use Z depth for the ortho border zoom also, if there is no depth values set then fallback to previous method.

This commit is contained in:
Campbell Barton
2008-03-21 17:13:35 +00:00
parent df1ba7da75
commit d3116dd4d2
2 changed files with 76 additions and 65 deletions

View File

@@ -2894,20 +2894,17 @@ void draw_depth(ScrArea *sa, void *spacedata)
View3D *v3d= spacedata;
Base *base;
Scene *sce;
short drawtype, zbuf, flag;
short zbuf, flag;
float glalphaclip;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
drawtype = v3d->drawtype;
zbuf = v3d->zbuf;
flag = v3d->flag;
glalphaclip = U.glalphaclip;
U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
v3d->flag &= ~V3D_SELECT_OUTLINE;
if ((v3d->drawtype != OB_SOLID) && (v3d->drawtype != OB_TEXTURE))
v3d->drawtype = OB_SOLID;
setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
setviewmatrixview3d(); /* note: calls where_is_object for camera... */
@@ -2985,7 +2982,6 @@ void draw_depth(ScrArea *sa, void *spacedata)
v3d->transp= FALSE;
}
v3d->drawtype = drawtype;
v3d->zbuf = zbuf;
U.glalphaclip = glalphaclip;
v3d->flag = flag;

View File

@@ -2188,68 +2188,76 @@ void set_render_border(void)
void view3d_border_zoom(void)
{
View3D *v3d = G.vd;
/* Zooms in on a border drawn by the user */
rcti rect;
short val;
float dvec[3], vb[2], xscale, yscale, scale;
/* SMOOTHVIEW */
float new_dist;
float new_ofs[3];
val = get_border(&rect, 3); //box select input
/* ZBuffer depth vars */
bglMats mats;
float depth, depth_close= MAXFLOAT;
int had_depth = 0;
double cent[2], p[3];
int xs, ys;
/* Get the border input */
val = get_border(&rect, 3);
if(!val) return;
if (G.vd->persp==1) { /* perspective */
View3D *v3d = G.vd;
bglMats mats;
float depth, depth_close= MAXFLOAT;
double cent[2], p[3], p_corner[3];
int xs, ys, had_depth = 0;
/* convert border to 3d coordinates */
bgl_get_mats(&mats);
draw_depth(curarea, (void *)v3d);
/* force updating */
if (v3d->depths) {
had_depth = 1;
v3d->depths->damaged = 1;
}
view3d_update_depths(v3d);
/* Constrain rect to depth bounds */
if (rect.xmin < 0) rect.xmin = 0;
if (rect.ymin < 0) rect.ymin = 0;
if (rect.xmax >= G.vd->depths->w) rect.xmax = G.vd->depths->w-1;
if (rect.ymax >= G.vd->depths->h) rect.ymax = G.vd->depths->h-1;
for (xs=rect.xmin; xs < rect.xmax; xs++) {
for (ys=rect.ymin; ys < rect.ymax; ys++) {
depth= v3d->depths->depths[ys*v3d->depths->w+xs];
if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
if (depth_close > depth) {
depth_close = depth;
}
/* Get Z Depths, needed for perspective, nice for ortho */
bgl_get_mats(&mats);
draw_depth(curarea, (void *)v3d);
/* force updating */
if (v3d->depths) {
had_depth = 1;
v3d->depths->damaged = 1;
}
view3d_update_depths(v3d);
/* Constrain rect to depth bounds */
if (rect.xmin < 0) rect.xmin = 0;
if (rect.ymin < 0) rect.ymin = 0;
if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;
/* Find the closest Z pixel */
for (xs=rect.xmin; xs < rect.xmax; xs++) {
for (ys=rect.ymin; ys < rect.ymax; ys++) {
depth= v3d->depths->depths[ys*v3d->depths->w+xs];
if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
if (depth_close > depth) {
depth_close = depth;
}
}
}
if (had_depth==0) {
MEM_freeN(v3d->depths->depths);
v3d->depths->depths = NULL;
}
v3d->depths->damaged = 1;
/* no depths to use*/
}
if (had_depth==0) {
MEM_freeN(v3d->depths->depths);
v3d->depths->depths = NULL;
}
v3d->depths->damaged = 1;
cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
if (v3d->persp==1) { /* perspective */
double p_corner[3];
/* no depths to use, we cant do anything! */
if (depth_close==MAXFLOAT)
return;
cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
/* convert border to 3d coordinates */
if (( !gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, mats.viewport, &p[0], &p[1], &p[2])) ||
( !gluUnProject((double)rect.xmin, (double)rect.ymin, depth_close, mats.modelview, mats.projection, mats.viewport, &p_corner[0], &p_corner[1], &p_corner[2])))
return;
@@ -2259,7 +2267,7 @@ void view3d_border_zoom(void)
dvec[2] = p[2]-p_corner[2];
new_dist = VecLength(dvec);
if(new_dist <= G.vd->near*1.5) new_dist= G.vd->near*1.5;
if(new_dist <= v3d->near*1.5) new_dist= v3d->near*1.5;
new_ofs[0] = -p[0];
new_ofs[1] = -p[1];
@@ -2267,21 +2275,28 @@ void view3d_border_zoom(void)
} else { /* othographic */
/* find the current window width and height */
vb[0] = G.vd->area->winx;
vb[1] = G.vd->area->winy;
vb[0] = v3d->area->winx;
vb[1] = v3d->area->winy;
new_dist = G.vd->dist;
new_ofs[0] = G.vd->ofs[0];
new_ofs[1] = G.vd->ofs[1];
new_ofs[2] = G.vd->ofs[2];
new_dist = v3d->dist;
/* convert the drawn rectangle into 3d space */
initgrabz(-new_ofs[0], -new_ofs[1], -new_ofs[2]);
window_to_3d(dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
/* center the view to the center of the rectangle */
VecSubf(new_ofs, new_ofs, dvec);
if (depth_close!=MAXFLOAT && gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, mats.viewport, &p[0], &p[1], &p[2])) {
new_ofs[0] = -p[0];
new_ofs[1] = -p[1];
new_ofs[2] = -p[2];
} else {
/* We cant use the depth, fallback to the old way that dosnt set the center depth */
new_ofs[0] = v3d->ofs[0];
new_ofs[1] = v3d->ofs[1];
new_ofs[2] = v3d->ofs[2];
initgrabz(-new_ofs[0], -new_ofs[1], -new_ofs[2]);
window_to_3d(dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
/* center the view to the center of the rectangle */
VecSubf(new_ofs, new_ofs, dvec);
}
/* work out the ratios, so that everything selected fits when we zoom */
xscale = ((rect.xmax-rect.xmin)/vb[0]);
@@ -2289,10 +2304,10 @@ void view3d_border_zoom(void)
scale = (xscale >= yscale)?xscale:yscale;
/* zoom in as required, or as far as we can go */
new_dist = ((new_dist*scale) >= 0.001*G.vd->grid)? new_dist*scale:0.001*G.vd->grid;
new_dist = ((new_dist*scale) >= 0.001*v3d->grid)? new_dist*scale:0.001*v3d->grid;
}
smooth_view(G.vd, new_ofs, NULL, &new_dist, NULL);
smooth_view(v3d, new_ofs, NULL, &new_dist, NULL);
}
void fly(void)