Files
test/source/blender/windowmanager/intern/wm_draw.c
Julian Eisel 7f564d74f9 Main Workspace Integration
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup)

Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know!
(Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.)

== Main Changes/Features
* Introduces the new Workspaces as data-blocks.
* Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces.
* Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces).
* Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead.
* Store screen-layouts (`bScreen`) per workspace.
* Store an active screen-layout per workspace. Changing the workspace will enable this layout.
* Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.)
* Store an active render layer per workspace.
* Moved mode switch from 3D View header to Info Editor header.
* Store active scene in window (not directly workspace related, but overlaps quite a bit).
* Removed 'Use Global Scene' User Preference option.
* Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well.
* Default .blend only contains one workspace ("General").
* Support appending workspaces.

Opening files without UI and commandline rendering should work fine.

Note that the UI is temporary! We plan to introduce a new global topbar
that contains the workspace options and tabs for switching workspaces.

== Technical Notes
* Workspaces are data-blocks.
* Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now.
* A workspace can be active in multiple windows at the same time.
* The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned).
* The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that).
* Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs.
* `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those.
* Added scene operators `SCENE_OT_`. Was previously done through screen operators.

== BPY API Changes
* Removed `Screen.scene`, added `Window.scene`
* Removed `UserPreferencesView.use_global_scene`
* Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces`
* Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer`
* Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name)

== What's left?
* There are a few open design questions (T50521). We should find the needed answers and implement them.
* Allow adding and removing individual workspaces from workspace configuration (needs UI design).
* Get the override system ready and support overrides per workspace.
* Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc).
* Allow enabling add-ons per workspace.
* Support custom workspace keymaps.
* Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later.
* Get the topbar done.
* Workspaces need a proper icon, current one is just a placeholder :)

Reviewed By: campbellbarton, mont29

Tags: #user_interface, #bf_blender_2.8

Maniphest Tasks: T50521

Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:59:37 +02:00

1045 lines
27 KiB
C

/*
* ***** 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) 2007 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/windowmanager/intern/wm_draw.c
* \ingroup wm
*
* Handle OpenGL buffers for windowing, also paint cursor.
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_listBase.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BIF_gl.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "GHOST_C-api.h"
#include "ED_node.h"
#include "ED_view3d.h"
#include "ED_screen.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_immediate.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_draw.h"
#include "wm_window.h"
#include "wm_event_system.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
#endif
/* swap */
#define WIN_NONE_OK 0
#define WIN_BACK_OK 1
#define WIN_FRONT_OK 2
#define WIN_BOTH_OK 3
/* ******************* drawing, overlays *************** */
static void wm_paintcursor_draw(bContext *C, ARegion *ar)
{
wmWindowManager *wm = CTX_wm_manager(C);
if (wm->paintcursors.first) {
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
wmPaintCursor *pc;
if (ar->swinid && screen->subwinactive == ar->swinid) {
for (pc = wm->paintcursors.first; pc; pc = pc->next) {
if (pc->poll == NULL || pc->poll(C)) {
ARegion *ar_other = CTX_wm_region(C);
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
int x = 0, y = 0;
wm_get_cursor_position(win, &x, &y);
pc->draw(C,
x - ar_other->winrct.xmin,
y - ar_other->winrct.ymin,
pc->customdata);
}
else {
pc->draw(C,
win->eventstate->x - ar_other->winrct.xmin,
win->eventstate->y - ar_other->winrct.ymin,
pc->customdata);
}
}
}
}
}
}
/* ********************* drawing, swap ****************** */
static void wm_area_mark_invalid_backbuf(ScrArea *sa)
{
if (sa->spacetype == SPACE_VIEW3D)
((View3D *)sa->spacedata.first)->flag |= V3D_INVALID_BACKBUF;
}
static bool wm_area_test_invalid_backbuf(ScrArea *sa)
{
if (sa->spacetype == SPACE_VIEW3D)
return (((View3D *)sa->spacedata.first)->flag & V3D_INVALID_BACKBUF) != 0;
else
return true;
}
static void wm_region_test_render_do_draw(const Scene *scene, ScrArea *sa, ARegion *ar)
{
/* tag region for redraw from render engine preview running inside of it */
if (sa->spacetype == SPACE_VIEW3D) {
RegionView3D *rv3d = ar->regiondata;
RenderEngine *engine = (rv3d) ? rv3d->render_engine : NULL;
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
View3D *v3d = sa->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
if (ED_view3d_calc_render_border(scene, v3d, ar, &border_rect))
ED_region_tag_redraw_partial(ar, &border_rect);
else
ED_region_tag_redraw(ar);
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
}
}
/********************** draw all **************************/
/* - reference method, draw all each time */
static void wm_method_draw_full(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
/* draw area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
ED_screen_draw(win);
screen->do_draw = false;
/* draw overlapping regions */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
if (screen->do_draw_gesture)
wm_gesture_draw(win);
}
/****************** draw overlap all **********************/
/* - redraw marked areas, and anything that overlaps it */
/* - it also handles swap exchange optionally, assuming */
/* that on swap no clearing happens and we get back the */
/* same buffer as we swapped to the front */
/* mark area-regions to redraw if overlapped with rect */
static void wm_flush_regions_down(bScreen *screen, rcti *dirty)
{
ScrArea *sa;
ARegion *ar;
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (BLI_rcti_isect(dirty, &ar->winrct, NULL)) {
ar->do_draw = RGN_DRAW;
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
ar->swap = WIN_NONE_OK;
}
}
}
}
/* mark menu-regions to redraw if overlapped with rect */
static void wm_flush_regions_up(bScreen *screen, rcti *dirty)
{
ARegion *ar;
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (BLI_rcti_isect(dirty, &ar->winrct, NULL)) {
ar->do_draw = RGN_DRAW;
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
ar->swap = WIN_NONE_OK;
}
}
}
static void wm_method_draw_overlap_all(bContext *C, wmWindow *win, int exchange)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
static rcti rect = {0, 0, 0, 0};
/* after backbuffer selection draw, we need to redraw */
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->swinid && !wm_area_test_invalid_backbuf(sa))
ED_region_tag_redraw(ar);
/* flush overlapping regions */
if (screen->regionbase.first) {
/* flush redraws of area regions up to overlapping regions */
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->swinid && ar->do_draw)
wm_flush_regions_up(screen, &ar->winrct);
/* flush between overlapping regions */
for (ar = screen->regionbase.last; ar; ar = ar->prev)
if (ar->swinid && ar->do_draw)
wm_flush_regions_up(screen, &ar->winrct);
/* flush redraws of overlapping regions down to area regions */
for (ar = screen->regionbase.last; ar; ar = ar->prev)
if (ar->swinid && ar->do_draw)
wm_flush_regions_down(screen, &ar->winrct);
}
/* flush drag item */
if (rect.xmin != rect.xmax) {
wm_flush_regions_down(screen, &rect);
rect.xmin = rect.xmax = 0;
}
if (wm->drags.first) {
/* doesnt draw, fills rect with boundbox */
wm_drags_draw(C, win, &rect);
}
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
if (ar->do_draw) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
if (exchange)
ar->swap = WIN_FRONT_OK;
}
else if (exchange) {
if (ar->swap == WIN_FRONT_OK) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
ar->swap = WIN_BOTH_OK;
}
else if (ar->swap == WIN_BACK_OK)
ar->swap = WIN_FRONT_OK;
else if (ar->swap == WIN_BOTH_OK)
ar->swap = WIN_BOTH_OK;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
if (screen->do_draw) {
ED_screen_draw(win);
screen->do_draw = false;
if (exchange)
screen->swap = WIN_FRONT_OK;
}
else if (exchange) {
if (screen->swap == WIN_FRONT_OK) {
ED_screen_draw(win);
screen->do_draw = false;
screen->swap = WIN_BOTH_OK;
}
else if (screen->swap == WIN_BACK_OK)
screen->swap = WIN_FRONT_OK;
else if (screen->swap == WIN_BOTH_OK)
screen->swap = WIN_BOTH_OK;
}
/* draw marked overlapping regions */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
if (screen->do_draw_gesture)
wm_gesture_draw(win);
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
}
/****************** draw triple buffer ********************/
/* - area regions are written into a texture, without any */
/* of the overlapping menus, brushes, gestures. these */
/* are redrawn each time. */
static void wm_draw_triple_free(wmDrawTriple *triple)
{
if (triple) {
glDeleteTextures(1, &triple->bind);
MEM_freeN(triple);
}
}
static void wm_draw_triple_fail(bContext *C, wmWindow *win)
{
wm_draw_window_clear(win);
win->drawfail = true;
wm_method_draw_overlap_all(C, win, 0);
}
static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
{
/* compute texture sizes */
triple->x = WM_window_pixels_x(win);
triple->y = WM_window_pixels_y(win);
#if USE_TEXTURE_RECTANGLE
/* GL_TEXTURE_RECTANGLE is part of GL 3.1 so we can use it soon without runtime checks */
triple->target = GL_TEXTURE_RECTANGLE;
#else
triple->target = GL_TEXTURE_2D;
#endif
/* generate texture names */
glGenTextures(1, &triple->bind);
/* proxy texture is only guaranteed to test for the cases that
* there is only one texture in use, which may not be the case */
const GLint maxsize = GPU_max_texture_size();
if (triple->x > maxsize || triple->y > maxsize) {
printf("WM: failed to allocate texture for triple buffer drawing "
"(texture too large for graphics card).\n");
return false;
}
/* setup actual texture */
glBindTexture(triple->target, triple->bind);
/* no mipmaps */
#if USE_TEXTURE_RECTANGLE
/* already has no mipmaps */
#else
glTexParameteri(triple->target, GL_TEXTURE_MAX_LEVEL, 0);
/* GL_TEXTURE_BASE_LEVEL = 0 by default */
#endif
glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(triple->target, 0, GL_RGB8, triple->x, triple->y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(triple->target, 0);
return true;
}
void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
/* wmOrtho for the screen has this same offset */
float ratiox = sizex;
float ratioy = sizey;
float halfx = GLA_PIXEL_OFS;
float halfy = GLA_PIXEL_OFS;
#if USE_TEXTURE_RECTANGLE
/* texture rectangle has unnormalized coordinates */
#else
ratiox /= triple->x;
ratioy /= triple->y;
halfx /= triple->x;
halfy /= triple->y;
#endif
VertexFormat *format = immVertexFormat();
unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
const int activeTex = 7; /* arbitrary */
glActiveTexture(GL_TEXTURE0 + activeTex);
glBindTexture(triple->target, triple->bind);
#if USE_TEXTURE_RECTANGLE
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
#else
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
/* TODO: make pure 2D version
* and a 2D_IMAGE (replace, not modulate) version for when alpha = 1.0
*/
#endif
immUniform1f("alpha", alpha);
immUniform1i("image", activeTex);
immBegin(PRIM_TRIANGLE_FAN, 4);
immAttrib2f(texcoord, halfx, halfy);
immVertex2f(pos, 0.0f, 0.0f);
immAttrib2f(texcoord, ratiox + halfx, halfy);
immVertex2f(pos, sizex, 0.0f);
immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
immVertex2f(pos, sizex, sizey);
immAttrib2f(texcoord, halfx, ratioy + halfy);
immVertex2f(pos, 0.0f, sizey);
immEnd();
immUnbindProgram();
glBindTexture(triple->target, 0);
if (activeTex != 0)
glActiveTexture(GL_TEXTURE0);
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
glBindTexture(triple->target, triple->bind);
/* what is GL_READ_BUFFER right now? */
glCopyTexSubImage2D(triple->target, 0, 0, 0, 0, 0, sizex, sizey);
glBindTexture(triple->target, 0);
}
static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *triple)
{
float fac = ED_region_blend_factor(ar);
/* region blend always is 1, except when blend timer is running */
if (fac < 1.0f) {
bScreen *screen = WM_window_get_active_screen(win);
wmSubWindowScissorSet(win, screen->mainwin, &ar->winrct, true);
glEnable(GL_BLEND);
wm_triple_draw_textures(win, triple, 1.0f - fac);
glDisable(GL_BLEND);
}
}
static void wm_method_draw_triple(bContext *C, wmWindow *win)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *dd, *dd_next, *drawdata = win->drawdata.first;
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
bool copytex = false;
if (drawdata && drawdata->triple) {
#if 0 /* why do we need to clear before overwriting? */
glClearColor(1, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
wmSubWindowSet(win, screen->mainwin);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
else {
/* we run it when we start OR when we turn stereo on */
if (drawdata == NULL) {
drawdata = MEM_callocN(sizeof(wmDrawData), "wmDrawData");
BLI_addhead(&win->drawdata, drawdata);
}
drawdata->triple = MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
if (!wm_triple_gen_textures(win, drawdata->triple)) {
wm_draw_triple_fail(C, win);
return;
}
}
/* it means stereo was just turned off */
/* note: we are removing all drawdatas that are not the first */
for (dd = drawdata->next; dd; dd = dd_next) {
dd_next = dd->next;
BLI_remlink(&win->drawdata, dd);
wm_draw_triple_free(dd->triple);
MEM_freeN(dd);
}
wmDrawTriple *triple = drawdata->triple;
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
if (ar->overlap == false) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
copytex = true;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
if (copytex) {
wmSubWindowSet(win, screen->mainwin);
wm_triple_copy_textures(win, triple);
}
if (wm->paintcursors.first) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->swinid == screen->subwinactive) {
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* make region ready for draw, scissor, pixelspace */
ED_region_set(C, ar);
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmSubWindowSet(win, screen->mainwin);
}
/* draw overlapping area regions (always like popups) */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->overlap) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
wm_draw_region_blend(win, ar, triple);
}
}
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
ED_screen_draw(win);
WM_window_get_active_screen(win)->do_draw = false;
/* draw floating regions (menus) */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
/* always draw, not only when screen tagged */
if (win->gesture.first)
wm_gesture_draw(win);
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
}
static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, StereoViews sview)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *drawdata;
wmDrawTriple *triple_data, *triple_all;
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
int copytex = false;
int id;
/* we store the triple_data in sequence to triple_all */
for (id = 0; id < 2; id++) {
drawdata = BLI_findlink(&win->drawdata, (sview * 2) + id);
if (drawdata && drawdata->triple) {
if (id == 0) {
#if 0 /* why do we need to clear before overwriting? */
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
wmSubWindowSet(win, screen->mainwin);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
}
else {
/* we run it when we start OR when we turn stereo on */
if (drawdata == NULL) {
drawdata = MEM_callocN(sizeof(wmDrawData), "wmDrawData");
BLI_addtail(&win->drawdata, drawdata);
}
drawdata->triple = MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
if (!wm_triple_gen_textures(win, drawdata->triple)) {
wm_draw_triple_fail(C, win);
return;
}
}
}
triple_data = ((wmDrawData *) BLI_findlink(&win->drawdata, sview * 2))->triple;
triple_all = ((wmDrawData *) BLI_findlink(&win->drawdata, (sview * 2) + 1))->triple;
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
switch (sa->spacetype) {
case SPACE_IMAGE:
{
SpaceImage *sima = sa->spacedata.first;
sima->iuser.multiview_eye = sview;
break;
}
case SPACE_VIEW3D:
{
View3D *v3d = sa->spacedata.first;
BGpic *bgpic = v3d->bgpicbase.first;
v3d->multiview_eye = sview;
if (bgpic) bgpic->iuser.multiview_eye = sview;
break;
}
case SPACE_NODE:
{
SpaceNode *snode = sa->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_verify_viewer(IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
}
break;
}
case SPACE_SEQ:
{
SpaceSeq *sseq = sa->spacedata.first;
sseq->multiview_eye = sview;
break;
}
}
/* draw marked area regions */
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
if (ar->overlap == false) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
copytex = true;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
if (copytex) {
wmSubWindowSet(win, screen->mainwin);
wm_triple_copy_textures(win, triple_data);
}
if (wm->paintcursors.first) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->swinid == screen->subwinactive) {
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* make region ready for draw, scissor, pixelspace */
ED_region_set(C, ar);
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmSubWindowSet(win, screen->mainwin);
}
/* draw overlapping area regions (always like popups) */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->overlap) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
wm_draw_region_blend(win, ar, triple_data);
}
}
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
ED_screen_draw(win);
if (sview == STEREO_RIGHT_ID)
screen->do_draw = false;
/* draw floating regions (menus) */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
/* always draw, not only when screen tagged */
if (win->gesture.first)
wm_gesture_draw(win);
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
/* copy the ui + overlays */
wmSubWindowSet(win, screen->mainwin);
wm_triple_copy_textures(win, triple_all);
}
/****************** main update call **********************/
/* quick test to prevent changing window drawable */
static bool wm_draw_update_test_window(wmWindow *win)
{
const Scene *scene = WM_window_get_active_scene(win);
const bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
bool do_draw = false;
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->do_draw_overlay) {
wm_tag_redraw_overlay(win, ar);
ar->do_draw_overlay = false;
}
if (ar->swinid && ar->do_draw)
do_draw = true;
}
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
wm_region_test_render_do_draw(scene, sa, ar);
if (ar->swinid && ar->do_draw)
do_draw = true;
}
}
if (do_draw)
return true;
if (screen->do_refresh)
return true;
if (screen->do_draw)
return true;
if (screen->do_draw_gesture)
return true;
if (screen->do_draw_paintcursor)
return true;
if (screen->do_draw_drag)
return true;
return false;
}
static int wm_automatic_draw_method(wmWindow *win)
{
/* Ideally all cards would work well with triple buffer, since if it works
* well gives the least redraws and is considerably faster at partial redraw
* for sculpting or drawing overlapping menus. For typically lower end cards
* copy to texture is slow though and so we use overlap instead there. */
if (win->drawmethod == USER_DRAW_AUTOMATIC) {
/* Windows software driver darkens color on each redraw */
if (GPU_type_matches(GPU_DEVICE_SOFTWARE, GPU_OS_WIN, GPU_DRIVER_SOFTWARE))
return USER_DRAW_OVERLAP_FLIP;
else if (GPU_type_matches(GPU_DEVICE_SOFTWARE, GPU_OS_UNIX, GPU_DRIVER_SOFTWARE))
return USER_DRAW_OVERLAP;
/* drawing lower color depth again degrades colors each time */
else if (GPU_color_depth() < 24)
return USER_DRAW_OVERLAP;
else
return USER_DRAW_TRIPLE;
}
else
return win->drawmethod;
}
bool WM_is_draw_triple(wmWindow *win)
{
/* function can get called before this variable is set in drawing code below */
if (win->drawmethod != U.wmdrawmethod)
win->drawmethod = U.wmdrawmethod;
return (USER_DRAW_TRIPLE == wm_automatic_draw_method(win));
}
void wm_tag_redraw_overlay(wmWindow *win, ARegion *ar)
{
/* for draw triple gestures, paint cursors don't need region redraw */
if (ar && win) {
bScreen *screen = WM_window_get_active_screen(win);
if (wm_automatic_draw_method(win) != USER_DRAW_TRIPLE)
ED_region_tag_redraw(ar);
screen->do_draw_paintcursor = true;
}
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *ar)
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw_paintcursor = true;
wm_tag_redraw_overlay(win, ar);
}
void wm_draw_update(bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
#ifdef WITH_OPENSUBDIV
BKE_subsurf_free_unused_buffers();
#endif
GPU_free_unused_buffers();
for (win = wm->windows.first; win; win = win->next) {
#ifdef WIN32
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin);
if (state == GHOST_kWindowStateMinimized) {
/* do not update minimized windows, it gives issues on intel drivers (see [#33223])
* anyway, it seems logical to skip update for invisible windows
*/
continue;
}
}
#endif
if (win->drawmethod != U.wmdrawmethod) {
wm_draw_window_clear(win);
win->drawmethod = U.wmdrawmethod;
}
if (wm_draw_update_test_window(win)) {
bScreen *screen = WM_window_get_active_screen(win);
CTX_wm_window_set(C, win);
/* sets context window+screen */
wm_window_make_drawable(wm, win);
/* notifiers for screen redraw */
if (screen->do_refresh)
ED_screen_refresh(wm, win);
int drawmethod = wm_automatic_draw_method(win);
if (win->drawfail)
wm_method_draw_overlap_all(C, win, 0);
else if (drawmethod == USER_DRAW_FULL)
wm_method_draw_full(C, win);
else if (drawmethod == USER_DRAW_OVERLAP)
wm_method_draw_overlap_all(C, win, 0);
else if (drawmethod == USER_DRAW_OVERLAP_FLIP)
wm_method_draw_overlap_all(C, win, 1);
else { /* USER_DRAW_TRIPLE */
if ((WM_stereo3d_enabled(win, false)) == false) {
wm_method_draw_triple(C, win);
}
else {
wm_method_draw_triple_multiview(C, win, STEREO_LEFT_ID);
wm_method_draw_triple_multiview(C, win, STEREO_RIGHT_ID);
wm_method_draw_stereo3d(C, win);
}
}
screen->do_draw_gesture = false;
screen->do_draw_paintcursor = false;
screen->do_draw_drag = false;
wm_window_swap_buffers(win);
CTX_wm_window_set(C, NULL);
}
}
}
void wm_draw_data_free(wmWindow *win)
{
wmDrawData *dd;
for (dd = win->drawdata.first; dd; dd = dd->next) {
wm_draw_triple_free(dd->triple);
}
BLI_freelistN(&win->drawdata);
}
void wm_draw_window_clear(wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
wm_draw_data_free(win);
/* clear screen swap flags */
if (screen) {
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
ar->swap = WIN_NONE_OK;
screen->swap = WIN_NONE_OK;
}
}
void wm_draw_region_clear(wmWindow *win, ARegion *ar)
{
bScreen *screen = WM_window_get_active_screen(win);
int drawmethod = wm_automatic_draw_method(win);
if (ELEM(drawmethod, USER_DRAW_OVERLAP, USER_DRAW_OVERLAP_FLIP))
wm_flush_regions_down(screen, &ar->winrct);
screen->do_draw = true;
}
void WM_redraw_windows(bContext *C)
{
wmWindow *win_prev = CTX_wm_window(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *ar_prev = CTX_wm_region(C);
wm_draw_update(C);
CTX_wm_window_set(C, win_prev);
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, ar_prev);
}