EMPTY:
+ drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, color);
+ break;
+ case OB_LAMP:
+ drawlamp(v3d, rv3d, base, OB_SOLID, DRAW_CONSTCOLOR, color, ob == OBACT_NEW);
+ break;
+ case OB_CAMERA:
+ drawcamera(scene, v3d, rv3d, base, DRAW_CONSTCOLOR, color);
+ break;
+ case OB_SPEAKER:
+ drawspeaker(color);
+ break;
+ case OB_LATTICE:
+ /* TODO */
+ break;
+ case OB_ARMATURE:
+ /* TODO */
+ break;
+ default:
+ /* TODO Viewport: handle the other cases*/
+ break;
}
- if ((samples && full_samples) == 0) {
- /* Single-pass render, common case */
- ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat,
- draw_background, draw_sky, !is_ortho, viewname,
- fx, &fx_settings, ofs);
-
- if (ibuf->rect_float) {
- GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
- }
- else if (ibuf->rect) {
- GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
- }
+ if (ob->rigidbody_object) {
+ draw_rigidbody_shape(ob);
}
- else {
- /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
- * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
- static float jit_ofs[32][2];
- float winmat_jitter[4][4];
- /* use imbuf as temp storage, before writing into it from accumulation buffer */
- unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
- unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
- unsigned int i;
- int j;
-
- BLI_jitter_init(jit_ofs, samples);
-
- /* first sample buffer, also initializes 'rv3d->persmat' */
- ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat,
- draw_background, draw_sky, !is_ortho, viewname,
- fx, &fx_settings, ofs);
- GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
-
- i = sizex * sizey * 4;
- while (i--) {
- accum_buffer[i] = rect_temp[i];
- }
- /* skip the first sample */
- for (j = 1; j < samples; j++) {
- copy_m4_m4(winmat_jitter, winmat);
- window_translate_m4(
- winmat_jitter, rv3d->persmat,
- (jit_ofs[j][0] * 2.0f) / sizex,
- (jit_ofs[j][1] * 2.0f) / sizey);
-
- ED_view3d_draw_offscreen(
- scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
- draw_background, draw_sky, !is_ortho, viewname,
- fx, &fx_settings, ofs);
- GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
-
- i = sizex * sizey * 4;
- while (i--) {
- accum_buffer[i] += rect_temp[i];
- }
- }
+ ED_view3d_clear_mats_rv3d(rv3d);
- if (ibuf->rect_float) {
- float *rect_float = ibuf->rect_float;
- i = sizex * sizey * 4;
- while (i--) {
- rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
- }
- }
- else {
- unsigned char *rect_ub = (unsigned char *)ibuf->rect;
- i = sizex * sizey * 4;
- while (i--) {
- rect_ub[i] = accum_buffer[i] / samples;
- }
- }
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
- MEM_freeN(accum_buffer);
- }
+/* ******************** info ***************** */
- /* unbind */
- GPU_offscreen_unbind(ofs, true);
+/**
+* Render and camera border
+*/
+static void view3d_draw_border(const bContext *C, ARegion *ar)
+{
+ Scene *scene = CTX_data_scene(C);
+ RegionView3D *rv3d = ar->regiondata;
+ View3D *v3d = CTX_wm_view3d(C);
- if (own_ofs) {
- GPU_offscreen_free(ofs);
+ if (rv3d->persp == RV3D_CAMOB) {
+ drawviewborder(scene, ar, v3d);
+ }
+ else if (v3d->flag2 & V3D_RENDER_BORDER) {
+ drawrenderborder(ar, v3d);
}
-
- if (ibuf->rect_float && ibuf->rect)
- IMB_rect_from_float(ibuf);
-
- return ibuf;
}
/**
--- /dev/null
- void *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2008 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/space_view3d/view3d_draw_legacy.c
+ * \ingroup spview3d
+ */
+
+#include <string.h>
+#include <stdio.h>
+#include <math.h>
+
+#include "DNA_armature_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_customdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_group_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_key_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_world_types.h"
+#include "DNA_brush_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_jitter.h"
+#include "BLI_utildefines.h"
+#include "BLI_endian_switch.h"
+#include "BLI_threads.h"
+
+#include "BKE_anim.h"
+#include "BKE_camera.h"
+#include "BKE_context.h"
+#include "BKE_customdata.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_image.h"
+#include "BKE_key.h"
+#include "BKE_layer.h"
+#include "BKE_main.h"
+#include "BKE_object.h"
+#include "BKE_global.h"
+#include "BKE_paint.h"
+#include "BKE_scene.h"
+#include "BKE_screen.h"
+#include "BKE_unit.h"
+#include "BKE_movieclip.h"
+
+#include "RE_engine.h"
+
+#include "IMB_imbuf_types.h"
+#include "IMB_imbuf.h"
+#include "IMB_colormanagement.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "WM_api.h"
+
+#include "BLF_api.h"
+#include "BLT_translation.h"
+
+#include "ED_armature.h"
+#include "ED_keyframing.h"
+#include "ED_gpencil.h"
+#include "ED_screen.h"
+#include "ED_space_api.h"
+#include "ED_screen_types.h"
+#include "ED_transform.h"
+
+#include "UI_interface.h"
+#include "UI_interface_icons.h"
+#include "UI_resources.h"
+
+#include "GPU_draw.h"
+#include "GPU_framebuffer.h"
+#include "GPU_material.h"
+#include "GPU_compositing.h"
+#include "GPU_extensions.h"
+#include "GPU_immediate.h"
+
+#include "view3d_intern.h" /* own include */
+
+/* prototypes */
+static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
+ float winmat[4][4], const char *viewname);
+
+void circ(float x, float y, float rad)
+{
+ glBegin(GL_LINE_LOOP);
+ const int segments = 32;
+ for (int i = 0; i < segments; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)segments);
+ glVertex2f(x + rad * cosf(angle),
+ y + rad * sinf(angle));
+ }
+ glEnd();
+}
+
+
+/* ********* custom clipping *********** */
+
+static void view3d_draw_clipping(RegionView3D *rv3d)
+{
+ BoundBox *bb = rv3d->clipbb;
+
+ if (bb) {
+ const unsigned int clipping_index[6][4] = {
+ {0, 1, 2, 3},
+ {0, 4, 5, 1},
+ {4, 7, 6, 5},
+ {7, 3, 2, 6},
+ {1, 5, 6, 2},
+ {7, 4, 0, 3}
+ };
+
+ /* fill in zero alpha for rendering & re-projection [#31530] */
+ unsigned char col[4];
+ UI_GetThemeColor4ubv(TH_V3D_CLIPPING_BORDER, col);
+ glColor4ubv(col);
+
+ glEnable(GL_BLEND);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, bb->vec);
+ glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisable(GL_BLEND);
+ }
+}
+
+void ED_view3d_clipping_set(RegionView3D *rv3d)
+{
+ double plane[4];
+ const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
+
+ for (unsigned a = 0; a < tot; a++) {
+ copy_v4db_v4fl(plane, rv3d->clip[a]);
+ glClipPlane(GL_CLIP_PLANE0 + a, plane);
+ glEnable(GL_CLIP_PLANE0 + a);
+ }
+}
+
+/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
+void ED_view3d_clipping_disable(void)
+{
+ for (unsigned a = 0; a < 6; a++) {
+ glDisable(GL_CLIP_PLANE0 + a);
+ }
+}
+void ED_view3d_clipping_enable(void)
+{
+ for (unsigned a = 0; a < 6; a++) {
+ glEnable(GL_CLIP_PLANE0 + a);
+ }
+}
+
+static bool view3d_clipping_test(const float co[3], const float clip[6][4])
+{
+ if (plane_point_side_v3(clip[0], co) > 0.0f)
+ if (plane_point_side_v3(clip[1], co) > 0.0f)
+ if (plane_point_side_v3(clip[2], co) > 0.0f)
+ if (plane_point_side_v3(clip[3], co) > 0.0f)
+ return false;
+
+ return true;
+}
+
+/* for 'local' ED_view3d_clipping_local must run first
+ * then all comparisons can be done in localspace */
+bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
+{
+ return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
+}
+
+/* ********* end custom clipping *********** */
+
+static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
+{
+ BIFIconID icon;
+
+ if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
+ icon = ICON_AXIS_TOP;
+ else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
+ icon = ICON_AXIS_FRONT;
+ else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
+ icon = ICON_AXIS_SIDE;
+ else return;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ UI_icon_draw(5.0 + rect->xmin, 5.0 + rect->ymin, icon);
+
+ glDisable(GL_BLEND);
+}
+
+/* *********************** backdraw for selection *************** */
+
+static void backdrawview3d(Scene *scene, SceneLayer *sl, wmWindow *win, ARegion *ar, View3D *v3d)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ struct Base *base = sl->basact;
+ int multisample_enabled;
+
+ BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
+
+ if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
+ BKE_paint_select_face_test(base->object)))
+ {
+ /* do nothing */
+ }
+ /* texture paint mode sampling */
+ else if (base && (base->object->mode & OB_MODE_TEXTURE_PAINT) &&
+ (v3d->drawtype > OB_WIRE))
+ {
+ /* do nothing */
+ }
+ else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) &&
+ V3D_IS_ZBUF(v3d))
+ {
+ /* do nothing */
+ }
+ else if (scene->obedit &&
+ V3D_IS_ZBUF(v3d))
+ {
+ /* do nothing */
+ }
+ else {
+ v3d->flag &= ~V3D_INVALID_BACKBUF;
+ return;
+ }
+
+ if (!(v3d->flag & V3D_INVALID_BACKBUF))
+ return;
+
+#if 0
+ if (test) {
+ if (qtest()) {
+ addafterqueue(ar->win, BACKBUFDRAW, 1);
+ return;
+ }
+ }
+#endif
+
+ if (v3d->drawtype > OB_WIRE) v3d->zbuf = true;
+
+ /* dithering and AA break color coding, so disable */
+ glDisable(GL_DITHER);
+
+ multisample_enabled = glIsEnabled(GL_MULTISAMPLE);
+ if (multisample_enabled)
+ glDisable(GL_MULTISAMPLE);
+
+ if (win->multisamples != USER_MULTISAMPLE_NONE) {
+ /* for multisample we use an offscreen FBO. multisample drawing can fail
+ * with color coded selection drawing, and reading back depths from such
+ * a buffer can also cause a few seconds freeze on OS X / NVidia. */
+ int w = BLI_rcti_size_x(&ar->winrct);
+ int h = BLI_rcti_size_y(&ar->winrct);
+ char error[256];
+
+ if (rv3d->gpuoffscreen) {
+ if (GPU_offscreen_width(rv3d->gpuoffscreen) != w ||
+ GPU_offscreen_height(rv3d->gpuoffscreen) != h)
+ {
+ GPU_offscreen_free(rv3d->gpuoffscreen);
+ rv3d->gpuoffscreen = NULL;
+ }
+ }
+
+ if (!rv3d->gpuoffscreen) {
+ rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error);
+
+ if (!rv3d->gpuoffscreen)
+ fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error);
+ }
+ }
+
+ if (rv3d->gpuoffscreen)
+ GPU_offscreen_bind(rv3d->gpuoffscreen, true);
+ else
+ glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ if (v3d->zbuf) {
+ glEnable(GL_DEPTH_TEST);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+ else {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING)
+ ED_view3d_clipping_set(rv3d);
+
+ G.f |= G_BACKBUFSEL;
+
+ if (base && ((base->flag & BASE_VISIBLED) != 0))
+ draw_object_backbufsel(scene, v3d, rv3d, base->object);
+
+ if (rv3d->gpuoffscreen)
+ GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
+ else
+ ar->swap = 0; /* mark invalid backbuf for wm draw */
+
+ v3d->flag &= ~V3D_INVALID_BACKBUF;
+
+ G.f &= ~G_BACKBUFSEL;
+ v3d->zbuf = false;
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_DITHER);
+ if (multisample_enabled)
+ glEnable(GL_MULTISAMPLE);
+
+ if (rv3d->rflag & RV3D_CLIPPING)
+ ED_view3d_clipping_disable();
+}
+
+void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
+{
+ RegionView3D *rv3d = ar->regiondata;
+
+ if (rv3d->gpuoffscreen) {
+ GPU_offscreen_bind(rv3d->gpuoffscreen, true);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(x, y, w, h, format, type, data);
+ GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
+ }
+ else {
+ glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
+ }
+}
+
+/* XXX depth reading exception, for code not using gpu offscreen */
+static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
+{
+ glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
+}
+
+void ED_view3d_backbuf_validate(ViewContext *vc)
+{
+ if (vc->v3d->flag & V3D_INVALID_BACKBUF)
+ backdrawview3d(vc->scene, vc->sl, vc->win, vc->ar, vc->v3d);
+}
+
+/**
+ * allow for small values [0.5 - 2.5],
+ * and large values, FLT_MAX by clamping by the area size
+ */
+int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
+{
+ return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
+}
+
+/* samples a single pixel (copied from vpaint) */
+unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y)
+{
+ if (x >= vc->ar->winx || y >= vc->ar->winy) {
+ return 0;
+ }
+
+ ED_view3d_backbuf_validate(vc);
+
+ unsigned int col;
+ view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
+ glReadBuffer(GL_BACK);
+
+ if (ENDIAN_ORDER == B_ENDIAN) {
+ BLI_endian_switch_uint32(&col);
+ }
+
+ return GPU_select_to_index(col);
+}
+
+/* reads full rect, converts indices */
+ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
+{
+ /* clip */
+ const rcti clip = {
+ max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1),
+ max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)};
+ const int size_clip[2] = {
+ BLI_rcti_size_x(&clip) + 1,
+ BLI_rcti_size_y(&clip) + 1};
+
+ if (UNLIKELY((clip.xmin > clip.xmax) ||
+ (clip.ymin > clip.ymax)))
+ {
+ return NULL;
+ }
+
+ ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
+
+ ED_view3d_backbuf_validate(vc);
+
+ view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect);
+
+ glReadBuffer(GL_BACK);
+
+ if (ENDIAN_ORDER == B_ENDIAN) {
+ IMB_convert_rgba_to_abgr(ibuf_clip);
+ }
+
+ GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
+
+ if ((clip.xmin == xmin) &&
+ (clip.xmax == xmax) &&
+ (clip.ymin == ymin) &&
+ (clip.ymax == ymax))
+ {
+ return ibuf_clip;
+ }
+ else {
+ /* put clipped result into a non-clipped buffer */
+ const int size[2] = {
+ (xmax - xmin + 1),
+ (ymax - ymin + 1)};
+
+ ImBuf *ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
+
+ IMB_rectcpy(
+ ibuf_full, ibuf_clip,
+ clip.xmin - xmin, clip.ymin - ymin,
+ 0, 0,
+ size_clip[0], size_clip[1]);
+ IMB_freeImBuf(ibuf_clip);
+ return ibuf_full;
+ }
+}
+
+/* smart function to sample a rect spiralling outside, nice for backbuf selection */
+unsigned int ED_view3d_backbuf_sample_rect(
+ ViewContext *vc, const int mval[2], int size,
+ unsigned int min, unsigned int max, float *r_dist)
+{
+ int dirvec[4][2];
+
+ const int amount = (size - 1) / 2;
+
+ const int minx = mval[0] - (amount + 1);
+ const int miny = mval[1] - (amount + 1);
+ ImBuf *buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1);
+ if (!buf) return 0;
+
+ unsigned index = 0;
+ int rc = 0;
+
+ dirvec[0][0] = 1; dirvec[0][1] = 0;
+ dirvec[1][0] = 0; dirvec[1][1] = -size;
+ dirvec[2][0] = -1; dirvec[2][1] = 0;
+ dirvec[3][0] = 0; dirvec[3][1] = size;
+
+ const unsigned *bufmin = buf->rect;
+ const unsigned *tbuf = buf->rect;
+ const unsigned *bufmax = buf->rect + size * size;
+ tbuf += amount * size + amount;
+
+ for (int nr = 1; nr <= size; nr++) {
+ for (int a = 0; a < 2; a++) {
+ for (int b = 0; b < nr; b++) {
+ if (*tbuf && *tbuf >= min && *tbuf < max) {
+ /* we got a hit */
+
+ /* get x,y pixel coords from the offset
+ * (manhatten distance in keeping with other screen-based selection) */
+ *r_dist = (float)(
+ abs(((int)(tbuf - buf->rect) % size) - (size / 2)) +
+ abs(((int)(tbuf - buf->rect) / size) - (size / 2)));
+
+ /* indices start at 1 here */
+ index = (*tbuf - min) + 1;
+ goto exit;
+ }
+
+ tbuf += (dirvec[rc][0] + dirvec[rc][1]);
+
+ if (tbuf < bufmin || tbuf >= bufmax) {
+ goto exit;
+ }
+ }
+ rc++;
+ rc &= 3;
+ }
+ }
+
+exit:
+ IMB_freeImBuf(buf);
+ return index;
+}
+
+
+/* ************************************************************* */
+
+static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
+{
+ if (BKE_image_is_stereo(ima)) {
+ iuser->flag |= IMA_SHOW_STEREO;
+
+ if ((scene->r.scemode & R_MULTIVIEW) == 0) {
+ iuser->multiview_eye = STEREO_LEFT_ID;
+ }
+ else if (v3d->stereo3d_camera != STEREO_3D_ID) {
+ /* show only left or right camera */
+ iuser->multiview_eye = v3d->stereo3d_camera;
+ }
+
+ BKE_image_multiview_index(ima, iuser);
+ }
+ else {
+ iuser->flag &= ~IMA_SHOW_STEREO;
+ }
+}
+
+static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
+ const bool do_foreground, const bool do_camera_frame)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0;
+
+ for (BGpic *bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) {
+ bgpic->iuser.scene = scene; /* Needed for render results. */
+
+ if ((bgpic->flag & V3D_BGPIC_FOREGROUND) != fg_flag)
+ continue;
+
+ if ((bgpic->view == 0) || /* zero for any */
+ (bgpic->view & (1 << rv3d->view)) || /* check agaist flags */
+ (rv3d->persp == RV3D_CAMOB && bgpic->view == (1 << RV3D_VIEW_CAMERA)))
+ {
+ float image_aspect[2];
+ float x1, y1, x2, y2, centx, centy;
+
+ void *lock;
+
+ Image *ima = NULL;
+
+ /* disable individual images */
+ if ((bgpic->flag & V3D_BGPIC_DISABLED))
+ continue;
+
+ ImBuf *ibuf = NULL;
+ ImBuf *freeibuf = NULL;
+ ImBuf *releaseibuf = NULL;
+ if (bgpic->source == V3D_BGPIC_IMAGE) {
+ ima = bgpic->ima;
+ if (ima == NULL)
+ continue;
+ BKE_image_user_frame_calc(&bgpic->iuser, CFRA, 0);
+ if (ima->source == IMA_SRC_SEQUENCE && !(bgpic->iuser.flag & IMA_USER_FRAME_IN_RANGE)) {
+ ibuf = NULL; /* frame is out of range, dont show */
+ }
+ else {
+ view3d_stereo_bgpic_setup(scene, v3d, ima, &bgpic->iuser);
+ ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, &lock);
+ releaseibuf = ibuf;
+ }
+
+ image_aspect[0] = ima->aspx;
+ image_aspect[1] = ima->aspy;
+ }
+ else if (bgpic->source == V3D_BGPIC_MOVIE) {
+ /* TODO: skip drawing when out of frame range (as image sequences do above) */
+ MovieClip *clip = NULL;
+
+ if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
+ if (scene->camera)
+ clip = BKE_object_movieclip_get(scene, scene->camera, true);
+ }
+ else {
+ clip = bgpic->clip;
+ }
+
+ if (clip == NULL)
+ continue;
+
+ BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA);
+ ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
+
+ image_aspect[0] = clip->aspx;
+ image_aspect[1] = clip->aspy;
+
+ /* working with ibuf from image and clip has got different workflow now.
+ * ibuf acquired from clip is referenced by cache system and should
+ * be dereferenced after usage. */
+ freeibuf = ibuf;
+ }
+ else {
+ /* perhaps when loading future files... */
+ BLI_assert(0);
+ copy_v2_fl(image_aspect, 1.0f);
+ }
+
+ if (ibuf == NULL)
+ continue;
+
+ if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */
+ if (freeibuf)
+ IMB_freeImBuf(freeibuf);
+ if (releaseibuf)
+ BKE_image_release_ibuf(ima, releaseibuf, lock);
+
+ continue;
+ }
+
+ if (ibuf->rect == NULL)
+ IMB_rect_from_float(ibuf);
+
+ if (rv3d->persp == RV3D_CAMOB) {
+
+ if (do_camera_frame) {
+ rctf vb;
+ ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, false);
+ x1 = vb.xmin;
+ y1 = vb.ymin;
+ x2 = vb.xmax;
+ y2 = vb.ymax;
+ }
+ else {
+ x1 = ar->winrct.xmin;
+ y1 = ar->winrct.ymin;
+ x2 = ar->winrct.xmax;
+ y2 = ar->winrct.ymax;
+ }
+
+ /* apply offset last - camera offset is different to offset in blender units */
+ /* so this has some sane way of working - this matches camera's shift _exactly_ */
+ {
+ const float max_dim = max_ff(x2 - x1, y2 - y1);
+ const float xof_scale = bgpic->xof * max_dim;
+ const float yof_scale = bgpic->yof * max_dim;
+
+ x1 += xof_scale;
+ y1 += yof_scale;
+ x2 += xof_scale;
+ y2 += yof_scale;
+ }
+
+ centx = (x1 + x2) * 0.5f;
+ centy = (y1 + y2) * 0.5f;
+
+ /* aspect correction */
+ if (bgpic->flag & V3D_BGPIC_CAMERA_ASPECT) {
+ /* apply aspect from clip */
+ const float w_src = ibuf->x * image_aspect[0];
+ const float h_src = ibuf->y * image_aspect[1];
+
+ /* destination aspect is already applied from the camera frame */
+ const float w_dst = x1 - x2;
+ const float h_dst = y1 - y2;
+
+ const float asp_src = w_src / h_src;
+ const float asp_dst = w_dst / h_dst;
+
+ if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) {
+ if ((asp_src > asp_dst) == ((bgpic->flag & V3D_BGPIC_CAMERA_CROP) != 0)) {
+ /* fit X */
+ const float div = asp_src / asp_dst;
+ x1 = ((x1 - centx) * div) + centx;
+ x2 = ((x2 - centx) * div) + centx;
+ }
+ else {
+ /* fit Y */
+ const float div = asp_dst / asp_src;
+ y1 = ((y1 - centy) * div) + centy;
+ y2 = ((y2 - centy) * div) + centy;
+ }
+ }
+ }
+ }
+ else {
+ float tvec[3];
+ float sco[2];
+ const float mval_f[2] = {1.0f, 0.0f};
+ const float co_zero[3] = {0};
+
+ /* calc window coord */
+ float zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL);
+ ED_view3d_win_to_delta(ar, mval_f, tvec, zfac);
+ float fac = 1.0f / max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */
+ float asp = (float)ibuf->y / (float)ibuf->x;
+
+ zero_v3(tvec);
+ ED_view3d_project_float_v2_m4(ar, tvec, sco, rv3d->persmat);
+
+ x1 = sco[0] + fac * (bgpic->xof - bgpic->size);
+ y1 = sco[1] + asp * fac * (bgpic->yof - bgpic->size);
+ x2 = sco[0] + fac * (bgpic->xof + bgpic->size);
+ y2 = sco[1] + asp * fac * (bgpic->yof + bgpic->size);
+
+ centx = (x1 + x2) / 2.0f;
+ centy = (y1 + y2) / 2.0f;
+ }
+
+ /* complete clip? */
+ rctf clip_rect;
+ BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
+ if (bgpic->rotation) {
+ BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
+ }
+
+ if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx || clip_rect.ymin > ar->winy) {
+ if (freeibuf)
+ IMB_freeImBuf(freeibuf);
+ if (releaseibuf)
+ BKE_image_release_ibuf(ima, releaseibuf, lock);
+
+ continue;
+ }
+
+ float zoomx = (x2 - x1) / ibuf->x;
+ float zoomy = (y2 - y1) / ibuf->y;
+
+ /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
+ if (zoomx < 1.0f || zoomy < 1.0f) {
+ float tzoom = min_ff(zoomx, zoomy);
+ int mip = 0;
+
+ if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
+ IMB_remakemipmap(ibuf, 0);
+ ibuf->userflags &= ~IB_MIPMAP_INVALID;
+ }
+ else if (ibuf->mipmap[0] == NULL)
+ IMB_makemipmap(ibuf, 0);
+
+ while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
+ tzoom *= 2.0f;
+ zoomx *= 2.0f;
+ zoomy *= 2.0f;
+ mip++;
+ }
+ if (mip > 0)
+ ibuf = ibuf->mipmap[mip - 1];
+ }
+
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ ED_region_pixelspace(ar);
+
+ glTranslatef(centx, centy, 0.0);
+ glRotatef(RAD2DEGF(-bgpic->rotation), 0.0f, 0.0f, 1.0f);
+
+ if (bgpic->flag & V3D_BGPIC_FLIP_X) {
+ zoomx *= -1.0f;
+ x1 = x2;
+ }
+ if (bgpic->flag & V3D_BGPIC_FLIP_Y) {
+ zoomy *= -1.0f;
+ y1 = y2;
+ }
+
+ float col[4] = {1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend};
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect,
+ zoomx, zoomy, col);
+
+ glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ glDisable(GL_BLEND);
+
+ glDepthMask(GL_TRUE);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+
+ if (freeibuf)
+ IMB_freeImBuf(freeibuf);
+ if (releaseibuf)
+ BKE_image_release_ibuf(ima, releaseibuf, lock);
+ }
+ }
+}
+
+static void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d,
+ const bool do_foreground, const bool do_camera_frame)
+{
+ RegionView3D *rv3d = ar->regiondata;
+
+ if ((v3d->flag & V3D_DISPBGPICS) == 0)
+ return;
+
+ /* disabled - mango request, since footage /w only render is quite useful
+ * and this option is easy to disable all background images at once */
+#if 0
+ if (v3d->flag2 & V3D_RENDER_OVERRIDE)
+ return;
+#endif
+
+ if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
+ if (rv3d->persp == RV3D_CAMOB) {
+ view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
+ }
+ }
+ else {
+ view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
+ }
+}
+
+/* ****************** View3d afterdraw *************** */
+
+typedef struct View3DAfter {
+ struct View3DAfter *next, *prev;
+ struct BaseLegacy *base;
+ short dflag;
+} View3DAfter;
+
+/* temp storage of Objects that need to be drawn as last */
+void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag)
+{
+ View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
+ BLI_assert((base->flag_legacy & OB_FROMDUPLI) == 0);
+ BLI_addtail(lb, v3da);
+ v3da->base = base;
+ v3da->dflag = dflag;
+}
+
+/* disables write in zbuffer and draws it over */
+static void view3d_draw_transp(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
+{
+ View3DAfter *v3da;
+
+ glDepthMask(GL_FALSE);
+ v3d->transp = true;
+
+ while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
+ draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ MEM_freeN(v3da);
+ }
+ v3d->transp = false;
+
+ glDepthMask(GL_TRUE);
+
+}
+
+/* clears zbuffer and draws it over */
+static void view3d_draw_xray(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
+{
+ if (*clear && v3d->zbuf) {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ *clear = false;
+ }
+
+ v3d->xray = true;
+ View3DAfter *v3da;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
+ draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ MEM_freeN(v3da);
+ }
+ v3d->xray = false;
+}
+
+
+/* clears zbuffer and draws it over */
+static void view3d_draw_xraytransp(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, const bool clear)
+{
+ if (clear && v3d->zbuf)
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ v3d->xray = true;
+ v3d->transp = true;
+
+ glDepthMask(GL_FALSE);
+
+ View3DAfter *v3da;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
+ draw_object(scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ MEM_freeN(v3da);
+ }
+
+ v3d->transp = false;
+ v3d->xray = false;
+
+ glDepthMask(GL_TRUE);
+}
+
+/* *********************** */
+
+/*
+ * In most cases call draw_dupli_objects,
+ * draw_dupli_objects_color was added because when drawing set dupli's
+ * we need to force the color
+ */
+
+#if 0
+int dupli_ob_sort(void *arg1, void *arg2)
+{
+ void *p1 = ((DupliObject *)arg1)->ob;
+ void *p2 = ((DupliObject *)arg2)->ob;
+ int val = 0;
+ if (p1 < p2) val = -1;
+ else if (p1 > p2) val = 1;
+ return val;
+}
+#endif
+
+
+static DupliObject *dupli_step(DupliObject *dob)
+{
+ while (dob && dob->no_draw)
+ dob = dob->next;
+ return dob;
+}
+
+static void draw_dupli_objects_color(
+ Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base,
+ const short dflag, const int color)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ ListBase *lb;
+ LodLevel *savedlod;
+ Base tbase = {NULL};
+ BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
+ unsigned char color_rgb[3];
+ const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
+ short transflag;
+ char dt;
+ short dtx;
+ DupliApplyData *apply_data;
+
+ if ((base->flag & BASE_VISIBLED) == 0) return;
+ if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return;
+
+ if (dflag & DRAW_CONSTCOLOR) {
+ BLI_assert(color == TH_UNDEFINED);
+ }
+ else {
+ UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb);
+ }
+
+ tbase.flag_legacy = OB_FROMDUPLI | base->flag_legacy;
+ tbase.flag = base->flag;
+ lb = object_duplilist(G.main->eval_ctx, scene, base->object);
+ // BLI_listbase_sort(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
+
+ apply_data = duplilist_apply(base->object, scene, lb);
+
+ DupliObject *dob_next = NULL;
+ DupliObject *dob = dupli_step(lb->first);
+ if (dob) dob_next = dupli_step(dob->next);
+
+ for (; dob; dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) {
+ bool testbb = false;
+
+ tbase.object = dob->ob;
+
+ /* Make sure lod is updated from dupli's position */
+ savedlod = dob->ob->currentlod;
+
+#ifdef WITH_GAMEENGINE
+ if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
+ BKE_object_lod_update(dob->ob, rv3d->viewinv[3]);
+ }
+#endif
+
+ /* extra service: draw the duplicator in drawtype of parent, minimum taken
+ * to allow e.g. boundbox box objects in groups for LOD */
+ dt = tbase.object->dt;
+ tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
+
+ /* inherit draw extra, but not if a boundbox under the assumption that this
+ * is intended to speed up drawing, and drawing extra (especially wire) can
+ * slow it down too much */
+ dtx = tbase.object->dtx;
+ if (tbase.object->dt != OB_BOUNDBOX)
+ tbase.object->dtx = base->object->dtx;
+
+ /* negative scale flag has to propagate */
+ transflag = tbase.object->transflag;
+
+ if (is_negative_m4(dob->mat))
+ tbase.object->transflag |= OB_NEG_SCALE;
+ else
+ tbase.object->transflag &= ~OB_NEG_SCALE;
+
+ /* should move outside the loop but possible color is set in draw_object still */
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(color_rgb);
+ }
+
+ if ((bb_tmp = BKE_object_boundbox_get(dob->ob))) {
+ bb = *bb_tmp; /* must make a copy */
+ testbb = true;
+ }
+
+ if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) {
+ copy_m4_m4(dob->ob->obmat, dob->mat);
+ GPU_begin_dupli_object(dob);
+ draw_object(scene, sl, ar, v3d, &tbase, dflag_dupli);
+ GPU_end_dupli_object();
+ }
+
+ tbase.object->dt = dt;
+ tbase.object->dtx = dtx;
+ tbase.object->transflag = transflag;
+ tbase.object->currentlod = savedlod;
+ }
+
+ if (apply_data) {
+ duplilist_restore(lb, apply_data);
+ duplilist_free_apply_data(apply_data);
+ }
+
+ free_object_duplilist(lb);
+}
+
+void draw_dupli_objects(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, BaseLegacy *base)
+{
+ /* define the color here so draw_dupli_objects_color can be called
+ * from the set loop */
+
+ int color = (base->flag & BASE_SELECTED) ? TH_SELECT : TH_WIRE;
+ /* debug */
+ if (base->object->dup_group && base->object->dup_group->id.us < 1)
+ color = TH_REDALERT;
+
+ draw_dupli_objects_color(scene, sl, ar, v3d, base, 0, color);
+}
+
+/* XXX warning, not using gpu offscreen here */
+void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
+{
+ /* clamp rect by region */
+ rcti r = {
+ .xmin = 0,
+ .xmax = ar->winx - 1,
+ .ymin = 0,
+ .ymax = ar->winy - 1
+ };
+
+ /* Constrain rect to depth bounds */
+ BLI_rcti_isect(&r, rect, rect);
+
+ /* assign values to compare with the ViewDepths */
+ int x = rect->xmin;
+ int y = rect->ymin;
+
+ int w = BLI_rcti_size_x(rect);
+ int h = BLI_rcti_size_y(rect);
+
+ if (w <= 0 || h <= 0) {
+ if (d->depths)
+ MEM_freeN(d->depths);
+ d->depths = NULL;
+
+ d->damaged = false;
+ }
+ else if (d->w != w ||
+ d->h != h ||
+ d->x != x ||
+ d->y != y ||
+ d->depths == NULL
+ )
+ {
+ d->x = x;
+ d->y = y;
+ d->w = w;
+ d->h = h;
+
+ if (d->depths)
+ MEM_freeN(d->depths);
+
+ d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
+
+ d->damaged = true;
+ }
+
+ if (d->damaged) {
+ /* XXX using special function here, it doesn't use the gpu offscreen system */
+ view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
+ glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
+ d->damaged = false;
+ }
+}
+
+/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
+void ED_view3d_depth_update(ARegion *ar)
+{
+ RegionView3D *rv3d = ar->regiondata;
+
+ /* Create storage for, and, if necessary, copy depth buffer */
+ if (!rv3d->depths) rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
+ if (rv3d->depths) {
+ ViewDepths *d = rv3d->depths;
+ if (d->w != ar->winx ||
+ d->h != ar->winy ||
+ !d->depths)
+ {
+ d->w = ar->winx;
+ d->h = ar->winy;
+ if (d->depths)
+ MEM_freeN(d->depths);
+ d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
+ d->damaged = true;
+ }
+
+ if (d->damaged) {
+ view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
+ glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
+
+ d->damaged = false;
+ }
+ }
+}
+
+/* utility function to find the closest Z value, use for autodepth */
+float view3d_depth_near(ViewDepths *d)
+{
+ /* convert to float for comparisons */
+ const float near = (float)d->depth_range[0];
+ const float far_real = (float)d->depth_range[1];
+ float far = far_real;
+
+ const float *depths = d->depths;
+ float depth = FLT_MAX;
+ int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
+
+ /* far is both the starting 'far' value
+ * and the closest value found. */
+ while (i--) {
+ depth = *depths++;
+ if ((depth < far) && (depth > near)) {
+ far = depth;
+ }
+ }
+
+ return far == far_real ? FLT_MAX : far;
+}
+
+void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ short zbuf = v3d->zbuf;
+ RegionView3D *rv3d = ar->regiondata;
+
+ view3d_winmatrix_set(ar, v3d, NULL);
+ view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
+
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glLoadMatrixf(rv3d->viewmat);
+
+ v3d->zbuf = true;
+ glEnable(GL_DEPTH_TEST);
+
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ ED_gpencil_draw_view3d(NULL, scene, v3d, ar, true);
+ }
+
+ v3d->zbuf = zbuf;
+}
+
+void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaoverride)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ Base *base;
+ short zbuf = v3d->zbuf;
+ short flag = v3d->flag;
+ float glalphaclip = U.glalphaclip;
+ int obcenter_dia = U.obcenter_dia;
+ SceneLayer *sl = BKE_scene_layer_context_active(scene);
+ /* no need for color when drawing depth buffer */
+ const short dflag_depth = DRAW_CONSTCOLOR;
+ /* temp set drawtype to solid */
+ /* Setting these temporarily is not nice */
+ v3d->flag &= ~V3D_SELECT_OUTLINE;
+ U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
+ U.obcenter_dia = 0;
+
+ view3d_winmatrix_set(ar, v3d, NULL);
+ view3d_viewmatrix_set(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
+
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glLoadMatrixf(rv3d->viewmat);
+
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_set(rv3d);
+ }
+ /* get surface depth without bias */
+ rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
+
+ v3d->zbuf = true;
+ glEnable(GL_DEPTH_TEST);
+
+ /* draw set first */
+ if (scene->set) {
+ Scene *sce_iter;
+ for (SETLOOPER(scene->set, sce_iter, base)) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ draw_object(scene, sl, ar, v3d, base, 0);
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ }
+ }
+ }
+ }
+
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
+ }
+ draw_object(scene, sl, ar, v3d, base, dflag_depth);
+ }
+ }
+
+ /* this isn't that nice, draw xray objects as if they are normal */
+ if (v3d->afterdraw_transp.first ||
+ v3d->afterdraw_xray.first ||
+ v3d->afterdraw_xraytransp.first)
+ {
+ View3DAfter *v3da;
+ int mask_orig;
+
+ v3d->xray = true;
+
+ /* transp materials can change the depth mask, see #21388 */
+ glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
+
+
+ if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
+ glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
+ for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) {
+ draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
+ }
+ glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
+ }
+
+ /* draw 3 passes, transp/xray/xraytransp */
+ v3d->xray = false;
+ v3d->transp = true;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
+ draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
+ MEM_freeN(v3da);
+ }
+
+ v3d->xray = true;
+ v3d->transp = false;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
+ draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
+ MEM_freeN(v3da);
+ }
+
+ v3d->xray = true;
+ v3d->transp = true;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
+ draw_object(scene, sl, ar, v3d, v3da->base, dflag_depth);
+ MEM_freeN(v3da);
+ }
+
+
+ v3d->xray = false;
+ v3d->transp = false;
+
+ glDepthMask(mask_orig);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_disable();
+ }
+ rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
+
+ v3d->zbuf = zbuf;
+ if (!v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ U.glalphaclip = glalphaclip;
+ v3d->flag = flag;
+ U.obcenter_dia = obcenter_dia;
+}
+
+typedef struct View3DShadow {
+ struct View3DShadow *next, *prev;
+ GPULamp *lamp;
+} View3DShadow;
+
+static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
+ Object *ob, Object *par,
+ float obmat[4][4], unsigned int lay,
+ ListBase *shadows, SceneRenderLayer *srl)
+{
+ GPULamp *lamp = GPU_lamp_from_blender(scene, ob, par);
+
+ if (lamp) {
+ Lamp *la = (Lamp *)ob->data;
+
+ GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
+ GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
+
+ unsigned int layers = lay & v3d->lay;
+ if (srl)
+ layers &= srl->lay;
+
+ if (layers &&
+ GPU_lamp_has_shadow_buffer(lamp) &&
+ /* keep last, may do string lookup */
+ GPU_lamp_override_visible(lamp, srl, NULL))
+ {
+ View3DShadow *shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
+ shadow->lamp = lamp;
+ BLI_addtail(shadows, shadow);
+ }
+ }
+}
+
+static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d)
+{
+ ListBase shadows;
+ Scene *sce_iter;
+ Base *base;
+ World *world = scene->world;
+ SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL;
+
+ BLI_listbase_clear(&shadows);
+
+ /* update lamp transform and gather shadow lamps */
+ for (SETLOOPER(scene, sce_iter, base)) {
+ Object *ob = base->object;
+
+ if (ob->type == OB_LAMP)
+ gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl);
+
+ if (ob->transflag & OB_DUPLI) {
+ DupliObject *dob;
+ ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob);
+
+ for (dob = lb->first; dob; dob = dob->next)
+ if (dob->ob->type == OB_LAMP)
+ gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl);
+
+ free_object_duplilist(lb);
+ }
+ }
+
+ /* render shadows after updating all lamps, nested object_duplilist
+ * don't work correct since it's replacing object matrices */
+ for (View3DShadow *shadow = shadows.first; shadow; shadow = shadow->next) {
+ /* this needs to be done better .. */
+ float viewmat[4][4], winmat[4][4];
+ ARegion ar = {NULL};
+ RegionView3D rv3d = {{{0}}};
+
+ int drawtype = v3d->drawtype;
+ int lay = v3d->lay;
+ int flag2 = v3d->flag2;
+
+ v3d->drawtype = OB_SOLID;
+ v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
+ v3d->flag2 &= ~(V3D_SOLID_TEX | V3D_SHOW_SOLID_MATCAP);
+ v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW;
+
+ int winsize;
+ GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
+
+ ar.regiondata = &rv3d;
+ ar.regiontype = RGN_TYPE_WINDOW;
+ rv3d.persp = RV3D_CAMOB;
+ copy_m4_m4(rv3d.winmat, winmat);
+ copy_m4_m4(rv3d.viewmat, viewmat);
+ invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+
+ /* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
+ ED_view3d_draw_offscreen(
+ scene, v3d, &ar, winsize, winsize, viewmat, winmat,
+ false, false, true,
+ NULL, NULL, NULL, NULL);
+ GPU_lamp_shadow_buffer_unbind(shadow->lamp);
+
+ v3d->drawtype = drawtype;
+ v3d->lay = lay;
+ v3d->flag2 = flag2;
+ }
+
+ BLI_freelistN(&shadows);
+
+ /* update world values */
+ if (world) {
+ GPU_mist_update_enable(world->mode & WO_MIST);
+ GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr);
+ GPU_horizon_update_color(&world->horr);
+ GPU_ambient_update_color(&world->ambr);
+ GPU_zenith_update_color(&world->zenr);
+ }
+}
+
+/* *********************** customdata **************** */
+
+CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d)
+{
+ CustomDataMask mask = 0;
+ const int drawtype = view3d_effective_drawtype(v3d);
+
+ if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL) ||
+ ((drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
+ {
+ mask |= CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
+
+ if (BKE_scene_use_new_shading_nodes(scene)) {
+ if (drawtype == OB_MATERIAL)
+ mask |= CD_MASK_ORCO;
+ }
+ else {
+ if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) ||
+ (drawtype == OB_MATERIAL))
+ {
+ mask |= CD_MASK_ORCO;
+ }
+ }
+ }
+
+ return mask;
+}
+
+/* goes over all modes and view3d settings */
+CustomDataMask ED_view3d_screen_datamask(const bScreen *screen)
+{
+ const Scene *scene = screen->scene;
+ CustomDataMask mask = CD_MASK_BAREMESH;
+
+ /* check if we need tfaces & mcols due to view mode */
+ for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ if (sa->spacetype == SPACE_VIEW3D) {
+ mask |= ED_view3d_datamask(scene, sa->spacedata.first);
+ }
+ }
+
+ return mask;
+}
+
+/**
+ * Shared by #ED_view3d_draw_offscreen and #view3d_main_region_draw_objects
+ *
+ * \note \a C and \a grid_unit will be NULL when \a draw_offscreen is set.
+ * \note Drawing lamps and opengl render uses this, so dont do grease pencil or view widgets here.
+ */
+static void view3d_draw_objects(
+ const bContext *C,
+ Scene *scene, View3D *v3d, ARegion *ar,
+ const char **grid_unit,
+ const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
+{
+ SceneLayer *sl = C ? CTX_data_scene_layer(C) : BKE_scene_layer_render_active(scene);
+ RegionView3D *rv3d = ar->regiondata;
+ Base *base;
+ const bool do_camera_frame = !draw_offscreen;
+ const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
+ const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
+ /* only draw grids after in solid modes, else it hovers over mesh wires */
+ const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE) && fx;
+ bool do_composite_xray = false;
+ bool xrayclear = true;
+
+ if (!draw_offscreen) {
+ ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING)
+ view3d_draw_clipping(rv3d);
+
+ /* set zbuffer after we draw clipping region */
+ v3d->zbuf = VP_legacy_use_depth(scene, v3d);
+
+ if (v3d->zbuf) {
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
+ * objects if done last */
+ if (draw_grids) {
+ /* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */
+ rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit);
+
+ if (!draw_floor) {
+ ED_region_pixelspace(ar);
+ *grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
+ VP_legacy_drawgrid(&scene->unit, ar, v3d, grid_unit);
+ /* XXX make function? replaces persp(1) */
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(rv3d->viewmat);
+ }
+ else if (!draw_grids_after) {
+ VP_legacy_drawfloor(scene, v3d, grid_unit, true);
+ }
+ }
+
+ /* important to do before clipping */
+ if (do_bgpic) {
+ view3d_draw_bgpic_test(scene, ar, v3d, false, do_camera_frame);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_set(rv3d);
+ }
+
+ /* draw set first */
+ if (scene->set) {
+ const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET;
+ Scene *sce_iter;
+ for (SETLOOPER(scene->set, sce_iter, base)) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
+ draw_object(scene, sl, ar, v3d, base, dflag);
+
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, sl, ar, v3d, base, dflag, TH_UNDEFINED);
+ }
+ }
+ }
+
+ /* Transp and X-ray afterdraw stuff for sets is done later */
+ }
+
+ if (draw_offscreen) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI)
+ draw_dupli_objects(scene, sl, ar, v3d, base);
+
+ draw_object(scene, sl, ar, v3d, base, 0);
+ }
+ }
+ }
+ else {
+ unsigned int lay_used = 0;
+
+ /* then draw not selected and the duplis, but skip editmode object */
+ for (base = sl->object_bases.first; base; base = base->next) {
+ lay_used |= base->lay;
+
+ if ((base->flag & BASE_VISIBLED) != 0) {
+
+ /* dupli drawing */
+ if (base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects(scene, sl, ar, v3d, base);
+ }
+ if ((base->flag & BASE_SELECTED) == 0) {
+ if (base->object != scene->obedit)
+ draw_object(scene, sl, ar, v3d, base, 0);
+ }
+ }
+ }
+
+ /* mask out localview */
+ v3d->lay_used = lay_used & ((1 << 20) - 1);
+
+ /* draw selected and editmode */
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ if (base->object == scene->obedit || (base->flag & BASE_SELECTED)) {
+ draw_object(scene, sl, ar, v3d, base, 0);
+ }
+ }
+ }
+ }
+
+ /* perspective floor goes last to use scene depth and avoid writing to depth buffer */
+ if (draw_grids_after) {
+ VP_legacy_drawfloor(scene, v3d, grid_unit, false);
+ }
+
+ /* must be before xray draw which clears the depth buffer */
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL;
+
+ /* must be before xray draw which clears the depth buffer */
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ ED_gpencil_draw_view3d(wm, scene, v3d, ar, true);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ }
+
+ /* transp and X-ray afterdraw stuff */
+ if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, sl, ar, v3d);
+
+ /* always do that here to cleanup depth buffers if none needed */
+ if (fx) {
+ do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first);
+ GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
+ }
+
+ if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, sl, ar, v3d, &xrayclear);
+ if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, sl, ar, v3d, xrayclear);
+
+ if (fx && do_composite_xray) {
+ GPU_fx_compositor_XRay_resolve(fx);
+ }
+
+ if (!draw_offscreen) {
+ ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
+ }
+
+ if (rv3d->rflag & RV3D_CLIPPING)
+ ED_view3d_clipping_disable();
+
+ /* important to do after clipping */
+ if (do_bgpic) {
+ view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame);
+ }
+
+ if (!draw_offscreen) {
+ BIF_draw_manipulator(C);
+ }
+
+ /* cleanup */
+ if (v3d->zbuf) {
+ v3d->zbuf = false;
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ GPU_free_images_old();
+ }
+}
+
+/**
+ * Store values from #RegionView3D, set when drawing.
+ * This is needed when we draw with to a viewport using a different matrix (offscreen drawing for example).
+ *
+ * Values set by #ED_view3d_update_viewmat should be handled here.
+ */
+struct RV3DMatrixStore {
+ float winmat[4][4];
+ float viewmat[4][4];
+ float viewinv[4][4];
+ float persmat[4][4];
+ float persinv[4][4];
+ float viewcamtexcofac[4];
+ float pixsize;
+};
+
- void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, void *rv3dmat_pt)
++struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
+{
+ struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
+ copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
+ copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
+ copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
+ copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
+ copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
+ copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
+ rv3dmat->pixsize = rv3d->pixsize;
+ return (void *)rv3dmat;
+}
+
++void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
+{
+ struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
+ copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
+ copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
+ copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
+ copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
+ copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
+ copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
+ rv3d->pixsize = rv3dmat->pixsize;
+}
+
+void ED_view3d_draw_offscreen_init(Scene *scene, SceneLayer *sl, View3D *v3d)
+{
+ /* shadow buffers, before we setup matrices */
+ if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype))
+ gpu_update_lamps_shadows_world(scene, v3d);
+}
+
+/*
+ * Function to clear the view
+ */
+static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
+{
+ if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
+ VP_view3d_draw_background_world(scene, v3d, ar->regiondata);
+ }
+ else {
+ VP_view3d_draw_background_none();
+ }
+}
+
+/* ED_view3d_draw_offscreen_init should be called before this to initialize
+ * stuff like shadow buffers
+ */
+void ED_view3d_draw_offscreen(
+ Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
+ float viewmat[4][4], float winmat[4][4],
+ bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
+ GPUFX *fx, GPUFXSettings *fx_settings,
+ GPUOffScreen *ofs)
+{
+ bool do_compositing = false;
+ RegionView3D *rv3d = ar->regiondata;
+
+ glPushMatrix();
+
+ /* set temporary new size */
+ int bwinx = ar->winx;
+ int bwiny = ar->winy;
+ rcti brect = ar->winrct;
+
+ ar->winx = winx;
+ ar->winy = winy;
+ ar->winrct.xmin = 0;
+ ar->winrct.ymin = 0;
+ ar->winrct.xmax = winx;
+ ar->winrct.ymax = winy;
+
+ struct bThemeState theme_state;
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+ /* set flags */
+ G.f |= G_RENDER_OGL;
+
+ if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ /* free images which can have changed on frame-change
+ * warning! can be slow so only free animated images - campbell */
+ GPU_free_images_anim();
+ }
+
+ /* setup view matrices before fx or unbinding the offscreen buffers will cause issues */
+ if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
+ view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
+ else
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag && fx) {
+ GPUSSAOSettings *ssao = NULL;
+
+ if (v3d->drawtype < OB_SOLID) {
+ ssao = v3d->fx_settings.ssao;
+ v3d->fx_settings.ssao = NULL;
+ }
+
+ do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
+
+ if (ssao)
+ v3d->fx_settings.ssao = ssao;
+ }
+
+ /* clear opengl buffers */
+ if (do_sky) {
+ view3d_main_region_clear(scene, v3d, ar);
+ }
+ else {
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+
+ /* main drawing call */
+ view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
+
+ /* post process */
+ if (do_compositing) {
+ if (!winmat)
+ is_persp = rv3d->is_persp;
+ GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ /* draw grease-pencil stuff */
+ ED_region_pixelspace(ar);
+
+
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
+ ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
+ }
+
+ /* freeing the images again here could be done after the operator runs, leaving for now */
+ GPU_free_images_anim();
+ }
+
+ /* restore size */
+ ar->winx = bwinx;
+ ar->winy = bwiny;
+ ar->winrct = brect;
+
+ glPopMatrix();
+
+ UI_Theme_Restore(&theme_state);
+
+ G.f &= ~G_RENDER_OGL;
+}
+
+/**
+ * Utility func for ED_view3d_draw_offscreen
+ *
+ * \param ofs: Optional off-screen buffer, can be NULL.
+ * (avoids re-creating when doing multiple GL renders).
+ */
+ImBuf *ED_view3d_draw_offscreen_imbuf(
+ Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey,
+ unsigned int flag, bool draw_background,
+ int alpha_mode, int samples, bool full_samples, const char *viewname,
+ /* output vars */
+ GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
+{
+ RegionView3D *rv3d = ar->regiondata;
+ const bool draw_sky = (alpha_mode == R_ADDSKY);
+
+ /* view state */
+ GPUFXSettings fx_settings = v3d->fx_settings;
+ bool is_ortho = false;
+ float winmat[4][4];
+
+ if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
+ /* sizes differ, can't reuse */
+ ofs = NULL;
+ }
+
+ const bool own_ofs = (ofs == NULL);
+
+ if (own_ofs) {
+ /* bind */
+ ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
+ if (ofs == NULL) {
+ return NULL;
+ }
+ }
+
+ ED_view3d_draw_offscreen_init(scene, sl, v3d);
+
+ GPU_offscreen_bind(ofs, true);
+
+ /* read in pixels & stamp */
+ ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
+
+ /* render 3d view */
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ CameraParams params;
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+
+ BKE_camera_params_init(¶ms);
+ /* fallback for non camera objects */
+ params.clipsta = v3d->near;
+ params.clipend = v3d->far;
+ BKE_camera_params_from_object(¶ms, camera);
+ BKE_camera_multiview_params(&scene->r, ¶ms, camera, viewname);
+ BKE_camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(¶ms);
+
+ BKE_camera_to_gpu_dof(camera, &fx_settings);
+
+ is_ortho = params.is_ortho;
+ copy_m4_m4(winmat, params.winmat);
+ }
+ else {
+ rctf viewplane;
+ float clipsta, clipend;
+
+ is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
+ if (is_ortho) {
+ orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
+ }
+ else {
+ perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
+ }
+ }
+
+ if ((samples && full_samples) == 0) {
+ /* Single-pass render, common case */
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+
+ if (ibuf->rect_float) {
+ GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
+ }
+ else if (ibuf->rect) {
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
+ }
+ }
+ else {
+ /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
+ * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
+ static float jit_ofs[32][2];
+ float winmat_jitter[4][4];
+ /* use imbuf as temp storage, before writing into it from accumulation buffer */
+ unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
+ unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
+
+ BLI_jitter_init(jit_ofs, samples);
+
+ /* first sample buffer, also initializes 'rv3d->persmat' */
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
+
+ unsigned i = sizex * sizey * 4;
+ while (i--) {
+ accum_buffer[i] = rect_temp[i];
+ }
+
+ /* skip the first sample */
+ for (int j = 1; j < samples; j++) {
+ copy_m4_m4(winmat_jitter, winmat);
+ window_translate_m4(
+ winmat_jitter, rv3d->persmat,
+ (jit_ofs[j][0] * 2.0f) / sizex,
+ (jit_ofs[j][1] * 2.0f) / sizey);
+
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
+
+ i = sizex * sizey * 4;
+ while (i--) {
+ accum_buffer[i] += rect_temp[i];
+ }
+ }
+
+ if (ibuf->rect_float) {
+ float *rect_float = ibuf->rect_float;
+ i = sizex * sizey * 4;
+ while (i--) {
+ rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
+ }
+ }
+ else {
+ unsigned char *rect_ub = (unsigned char *)ibuf->rect;
+ i = sizex * sizey * 4;
+ while (i--) {
+ rect_ub[i] = accum_buffer[i] / samples;
+ }
+ }
+
+ MEM_freeN(accum_buffer);
+ }
+
+ /* unbind */
+ GPU_offscreen_unbind(ofs, true);
+
+ if (own_ofs) {
+ GPU_offscreen_free(ofs);
+ }
+
+ if (ibuf->rect_float && ibuf->rect)
+ IMB_rect_from_float(ibuf);
+
+ return ibuf;
+}
+
+/**
+ * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
+ *
+ * \param ofs: Optional off-screen buffer can be NULL.
+ * (avoids re-creating when doing multiple GL renders).
+ *
+ * \note used by the sequencer
+ */
+ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
+ Scene *scene, SceneLayer *sl, Object *camera, int width, int height,
+ unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
+ int alpha_mode, int samples, bool full_samples, const char *viewname,
+ GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
+{
+ View3D v3d = {NULL};
+ ARegion ar = {NULL};
+ RegionView3D rv3d = {{{0}}};
+
+ /* connect data */
+ v3d.regionbase.first = v3d.regionbase.last = &ar;
+ ar.regiondata = &rv3d;
+ ar.regiontype = RGN_TYPE_WINDOW;
+
+ v3d.camera = camera;
+ v3d.lay = scene->lay;
+ v3d.drawtype = drawtype;
+ v3d.flag2 = V3D_RENDER_OVERRIDE;
+
+ if (use_gpencil)
+ v3d.flag2 |= V3D_SHOW_GPENCIL;
+
+ if (use_solid_tex)
+ v3d.flag2 |= V3D_SOLID_TEX;
+
+ if (draw_background)
+ v3d.flag3 |= V3D_SHOW_WORLD;
+
+ rv3d.persp = RV3D_CAMOB;
+
+ copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
+ normalize_m4(rv3d.viewinv);
+ invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
+
+ {
+ CameraParams params;
+ Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
+
+ BKE_camera_params_init(¶ms);
+ BKE_camera_params_from_object(¶ms, view_camera);
+ BKE_camera_multiview_params(&scene->r, ¶ms, view_camera, viewname);
+ BKE_camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(¶ms);
+
+ copy_m4_m4(rv3d.winmat, params.winmat);
+ v3d.near = params.clipsta;
+ v3d.far = params.clipend;
+ v3d.lens = params.lens;
+ }
+
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+
+ return ED_view3d_draw_offscreen_imbuf(
+ scene, sl, &v3d, &ar, width, height, flag,
+ draw_background, alpha_mode, samples, full_samples, viewname,
+ fx, ofs, err_out);
+}
+
+
+/**
+ * \note The info that this uses is updated in #ED_refresh_viewport_fps,
+ * which currently gets called during #SCREEN_OT_animation_step.
+ */
+void ED_scene_draw_fps(Scene *scene, const rcti *rect)
+{
+ ScreenFrameRateInfo *fpsi = scene->fps_info;
+ char printable[16];
+
+ if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
+ return;
+
+ printable[0] = '\0';
+
+#if 0
+ /* this is too simple, better do an average */
+ fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
+#else
+ fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime));
+
+ float fps = 0.0f;
+ int tot = 0;
+ for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
+ if (fpsi->redrawtimes_fps[i]) {
+ fps += fpsi->redrawtimes_fps[i];
+ tot++;
+ }
+ }
+ if (tot) {
+ fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
+
+ //fpsi->redrawtime_index++;
+ //if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
+ // fpsi->redrawtime = 0;
+
+ fps = fps / tot;
+ }
+#endif
+
+ const int font_id = BLF_default();
+
+ /* is this more than half a frame behind? */
+ if (fps + 0.5f < (float)(FPS)) {
+ UI_FontThemeColor(font_id, TH_REDALERT);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
+ }
+ else {
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
+ }
+
+#ifdef WITH_INTERNATIONAL
+ BLF_draw_default(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
+#else
+ BLF_draw_default_ascii(rect->xmin + U.widget_unit, rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
+#endif
+}
+
+static bool view3d_main_region_do_render_draw(Scene *scene)
+{
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
+
+ return (type && type->view_update && type->view_draw);
+}
+
+bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *rect)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ bool use_border;
+
+ /* test if there is a 3d view rendering */
+ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene))
+ return false;
+
+ /* test if there is a border render */
+ if (rv3d->persp == RV3D_CAMOB)
+ use_border = (scene->r.mode & R_BORDER) != 0;
+ else
+ use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
+
+ if (!use_border)
+ return false;
+
+ /* compute border */
+ if (rv3d->persp == RV3D_CAMOB) {
+ rctf viewborder;
+ ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
+
+ rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
+ rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
+ rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
+ rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
+ }
+ else {
+ rect->xmin = v3d->render_border.xmin * ar->winx;
+ rect->xmax = v3d->render_border.xmax * ar->winx;
+ rect->ymin = v3d->render_border.ymin * ar->winy;
+ rect->ymax = v3d->render_border.ymax * ar->winy;
+ }
+
+ BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
+ BLI_rcti_isect(&ar->winrct, rect, rect);
+
+ return true;
+}
+
+/**
+ * IMPORTANT: this is deprecated, any changes made in this function should
+ * be mirrored in view3d_draw_render_draw() in view3d_draw.c
+ */
+static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
+ ARegion *ar, View3D *v3d,
+ bool clip_border, const rcti *border_rect)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ RenderEngineType *type;
+ GLint scissor[4];
+
+ /* create render engine */
+ if (!rv3d->render_engine) {
+ RenderEngine *engine;
+
+ type = RE_engines_find(scene->r.engine);
+
+ if (!(type->view_update && type->view_draw))
+ return false;
+
+ engine = RE_engine_create_ex(type, true);
+
+ engine->tile_x = scene->r.tilex;
+ engine->tile_y = scene->r.tiley;
+
+ type->view_update(engine, C);
+
+ rv3d->render_engine = engine;
+ }
+
+ /* setup view matrices */
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
+
+ /* background draw */
+ ED_region_pixelspace(ar);
+
+ if (clip_border) {
+ /* for border draw, we only need to clear a subset of the 3d view */
+ if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
+ glGetIntegerv(GL_SCISSOR_BOX, scissor);
+ glScissor(border_rect->xmin, border_rect->ymin,
+ BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
+ }
+ else {
+ return false;
+ }
+ }
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (v3d->flag & V3D_DISPBGPICS)
+ view3d_draw_bgpic_test(scene, ar, v3d, false, true);
+ else
+ imm_draw_checker_box(0, 0, ar->winx, ar->winy);
+
+ /* render result draw */
+ type = rv3d->render_engine->type;
+ type->view_draw(rv3d->render_engine, C);
+
+ if (v3d->flag & V3D_DISPBGPICS)
+ view3d_draw_bgpic_test(scene, ar, v3d, true, true);
+
+ if (clip_border) {
+ /* restore scissor as it was before */
+ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+ }
+
+ return true;
+}
+
+static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
+{
+ float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
+
+ if (!rv3d->render_engine || !rv3d->render_engine->text[0])
+ return;
+
+ if (render_border) {
+ /* draw darkened background color. no alpha because border render does
+ * partial redraw and will not redraw the region behind this info bar */
+ float alpha = 1.0f - fill_color[3];
+ Camera *camera = ED_view3d_camera_data_get(v3d, rv3d);
+
+ if (camera) {
+ if (camera->flag & CAM_SHOWPASSEPARTOUT) {
+ alpha *= (1.0f - camera->passepartalpha);
+ }
+ }
+
+ UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
+ mul_v3_fl(fill_color, alpha);
+ fill_color[3] = 1.0f;
+ }
+
+ ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true);
+}
+
+static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
+ float winmat[4][4], const char *viewname)
+{
+ /* update the viewport matrices with the new camera */
+ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+ float viewmat[4][4];
+ const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
+
+ BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+ }
+ else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+ float viewmat[4][4];
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+
+ BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+ }
+}
+
+#ifdef WITH_GAMEENGINE
+static void update_lods(Scene *scene, float camera_pos[3])
+{
+ Scene *sce_iter;
+ Base *base;
+
+ for (SETLOOPER(scene, sce_iter, base)) {
+ Object *ob = base->object;
+ BKE_object_lod_update(ob, camera_pos);
+ }
+}
+#endif
+
+static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, SceneLayer *sl, View3D *v3d,
+ ARegion *ar, const char **grid_unit)
+{
+ wmWindow *win = CTX_wm_window(C);
+ RegionView3D *rv3d = ar->regiondata;
+ unsigned int lay_used = v3d->lay_used;
+
+ /* post processing */
+ bool do_compositing = false;
+
+ /* shadow buffers, before we setup matrices */
+ if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype))
+ gpu_update_lamps_shadows_world(scene, v3d);
+
+ /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
+ if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
+ rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
+ GPU_default_lights();
+ }
+
+ /* setup the view matrix */
+ if (VP_legacy_view3d_stereo3d_active(C, scene, v3d, rv3d))
+ VP_legacy_view3d_stereo3d_setup(scene, v3d, ar);
+ else
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
+
+ rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
+#ifdef WITH_GAMEENGINE
+ if (STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)) {
+ rv3d->rflag |= RV3D_IS_GAME_ENGINE;
+
+ /* Make sure LoDs are up to date */
+ update_lods(scene, rv3d->viewinv[3]);
+ }
+#endif
+
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag && v3d->drawtype >= OB_SOLID) {
+ BKE_screen_gpu_fx_validate(&v3d->fx_settings);
+ GPUFXSettings fx_settings = v3d->fx_settings;
+ if (!rv3d->compositor)
+ rv3d->compositor = GPU_fx_compositor_create();
+
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera)
+ BKE_camera_to_gpu_dof(v3d->camera, &fx_settings);
+ else {
+ fx_settings.dof = NULL;
+ }
+
+ do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
+ }
+
+ /* clear the background */
+ view3d_main_region_clear(scene, v3d, ar);
+
+ /* enables anti-aliasing for 3D view drawing */
+ if (win->multisamples != USER_MULTISAMPLE_NONE) {
+ glEnable(GL_MULTISAMPLE);
+ }
+
+ /* main drawing call */
+ view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL);
+
+ /* post process */
+ if (do_compositing) {
+ GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
+ }
+
+ /* Disable back anti-aliasing */
+ if (win->multisamples != USER_MULTISAMPLE_NONE) {
+ glDisable(GL_MULTISAMPLE);
+ }
+
+ if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
+ /* find header and force tag redraw */
+ ScrArea *sa = CTX_wm_area(C);
+ ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
+ ED_region_tag_redraw(ar_header); /* can be NULL */
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ BDR_drawSketch(C);
+ }
+}
+
+static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
+ ARegion *ar, View3D *v3d,
+ const char *grid_unit, bool render_border)
+{
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ wmWindowManager *wm = CTX_wm_manager(C);
+ RegionView3D *rv3d = ar->regiondata;
+ rcti rect;
+
+ /* local coordinate visible rect inside region, to accomodate overlapping ui */
+ ED_region_visible_rect(ar, &rect);
+
+ if (rv3d->persp == RV3D_CAMOB) {
+ VP_drawviewborder(scene, ar, v3d);
+ }
+ else if (v3d->flag2 & V3D_RENDER_BORDER) {
+ VP_drawrenderborder(ar, v3d);
+ }
+
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
+ ED_gpencil_draw_view3d(wm, scene, v3d, ar, false);
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ VP_legacy_drawcursor(scene, sl, ar, v3d); /* 3D cursor */
+
+ if (U.uiflag & USER_SHOW_ROTVIEWICON)
+ VP_legacy_draw_view_axis(rv3d, &rect);
+ else
+ draw_view_icon(rv3d, &rect);
+
+ if (U.uiflag & USER_DRAWVIEWINFO) {
+ Object *ob = OBACT_NEW;
+ VP_legacy_draw_selected_name(scene, ob, &rect);
+ }
+ }
+
+ if (rv3d->render_engine) {
+ view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border);
+ return;
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
+ ED_scene_draw_fps(scene, &rect);
+ }
+ else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
+ VP_legacy_draw_viewport_name(ar, v3d, &rect);
+ }
+
+ if (grid_unit) { /* draw below the viewport name */
+ char numstr[32] = "";
+
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+ if (v3d->grid != 1.0f) {
+ BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
+ }
+
+ BLF_draw_default_ascii(rect.xmin + U.widget_unit,
+ rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
+ numstr[0] ? numstr : grid_unit, sizeof(numstr));
+ }
+ }
+}
+
+void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
+{
+ Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ const char *grid_unit = NULL;
+ rcti border_rect;
+
+ /* if we only redraw render border area, skip opengl draw and also
+ * don't do scissor because it's already set */
+ bool render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect);
+ bool clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
+
+ /* draw viewport using opengl */
+ if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
+ view3d_main_region_draw_objects(C, scene, sl, v3d, ar, &grid_unit);
+
+ if (G.debug & G_DEBUG_SIMDATA)
+ draw_sim_debug_data(scene, v3d, ar);
+
+ ED_region_pixelspace(ar);
+ }
+
+ /* draw viewport using external renderer */
+ if (v3d->drawtype == OB_RENDER)
+ view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect);
+
+ view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border);
+
+ v3d->flag |= V3D_INVALID_BACKBUF;
+
+ BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_transp));
+ BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray));
+ BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp));
+}