Merge branch 'master' into blender2.8
authorBrecht Van Lommel <brechtvanlommel@gmail.com>
Sat, 12 Aug 2017 12:01:17 +0000 (14:01 +0200)
committerBrecht Van Lommel <brechtvanlommel@gmail.com>
Sat, 12 Aug 2017 12:01:54 +0000 (14:01 +0200)
1  2 
source/blender/editors/space_view3d/view3d_draw_legacy.c
source/blender/gpu/GPU_lamp.h
source/blender/gpu/intern/gpu_lamp.c
source/blender/gpu/intern/gpu_material.c

index 5c923d3c91b5a8fd063f1f01c66fcc1b4e46a1ee,0000000000000000000000000000000000000000..fe388ef8cdd5cf14b67ae298c0e1fa61537e0d58
mode 100644,000000..100644
--- /dev/null
@@@ -1,2168 -1,0 +1,2168 @@@
-                   GPU_lamp_override_visible(lamp, srl, NULL))
 +/*
 + * ***** 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 "DEG_depsgraph.h"
 +
 +#include "RE_engine.h"
 +
 +#include "IMB_imbuf_types.h"
 +#include "IMB_imbuf.h"
 +#include "IMB_colormanagement.h"
 +
 +#include "BIF_glutil.h"
 +
 +#include "WM_api.h"
 +#include "WM_types.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_lamp.h"
 +#include "GPU_material.h"
 +#include "GPU_compositing.h"
 +#include "GPU_extensions.h"
 +#include "GPU_immediate.h"
 +#include "GPU_immediate_util.h"
 +#include "GPU_select.h"
 +#include "GPU_matrix.h"
 +
 +#include "RE_engine.h"
 +
 +#include "DRW_engine.h"
 +
 +#include "view3d_intern.h"  /* own include */
 +
 +/* ********* 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(const bContext *C, 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(C, 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(const bContext *C, ViewContext *vc)
 +{
 +      if (vc->v3d->flag & V3D_INVALID_BACKBUF)
 +              backdrawview3d(C, vc->scene, vc->scene_layer, 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(const bContext *C, ViewContext *vc, int x, int y)
 +{
 +      if (x >= vc->ar->winx || y >= vc->ar->winy) {
 +              return 0;
 +      }
 +
 +      ED_view3d_backbuf_validate(C, 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(const bContext *C, 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(C, 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(
 +        const bContext *C, 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(C, 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);
 +
 +                      gpuPushProjectionMatrix();
 +                      gpuPushMatrix();
 +                      ED_region_pixelspace(ar);
 +
 +                      gpuTranslate2f(centx, centy);
 +                      gpuRotate2D(RAD2DEGF(-bgpic->rotation));
 +
 +                      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};
 +                      IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
 +                      immDrawPixelsTex(&state, x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect,
 +                                       zoomx, zoomy, col);
 +
 +                      gpuPopProjectionMatrix();
 +                      gpuPopMatrix();
 +
 +                      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(const bContext *C, 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(C, 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(const bContext *C, 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(C, 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(const bContext *C, 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(C, scene, sl, ar, v3d, v3da->base, v3da->dflag);
 +              MEM_freeN(v3da);
 +      }
 +
 +      v3d->transp = false;
 +      v3d->xray = false;
 +
 +      glDepthMask(GL_TRUE);
 +}
 +
 +/* clears zbuffer and draws it over,
 + * note that in the select version we don't care about transparent flag as with regular drawing */
 +static void view3d_draw_xray_select(const bContext *C, Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
 +{
 +      /* Not ideal, but we need to read from the previous depths before clearing
 +       * otherwise we could have a function to load the depths after drawing.
 +       *
 +       * Clearing the depth buffer isn't all that common between drawing objects so accept this for now.
 +       */
 +      if (U.gpu_select_pick_deph) {
 +              GPU_select_load_id(-1);
 +      }
 +
 +      View3DAfter *v3da;
 +      if (*clear && v3d->zbuf) {
 +              glClear(GL_DEPTH_BUFFER_BIT);
 +              *clear = false;
 +      }
 +
 +      v3d->xray = true;
 +      while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
 +              if (GPU_select_load_id(v3da->base->object->select_color)) {
 +                      draw_object_select(C, scene, sl, ar, v3d, v3da->base, v3da->dflag);
 +              }
 +              MEM_freeN(v3da);
 +      }
 +      v3d->xray = false;
 +}
 +
 +/* *********************** */
 +
 +/*
 + * In most cases call draw_dupli_objects,
 + * draw_dupli_objects_color was added because when drawing set dupli's
 + * we need to force the color
 + */
 +
 +#if 0
 +int dupli_ob_sort(void *arg1, void *arg2)
 +{
 +      void *p1 = ((DupliObject *)arg1)->ob;
 +      void *p2 = ((DupliObject *)arg2)->ob;
 +      int val = 0;
 +      if (p1 < p2) val = -1;
 +      else if (p1 > p2) val = 1;
 +      return val;
 +}
 +#endif
 +
 +
 +static DupliObject *dupli_step(DupliObject *dob)
 +{
 +      while (dob && dob->no_draw)
 +              dob = dob->next;
 +      return dob;
 +}
 +
 +static void draw_dupli_objects_color(
 +        const bContext *C, 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;
 +      EvaluationContext eval_ctx;
 +
 +      CTX_data_eval_ctx(C, &eval_ctx);
 +
 +      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(&eval_ctx, 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(C, 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(const bContext *C, 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(C, 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(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d)
 +{
 +      bool zbuf = v3d->zbuf;
 +
 +      /* Setup view matrix. */
 +      ED_view3d_draw_setup_view(NULL, C, scene, ar, v3d, NULL, NULL, NULL);
 +
 +      glClear(GL_DEPTH_BUFFER_BIT);
 +
 +      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;
 +      if (!zbuf) glDisable(GL_DEPTH_TEST);
 +}
 +
 +void ED_view3d_draw_depth_loop(const bContext *C, Scene *scene, ARegion *ar, View3D *v3d)
 +{
 +      Base *base;
 +      SceneLayer *sl = CTX_data_scene_layer(C);
 +      /* no need for color when drawing depth buffer */
 +      const short dflag_depth = DRAW_CONSTCOLOR;
 +
 +      /* draw set first */
 +      if (scene->set) {
 +              Scene *sce_iter;
 +              for (SETLOOPER(scene->set, sce_iter, base)) {
 +                      if ((base->flag & BASE_VISIBLED) != 0) {
 +                              draw_object(C, scene, sl, ar, v3d, base, 0);
 +                              if (base->object->transflag & OB_DUPLI) {
 +                                      draw_dupli_objects_color(C, 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(C, scene, sl, ar, v3d, base, dflag_depth, TH_UNDEFINED);
 +                      }
 +                      draw_object(C, 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(C, 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(C, 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(C, 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(C, scene, sl, ar, v3d, v3da->base, dflag_depth);
 +                      MEM_freeN(v3da);
 +              }
 +
 +              
 +              v3d->xray = false;
 +              v3d->transp = false;
 +
 +              glDepthMask(mask_orig);
 +      }
 +}
 +
 +void ED_view3d_draw_select_loop(
 +        const bContext *C, ViewContext *vc, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar,
 +        bool use_obedit_skip, bool use_nearest)
 +{
 +      short code = 1;
 +      const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR;
 +
 +      if (vc->obedit && vc->obedit->type == OB_MBALL) {
 +              draw_object(C, scene, sl, ar, v3d, BASACT_NEW, dflag);
 +      }
 +      else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
 +              /* if not drawing sketch, draw bones */
 +              if (!BDR_drawSketchNames(vc)) {
 +                      draw_object(C, scene, sl, ar, v3d, BASACT_NEW, dflag);
 +              }
 +      }
 +      else {
 +              Base *base;
 +
 +              for (base = sl->object_bases.first; base; base = base->next) {
 +                      if ((base->flag & BASE_VISIBLED) != 0) {
 +                              if (((base->flag & BASE_SELECTABLED) == 0) ||
 +                                  (use_obedit_skip && (scene->obedit->data == base->object->data)))
 +                              {
 +                                      base->object->select_color = 0;
 +                              }
 +                              else {
 +                                      base->object->select_color = code;
 +
 +                                      if (use_nearest && (base->object->dtx & OB_DRAWXRAY)) {
 +                                              ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag);
 +                                      }
 +                                      else {
 +                                              if (GPU_select_load_id(code)) {
 +                                                      draw_object(C, scene, sl, ar, v3d, base, dflag);
 +                                              }
 +                                      }
 +                                      code++;
 +                              }
 +                      }
 +              }
 +
 +              if (use_nearest) {
 +                      bool xrayclear = true;
 +                      if (v3d->afterdraw_xray.first) {
 +                              view3d_draw_xray_select(C, scene, sl, ar, v3d, &xrayclear);
 +                      }
 +              }
 +      }
 +}
 +
 +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_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(EvaluationContext *eval_ctx, 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(
 +                          eval_ctx, scene, eval_ctx->scene_layer, 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_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 Scene *scene, const bScreen *screen)
 +{
 +      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_from_scene_get(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);
 +                      gpuLoadProjectionMatrix(rv3d->winmat);
 +                      gpuLoadMatrix(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(C, scene, sl, ar, v3d, base, dflag);
 +
 +                              if (base->object->transflag & OB_DUPLI) {
 +                                      draw_dupli_objects_color(C, 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(C, scene, sl, ar, v3d, base);
 +
 +                              draw_object(C, 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(C, scene, sl, ar, v3d, base);
 +                              }
 +                              if ((base->flag & BASE_SELECTED) == 0) {
 +                                      if (base->object != scene->obedit)
 +                                              draw_object(C, 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(C, 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(C, 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(C, scene, sl, ar, v3d, &xrayclear);
 +      if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(C, 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);
 +      }
 +
 +      /* 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;
 +};
 +
 +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;
 +}
 +
 +/**
 + * \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(const Scene *scene)
 +{
 +      RenderEngineType *type = RE_engines_find(scene->r.engine);
 +
 +      return (type && type->view_update && type->render_to_view);
 +}
 +
 +bool ED_view3d_calc_render_border(const 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->render_to_view))
 +                      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(C, 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->render_to_view(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);
 +}
 +
 +#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);
 +      EvaluationContext eval_ctx;
 +      RegionView3D *rv3d = ar->regiondata;
 +      unsigned int lay_used = v3d->lay_used;
 +      
 +      CTX_data_eval_ctx(C, &eval_ctx);
 +
 +      /* 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(&eval_ctx, 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(C, scene, v3d, ar);
 +      else
 +              VP_legacy_view3d_main_region_setup_view(C, 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);
 +      }
 +      
 +      /* 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);
 +
 +      /* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */
 +      /* TODO depth culling manipulators is not yet supported, just drawing _3D here, should
 +       * later become _IN_SCENE (and draw _3D separate) */
 +      WM_manipulatormap_draw(ar->manipulator_map, C, WM_MANIPULATORMAP_DRAWSTEP_3D);
 +
 +      /* 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));
 +
 +      gpuPushProjectionMatrix();
 +      gpuLoadIdentityProjectionMatrix();
 +      gpuPushMatrix();
 +      gpuLoadIdentity();
 +
 +      /* draw viewport using opengl */
 +      if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
 +              VP_view3d_main_region_clear(scene, v3d, ar); /* background */
 +              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);
 +
 +              glDisable(GL_DEPTH_TEST);
 +              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);
 +
 +      VP_legacy_view3d_main_region_setup_view(C, scene, v3d, ar, NULL, NULL);
 +      glClear(GL_DEPTH_BUFFER_BIT);
 +
 +      ED_region_pixelspace(ar);
 +
 +      WM_manipulatormap_draw(ar->manipulator_map, C, WM_MANIPULATORMAP_DRAWSTEP_2D);
 +
 +      view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border);
 +
 +      gpuPopProjectionMatrix();
 +      gpuPopMatrix();
 +
 +      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));
 +}
 +
 +
 +/* -------------------------------------------------------------------- */
 +
 +/** \name Deprecated Interface
 + *
 + * New viewport sometimes has a check for new/old viewport code.
 + * Use these functions so new viewport can *optionally* call.
 + *
 + * \{ */
 +
 +
 +void VP_deprecated_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)
 +{
 +      view3d_draw_objects(C, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx);
 +}
 +
 +void VP_deprecated_gpu_update_lamps_shadows_world(EvaluationContext *eval_ctx, Scene *scene, View3D *v3d)
 +{
 +      gpu_update_lamps_shadows_world(eval_ctx, scene, v3d);
 +}
 +
 +/** \} */
index e08fbede80ae39b28bd491712060891d75f7a1a0,0000000000000000000000000000000000000000..f6fd817cc3f3ddd9deb31492bb1cb1c15e1e3b50
mode 100644,000000..100644
--- /dev/null
@@@ -1,77 -1,0 +1,77 @@@
- bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
 +/*
 + * ***** 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) 2005 Blender Foundation.
 + * All rights reserved.
 + *
 + * The Original Code is: all of this file.
 + *
 + * Contributor(s): Brecht Van Lommel, Clément Foucault.
 + *
 + * ***** END GPL LICENSE BLOCK *****
 + */
 +
 +/** \file GPU_lamp.h
 + *  \ingroup gpu
 + */
 +
 +#ifndef __GPU_LAMP_H__
 +#define __GPU_LAMP_H__
 +
 +#ifdef __cplusplus
 +extern "C" {
 +#endif
 +
 +struct Scene;
 +struct Object;
 +struct RenderEngineType;
 +
 +typedef struct GPULamp GPULamp;
 +
 +#define MAX_LAMP_DATA 2
 +
 +typedef struct LampEngineData {
 +      void *storage[MAX_LAMP_DATA];
 +} LampEngineData;
 +
 +LampEngineData *GPU_lamp_engine_data_get(struct Scene *scene, struct Object *ob, struct Object *par, struct RenderEngineType *re);
 +
 +GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
 +void GPU_lamp_free(struct Object *ob);
 +void GPU_lamp_engine_data_free(LampEngineData *led);
 +
++bool GPU_lamp_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
 +bool GPU_lamp_has_shadow_buffer(GPULamp *lamp);
 +void GPU_lamp_update_buffer_mats(GPULamp *lamp);
 +void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
 +void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
 +int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
 +int GPU_lamp_shadow_bind_code(GPULamp *lamp);
 +float *GPU_lamp_dynpersmat(GPULamp *lamp);
 +
 +void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
 +void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
 +void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
 +                              float coeff_const, float coeff_lin, float coeff_quad);
 +void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
 +int GPU_lamp_shadow_layer(GPULamp *lamp);
 +
 +#ifdef __cplusplus
 +}
 +#endif
 +
 +#endif  /* __GPU_LAMP_H__ */
index 8bf343568b12daad70e63f7e9a09c88fea7e8f64,0000000000000000000000000000000000000000..23bfb1dfb6b1fc67a55524edf6047172989c1988
mode 100644,000000..100644
--- /dev/null
@@@ -1,483 -1,0 +1,485 @@@
- bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
 +/*
 + * ***** 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) 2006 Blender Foundation.
 + * All rights reserved.
 + *
 + * The Original Code is: all of this file.
 + *
 + * Contributor(s): Brecht Van Lommel, Clément Foucault.
 + *
 + * ***** END GPL LICENSE BLOCK *****
 + */
 +
 +/** \file blender/gpu/intern/gpu_lamp.c
 + *  \ingroup gpu
 + *
 + * Manages Opengl lights.
 + */
 +
 +#include "MEM_guardedalloc.h"
 +
 +#include "DNA_lamp_types.h"
 +#include "DNA_object_types.h"
 +#include "DNA_scene_types.h"
 +
 +#include "BLI_listbase.h"
 +#include "BLI_math.h"
 +#include "BLI_utildefines.h"
 +
 +#include "BKE_group.h"
 +
 +#include "GPU_framebuffer.h"
 +#include "GPU_glew.h"
 +#include "GPU_lamp.h"
 +#include "GPU_material.h"
 +#include "GPU_shader.h"
 +#include "GPU_texture.h"
 +
 +#include "gpu_lamp_private.h"
 +
-       if (srl && srl->light_override)
++bool GPU_lamp_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
 +{
++      if (lamp->hide)
++              return false;
++      else if (srl && srl->light_override)
 +              return BKE_group_object_exists(srl->light_override, lamp->ob);
 +      else if (ma && ma->group)
 +              return BKE_group_object_exists(ma->group, lamp->ob);
 +      else
 +              return true;
 +}
 +
 +static void gpu_lamp_calc_winmat(GPULamp *lamp)
 +{
 +      float temp, angle, pixsize, wsize;
 +
 +      if (lamp->type == LA_SUN) {
 +              wsize = lamp->la->shadow_frustum_size;
 +              orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
 +      }
 +      else if (lamp->type == LA_SPOT) {
 +              angle = saacos(lamp->spotsi);
 +              temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
 +              pixsize = lamp->d / temp;
 +              wsize = pixsize * 0.5f * lamp->size;
 +              /* compute shadows according to X and Y scaling factors */
 +              perspective_m4(
 +                      lamp->winmat,
 +                      -wsize * lamp->spotvec[0], wsize * lamp->spotvec[0],
 +                      -wsize * lamp->spotvec[1], wsize * lamp->spotvec[1],
 +                      lamp->d, lamp->clipend);
 +      }
 +}
 +
 +void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
 +{
 +      float mat[4][4];
 +      float obmat_scale[3];
 +
 +      lamp->lay = lay;
 +      lamp->hide = hide;
 +
 +      normalize_m4_m4_ex(mat, obmat, obmat_scale);
 +
 +      copy_v3_v3(lamp->vec, mat[2]);
 +      copy_v3_v3(lamp->co, mat[3]);
 +      copy_m4_m4(lamp->obmat, mat);
 +      invert_m4_m4(lamp->imat, mat);
 +
 +      if (lamp->type == LA_SPOT) {
 +              /* update spotlamp scale on X and Y axis */
 +              lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
 +              lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
 +      }
 +
 +      if (GPU_lamp_has_shadow_buffer(lamp)) {
 +              /* makeshadowbuf */
 +              gpu_lamp_calc_winmat(lamp);
 +      }
 +}
 +
 +void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
 +{
 +      lamp->energy = energy;
 +      if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
 +
 +      lamp->col[0] = r;
 +      lamp->col[1] = g;
 +      lamp->col[2] = b;
 +}
 +
 +void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
 +                              float coeff_const, float coeff_lin, float coeff_quad)
 +{
 +      lamp->dist = distance;
 +      lamp->att1 = att1;
 +      lamp->att2 = att2;
 +      lamp->coeff_const = coeff_const;
 +      lamp->coeff_lin = coeff_lin;
 +      lamp->coeff_quad = coeff_quad;
 +}
 +
 +void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
 +{
 +      lamp->spotsi = cosf(spotsize * 0.5f);
 +      lamp->spotbl = (1.0f - lamp->spotsi) * spotblend;
 +}
 +
 +static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
 +{
 +      lamp->scene = scene;
 +      lamp->ob = ob;
 +      lamp->par = par;
 +      lamp->la = la;
 +
 +      /* add_render_lamp */
 +      lamp->mode = la->mode;
 +      lamp->type = la->type;
 +
 +      lamp->energy = la->energy;
 +      if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
 +
 +      lamp->col[0] = la->r;
 +      lamp->col[1] = la->g;
 +      lamp->col[2] = la->b;
 +
 +      GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat);
 +
 +      lamp->spotsi = la->spotsize;
 +      if (lamp->mode & LA_HALO)
 +              if (lamp->spotsi > DEG2RADF(170.0f))
 +                      lamp->spotsi = DEG2RADF(170.0f);
 +      lamp->spotsi = cosf(lamp->spotsi * 0.5f);
 +      lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend;
 +      lamp->k = la->k;
 +
 +      lamp->dist = la->dist;
 +      lamp->falloff_type = la->falloff_type;
 +      lamp->att1 = la->att1;
 +      lamp->att2 = la->att2;
 +      lamp->coeff_const = la->coeff_const;
 +      lamp->coeff_lin = la->coeff_lin;
 +      lamp->coeff_quad = la->coeff_quad;
 +      lamp->curfalloff = la->curfalloff;
 +
 +      /* initshadowbuf */
 +      lamp->bias = 0.02f * la->bias;
 +      lamp->size = la->bufsize;
 +      lamp->d = la->clipsta;
 +      lamp->clipend = la->clipend;
 +
 +      /* arbitrary correction for the fact we do no soft transition */
 +      lamp->bias *= 0.25f;
 +}
 +
 +static void gpu_lamp_shadow_free(GPULamp *lamp)
 +{
 +      if (lamp->tex) {
 +              GPU_texture_free(lamp->tex);
 +              lamp->tex = NULL;
 +      }
 +      if (lamp->depthtex) {
 +              GPU_texture_free(lamp->depthtex);
 +              lamp->depthtex = NULL;
 +      }
 +      if (lamp->fb) {
 +              GPU_framebuffer_free(lamp->fb);
 +              lamp->fb = NULL;
 +      }
 +      if (lamp->blurtex) {
 +              GPU_texture_free(lamp->blurtex);
 +              lamp->blurtex = NULL;
 +      }
 +      if (lamp->blurfb) {
 +              GPU_framebuffer_free(lamp->blurfb);
 +              lamp->blurfb = NULL;
 +      }
 +}
 +
 +static GPUTexture *gpu_lamp_create_vsm_shadow_map(int size)
 +{
 +      return GPU_texture_create_2D_custom(size, size, 2, GPU_RG32F, NULL, NULL);
 +}
 +
 +LampEngineData *GPU_lamp_engine_data_get(Scene *scene, Object *ob, Object *par, struct RenderEngineType *re)
 +{
 +      GPULamp *lamp;
 +      LinkData *link;
 +
 +      for (link = ob->gpulamp.first; link; link = link->next) {
 +              lamp = (GPULamp *)link->data;
 +
 +              if ((lamp->par == par) && (lamp->scene == scene) && (lamp->re == re))
 +                      return &lamp->data;
 +      }
 +
 +      lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
 +
 +      link = MEM_callocN(sizeof(LinkData), "GPULampLink");
 +      link->data = lamp;
 +      BLI_addtail(&ob->gpulamp, link);
 +
 +      lamp->scene = scene;
 +      lamp->ob = ob;
 +      lamp->par = par;
 +      lamp->la = ob->data;
 +      lamp->re = re;
 +
 +      return &lamp->data;
 +}
 +
 +GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
 +{
 +      Lamp *la;
 +      GPULamp *lamp;
 +      LinkData *link;
 +
 +      for (link = ob->gpulamp.first; link; link = link->next) {
 +              lamp = (GPULamp *)link->data;
 +
 +              if (lamp->par == par && lamp->scene == scene)
 +                      return link->data;
 +      }
 +
 +      lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
 +
 +      link = MEM_callocN(sizeof(LinkData), "GPULampLink");
 +      link->data = lamp;
 +      BLI_addtail(&ob->gpulamp, link);
 +
 +      la = ob->data;
 +      gpu_lamp_from_blender(scene, ob, par, la, lamp);
 +
 +      if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) ||
 +          (la->type == LA_SUN && (la->mode & LA_SHAD_RAY)))
 +      {
 +              /* opengl */
 +              lamp->fb = GPU_framebuffer_create();
 +              if (!lamp->fb) {
 +                      gpu_lamp_shadow_free(lamp);
 +                      return lamp;
 +              }
 +
 +              if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
 +                      /* Shadow depth map */
 +                      lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
 +                      if (!lamp->depthtex) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      GPU_texture_bind(lamp->depthtex, 0);
 +                      GPU_texture_compare_mode(lamp->depthtex, true);
 +                      GPU_texture_unbind(lamp->depthtex);
 +
 +                      if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, 0)) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      /* Shadow color map */
 +                      lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size);
 +                      if (!lamp->tex) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0)) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      /* FBO and texture for blurring */
 +                      lamp->blurfb = GPU_framebuffer_create();
 +                      if (!lamp->blurfb) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5);
 +                      if (!lamp->blurtex) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, 0)) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      /* we need to properly bind to test for completeness */
 +                      GPU_texture_bind_as_framebuffer(lamp->blurtex);
 +
 +                      if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
 +              }
 +              else {
 +                      lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
 +                      if (!lamp->tex) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      GPU_texture_bind(lamp->tex, 0);
 +                      GPU_texture_compare_mode(lamp->tex, true);
 +                      GPU_texture_unbind(lamp->tex);
 +
 +                      if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0)) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +
 +                      if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
 +                              gpu_lamp_shadow_free(lamp);
 +                              return lamp;
 +                      }
 +              }
 +
 +              GPU_framebuffer_restore();
 +
 +              lamp->shadow_color[0] = la->shdwr;
 +              lamp->shadow_color[1] = la->shdwg;
 +              lamp->shadow_color[2] = la->shdwb;
 +      }
 +      else {
 +              lamp->shadow_color[0] = 1.0;
 +              lamp->shadow_color[1] = 1.0;
 +              lamp->shadow_color[2] = 1.0;
 +      }
 +
 +      return lamp;
 +}
 +
 +void GPU_lamp_engine_data_free(LampEngineData *led)
 +{
 +      for (int i = 0; i < MAX_LAMP_DATA; ++i) {
 +              if (led->storage[i]) {
 +                      MEM_freeN(led->storage[i]);
 +                      led->storage[i] = NULL;
 +              }
 +      }
 +}
 +
 +void GPU_lamp_free(Object *ob)
 +{
 +      GPULamp *lamp;
 +      LinkData *link;
 +
 +      for (link = ob->gpulamp.first; link; link = link->next) {
 +              lamp = link->data;
 +
 +              gpu_lamp_shadow_free(lamp);
 +              GPU_lamp_engine_data_free(&lamp->data);
 +
 +              MEM_freeN(lamp);
 +      }
 +
 +      BLI_freelistN(&ob->gpulamp);
 +}
 +
 +bool GPU_lamp_has_shadow_buffer(GPULamp *lamp)
 +{
 +      return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
 +              !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
 +              lamp->tex && lamp->fb);
 +}
 +
 +void GPU_lamp_update_buffer_mats(GPULamp *lamp)
 +{
 +      float rangemat[4][4], persmat[4][4];
 +
 +      /* initshadowbuf */
 +      invert_m4_m4(lamp->viewmat, lamp->obmat);
 +      normalize_v3(lamp->viewmat[0]);
 +      normalize_v3(lamp->viewmat[1]);
 +      normalize_v3(lamp->viewmat[2]);
 +
 +      /* makeshadowbuf */
 +      mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat);
 +
 +      /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
 +      unit_m4(rangemat);
 +      rangemat[0][0] = 0.5f;
 +      rangemat[1][1] = 0.5f;
 +      rangemat[2][2] = 0.5f;
 +      rangemat[3][0] = 0.5f;
 +      rangemat[3][1] = 0.5f;
 +      rangemat[3][2] = 0.5f;
 +
 +      mul_m4_m4m4(lamp->persmat, rangemat, persmat);
 +}
 +
 +void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4])
 +{
 +      GPU_lamp_update_buffer_mats(lamp);
 +
 +      /* opengl */
 +      glDisable(GL_SCISSOR_TEST);
 +      GPU_texture_bind_as_framebuffer(lamp->tex);
 +      if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
 +              GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
 +
 +      /* set matrices */
 +      copy_m4_m4(viewmat, lamp->viewmat);
 +      copy_m4_m4(winmat, lamp->winmat);
 +      *winsize = lamp->size;
 +}
 +
 +void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
 +{
 +      if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
 +              GPU_shader_unbind();
 +              GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
 +      }
 +
 +      GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
 +      GPU_framebuffer_restore();
 +      glEnable(GL_SCISSOR_TEST);
 +}
 +
 +int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
 +{
 +      return lamp->la->shadowmap_type;
 +}
 +
 +int GPU_lamp_shadow_bind_code(GPULamp *lamp)
 +{
 +      return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
 +}
 +
 +float *GPU_lamp_dynpersmat(GPULamp *lamp)
 +{
 +      return &lamp->dynpersmat[0][0];
 +}
 +
 +int GPU_lamp_shadow_layer(GPULamp *lamp)
 +{
 +      if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
 +              return lamp->lay;
 +      else
 +              return -1;
 +}