Includes the following changes to the existing Locomotion system for VR Scene Inspection: * new VR Navigation Preferences and VR Session Settings * changes to XR raycast logic and its visualization * new XR vignette that appears when moving * snap turning Pull Request: https://projects.blender.org/blender/blender/pulls/144241
2920 lines
91 KiB
C++
2920 lines
91 KiB
C++
/* SPDX-FileCopyrightText: 2008 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup spview3d
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*/
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#include <cmath>
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#include "BLI_listbase.h"
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#include "BLI_math_color.h"
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#include "BLI_math_geom.h"
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#include "BLI_math_half.hh"
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#include "BLI_math_matrix.h"
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#include "BLI_math_rotation.h"
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#include "BLI_rect.h"
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#include "BLI_string_utf8.h"
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#include "BLI_string_utils.hh"
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#include "BLI_threads.h"
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#include "BKE_armature.hh"
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#include "BKE_camera.h"
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#include "BKE_collection.hh"
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#include "BKE_context.hh"
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#include "BKE_customdata.hh"
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#include "BKE_global.hh"
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#include "BKE_grease_pencil.hh"
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#include "BKE_image.hh"
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#include "BKE_key.hh"
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#include "BKE_layer.hh"
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#include "BKE_main.hh"
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#include "BKE_object.hh"
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#include "BKE_paint.hh"
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#include "BKE_scene.hh"
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#include "BKE_screen.hh"
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#include "BKE_unit.hh"
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#include "BKE_viewer_path.hh"
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#include "BLF_api.hh"
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#include "BLT_translation.hh"
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#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_key_types.h"
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#include "DNA_object_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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#include "DRW_engine.hh"
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#include "DRW_select_buffer.hh"
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#include "ED_gpencil_legacy.hh"
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#include "ED_info.hh"
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#include "ED_scene.hh"
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#include "ED_screen.hh"
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#include "ED_view3d_offscreen.hh"
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#include "ED_viewer_path.hh"
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#include "ANIM_bone_collections.hh"
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#include "DEG_depsgraph_query.hh"
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#include "GPU_framebuffer.hh"
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#include "GPU_immediate.hh"
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#include "GPU_immediate_util.hh"
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#include "GPU_matrix.hh"
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#include "GPU_state.hh"
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#include "GPU_viewport.hh"
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#include "MEM_guardedalloc.h"
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#include "UI_interface.hh"
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#include "UI_resources.hh"
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#include "RE_engine.h"
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#include "WM_api.hh"
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#include "WM_types.hh"
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#include "IMB_imbuf.hh"
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#include "IMB_imbuf_types.hh"
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#include "ANIM_keyframing.hh"
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#include "view3d_intern.hh" /* own include */
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using blender::float4;
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#define M_GOLDEN_RATIO_CONJUGATE 0.618033988749895f
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#define VIEW3D_OVERLAY_LINEHEIGHT (UI_style_get()->widget.points * UI_SCALE_FAC * 1.6f)
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/* -------------------------------------------------------------------- */
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/** \name General Functions
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* \{ */
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void ED_view3d_update_viewmat(const Depsgraph *depsgraph,
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const Scene *scene,
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View3D *v3d,
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ARegion *region,
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const float viewmat[4][4],
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const float winmat[4][4],
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const rcti *rect,
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bool offscreen)
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{
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RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
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/* setup window matrices */
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if (winmat) {
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copy_m4_m4(rv3d->winmat, winmat);
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}
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else {
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view3d_winmatrix_set(depsgraph, region, v3d, rect);
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}
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/* setup view matrix */
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if (viewmat) {
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copy_m4_m4(rv3d->viewmat, viewmat);
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}
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else {
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float rect_scale[2];
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if (rect) {
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rect_scale[0] = float(BLI_rcti_size_x(rect)) / float(region->winx);
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rect_scale[1] = float(BLI_rcti_size_y(rect)) / float(region->winy);
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}
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/* NOTE: calls BKE_object_where_is_calc for camera... */
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view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : nullptr);
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}
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/* update utility matrices */
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mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
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invert_m4_m4(rv3d->persinv, rv3d->persmat);
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invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
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/* calculate GLSL view dependent values */
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/* store window coordinates scaling/offset */
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if (!offscreen && rv3d->persp == RV3D_CAMOB && v3d->camera) {
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rctf cameraborder;
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ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, false, &cameraborder);
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rv3d->viewcamtexcofac[0] = float(region->winx) / BLI_rctf_size_x(&cameraborder);
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rv3d->viewcamtexcofac[1] = float(region->winy) / BLI_rctf_size_y(&cameraborder);
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rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / float(region->winx);
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rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / float(region->winy);
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}
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else {
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rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
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rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
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}
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/* Calculate pixel-size factor once, this is used for lights and object-centers. */
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{
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/* NOTE: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
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* because of float point precision problems at large values #23908. */
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float v1[3], v2[3];
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float len_px, len_sc;
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v1[0] = rv3d->persmat[0][0];
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v1[1] = rv3d->persmat[1][0];
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v1[2] = rv3d->persmat[2][0];
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v2[0] = rv3d->persmat[0][1];
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v2[1] = rv3d->persmat[1][1];
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v2[2] = rv3d->persmat[2][1];
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len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
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if (rect) {
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len_sc = float(max_ii(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)));
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}
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else {
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len_sc = float(std::max(region->winx, region->winy));
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}
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rv3d->pixsize = len_px / len_sc;
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}
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}
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static void view3d_main_region_setup_view(Depsgraph *depsgraph,
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Scene *scene,
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View3D *v3d,
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ARegion *region,
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const float viewmat[4][4],
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const float winmat[4][4],
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const rcti *rect)
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{
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RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
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ED_view3d_update_viewmat(depsgraph, scene, v3d, region, viewmat, winmat, rect, false);
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/* Set for GPU drawing. */
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GPU_matrix_projection_set(rv3d->winmat);
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GPU_matrix_set(rv3d->viewmat);
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}
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static void view3d_main_region_setup_offscreen(Depsgraph *depsgraph,
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const Scene *scene,
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View3D *v3d,
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ARegion *region,
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const float viewmat[4][4],
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const float winmat[4][4])
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{
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RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
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ED_view3d_update_viewmat(depsgraph, scene, v3d, region, viewmat, winmat, nullptr, true);
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/* Set for GPU drawing. */
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GPU_matrix_projection_set(rv3d->winmat);
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GPU_matrix_set(rv3d->viewmat);
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}
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static bool view3d_stereo3d_active(wmWindow *win,
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const Scene *scene,
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View3D *v3d,
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RegionView3D *rv3d)
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{
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if ((scene->r.scemode & R_MULTIVIEW) == 0) {
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return false;
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}
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if ((v3d->camera == nullptr) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
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return false;
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}
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switch (v3d->stereo3d_camera) {
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case STEREO_MONO_ID:
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return false;
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break;
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case STEREO_3D_ID:
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/* win will be nullptr when calling this from the selection or draw loop. */
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if ((win == nullptr) || (WM_stereo3d_enabled(win, true) == false)) {
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return false;
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}
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if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
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!BKE_scene_multiview_is_stereo3d(&scene->r))
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{
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return false;
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}
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break;
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/* We always need the stereo calculation for left and right cameras. */
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case STEREO_LEFT_ID:
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case STEREO_RIGHT_ID:
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default:
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break;
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}
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return true;
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}
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/* setup the view and win matrices for the multiview cameras
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*
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* unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
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* we have no winmatrix (i.e., projection matrix) defined at that time.
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* Since the camera and the camera shift are needed for the winmat calculation
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* we do a small hack to replace it temporarily so we don't need to change the
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* view3d)main_region_setup_view() code to account for that.
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*/
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static void view3d_stereo3d_setup(
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Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *region, const rcti *rect)
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{
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bool is_left;
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const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
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const char *viewname;
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/* show only left or right camera */
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if (v3d->stereo3d_camera != STEREO_3D_ID) {
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v3d->multiview_eye = v3d->stereo3d_camera;
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}
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is_left = v3d->multiview_eye == STEREO_LEFT_ID;
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viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
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/* update the viewport matrices with the new camera */
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if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
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Camera *data, *data_eval;
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float viewmat[4][4];
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float shiftx;
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data = (Camera *)v3d->camera->data;
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data_eval = DEG_get_evaluated(depsgraph, data);
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shiftx = data_eval->shiftx;
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BLI_thread_lock(LOCK_VIEW3D);
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data_eval->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
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BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
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view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, nullptr, rect);
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data_eval->shiftx = shiftx;
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BLI_thread_unlock(LOCK_VIEW3D);
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}
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else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
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float viewmat[4][4];
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Object *view_ob = v3d->camera;
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Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
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BLI_thread_lock(LOCK_VIEW3D);
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v3d->camera = camera;
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BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
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view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, nullptr, rect);
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v3d->camera = view_ob;
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BLI_thread_unlock(LOCK_VIEW3D);
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}
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}
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#ifdef WITH_XR_OPENXR
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static void view3d_xr_mirror_setup(const wmWindowManager *wm,
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Depsgraph *depsgraph,
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Scene *scene,
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View3D *v3d,
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ARegion *region,
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const rcti *rect)
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{
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RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
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float viewmat[4][4];
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const float lens_old = v3d->lens;
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if (!WM_xr_session_state_viewer_pose_matrix_info_get(&wm->xr, viewmat, &v3d->lens)) {
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/* Can't get info from XR session, use fallback values. */
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copy_m4_m4(viewmat, rv3d->viewmat);
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v3d->lens = lens_old;
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}
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view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, nullptr, rect);
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/* Set draw flags. */
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SET_FLAG_FROM_TEST(v3d->flag2,
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(wm->xr.session_settings.draw_flags & V3D_OFSDRAW_XR_SHOW_CONTROLLERS) != 0,
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V3D_XR_SHOW_CONTROLLERS);
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SET_FLAG_FROM_TEST(v3d->flag2,
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(wm->xr.session_settings.draw_flags & V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS) !=
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0,
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V3D_XR_SHOW_CUSTOM_OVERLAYS);
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/* Hide navigation gizmo since it gets distorted if the view matrix has a scale factor. */
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v3d->gizmo_flag |= V3D_GIZMO_HIDE_NAVIGATE;
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/* Reset overridden View3D data. */
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v3d->lens = lens_old;
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}
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#endif /* WITH_XR_OPENXR */
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void ED_view3d_draw_setup_view(const wmWindowManager *wm,
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wmWindow *win,
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Depsgraph *depsgraph,
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Scene *scene,
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ARegion *region,
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View3D *v3d,
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const float viewmat[4][4],
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const float winmat[4][4],
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const rcti *rect)
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{
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RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
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#ifdef WITH_XR_OPENXR
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/* Setup the view matrix. */
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if (ED_view3d_is_region_xr_mirror_active(wm, v3d, region)) {
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view3d_xr_mirror_setup(wm, depsgraph, scene, v3d, region, rect);
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}
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else
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#endif
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if (view3d_stereo3d_active(win, scene, v3d, rv3d))
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{
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view3d_stereo3d_setup(depsgraph, scene, v3d, region, rect);
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}
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else {
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view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, winmat, rect);
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}
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#ifndef WITH_XR_OPENXR
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UNUSED_VARS(wm);
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#endif
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw View Border
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* \{ */
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static void view3d_camera_border(const Scene *scene,
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const Depsgraph *depsgraph,
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const ARegion *region,
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const View3D *v3d,
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const RegionView3D *rv3d,
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rctf *r_viewborder,
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const bool no_shift,
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const bool no_zoom)
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{
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CameraParams params;
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rctf rect_view, rect_camera;
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Object *camera_eval = DEG_get_evaluated(depsgraph, v3d->camera);
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/* get viewport viewplane */
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BKE_camera_params_init(¶ms);
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BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d);
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if (no_zoom) {
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params.zoom = 1.0f;
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}
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BKE_camera_params_compute_viewplane(¶ms, region->winx, region->winy, 1.0f, 1.0f);
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rect_view = params.viewplane;
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/* get camera viewplane */
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BKE_camera_params_init(¶ms);
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/* fallback for non camera objects */
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params.clip_start = v3d->clip_start;
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params.clip_end = v3d->clip_end;
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BKE_camera_params_from_object(¶ms, camera_eval);
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if (no_shift) {
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params.shiftx = 0.0f;
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params.shifty = 0.0f;
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}
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BKE_camera_params_compute_viewplane(
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¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
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rect_camera = params.viewplane;
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/* get camera border within viewport */
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r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
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region->winx;
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r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
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region->winx;
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r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
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region->winy;
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r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
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region->winy;
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}
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void ED_view3d_calc_camera_border_size(const Scene *scene,
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Depsgraph *depsgraph,
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const ARegion *region,
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const View3D *v3d,
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const RegionView3D *rv3d,
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float r_size[2])
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{
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rctf viewborder;
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view3d_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, true, true);
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r_size[0] = BLI_rctf_size_x(&viewborder);
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r_size[1] = BLI_rctf_size_y(&viewborder);
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}
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void ED_view3d_calc_camera_border(const Scene *scene,
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const Depsgraph *depsgraph,
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const ARegion *region,
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const View3D *v3d,
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const RegionView3D *rv3d,
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const bool no_shift,
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rctf *r_viewborder)
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{
|
|
view3d_camera_border(scene, depsgraph, region, v3d, rv3d, r_viewborder, no_shift, false);
|
|
}
|
|
|
|
static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac)
|
|
{
|
|
float x3, y3, x4, y4;
|
|
|
|
x3 = x1 + fac * (x2 - x1);
|
|
y3 = y1 + fac * (y2 - y1);
|
|
x4 = x1 + (1.0f - fac) * (x2 - x1);
|
|
y4 = y1 + (1.0f - fac) * (y2 - y1);
|
|
|
|
immBegin(GPU_PRIM_LINES, 8);
|
|
|
|
immVertex2f(shdr_pos, x1, y3);
|
|
immVertex2f(shdr_pos, x2, y3);
|
|
|
|
immVertex2f(shdr_pos, x1, y4);
|
|
immVertex2f(shdr_pos, x2, y4);
|
|
|
|
immVertex2f(shdr_pos, x3, y1);
|
|
immVertex2f(shdr_pos, x3, y2);
|
|
|
|
immVertex2f(shdr_pos, x4, y1);
|
|
immVertex2f(shdr_pos, x4, y2);
|
|
|
|
immEnd();
|
|
}
|
|
|
|
/* harmonious triangle */
|
|
static void drawviewborder_triangle(
|
|
uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
|
|
{
|
|
float ofs;
|
|
float w = x2 - x1;
|
|
float h = y2 - y1;
|
|
|
|
immBegin(GPU_PRIM_LINES, 6);
|
|
|
|
if (w > h) {
|
|
if (golden) {
|
|
ofs = w * (1.0f - M_GOLDEN_RATIO_CONJUGATE);
|
|
}
|
|
else {
|
|
ofs = h * (h / w);
|
|
}
|
|
if (dir == 'B') {
|
|
std::swap(y1, y2);
|
|
}
|
|
|
|
immVertex2f(shdr_pos, x1, y1);
|
|
immVertex2f(shdr_pos, x2, y2);
|
|
|
|
immVertex2f(shdr_pos, x2, y1);
|
|
immVertex2f(shdr_pos, x1 + (w - ofs), y2);
|
|
|
|
immVertex2f(shdr_pos, x1, y2);
|
|
immVertex2f(shdr_pos, x1 + ofs, y1);
|
|
}
|
|
else {
|
|
if (golden) {
|
|
ofs = h * (1.0f - M_GOLDEN_RATIO_CONJUGATE);
|
|
}
|
|
else {
|
|
ofs = w * (w / h);
|
|
}
|
|
if (dir == 'B') {
|
|
std::swap(x1, x2);
|
|
}
|
|
|
|
immVertex2f(shdr_pos, x1, y1);
|
|
immVertex2f(shdr_pos, x2, y2);
|
|
|
|
immVertex2f(shdr_pos, x2, y1);
|
|
immVertex2f(shdr_pos, x1, y1 + ofs);
|
|
|
|
immVertex2f(shdr_pos, x1, y2);
|
|
immVertex2f(shdr_pos, x2, y1 + (h - ofs));
|
|
}
|
|
|
|
immEnd();
|
|
}
|
|
|
|
static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *region, View3D *v3d)
|
|
{
|
|
float x1, x2, y1, y2;
|
|
float x1i, x2i, y1i, y2i;
|
|
|
|
rctf viewborder;
|
|
Camera *ca = nullptr;
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
|
|
if (v3d->camera == nullptr) {
|
|
return;
|
|
}
|
|
if (v3d->camera->type == OB_CAMERA) {
|
|
ca = static_cast<Camera *>(v3d->camera->data);
|
|
}
|
|
|
|
ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, false, &viewborder);
|
|
/* the offsets */
|
|
x1 = viewborder.xmin;
|
|
y1 = viewborder.ymin;
|
|
x2 = viewborder.xmax;
|
|
y2 = viewborder.ymax;
|
|
|
|
GPU_line_width(1.0f);
|
|
|
|
/* apply offsets so the real 3D camera shows through */
|
|
|
|
/* NOTE: quite un-scientific but without this bit extra
|
|
* 0.0001 on the lower left the 2D border sometimes
|
|
* obscures the 3D camera border */
|
|
/* NOTE: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
|
|
* but keep it here in case we need to remove the workaround */
|
|
x1i = int(x1 - 1.0001f);
|
|
y1i = int(y1 - 1.0001f);
|
|
x2i = int(x2 + (1.0f - 0.0001f));
|
|
y2i = int(y2 + (1.0f - 0.0001f));
|
|
|
|
uint shdr_pos = GPU_vertformat_attr_add(
|
|
immVertexFormat(), "pos", blender::gpu::VertAttrType::SFLOAT_32_32);
|
|
|
|
/* First, solid lines. */
|
|
{
|
|
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
|
|
|
|
/* passepartout, specified in camera edit buttons */
|
|
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f &&
|
|
v3d->flag2 & V3D_SHOW_CAMERA_PASSEPARTOUT)
|
|
{
|
|
const float winx = (region->winx + 1);
|
|
const float winy = (region->winy + 1);
|
|
|
|
float alpha = 1.0f;
|
|
|
|
if (ca->passepartalpha != 1.0f) {
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
alpha = ca->passepartalpha;
|
|
}
|
|
|
|
immUniformThemeColorAlpha(TH_CAMERA_PASSEPARTOUT, alpha);
|
|
|
|
if (x1i > 0.0f) {
|
|
immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
|
|
}
|
|
if (x2i < winx) {
|
|
immRectf(shdr_pos, x2i, winy, winx, 0.0f);
|
|
}
|
|
if (y2i < winy) {
|
|
immRectf(shdr_pos, x1i, winy, x2i, y2i);
|
|
}
|
|
if (y2i > 0.0f) {
|
|
immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
|
|
}
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
immUniformThemeColor3(TH_BACK);
|
|
imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
|
|
}
|
|
|
|
#ifdef VIEW3D_CAMERA_BORDER_HACK
|
|
if (view3d_camera_border_hack_test == true) {
|
|
immUniformColor3ubv(view3d_camera_border_hack_col);
|
|
imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
|
|
view3d_camera_border_hack_test = false;
|
|
}
|
|
#endif
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
/* When overlays are disabled, only show camera outline & passepartout. */
|
|
if (v3d->flag2 & V3D_HIDE_OVERLAYS || !(v3d->flag2 & V3D_SHOW_CAMERA_GUIDES)) {
|
|
return;
|
|
}
|
|
|
|
/* And now, the dashed lines! */
|
|
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
|
|
|
|
{
|
|
float viewport_size[4];
|
|
GPU_viewport_size_get_f(viewport_size);
|
|
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
|
|
|
|
immUniform1i("colors_len", 0); /* "simple" mode */
|
|
immUniform1f("dash_width", 6.0f);
|
|
immUniform1f("udash_factor", 0.5f);
|
|
|
|
/* outer line not to confuse with object selection */
|
|
if (v3d->flag2 & V3D_LOCK_CAMERA) {
|
|
immUniformThemeColor(TH_REDALERT);
|
|
imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
|
|
}
|
|
|
|
immUniformThemeColor3(TH_VIEW_OVERLAY);
|
|
imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
|
|
}
|
|
|
|
/* Render Border. */
|
|
if (scene->r.mode & R_BORDER) {
|
|
float x3, y3, x4, y4;
|
|
|
|
x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
|
|
y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
|
|
x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
|
|
y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
|
|
|
|
immUniformColor3f(1.0f, 0.25f, 0.25f);
|
|
imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
|
|
}
|
|
|
|
/* safety border */
|
|
if (ca && (v3d->flag2 & V3D_SHOW_CAMERA_GUIDES)) {
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
immUniformColor4fv(ca->composition_guide_color);
|
|
|
|
if (ca->dtx & CAM_DTX_CENTER) {
|
|
float x3, y3;
|
|
|
|
x3 = x1 + 0.5f * (x2 - x1);
|
|
y3 = y1 + 0.5f * (y2 - y1);
|
|
|
|
immBegin(GPU_PRIM_LINES, 4);
|
|
|
|
immVertex2f(shdr_pos, x1, y3);
|
|
immVertex2f(shdr_pos, x2, y3);
|
|
|
|
immVertex2f(shdr_pos, x3, y1);
|
|
immVertex2f(shdr_pos, x3, y2);
|
|
|
|
immEnd();
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
|
|
immBegin(GPU_PRIM_LINES, 4);
|
|
|
|
immVertex2f(shdr_pos, x1, y1);
|
|
immVertex2f(shdr_pos, x2, y2);
|
|
|
|
immVertex2f(shdr_pos, x1, y2);
|
|
immVertex2f(shdr_pos, x2, y1);
|
|
|
|
immEnd();
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_THIRDS) {
|
|
drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN) {
|
|
drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - M_GOLDEN_RATIO_CONJUGATE);
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
|
|
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
|
|
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
|
|
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
|
|
}
|
|
|
|
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
|
|
drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
|
|
}
|
|
|
|
if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
|
|
rctf margins_rect{};
|
|
margins_rect.xmin = x1;
|
|
margins_rect.xmax = x2;
|
|
margins_rect.ymin = y1;
|
|
margins_rect.ymax = y2;
|
|
|
|
/* draw */
|
|
immUniformThemeColorAlpha(TH_VIEW_OVERLAY, 0.75f);
|
|
|
|
UI_draw_safe_areas(
|
|
shdr_pos, &margins_rect, scene->safe_areas.title, scene->safe_areas.action);
|
|
|
|
if (ca->flag & CAM_SHOW_SAFE_CENTER) {
|
|
rctf center_rect{};
|
|
center_rect.xmin = x1;
|
|
center_rect.xmax = x2;
|
|
center_rect.ymin = y1;
|
|
center_rect.ymax = y2;
|
|
UI_draw_safe_areas(shdr_pos,
|
|
¢er_rect,
|
|
scene->safe_areas.title_center,
|
|
scene->safe_areas.action_center);
|
|
}
|
|
}
|
|
|
|
if (ca->flag & CAM_SHOWSENSOR) {
|
|
/* determine sensor fit, and get sensor x/y, for auto fit we
|
|
* assume and square sensor and only use sensor_x */
|
|
float sizex = scene->r.xsch * scene->r.xasp;
|
|
float sizey = scene->r.ysch * scene->r.yasp;
|
|
int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
|
|
float sensor_x = ca->sensor_x;
|
|
float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
|
|
|
|
/* determine sensor plane */
|
|
rctf rect;
|
|
|
|
if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
|
|
float sensor_scale = (x2i - x1i) / sensor_x;
|
|
float sensor_height = sensor_scale * sensor_y;
|
|
|
|
rect.xmin = x1i;
|
|
rect.xmax = x2i;
|
|
rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
|
|
rect.ymax = rect.ymin + sensor_height;
|
|
}
|
|
else {
|
|
float sensor_scale = (y2i - y1i) / sensor_y;
|
|
float sensor_width = sensor_scale * sensor_x;
|
|
|
|
rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
|
|
rect.xmax = rect.xmin + sensor_width;
|
|
rect.ymin = y1i;
|
|
rect.ymax = y2i;
|
|
}
|
|
|
|
/* draw */
|
|
immUniformThemeColorShadeAlpha(TH_VIEW_OVERLAY, 100, 255);
|
|
|
|
/* TODO: Was using:
|
|
* `UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color);`
|
|
* We'll probably need a new imm_draw_line_roundbox_dashed or that - though in practice the
|
|
* 2.0f round corner effect was nearly not visible anyway. */
|
|
imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
|
|
}
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
}
|
|
|
|
immUnbindProgram();
|
|
/* end dashed lines */
|
|
|
|
/* camera name - draw in highlighted text color */
|
|
if (ca && ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) && (ca->flag & CAM_SHOWNAME)) {
|
|
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
|
|
BLF_draw_default(x1i,
|
|
y1i - (0.7f * U.widget_unit),
|
|
0.0f,
|
|
v3d->camera->id.name + 2,
|
|
sizeof(v3d->camera->id.name) - 2);
|
|
}
|
|
}
|
|
|
|
static void drawrenderborder(ARegion *region, View3D *v3d)
|
|
{
|
|
/* use the same program for everything */
|
|
uint shdr_pos = GPU_vertformat_attr_add(
|
|
immVertexFormat(), "pos", blender::gpu::VertAttrType::SFLOAT_32_32);
|
|
|
|
GPU_line_width(1.0f);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
|
|
|
|
float viewport_size[4];
|
|
GPU_viewport_size_get_f(viewport_size);
|
|
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
|
|
|
|
immUniform1i("colors_len", 0); /* "simple" mode */
|
|
immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
|
|
immUniform1f("dash_width", 6.0f);
|
|
immUniform1f("udash_factor", 0.5f);
|
|
|
|
imm_draw_box_wire_2d(shdr_pos,
|
|
v3d->render_border.xmin * region->winx,
|
|
v3d->render_border.ymin * region->winy,
|
|
v3d->render_border.xmax * region->winx,
|
|
v3d->render_border.ymax * region->winy);
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Other Elements
|
|
* \{ */
|
|
|
|
float ED_scene_grid_scale(const Scene *scene, const char **r_grid_unit)
|
|
{
|
|
/* apply units */
|
|
if (scene->unit.system) {
|
|
const void *usys;
|
|
int len;
|
|
|
|
BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
|
|
|
|
if (usys) {
|
|
int i = BKE_unit_base_get(usys);
|
|
if (r_grid_unit) {
|
|
*r_grid_unit = IFACE_(BKE_unit_display_name_get(usys, i));
|
|
}
|
|
return float(BKE_unit_scalar_get(usys, i)) / scene->unit.scale_length;
|
|
}
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
float ED_view3d_grid_scale(const Scene *scene, const View3D *v3d, const char **r_grid_unit)
|
|
{
|
|
return v3d->grid * ED_scene_grid_scale(scene, r_grid_unit);
|
|
}
|
|
|
|
#define STEPS_LEN 8
|
|
static void view3d_grid_steps_ex(const Scene *scene,
|
|
const View3D *v3d,
|
|
const RegionView3D *rv3d,
|
|
float r_grid_steps[STEPS_LEN],
|
|
void const **r_usys_pt,
|
|
int *r_len)
|
|
{
|
|
const void *usys;
|
|
int len;
|
|
BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
|
|
float grid_scale = v3d->grid;
|
|
BLI_assert(STEPS_LEN >= len);
|
|
|
|
if (usys) {
|
|
if (rv3d->view == RV3D_VIEW_USER) {
|
|
/* Skip steps */
|
|
len = BKE_unit_base_get(usys) + 1;
|
|
}
|
|
|
|
grid_scale /= scene->unit.scale_length;
|
|
|
|
int i;
|
|
for (i = 0; i < len; i++) {
|
|
r_grid_steps[i] = float(BKE_unit_scalar_get(usys, len - 1 - i)) * grid_scale;
|
|
}
|
|
for (; i < STEPS_LEN; i++) {
|
|
/* Fill last slots */
|
|
r_grid_steps[i] = r_grid_steps[len - 1];
|
|
}
|
|
}
|
|
else {
|
|
if (rv3d->view != RV3D_VIEW_USER) {
|
|
/* Allow 3 more subdivisions. */
|
|
grid_scale /= powf(v3d->gridsubdiv, 3);
|
|
}
|
|
int subdiv = 1;
|
|
for (int i = 0;; i++) {
|
|
r_grid_steps[i] = grid_scale * subdiv;
|
|
|
|
if (i == STEPS_LEN - 1) {
|
|
break;
|
|
}
|
|
subdiv *= v3d->gridsubdiv;
|
|
}
|
|
}
|
|
if (r_usys_pt) {
|
|
*r_usys_pt = usys;
|
|
}
|
|
if (r_len) {
|
|
*r_len = len;
|
|
}
|
|
}
|
|
|
|
void ED_view3d_grid_steps(const Scene *scene,
|
|
const View3D *v3d,
|
|
const RegionView3D *rv3d,
|
|
float r_grid_steps[STEPS_LEN])
|
|
{
|
|
view3d_grid_steps_ex(scene, v3d, rv3d, r_grid_steps, nullptr, nullptr);
|
|
}
|
|
|
|
float ED_view3d_grid_view_scale(const Scene *scene,
|
|
const View3D *v3d,
|
|
const ARegion *region,
|
|
const char **r_grid_unit)
|
|
{
|
|
float grid_scale;
|
|
const RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
|
|
/* Decrease the distance between grid snap points depending on zoom. */
|
|
float dist = 12.0f / (region->sizex * rv3d->winmat[0][0]);
|
|
float grid_steps[STEPS_LEN];
|
|
const void *usys;
|
|
int grid_steps_len;
|
|
view3d_grid_steps_ex(scene, v3d, rv3d, grid_steps, &usys, &grid_steps_len);
|
|
int i = 0;
|
|
while (true) {
|
|
grid_scale = grid_steps[i];
|
|
if (grid_scale > dist || i == (grid_steps_len - 1)) {
|
|
break;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
if (r_grid_unit && usys) {
|
|
*r_grid_unit = IFACE_(BKE_unit_display_name_get(usys, grid_steps_len - i - 1));
|
|
}
|
|
}
|
|
else {
|
|
grid_scale = ED_view3d_grid_scale(scene, v3d, r_grid_unit);
|
|
}
|
|
|
|
return grid_scale;
|
|
}
|
|
|
|
#undef STEPS_LEN
|
|
|
|
static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
|
|
{
|
|
const float k = U.rvisize * UI_SCALE_FAC; /* axis size */
|
|
/* axis alpha offset (rvibright has range 0-10) */
|
|
const int bright = -20 * (10 - U.rvibright);
|
|
|
|
/* Axis center in screen coordinates.
|
|
*
|
|
* - Unit size offset so small text doesn't draw outside the screen
|
|
* - Extra X offset because of the panel expander.
|
|
*/
|
|
const float startx = rect->xmax - (k + UI_UNIT_X * 1.5);
|
|
const float starty = rect->ymax - (k + UI_UNIT_Y);
|
|
|
|
float axis_pos[3][2];
|
|
float axis_col[3][4];
|
|
|
|
int axis_order[3] = {0, 1, 2};
|
|
axis_sort_v3(rv3d->viewinv[2], axis_order);
|
|
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
int i = axis_order[axis_i];
|
|
|
|
/* get position of each axis tip on screen */
|
|
float vec[3] = {0.0f};
|
|
vec[i] = 1.0f;
|
|
mul_qt_v3(rv3d->viewquat, vec);
|
|
axis_pos[i][0] = startx + vec[0] * k;
|
|
axis_pos[i][1] = starty + vec[1] * k;
|
|
|
|
/* get color of each axis */
|
|
UI_GetThemeColorShade3fv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
|
|
axis_col[i][3] = hypotf(vec[0], vec[1]); /* alpha */
|
|
}
|
|
|
|
/* draw axis lines */
|
|
GPU_line_width(2.0f);
|
|
GPU_line_smooth(true);
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
uint pos = GPU_vertformat_attr_add(format, "pos", blender::gpu::VertAttrType::SFLOAT_32_32);
|
|
uint col = GPU_vertformat_attr_add(
|
|
format, "color", blender::gpu::VertAttrType::SFLOAT_32_32_32_32);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
|
|
immBegin(GPU_PRIM_LINES, 6);
|
|
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
int i = axis_order[axis_i];
|
|
|
|
immAttr4fv(col, axis_col[i]);
|
|
immVertex2f(pos, startx, starty);
|
|
immAttr4fv(col, axis_col[i]);
|
|
immVertex2fv(pos, axis_pos[i]);
|
|
}
|
|
|
|
immEnd();
|
|
immUnbindProgram();
|
|
GPU_line_smooth(false);
|
|
|
|
/* draw axis names */
|
|
for (int axis_i = 0; axis_i < 3; axis_i++) {
|
|
int i = axis_order[axis_i];
|
|
|
|
const char axis_text[2] = {char('x' + i), '\0'};
|
|
BLF_color4fv(BLF_default(), axis_col[i]);
|
|
BLF_draw_default(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
|
|
}
|
|
}
|
|
|
|
#ifdef WITH_INPUT_NDOF
|
|
/**
|
|
* Draw center and axis of rotation for ongoing 3D mouse navigation.
|
|
*/
|
|
static void draw_ndof_guide_orbit_axis(const RegionView3D *rv3d)
|
|
{
|
|
float o[3]; /* center of rotation */
|
|
float end[3]; /* endpoints for drawing */
|
|
|
|
float color[4] = {0.0f, 0.42f, 1.0f, 1.0f}; /* bright blue so it matches device LEDs */
|
|
|
|
negate_v3_v3(o, rv3d->ofs);
|
|
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
GPU_depth_mask(false); /* Don't overwrite the Z-buffer. */
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
uint pos = GPU_vertformat_attr_add(format, "pos", blender::gpu::VertAttrType::SFLOAT_32_32_32);
|
|
uint col = GPU_vertformat_attr_add(
|
|
format, "color", blender::gpu::VertAttrType::SFLOAT_32_32_32_32);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
|
|
|
|
if (rv3d->ndof_rot_angle != 0.0f) {
|
|
/* -- draw rotation axis -- */
|
|
float scaled_axis[3];
|
|
const float scale = rv3d->dist;
|
|
mul_v3_v3fl(scaled_axis, rv3d->ndof_rot_axis, scale);
|
|
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
color[3] = 0; /* more transparent toward the ends */
|
|
immAttr4fv(col, color);
|
|
add_v3_v3v3(end, o, scaled_axis);
|
|
immVertex3fv(pos, end);
|
|
|
|
# if 0
|
|
color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
|
|
/* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
|
|
# endif
|
|
|
|
color[3] = 0.5f; /* more opaque toward the center */
|
|
immAttr4fv(col, color);
|
|
immVertex3fv(pos, o);
|
|
|
|
color[3] = 0;
|
|
immAttr4fv(col, color);
|
|
sub_v3_v3v3(end, o, scaled_axis);
|
|
immVertex3fv(pos, end);
|
|
immEnd();
|
|
|
|
/* -- draw ring around rotation center -- */
|
|
{
|
|
# define ROT_AXIS_DETAIL 13
|
|
|
|
const float s = 0.05f * scale;
|
|
const float step = 2.0f * float(M_PI / ROT_AXIS_DETAIL);
|
|
|
|
float q[4]; /* rotate ring so it's perpendicular to axis */
|
|
const int upright = fabsf(rv3d->ndof_rot_axis[2]) >= 0.95f;
|
|
if (!upright) {
|
|
const float up[3] = {0.0f, 0.0f, 1.0f};
|
|
float vis_angle, vis_axis[3];
|
|
|
|
cross_v3_v3v3(vis_axis, up, rv3d->ndof_rot_axis);
|
|
vis_angle = acosf(dot_v3v3(up, rv3d->ndof_rot_axis));
|
|
axis_angle_to_quat(q, vis_axis, vis_angle);
|
|
}
|
|
|
|
immBegin(GPU_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
|
|
color[3] = 0.25f; /* somewhat faint */
|
|
immAttr4fv(col, color);
|
|
float angle = 0.0f;
|
|
for (int i = 0; i < ROT_AXIS_DETAIL; i++, angle += step) {
|
|
float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
|
|
|
|
if (!upright) {
|
|
mul_qt_v3(q, p);
|
|
}
|
|
|
|
add_v3_v3(p, o);
|
|
immVertex3fv(pos, p);
|
|
}
|
|
immEnd();
|
|
|
|
# undef ROT_AXIS_DETAIL
|
|
}
|
|
|
|
color[3] = 1.0f; /* solid dot */
|
|
}
|
|
else {
|
|
color[3] = 0.5f; /* see-through dot */
|
|
}
|
|
|
|
immUnbindProgram();
|
|
|
|
/* -- draw rotation center -- */
|
|
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
|
|
immUniform1f("size", 7.0f);
|
|
immUniform4fv("color", float4(color));
|
|
immBegin(GPU_PRIM_POINTS, 1);
|
|
immAttr4fv(col, color);
|
|
immVertex3fv(pos, o);
|
|
immEnd();
|
|
immUnbindProgram();
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
GPU_depth_mask(true);
|
|
}
|
|
|
|
static void draw_ndof_guide_orbit_center(const RegionView3D *rv3d)
|
|
{
|
|
uchar color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
GPU_depth_mask(false); /* Don't overwrite the Z-buffer. */
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
uint pos = GPU_vertformat_attr_add(format, "pos", blender::gpu::VertAttrType::SFLOAT_32_32_32);
|
|
uint col = GPU_vertformat_attr_add(format, "color", blender::gpu::VertAttrType::UNORM_8_8_8_8);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
|
|
immUniform1f("size", 7.0f);
|
|
immUniform4fv("color", float4(color));
|
|
immBegin(GPU_PRIM_POINTS, 1);
|
|
immAttr4ubv(col, color);
|
|
float center[3];
|
|
negate_v3_v3(center, rv3d->ndof_ofs);
|
|
immVertex3fv(pos, center);
|
|
immEnd();
|
|
immUnbindProgram();
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
GPU_depth_mask(true);
|
|
}
|
|
|
|
#endif /* WITH_INPUT_NDOF */
|
|
|
|
/**
|
|
* Render and camera border
|
|
*/
|
|
static void view3d_draw_border(const bContext *C, ARegion *region)
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
drawviewborder(scene, depsgraph, region, v3d);
|
|
}
|
|
else if (v3d->flag2 & V3D_RENDER_BORDER) {
|
|
drawrenderborder(region, v3d);
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw Text & Info
|
|
* \{ */
|
|
|
|
/**
|
|
* Draw Info
|
|
*/
|
|
static void view3d_draw_grease_pencil(const bContext * /*C*/)
|
|
{
|
|
/* TODO: viewport. */
|
|
}
|
|
|
|
/**
|
|
* Viewport Name
|
|
*/
|
|
static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
|
|
{
|
|
const char *name = nullptr;
|
|
|
|
switch (rv3d->view) {
|
|
case RV3D_VIEW_FRONT:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Front Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Front Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_BACK:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Back Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Back Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_TOP:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Top Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Top Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_BOTTOM:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Bottom Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Bottom Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_RIGHT:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Right Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Right Perspective");
|
|
}
|
|
break;
|
|
case RV3D_VIEW_LEFT:
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
name = IFACE_("Left Orthographic");
|
|
}
|
|
else {
|
|
name = IFACE_("Left Perspective");
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
|
|
const Camera *cam = static_cast<const Camera *>(v3d->camera->data);
|
|
if (cam->type == CAM_PERSP) {
|
|
name = IFACE_("Camera Perspective");
|
|
}
|
|
else if (cam->type == CAM_ORTHO) {
|
|
name = IFACE_("Camera Orthographic");
|
|
}
|
|
else if (cam->type == CAM_PANO) {
|
|
name = IFACE_("Camera Panoramic");
|
|
}
|
|
else {
|
|
BLI_assert(cam->type == CAM_CUSTOM);
|
|
name = IFACE_("Camera Custom");
|
|
}
|
|
}
|
|
else {
|
|
name = IFACE_("Object as Camera");
|
|
}
|
|
}
|
|
else {
|
|
name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Orthographic") :
|
|
IFACE_("User Perspective");
|
|
}
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
static void draw_viewport_name(ARegion *region, View3D *v3d, int xoffset, int *yoffset)
|
|
{
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
const char *name = view3d_get_name(v3d, rv3d);
|
|
const char *name_array[3] = {name, nullptr, nullptr};
|
|
int name_array_len = 1;
|
|
|
|
/* 6 is the maximum size of the axis roll text. */
|
|
/* increase size for unicode languages (Chinese in UTF8...). */
|
|
char tmpstr[96 + 6];
|
|
|
|
if (RV3D_VIEW_IS_AXIS(rv3d->view) && (rv3d->view_axis_roll != RV3D_VIEW_AXIS_ROLL_0)) {
|
|
const char *axis_roll;
|
|
switch (rv3d->view_axis_roll) {
|
|
case RV3D_VIEW_AXIS_ROLL_90:
|
|
axis_roll = " 90\xC2\xB0";
|
|
break;
|
|
case RV3D_VIEW_AXIS_ROLL_180:
|
|
axis_roll = " 180\xC2\xB0";
|
|
break;
|
|
default:
|
|
axis_roll = " -90\xC2\xB0";
|
|
break;
|
|
}
|
|
name_array[name_array_len++] = axis_roll;
|
|
}
|
|
|
|
if (v3d->localvd) {
|
|
name_array[name_array_len++] = IFACE_(" (Local)");
|
|
}
|
|
|
|
/* Indicate that clipping region is enabled. */
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
name_array[name_array_len++] = IFACE_(" (Clipped)");
|
|
}
|
|
|
|
if (name_array_len > 1) {
|
|
BLI_string_join_array(tmpstr, sizeof(tmpstr), name_array, name_array_len);
|
|
name = tmpstr;
|
|
}
|
|
*yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
|
|
BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
|
|
}
|
|
|
|
static bool is_grease_pencil_with_layer_keyframe(const Object &ob)
|
|
{
|
|
if (ob.type != OB_GREASE_PENCIL) {
|
|
return false;
|
|
}
|
|
|
|
using namespace blender::bke::greasepencil;
|
|
const GreasePencil &grease_pencil = *static_cast<GreasePencil *>(ob.data);
|
|
for (const Layer *layer : grease_pencil.layers()) {
|
|
if (!layer->frames().is_empty()) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Draw info beside axes in top-left corner:
|
|
* frame-number, collection, object name, bone name (if available), marker name (if available).
|
|
*/
|
|
static void draw_selected_name(
|
|
const View3D *v3d, Scene *scene, ViewLayer *view_layer, Object *ob, int xoffset, int *yoffset)
|
|
{
|
|
const int cfra = scene->r.cfra;
|
|
const char *msg_pin = " (Soloed)";
|
|
const char *msg_sep = " : ";
|
|
const char *msg_space = " ";
|
|
|
|
const int font_id = BLF_default();
|
|
|
|
const char *info_array[16];
|
|
int i = 0;
|
|
|
|
struct {
|
|
char frame[16];
|
|
} info_buffers;
|
|
|
|
/* Info can contain:
|
|
* - 1 frame number `(7 + 2)`.
|
|
* - 1 collection name `(MAX_ID_NAME - 2 + 3)`.
|
|
* - 1 object name `(MAX_ID_NAME - 2)`.
|
|
* - 1 object data name `(MAX_ID_NAME - 2)`.
|
|
* - 2 non-ID data names (bones, shape-keys...) `(MAX_NAME * 2)`.
|
|
* - 2 BREAD_CRUMB_SEPARATOR(s) `(6)`.
|
|
* - 1 SHAPE_KEY_PINNED marker and a trailing '\0' `(9+1)` - translated, so give some room!
|
|
* - 1 marker name `(MAX_NAME + 3)`.
|
|
*/
|
|
|
|
SNPRINTF_UTF8(info_buffers.frame, "(%d)", cfra);
|
|
info_array[i++] = info_buffers.frame;
|
|
|
|
if ((ob == nullptr) || (ob->mode == OB_MODE_OBJECT)) {
|
|
BKE_view_layer_synced_ensure(scene, view_layer);
|
|
LayerCollection *layer_collection = BKE_view_layer_active_collection_get(view_layer);
|
|
info_array[i++] = msg_space;
|
|
info_array[i++] = BKE_collection_ui_name_get(layer_collection->collection);
|
|
if (ob != nullptr) {
|
|
info_array[i++] = " |";
|
|
}
|
|
}
|
|
|
|
/* get name of marker on current frame (if available) */
|
|
const char *markern = BKE_scene_find_marker_name(scene, cfra);
|
|
|
|
/* check if there is an object */
|
|
if (ob) {
|
|
info_array[i++] = msg_space;
|
|
info_array[i++] = ob->id.name + 2;
|
|
|
|
/* Show object data name when not in object mode. */
|
|
if (ob->mode != OB_MODE_OBJECT) {
|
|
if (const ID *data_id = static_cast<const ID *>(ob->data)) {
|
|
info_array[i++] = " | ";
|
|
info_array[i++] = data_id->name + 2;
|
|
}
|
|
}
|
|
|
|
/* name(s) to display depends on type of object */
|
|
if (ob->type == OB_ARMATURE) {
|
|
bArmature *arm = static_cast<bArmature *>(ob->data);
|
|
|
|
/* show name of active bone too (if possible) */
|
|
if (arm->edbo) {
|
|
if (arm->act_edbone) {
|
|
info_array[i++] = msg_sep;
|
|
info_array[i++] = arm->act_edbone->name;
|
|
}
|
|
}
|
|
else if (ob->mode & OB_MODE_POSE) {
|
|
if (arm->act_bone) {
|
|
|
|
if (ANIM_bonecoll_is_visible_actbone(arm)) {
|
|
info_array[i++] = msg_sep;
|
|
info_array[i++] = arm->act_bone->name;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVES_LEGACY)) {
|
|
/* Try to display active bone and active shape-key too (if they exist). */
|
|
|
|
if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
|
|
Object *armobj = BKE_object_pose_armature_get(ob);
|
|
if (armobj && armobj->mode & OB_MODE_POSE) {
|
|
bArmature *arm = static_cast<bArmature *>(armobj->data);
|
|
if (arm->act_bone) {
|
|
if (ANIM_bonecoll_is_visible_actbone(arm)) {
|
|
info_array[i++] = msg_sep;
|
|
info_array[i++] = arm->act_bone->name;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Key *key = BKE_key_from_object(ob);
|
|
if (key) {
|
|
KeyBlock *kb = static_cast<KeyBlock *>(BLI_findlink(&key->block, ob->shapenr - 1));
|
|
if (kb) {
|
|
info_array[i++] = msg_sep;
|
|
info_array[i++] = kb->name;
|
|
if (ob->shapeflag & OB_SHAPE_LOCK) {
|
|
info_array[i++] = IFACE_(msg_pin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* color depends on whether there is a keyframe */
|
|
if (is_grease_pencil_with_layer_keyframe(*ob)) {
|
|
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
|
|
}
|
|
|
|
if (blender::animrig::id_frame_has_keyframe((ID *)ob,
|
|
/* BKE_scene_ctime_get(scene) */ float(cfra)))
|
|
{
|
|
UI_FontThemeColor(font_id, TH_KEYTYPE_KEYFRAME_SELECT);
|
|
}
|
|
}
|
|
|
|
if (markern) {
|
|
info_array[i++] = " <";
|
|
info_array[i++] = markern;
|
|
info_array[i++] = ">";
|
|
}
|
|
|
|
if (v3d->flag2 & V3D_SHOW_VIEWER) {
|
|
if (!BLI_listbase_is_empty(&v3d->viewer_path.path)) {
|
|
info_array[i++] = IFACE_(" (Viewer)");
|
|
}
|
|
}
|
|
|
|
BLI_assert(i < int(ARRAY_SIZE(info_array)));
|
|
|
|
char info[MAX_ID_NAME * 4];
|
|
/* It's expected there will be enough room for the whole string in the buffer.
|
|
* If not, increase it. */
|
|
BLI_assert(BLI_string_len_array(info_array, i) < sizeof(info));
|
|
|
|
BLI_string_join_array(info, sizeof(info), info_array, i);
|
|
|
|
*yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
|
|
BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
|
|
}
|
|
|
|
static void draw_grid_unit_name(
|
|
Scene *scene, ARegion *region, View3D *v3d, int xoffset, int *yoffset)
|
|
{
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
|
|
const char *grid_unit = nullptr;
|
|
ED_view3d_grid_view_scale(scene, v3d, region, &grid_unit);
|
|
|
|
if (grid_unit) {
|
|
char numstr[32] = "";
|
|
if (v3d->grid != 1.0f) {
|
|
SNPRINTF_UTF8(
|
|
numstr, "%s " BLI_STR_UTF8_MULTIPLICATION_SIGN " %.4g", grid_unit, v3d->grid);
|
|
}
|
|
|
|
*yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
|
|
BLF_draw_default(xoffset, *yoffset, 0.0f, numstr[0] ? numstr : grid_unit, sizeof(numstr));
|
|
}
|
|
}
|
|
}
|
|
|
|
void view3d_draw_region_info(const bContext *C, ARegion *region)
|
|
{
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
Main *bmain = CTX_data_main(C);
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
|
|
|
#ifdef WITH_INPUT_NDOF
|
|
if (U.ndof_flag & NDOF_SHOW_GUIDE_ORBIT_AXIS) {
|
|
if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) {
|
|
/* It only makes sense to show when orbiting. */
|
|
if (rv3d->ndof_rot_angle != 0.0f) {
|
|
/* TODO: draw something else (but not this) during fly mode. */
|
|
draw_ndof_guide_orbit_axis(rv3d);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (U.ndof_flag & NDOF_SHOW_GUIDE_ORBIT_CENTER) {
|
|
/* Draw this only when orbiting and auto orbit-center is enabled */
|
|
if (NDOF_IS_ORBIT_AROUND_CENTER_MODE(&U) && (U.ndof_flag & NDOF_ORBIT_CENTER_AUTO)) {
|
|
if (rv3d->ndof_flag & RV3D_NDOF_OFS_IS_VALID) {
|
|
/* When the center is locked, the auto-center is not used. */
|
|
if (!(v3d->ob_center_cursor || v3d->ob_center)) {
|
|
/* It only makes sense to show when orbiting. */
|
|
if (rv3d->ndof_rot_angle != 0.0f) {
|
|
draw_ndof_guide_orbit_center(rv3d);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* correct projection matrix */
|
|
ED_region_pixelspace(region);
|
|
|
|
/* local coordinate visible rect inside region, to accommodate overlapping ui */
|
|
const rcti *rect = ED_region_visible_rect(region);
|
|
|
|
view3d_draw_border(C, region);
|
|
view3d_draw_grease_pencil(C);
|
|
|
|
BLF_batch_draw_begin();
|
|
|
|
if (v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_NAVIGATE)) {
|
|
/* pass */
|
|
}
|
|
else {
|
|
switch ((eUserpref_MiniAxisType)U.mini_axis_type) {
|
|
case USER_MINI_AXIS_TYPE_GIZMO:
|
|
/* The gizmo handles its own drawing. */
|
|
break;
|
|
case USER_MINI_AXIS_TYPE_MINIMAL:
|
|
draw_view_axis(rv3d, rect);
|
|
case USER_MINI_AXIS_TYPE_NONE:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) {
|
|
int xoffset = rect->xmin + (0.5f * U.widget_unit);
|
|
int yoffset = rect->ymax - (0.1f * U.widget_unit);
|
|
|
|
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
|
|
UI_fontstyle_set(fstyle);
|
|
BLF_default_size(fstyle->points);
|
|
BLF_set_default();
|
|
|
|
const int font_id = BLF_default();
|
|
float text_color[4], shadow_color[4];
|
|
ED_view3d_text_colors_get(scene, v3d, text_color, shadow_color);
|
|
BLF_color4fv(font_id, text_color);
|
|
BLF_enable(font_id, BLF_SHADOW);
|
|
BLF_shadow_offset(font_id, 0, 0);
|
|
BLF_shadow(font_id, FontShadowType::Outline, shadow_color);
|
|
|
|
if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
|
|
if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
|
|
ED_scene_draw_fps(scene, xoffset, &yoffset);
|
|
BLF_color4fv(font_id, text_color);
|
|
}
|
|
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
|
|
draw_viewport_name(region, v3d, xoffset, &yoffset);
|
|
}
|
|
|
|
if (U.uiflag & USER_DRAWVIEWINFO) {
|
|
BKE_view_layer_synced_ensure(scene, view_layer);
|
|
Object *ob = BKE_view_layer_active_object_get(view_layer);
|
|
draw_selected_name(v3d, scene, view_layer, ob, xoffset, &yoffset);
|
|
BLF_color4fv(font_id, text_color);
|
|
}
|
|
|
|
if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
|
|
/* draw below the viewport name */
|
|
draw_grid_unit_name(scene, region, v3d, xoffset, &yoffset);
|
|
}
|
|
|
|
DRW_draw_region_engine_info(xoffset, &yoffset, VIEW3D_OVERLAY_LINEHEIGHT);
|
|
}
|
|
|
|
if (v3d->overlay.flag & V3D_OVERLAY_STATS) {
|
|
View3D *v3d_local = v3d->localvd ? v3d : nullptr;
|
|
ED_info_draw_stats(
|
|
bmain, scene, view_layer, v3d_local, xoffset, &yoffset, VIEW3D_OVERLAY_LINEHEIGHT);
|
|
}
|
|
|
|
/* Set the size back to the default hard-coded size. Otherwise anyone drawing after this,
|
|
* without setting explicit size, will draw with widget size. That is probably ideal,
|
|
* but size should be set at the calling site not just carried over from here. */
|
|
BLF_default_size(UI_DEFAULT_TEXT_POINTS);
|
|
BLF_disable(font_id, BLF_SHADOW);
|
|
}
|
|
|
|
BLF_batch_draw_end();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw Viewport Contents
|
|
* \{ */
|
|
|
|
static void view3d_draw_view(const bContext *C, ARegion *region)
|
|
{
|
|
ED_view3d_draw_setup_view(CTX_wm_manager(C),
|
|
CTX_wm_window(C),
|
|
CTX_data_expect_evaluated_depsgraph(C),
|
|
CTX_data_scene(C),
|
|
region,
|
|
CTX_wm_view3d(C),
|
|
nullptr,
|
|
nullptr,
|
|
nullptr);
|
|
|
|
/* Only 100% compliant on new spec goes below */
|
|
DRW_draw_view(C);
|
|
}
|
|
|
|
RenderEngineType *ED_view3d_engine_type(const Scene *scene, int drawtype)
|
|
{
|
|
/*
|
|
* Temporary viewport draw modes until we have a proper system.
|
|
* all modes are done in the draw manager, except external render
|
|
* engines like Cycles.
|
|
*/
|
|
RenderEngineType *type = RE_engines_find(scene->r.engine);
|
|
if (drawtype == OB_MATERIAL && (type->flag & RE_USE_EEVEE_VIEWPORT)) {
|
|
return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
|
|
}
|
|
return type;
|
|
}
|
|
|
|
static void view3d_update_viewer_path(const bContext *C)
|
|
{
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
WorkSpace *workspace = CTX_wm_workspace(C);
|
|
/* Always use viewer path from workspace, pinning is not supported currently. */
|
|
if (!BKE_viewer_path_equal(&v3d->viewer_path, &workspace->viewer_path)) {
|
|
BKE_viewer_path_clear(&v3d->viewer_path);
|
|
BKE_viewer_path_copy(&v3d->viewer_path, &workspace->viewer_path);
|
|
}
|
|
}
|
|
|
|
void view3d_main_region_draw(const bContext *C, ARegion *region)
|
|
{
|
|
using namespace blender::draw;
|
|
Main *bmain = CTX_data_main(C);
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
view3d_update_viewer_path(C);
|
|
view3d_draw_view(C, region);
|
|
|
|
DRW_cache_free_old_subdiv();
|
|
DRW_cache_free_old_batches(bmain);
|
|
BKE_image_free_old_gputextures(bmain);
|
|
|
|
/* No depth test for drawing action zones afterwards. */
|
|
GPU_depth_test(GPU_DEPTH_NONE);
|
|
|
|
v3d->runtime.flag &= ~V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
|
|
/* TODO: Clear cache? */
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Off-screen Drawing
|
|
* \{ */
|
|
|
|
static void view3d_stereo3d_setup_offscreen(Depsgraph *depsgraph,
|
|
const Scene *scene,
|
|
View3D *v3d,
|
|
ARegion *region,
|
|
const float winmat[4][4],
|
|
const char *viewname)
|
|
{
|
|
/* update the viewport matrices with the new camera */
|
|
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
|
|
float viewmat[4][4];
|
|
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
|
|
|
|
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
|
|
view3d_main_region_setup_offscreen(depsgraph, scene, v3d, region, viewmat, winmat);
|
|
}
|
|
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
|
|
float viewmat[4][4];
|
|
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
|
|
|
|
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
|
|
view3d_main_region_setup_offscreen(depsgraph, scene, v3d, region, viewmat, winmat);
|
|
}
|
|
}
|
|
|
|
void ED_view3d_draw_offscreen(Depsgraph *depsgraph,
|
|
const Scene *scene,
|
|
eDrawType drawtype,
|
|
View3D *v3d,
|
|
ARegion *region,
|
|
int winx,
|
|
int winy,
|
|
const float viewmat[4][4],
|
|
const float winmat[4][4],
|
|
bool is_image_render,
|
|
bool draw_background,
|
|
const char *viewname,
|
|
const bool do_color_management,
|
|
const bool restore_rv3d_mats,
|
|
GPUOffScreen *ofs,
|
|
GPUViewport *viewport)
|
|
{
|
|
using namespace blender::draw;
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
|
|
|
|
/* Store `orig` variables. */
|
|
struct {
|
|
bThemeState theme_state;
|
|
|
|
/* #View3D */
|
|
eDrawType v3d_shading_type;
|
|
Object *v3d_camera;
|
|
float v3d_lens;
|
|
|
|
/* #Region */
|
|
int region_winx, region_winy;
|
|
rcti region_winrct;
|
|
|
|
/* #RegionView3D */
|
|
/**
|
|
* Needed so the value won't be left overwritten,
|
|
* Without this the #wmPaintCursor can't use the pixel size & view matrices for drawing.
|
|
*/
|
|
RV3DMatrixStore *rv3d_mats;
|
|
char rv3d_persp;
|
|
} orig{};
|
|
orig.v3d_shading_type = eDrawType(v3d->shading.type);
|
|
orig.v3d_camera = v3d->camera;
|
|
orig.v3d_lens = v3d->lens;
|
|
orig.region_winx = region->winx;
|
|
orig.region_winy = region->winy;
|
|
orig.region_winrct = region->winrct;
|
|
orig.rv3d_persp = rv3d->persp;
|
|
orig.rv3d_mats = ED_view3d_mats_rv3d_backup(static_cast<RegionView3D *>(region->regiondata));
|
|
|
|
UI_Theme_Store(&orig.theme_state);
|
|
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
|
|
|
|
/* Set temporary new size. */
|
|
region->winx = winx;
|
|
region->winy = winy;
|
|
region->winrct.xmin = 0;
|
|
region->winrct.ymin = 0;
|
|
region->winrct.xmax = winx;
|
|
region->winrct.ymax = winy;
|
|
|
|
/* There are too many functions inside the draw manager that check the shading type,
|
|
* so use a temporary override instead. */
|
|
v3d->shading.type = drawtype;
|
|
|
|
/* Set flags. */
|
|
G.f |= G_FLAG_RENDER_VIEWPORT;
|
|
|
|
{
|
|
/* Free images which can have changed on frame-change.
|
|
* WARNING(@ideasman42): can be slow so only free animated images. */
|
|
BKE_image_free_anim_gputextures(G.main);
|
|
}
|
|
|
|
if (viewmat) {
|
|
/* WORKAROUND: Disable camera view to avoid EEVEE being confused and try to
|
|
* get the projection matrix from the camera.
|
|
* Set the `lens` parameter to 0 to make EEVEE prefer the `winmat` from the rv3d instead of
|
|
* trying to rederive it. Note that this produces incorrect result with over-scan. */
|
|
rv3d->persp = (winmat[3][3] == 0.0f) ? RV3D_PERSP : RV3D_ORTHO;
|
|
v3d->camera = nullptr;
|
|
v3d->lens = 0.0f;
|
|
}
|
|
|
|
GPU_matrix_push_projection();
|
|
GPU_matrix_identity_set();
|
|
GPU_matrix_push();
|
|
GPU_matrix_identity_set();
|
|
|
|
if ((viewname != nullptr && viewname[0] != '\0') && (viewmat == nullptr) &&
|
|
rv3d->persp == RV3D_CAMOB && v3d->camera)
|
|
{
|
|
view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, region, winmat, viewname);
|
|
}
|
|
else {
|
|
view3d_main_region_setup_offscreen(depsgraph, scene, v3d, region, viewmat, winmat);
|
|
}
|
|
|
|
if (viewport) {
|
|
GPU_viewport_tag_update(viewport);
|
|
}
|
|
|
|
/* main drawing call */
|
|
DRW_draw_render_loop_offscreen(depsgraph,
|
|
engine_type,
|
|
region,
|
|
v3d,
|
|
is_image_render,
|
|
draw_background,
|
|
do_color_management,
|
|
ofs,
|
|
viewport);
|
|
DRW_cache_free_old_subdiv();
|
|
GPU_matrix_pop_projection();
|
|
GPU_matrix_pop();
|
|
|
|
/* Restore all `orig` members. */
|
|
region->winx = orig.region_winx;
|
|
region->winy = orig.region_winy;
|
|
region->winrct = orig.region_winrct;
|
|
|
|
/* Optionally do _not_ restore rv3d matrices (e.g. they are used/stored in the ImBuff for
|
|
* reprojection, see texture_paint_image_from_view_exec(). */
|
|
if (restore_rv3d_mats) {
|
|
ED_view3d_mats_rv3d_restore(static_cast<RegionView3D *>(region->regiondata), orig.rv3d_mats);
|
|
}
|
|
MEM_freeN(orig.rv3d_mats);
|
|
rv3d->persp = orig.rv3d_persp;
|
|
|
|
UI_Theme_Restore(&orig.theme_state);
|
|
|
|
v3d->shading.type = orig.v3d_shading_type;
|
|
v3d->camera = orig.v3d_camera;
|
|
v3d->lens = orig.v3d_lens;
|
|
|
|
G.f &= ~G_FLAG_RENDER_VIEWPORT;
|
|
}
|
|
|
|
void ED_view3d_draw_offscreen_simple(Depsgraph *depsgraph,
|
|
Scene *scene,
|
|
View3DShading *shading_override,
|
|
eDrawType drawtype,
|
|
int object_type_exclude_viewport_override,
|
|
int object_type_exclude_select_override,
|
|
int winx,
|
|
int winy,
|
|
uint draw_flags,
|
|
const float viewmat[4][4],
|
|
const float winmat[4][4],
|
|
float clip_start,
|
|
float clip_end,
|
|
float vignette_aperture,
|
|
bool is_xr_surface,
|
|
bool is_image_render,
|
|
bool draw_background,
|
|
const char *viewname,
|
|
const bool do_color_management,
|
|
GPUOffScreen *ofs,
|
|
GPUViewport *viewport)
|
|
{
|
|
View3D v3d = blender::dna::shallow_zero_initialize();
|
|
ARegion ar = {nullptr};
|
|
blender::bke::ARegionRuntime region_runtime{};
|
|
ar.runtime = ®ion_runtime;
|
|
RegionView3D rv3d = {{{0}}};
|
|
|
|
v3d.regionbase.first = v3d.regionbase.last = &ar;
|
|
ar.regiondata = &rv3d;
|
|
ar.regiontype = RGN_TYPE_WINDOW;
|
|
|
|
View3DShading *source_shading_settings = &scene->display.shading;
|
|
if (draw_flags & V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS && shading_override != nullptr) {
|
|
source_shading_settings = shading_override;
|
|
}
|
|
memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading));
|
|
v3d.shading.type = drawtype;
|
|
|
|
if (shading_override) {
|
|
/* Pass. */
|
|
}
|
|
else if (drawtype == OB_MATERIAL) {
|
|
v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS;
|
|
}
|
|
|
|
if ((draw_flags & ~V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS) == V3D_OFSDRAW_NONE) {
|
|
v3d.flag2 = V3D_HIDE_OVERLAYS;
|
|
}
|
|
else {
|
|
if (draw_flags & V3D_OFSDRAW_SHOW_ANNOTATION) {
|
|
v3d.flag2 |= V3D_SHOW_ANNOTATION;
|
|
}
|
|
if (draw_flags & V3D_OFSDRAW_SHOW_GRIDFLOOR) {
|
|
v3d.gridflag |= V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y;
|
|
v3d.grid = 1.0f;
|
|
v3d.gridlines = 16;
|
|
v3d.gridsubdiv = 10;
|
|
}
|
|
if (draw_flags & V3D_OFSDRAW_SHOW_SELECTION) {
|
|
v3d.flag |= V3D_SELECT_OUTLINE;
|
|
}
|
|
if (draw_flags & V3D_OFSDRAW_XR_SHOW_CONTROLLERS) {
|
|
v3d.flag2 |= V3D_XR_SHOW_CONTROLLERS;
|
|
}
|
|
if (draw_flags & V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS) {
|
|
v3d.flag2 |= V3D_XR_SHOW_CUSTOM_OVERLAYS;
|
|
}
|
|
if (draw_flags & V3D_OFSDRAW_XR_SHOW_PASSTHROUGH) {
|
|
v3d.flag2 |= V3D_XR_SHOW_PASSTHROUGH;
|
|
}
|
|
/* Disable other overlays (set all available _HIDE_ flags). */
|
|
v3d.overlay.flag |= V3D_OVERLAY_HIDE_CURSOR | V3D_OVERLAY_HIDE_TEXT |
|
|
V3D_OVERLAY_HIDE_MOTION_PATHS | V3D_OVERLAY_HIDE_OBJECT_ORIGINS;
|
|
if ((draw_flags & V3D_OFSDRAW_SHOW_OBJECT_EXTRAS) == 0) {
|
|
v3d.overlay.flag |= V3D_OVERLAY_HIDE_OBJECT_XTRAS;
|
|
}
|
|
if ((object_type_exclude_viewport_override & (1 << OB_ARMATURE)) != 0) {
|
|
v3d.overlay.flag |= V3D_OVERLAY_HIDE_BONES;
|
|
}
|
|
v3d.flag |= V3D_HIDE_HELPLINES;
|
|
}
|
|
|
|
if (is_xr_surface) {
|
|
v3d.flag |= V3D_XR_SESSION_SURFACE;
|
|
}
|
|
|
|
v3d.object_type_exclude_viewport = object_type_exclude_viewport_override;
|
|
v3d.object_type_exclude_select = object_type_exclude_select_override;
|
|
|
|
rv3d.persp = RV3D_PERSP;
|
|
v3d.clip_start = clip_start;
|
|
v3d.clip_end = clip_end;
|
|
/* Actually not used since we pass in the projection matrix. */
|
|
v3d.lens = 0;
|
|
v3d.vignette_aperture = vignette_aperture;
|
|
|
|
/* WORKAROUND: Disable overscan because it is not supported for arbitrary input matrices.
|
|
* The proper fix to this would be to support arbitrary matrices in `eevee::Camera::sync()`. */
|
|
float overscan = scene->eevee.overscan;
|
|
scene->eevee.overscan = 0.0f;
|
|
|
|
ED_view3d_draw_offscreen(depsgraph,
|
|
scene,
|
|
drawtype,
|
|
&v3d,
|
|
&ar,
|
|
winx,
|
|
winy,
|
|
viewmat,
|
|
winmat,
|
|
is_image_render,
|
|
draw_background,
|
|
viewname,
|
|
do_color_management,
|
|
true,
|
|
ofs,
|
|
viewport);
|
|
|
|
/* Restore overscan. */
|
|
scene->eevee.overscan = overscan;
|
|
}
|
|
|
|
ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph,
|
|
Scene *scene,
|
|
eDrawType drawtype,
|
|
View3D *v3d,
|
|
ARegion *region,
|
|
int sizex,
|
|
int sizey,
|
|
eImBufFlags imbuf_flag,
|
|
int alpha_mode,
|
|
const char *viewname,
|
|
const bool restore_rv3d_mats,
|
|
GPUOffScreen *ofs,
|
|
GPUViewport *viewport,
|
|
/* output vars */
|
|
char err_out[256])
|
|
{
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
const bool draw_sky = (alpha_mode == R_ADDSKY);
|
|
|
|
/* view state */
|
|
bool is_ortho = false;
|
|
float winmat[4][4];
|
|
|
|
/* Guess format based on output buffer. */
|
|
blender::gpu::TextureFormat desired_format =
|
|
(imbuf_flag & IB_float_data) ? blender::gpu::TextureFormat::SFLOAT_16_16_16_16 :
|
|
blender::gpu::TextureFormat::UNORM_8_8_8_8;
|
|
|
|
if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
|
|
/* If offscreen has already been created, recreate with the same format. */
|
|
desired_format = GPU_offscreen_format(ofs);
|
|
/* sizes differ, can't reuse */
|
|
ofs = nullptr;
|
|
}
|
|
|
|
blender::gpu::FrameBuffer *old_fb = GPU_framebuffer_active_get();
|
|
|
|
if (old_fb) {
|
|
GPU_framebuffer_restore();
|
|
}
|
|
|
|
const bool own_ofs = (ofs == nullptr);
|
|
DRW_gpu_context_enable();
|
|
|
|
if (own_ofs) {
|
|
/* bind */
|
|
ofs = GPU_offscreen_create(sizex,
|
|
sizey,
|
|
true,
|
|
desired_format,
|
|
GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_HOST_READ,
|
|
false,
|
|
err_out);
|
|
if (ofs == nullptr) {
|
|
DRW_gpu_context_disable();
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
GPU_offscreen_bind(ofs, true);
|
|
|
|
/* read in pixels & stamp */
|
|
ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, imbuf_flag);
|
|
|
|
/* render 3d view */
|
|
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
|
|
CameraParams params;
|
|
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
|
|
const Object *camera_eval = DEG_get_evaluated(depsgraph, camera);
|
|
|
|
BKE_camera_params_init(¶ms);
|
|
/* fallback for non camera objects */
|
|
params.clip_start = v3d->clip_start;
|
|
params.clip_end = v3d->clip_end;
|
|
BKE_camera_params_from_object(¶ms, camera_eval);
|
|
BKE_camera_multiview_params(&scene->r, ¶ms, camera_eval, viewname);
|
|
BKE_camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp);
|
|
BKE_camera_params_compute_matrix(¶ms);
|
|
|
|
is_ortho = params.is_ortho;
|
|
copy_m4_m4(winmat, params.winmat);
|
|
}
|
|
else {
|
|
rctf viewplane;
|
|
float clip_start, clipend;
|
|
|
|
is_ortho = ED_view3d_viewplane_get(
|
|
depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clip_start, &clipend, nullptr);
|
|
if (is_ortho) {
|
|
orthographic_m4(winmat,
|
|
viewplane.xmin,
|
|
viewplane.xmax,
|
|
viewplane.ymin,
|
|
viewplane.ymax,
|
|
-clipend,
|
|
clipend);
|
|
}
|
|
else {
|
|
perspective_m4(winmat,
|
|
viewplane.xmin,
|
|
viewplane.xmax,
|
|
viewplane.ymin,
|
|
viewplane.ymax,
|
|
clip_start,
|
|
clipend);
|
|
}
|
|
}
|
|
|
|
/* XXX(jbakker): `do_color_management` should be controlled by the caller. Currently when doing a
|
|
* viewport render animation and saving to an 8bit file format, color management would be applied
|
|
* twice. Once here, and once when saving the saving to disk. In this case the Save As Render
|
|
* option cannot be controlled either. But when doing an off-screen render you want to do the
|
|
* color management here.
|
|
*
|
|
* This option was added here to increase the performance for quick view-port preview renders.
|
|
* When using workbench the color differences haven't been reported as a bug. But users also use
|
|
* the viewport rendering to render Eevee scenes. In the later situation the saved colors are
|
|
* totally wrong. */
|
|
const bool do_color_management = (ibuf->float_buffer.data == nullptr);
|
|
ED_view3d_draw_offscreen(depsgraph,
|
|
scene,
|
|
drawtype,
|
|
v3d,
|
|
region,
|
|
sizex,
|
|
sizey,
|
|
nullptr,
|
|
winmat,
|
|
true,
|
|
draw_sky,
|
|
viewname,
|
|
do_color_management,
|
|
restore_rv3d_mats,
|
|
ofs,
|
|
viewport);
|
|
|
|
if (ibuf->float_buffer.data) {
|
|
GPU_offscreen_read_color(ofs, GPU_DATA_FLOAT, ibuf->float_buffer.data);
|
|
}
|
|
else if (ibuf->byte_buffer.data) {
|
|
GPU_offscreen_read_color(ofs, GPU_DATA_UBYTE, ibuf->byte_buffer.data);
|
|
}
|
|
|
|
/* unbind */
|
|
GPU_offscreen_unbind(ofs, true);
|
|
|
|
if (own_ofs) {
|
|
GPU_offscreen_free(ofs);
|
|
}
|
|
|
|
DRW_gpu_context_disable();
|
|
|
|
if (old_fb) {
|
|
GPU_framebuffer_bind(old_fb);
|
|
}
|
|
|
|
if (ibuf->float_buffer.data && ibuf->byte_buffer.data) {
|
|
IMB_byte_from_float(ibuf);
|
|
}
|
|
|
|
return ibuf;
|
|
}
|
|
|
|
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph,
|
|
Scene *scene,
|
|
View3DShading *shading_override,
|
|
eDrawType drawtype,
|
|
Object *camera,
|
|
int width,
|
|
int height,
|
|
eImBufFlags imbuf_flag,
|
|
eV3DOffscreenDrawFlag draw_flags,
|
|
int alpha_mode,
|
|
const char *viewname,
|
|
GPUOffScreen *ofs,
|
|
GPUViewport *viewport,
|
|
char err_out[256])
|
|
{
|
|
View3D v3d = blender::dna::shallow_zero_initialize();
|
|
ARegion region = {nullptr};
|
|
blender::bke::ARegionRuntime region_runtime{};
|
|
region.runtime = ®ion_runtime;
|
|
RegionView3D rv3d = {{{0}}};
|
|
|
|
/* connect data */
|
|
v3d.regionbase.first = v3d.regionbase.last = ®ion;
|
|
region.regiondata = &rv3d;
|
|
region.regiontype = RGN_TYPE_WINDOW;
|
|
|
|
v3d.camera = camera;
|
|
View3DShading *source_shading_settings = &scene->display.shading;
|
|
if (draw_flags & V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS && shading_override != nullptr) {
|
|
source_shading_settings = shading_override;
|
|
}
|
|
memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading));
|
|
|
|
if (drawtype == OB_RENDER) {
|
|
/* Don't use external engines for preview. Fall back to solid instead of Eevee as rendering
|
|
* with Eevee is potentially slow due to compiling shaders and loading textures, and the
|
|
* depsgraph may not have been updated to have all the right geometry attributes. */
|
|
if (!(BKE_scene_uses_blender_eevee(scene) || BKE_scene_uses_blender_workbench(scene))) {
|
|
drawtype = OB_SOLID;
|
|
}
|
|
}
|
|
|
|
if (drawtype == OB_MATERIAL) {
|
|
v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS;
|
|
v3d.shading.render_pass = SCE_PASS_COMBINED;
|
|
}
|
|
else if (drawtype == OB_RENDER) {
|
|
v3d.shading.flag = V3D_SHADING_SCENE_WORLD_RENDER | V3D_SHADING_SCENE_LIGHTS_RENDER;
|
|
v3d.shading.render_pass = SCE_PASS_COMBINED;
|
|
}
|
|
else if (drawtype == OB_TEXTURE) {
|
|
drawtype = OB_SOLID;
|
|
v3d.shading.light = V3D_LIGHTING_STUDIO;
|
|
v3d.shading.color_type = V3D_SHADING_TEXTURE_COLOR;
|
|
}
|
|
v3d.shading.type = drawtype;
|
|
|
|
v3d.flag2 = V3D_HIDE_OVERLAYS;
|
|
/* HACK: When rendering gpencil objects this opacity is used to mix vertex colors in when not in
|
|
* render mode (e.g. in the sequencer). */
|
|
v3d.overlay.gpencil_vertex_paint_opacity = 1.0f;
|
|
|
|
/* Also initialize wire-frame properties to the default so it renders properly in sequencer.
|
|
* Should find some way to use the viewport's current opacity and threshold,
|
|
* but this is a start. */
|
|
v3d.overlay.wireframe_opacity = 1.0f;
|
|
v3d.overlay.wireframe_threshold = 0.5f;
|
|
|
|
if (draw_flags & V3D_OFSDRAW_SHOW_ANNOTATION) {
|
|
v3d.flag2 |= V3D_SHOW_ANNOTATION;
|
|
}
|
|
if (draw_flags & V3D_OFSDRAW_SHOW_GRIDFLOOR) {
|
|
v3d.gridflag |= V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y;
|
|
}
|
|
|
|
v3d.shading.background_type = V3D_SHADING_BACKGROUND_WORLD;
|
|
|
|
rv3d.persp = RV3D_CAMOB;
|
|
|
|
copy_m4_m4(rv3d.viewinv, v3d.camera->object_to_world().ptr());
|
|
normalize_m4(rv3d.viewinv);
|
|
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
|
|
|
|
{
|
|
CameraParams params;
|
|
const Object *view_camera_eval = DEG_get_evaluated(
|
|
depsgraph, BKE_camera_multiview_render(scene, v3d.camera, viewname));
|
|
|
|
BKE_camera_params_init(¶ms);
|
|
BKE_camera_params_from_object(¶ms, view_camera_eval);
|
|
BKE_camera_multiview_params(&scene->r, ¶ms, view_camera_eval, viewname);
|
|
BKE_camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp);
|
|
BKE_camera_params_compute_matrix(¶ms);
|
|
|
|
copy_m4_m4(rv3d.winmat, params.winmat);
|
|
v3d.clip_start = params.clip_start;
|
|
v3d.clip_end = params.clip_end;
|
|
v3d.lens = params.lens;
|
|
}
|
|
|
|
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
|
|
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
|
|
|
|
return ED_view3d_draw_offscreen_imbuf(depsgraph,
|
|
scene,
|
|
eDrawType(v3d.shading.type),
|
|
&v3d,
|
|
®ion,
|
|
width,
|
|
height,
|
|
imbuf_flag,
|
|
alpha_mode,
|
|
viewname,
|
|
true,
|
|
ofs,
|
|
viewport,
|
|
err_out);
|
|
}
|
|
|
|
bool ED_view3d_draw_offscreen_check_nested()
|
|
{
|
|
return DRW_draw_in_progress();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Viewport Clipping
|
|
* \{ */
|
|
|
|
static bool view3d_clipping_test(const float co[3], const float clip[6][4])
|
|
{
|
|
if (plane_point_side_v3(clip[0], co) > 0.0f && plane_point_side_v3(clip[1], co) > 0.0f &&
|
|
plane_point_side_v3(clip[2], co) > 0.0f && plane_point_side_v3(clip[3], co) > 0.0f)
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Back-Draw for Selection
|
|
* \{ */
|
|
|
|
/**
|
|
* \note Only use in object mode.
|
|
*/
|
|
static void validate_object_select_id(Depsgraph *depsgraph,
|
|
const Scene *scene,
|
|
ViewLayer *view_layer,
|
|
ARegion *region,
|
|
View3D *v3d,
|
|
Object *obact)
|
|
{
|
|
/* TODO: Use a flag in the selection engine itself. */
|
|
if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
|
|
return;
|
|
}
|
|
Object *obact_eval = DEG_get_evaluated(depsgraph, obact);
|
|
|
|
BLI_assert(region->regiontype == RGN_TYPE_WINDOW);
|
|
UNUSED_VARS_NDEBUG(region);
|
|
|
|
if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
|
|
BKE_paint_select_face_test(obact_eval)))
|
|
{
|
|
/* do nothing */
|
|
}
|
|
/* texture paint mode sampling */
|
|
else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) &&
|
|
(v3d->shading.type > OB_WIRE))
|
|
{
|
|
/* do nothing */
|
|
}
|
|
else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) && !XRAY_ENABLED(v3d)) {
|
|
/* do nothing */
|
|
}
|
|
else {
|
|
v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
|
|
return;
|
|
}
|
|
|
|
if (obact_eval && ((obact_eval->base_flag & BASE_ENABLED_AND_MAYBE_VISIBLE_IN_VIEWPORT) != 0)) {
|
|
BKE_view_layer_synced_ensure(scene, view_layer);
|
|
Base *base = BKE_view_layer_base_find(view_layer, obact);
|
|
DRW_select_buffer_context_create(depsgraph, {base}, -1);
|
|
}
|
|
|
|
v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
|
|
}
|
|
|
|
/* Avoid calling this function multiple times in sequence to prevent frequent CPU-GPU
|
|
* synchronization (which can be very slow). */
|
|
static void view3d_gpu_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data)
|
|
{
|
|
blender::gpu::Texture *depth_tx = GPU_viewport_depth_texture(viewport);
|
|
|
|
blender::gpu::FrameBuffer *depth_read_fb = nullptr;
|
|
GPU_framebuffer_ensure_config(&depth_read_fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(depth_tx),
|
|
GPU_ATTACHMENT_NONE,
|
|
});
|
|
|
|
GPU_framebuffer_bind(depth_read_fb);
|
|
GPU_framebuffer_read_depth(depth_read_fb,
|
|
rect->xmin,
|
|
rect->ymin,
|
|
BLI_rcti_size_x(rect),
|
|
BLI_rcti_size_y(rect),
|
|
GPU_DATA_FLOAT,
|
|
data);
|
|
|
|
GPU_framebuffer_restore();
|
|
GPU_framebuffer_free(depth_read_fb);
|
|
}
|
|
|
|
void ED_view3d_select_id_validate(const ViewContext *vc)
|
|
{
|
|
validate_object_select_id(
|
|
vc->depsgraph, vc->scene, vc->view_layer, vc->region, vc->v3d, vc->obact);
|
|
}
|
|
|
|
int ED_view3d_backbuf_sample_size_clamp(ARegion *region, const float dist)
|
|
{
|
|
return int(min_ff(ceilf(dist), float(max_ii(region->winx, region->winy))));
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Z-Depth Utilities
|
|
* \{ */
|
|
|
|
void view3d_depths_rect_create(ARegion *region, rcti *rect, ViewDepths *r_d)
|
|
{
|
|
/* clamp rect by region */
|
|
rcti r{};
|
|
r.xmin = 0;
|
|
r.xmax = region->winx - 1;
|
|
r.ymin = 0;
|
|
r.ymax = region->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) {
|
|
r_d->depths = nullptr;
|
|
return;
|
|
}
|
|
|
|
r_d->x = x;
|
|
r_d->y = y;
|
|
r_d->w = w;
|
|
r_d->h = h;
|
|
|
|
r_d->depths = MEM_malloc_arrayN<float>(w * h, "View depths Subset");
|
|
|
|
{
|
|
GPUViewport *viewport = WM_draw_region_get_viewport(region);
|
|
view3d_gpu_read_Z_pixels(viewport, rect, r_d->depths);
|
|
/* Range is assumed to be this as they are never changed. */
|
|
r_d->depth_range[0] = 0.0;
|
|
r_d->depth_range[1] = 1.0;
|
|
}
|
|
}
|
|
|
|
/* NOTE: with NOUVEAU drivers the #glReadPixels() is very slow. #24339. */
|
|
static ViewDepths *view3d_depths_create(ARegion *region)
|
|
{
|
|
ViewDepths *d = MEM_callocN<ViewDepths>("ViewDepths");
|
|
|
|
GPUViewport *viewport = WM_draw_region_get_viewport(region);
|
|
blender::gpu::Texture *depth_tx = GPU_viewport_depth_texture(viewport);
|
|
d->w = GPU_texture_width(depth_tx);
|
|
d->h = GPU_texture_height(depth_tx);
|
|
d->depths = static_cast<float *>(GPU_texture_read(depth_tx, GPU_DATA_FLOAT, 0));
|
|
/* Assumed to be this as they are never changed. */
|
|
d->depth_range[0] = 0.0;
|
|
d->depth_range[1] = 1.0;
|
|
|
|
return d;
|
|
}
|
|
|
|
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_depth_override(Depsgraph *depsgraph,
|
|
ARegion *region,
|
|
View3D *v3d,
|
|
Object * /* obact */,
|
|
eV3DDepthOverrideMode mode,
|
|
bool use_overlay,
|
|
ViewDepths **r_depths)
|
|
{
|
|
if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
|
|
/* Force redraw if `r_depths` is required. */
|
|
if (!r_depths || *r_depths != nullptr) {
|
|
return;
|
|
}
|
|
}
|
|
bThemeState theme_state;
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
|
|
short flag = v3d->flag;
|
|
int flag2 = v3d->flag2;
|
|
/* Setting these temporarily is not nice */
|
|
v3d->flag &= ~V3D_SELECT_OUTLINE;
|
|
|
|
if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
|
|
use_overlay = false;
|
|
}
|
|
|
|
if (!use_overlay) {
|
|
v3d->flag2 |= V3D_HIDE_OVERLAYS;
|
|
}
|
|
|
|
/* Tools may request depth outside of regular drawing code. */
|
|
UI_Theme_Store(&theme_state);
|
|
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
|
|
|
|
ED_view3d_draw_setup_view(static_cast<wmWindowManager *>(G_MAIN->wm.first),
|
|
nullptr,
|
|
depsgraph,
|
|
scene,
|
|
region,
|
|
v3d,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr);
|
|
|
|
/* get surface depth without bias */
|
|
rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
|
|
|
|
/* Needed in cases the 3D Viewport isn't already setup. */
|
|
WM_draw_region_viewport_ensure(scene, region, SPACE_VIEW3D);
|
|
WM_draw_region_viewport_bind(region);
|
|
|
|
GPUViewport *viewport = WM_draw_region_get_viewport(region);
|
|
/* When Blender is starting, a click event can trigger a depth test while the viewport is not
|
|
* yet available. */
|
|
if (viewport != nullptr) {
|
|
switch (mode) {
|
|
case V3D_DEPTH_ALL:
|
|
DRW_draw_depth_loop(depsgraph, region, v3d, viewport, true, false, false);
|
|
break;
|
|
case V3D_DEPTH_NO_GPENCIL:
|
|
DRW_draw_depth_loop(depsgraph, region, v3d, viewport, false, false, false);
|
|
break;
|
|
case V3D_DEPTH_GPENCIL_ONLY:
|
|
DRW_draw_depth_loop(depsgraph, region, v3d, viewport, true, false, false);
|
|
break;
|
|
case V3D_DEPTH_OBJECT_ONLY:
|
|
DRW_draw_depth_loop(depsgraph, region, v3d, viewport, false, false, true);
|
|
break;
|
|
case V3D_DEPTH_SELECTED_ONLY:
|
|
DRW_draw_depth_loop(depsgraph, region, v3d, viewport, false, true, false);
|
|
break;
|
|
}
|
|
|
|
if (r_depths) {
|
|
if (*r_depths) {
|
|
ED_view3d_depths_free(*r_depths);
|
|
}
|
|
*r_depths = view3d_depths_create(region);
|
|
}
|
|
}
|
|
|
|
WM_draw_region_viewport_unbind(region);
|
|
|
|
rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
|
|
|
|
/* Restore. */
|
|
v3d->flag = flag;
|
|
v3d->flag2 = flag2;
|
|
v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
|
|
|
|
UI_Theme_Restore(&theme_state);
|
|
}
|
|
|
|
void ED_view3d_depths_free(ViewDepths *depths)
|
|
{
|
|
if (depths->depths) {
|
|
MEM_freeN(depths->depths);
|
|
}
|
|
MEM_freeN(depths);
|
|
}
|
|
|
|
bool ED_view3d_has_depth_buffer_updated(const Depsgraph *depsgraph, const View3D *v3d)
|
|
{
|
|
#ifdef REUSE_DEPTH_BUFFER
|
|
/* Check if the depth buffer was drawn by any engine and thus can be reused.
|
|
*
|
|
* The idea is good, but it is too error prone.
|
|
* Even when updated by an engine, the depth buffer can still be cleared by drawing callbacks and
|
|
* by the GPU_select API used by gizmos.
|
|
* Check #GPU_clear_depth to track when the depth buffer is cleared. */
|
|
const char *engine_name = DEG_get_evaluated_scene(depsgraph)->r.engine;
|
|
RenderEngineType *engine_type = RE_engines_find(engine_name);
|
|
|
|
bool is_viewport_wire_no_xray = v3d->shading.type < OB_SOLID && !XRAY_ENABLED(v3d);
|
|
bool is_viewport_preview_solid = v3d->shading.type == OB_SOLID;
|
|
bool is_viewport_preview_material = v3d->shading.type == OB_MATERIAL;
|
|
bool is_viewport_render_eevee = v3d->shading.type == OB_RENDER &&
|
|
(STREQ(engine_name, RE_engine_id_BLENDER_EEVEE));
|
|
bool is_viewport_render_workbench = v3d->shading.type == OB_RENDER &&
|
|
STREQ(engine_name, RE_engine_id_BLENDER_WORKBENCH);
|
|
bool is_viewport_render_external_with_overlay = v3d->shading.type == OB_RENDER &&
|
|
!(engine_type->flag & RE_INTERNAL) &&
|
|
!(v3d->flag2 & V3D_HIDE_OVERLAYS);
|
|
|
|
return is_viewport_preview_solid || is_viewport_preview_material || is_viewport_wire_no_xray ||
|
|
is_viewport_render_eevee || is_viewport_render_workbench ||
|
|
is_viewport_render_external_with_overlay;
|
|
#else
|
|
UNUSED_VARS(depsgraph, v3d);
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Custom-data Utilities
|
|
* \{ */
|
|
|
|
void ED_view3d_datamask(const Scene *scene,
|
|
ViewLayer *view_layer,
|
|
const View3D *v3d,
|
|
CustomData_MeshMasks *r_cddata_masks)
|
|
{
|
|
/* NOTE(@ideasman42): as this function runs continuously while idle
|
|
* (from #wm_event_do_depsgraph) take care to avoid expensive lookups.
|
|
* While they won't hurt performance noticeably, they will increase CPU usage while idle. */
|
|
if (ELEM(v3d->shading.type, OB_TEXTURE, OB_MATERIAL, OB_RENDER)) {
|
|
r_cddata_masks->lmask |= CD_MASK_PROP_FLOAT2 | CD_MASK_PROP_BYTE_COLOR;
|
|
r_cddata_masks->vmask |= CD_MASK_ORCO | CD_MASK_PROP_COLOR;
|
|
}
|
|
else if (v3d->shading.type == OB_SOLID) {
|
|
if (v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
|
|
r_cddata_masks->lmask |= CD_MASK_PROP_FLOAT2;
|
|
}
|
|
if (v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR) {
|
|
r_cddata_masks->lmask |= CD_MASK_PROP_BYTE_COLOR;
|
|
r_cddata_masks->vmask |= CD_MASK_ORCO | CD_MASK_PROP_COLOR;
|
|
}
|
|
}
|
|
|
|
BKE_view_layer_synced_ensure(scene, view_layer);
|
|
Object *obact = BKE_view_layer_active_object_get(view_layer);
|
|
if (obact) {
|
|
switch (obact->type) {
|
|
case OB_MESH: {
|
|
switch (obact->mode) {
|
|
case OB_MODE_EDIT: {
|
|
if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) {
|
|
r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ED_view3d_screen_datamask(const Scene *scene,
|
|
ViewLayer *view_layer,
|
|
const bScreen *screen,
|
|
CustomData_MeshMasks *r_cddata_masks)
|
|
{
|
|
CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH);
|
|
|
|
/* Check if we need UV or color data due to the view mode. */
|
|
LISTBASE_FOREACH (const ScrArea *, area, &screen->areabase) {
|
|
if (area->spacetype == SPACE_VIEW3D) {
|
|
ED_view3d_datamask(
|
|
scene, view_layer, static_cast<View3D *>(area->spacedata.first), r_cddata_masks);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Region View Matrix Backup/Restore
|
|
* \{ */
|
|
|
|
/**
|
|
* 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;
|
|
};
|
|
|
|
RV3DMatrixStore *ED_view3d_mats_rv3d_backup(RegionView3D *rv3d)
|
|
{
|
|
RV3DMatrixStore *rv3dmat = static_cast<RV3DMatrixStore *>(
|
|
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 rv3dmat;
|
|
}
|
|
|
|
void ED_view3d_mats_rv3d_restore(RegionView3D *rv3d, RV3DMatrixStore *rv3dmat_pt)
|
|
{
|
|
RV3DMatrixStore *rv3dmat = rv3dmat_pt;
|
|
copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
|
|
copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
|
|
copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
|
|
copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
|
|
copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
|
|
copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
|
|
rv3d->pixsize = rv3dmat->pixsize;
|
|
}
|
|
|
|
void ED_view3D_mats_rv3d_free(RV3DMatrixStore *rv3d_mat)
|
|
{
|
|
MEM_freeN(rv3d_mat);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name FPS Drawing
|
|
* \{ */
|
|
|
|
void ED_scene_draw_fps(const Scene *scene, int xoffset, int *yoffset)
|
|
{
|
|
*yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
|
|
|
|
SceneFPS_State state;
|
|
if (!ED_scene_fps_average_calc(scene, &state)) {
|
|
return;
|
|
}
|
|
|
|
/* 8 4-bytes chars (complex writing systems like Devanagari in UTF8 encoding) */
|
|
char printable[32];
|
|
printable[0] = '\0';
|
|
|
|
bool show_fractional = state.fps_target_is_fractional;
|
|
|
|
const int font_id = BLF_default();
|
|
|
|
/* Is this more than half a frame behind? */
|
|
if (state.fps_average + 0.5f < state.fps_target) {
|
|
/* Always show fractional when under performing. */
|
|
show_fractional = true;
|
|
float alert_rgb[4];
|
|
float alert_hsv[4];
|
|
UI_GetThemeColor4fv(TH_REDALERT, alert_rgb);
|
|
/* Brighten since we favor dark shadows to increase contrast.
|
|
* This gives similar results to the old hardcoded 225, 36, 36. */
|
|
rgb_to_hsv_v(alert_rgb, alert_hsv);
|
|
alert_hsv[2] = 1.0;
|
|
hsv_to_rgb_v(alert_hsv, alert_rgb);
|
|
BLF_color4fv(font_id, alert_rgb);
|
|
}
|
|
|
|
if (show_fractional) {
|
|
SNPRINTF_UTF8(printable, IFACE_("fps: %.2f"), state.fps_average);
|
|
}
|
|
else {
|
|
SNPRINTF_UTF8(printable, IFACE_("fps: %i"), int(state.fps_average + 0.5f));
|
|
}
|
|
|
|
BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
|
|
}
|
|
|
|
/** \} */
|
|
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/* -------------------------------------------------------------------- */
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/** \name Calculate Render Border
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* \{ */
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static bool view3d_main_region_do_render_draw(const Scene *scene)
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{
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RenderEngineType *type = RE_engines_find(scene->r.engine);
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return (type && type->view_update && type->view_draw);
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}
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bool ED_view3d_calc_render_border(
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const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *region, rcti *r_rect)
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{
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RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
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bool use_border;
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/* Test if there is a 3d view rendering. */
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if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene)) {
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return false;
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}
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/* Test if there is a border render. */
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if (rv3d->persp == RV3D_CAMOB) {
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use_border = (scene->r.mode & R_BORDER) != 0;
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}
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else {
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use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
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}
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if (!use_border) {
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return false;
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}
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/* Compute border. */
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if (rv3d->persp == RV3D_CAMOB) {
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rctf viewborder;
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ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, false, &viewborder);
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r_rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
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r_rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
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r_rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
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r_rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
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}
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else {
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r_rect->xmin = v3d->render_border.xmin * region->winx;
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r_rect->xmax = v3d->render_border.xmax * region->winx;
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r_rect->ymin = v3d->render_border.ymin * region->winy;
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r_rect->ymax = v3d->render_border.ymax * region->winy;
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}
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BLI_rcti_translate(r_rect, region->winrct.xmin, region->winrct.ymin);
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BLI_rcti_isect(®ion->winrct, r_rect, r_rect);
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return true;
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}
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|
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/** \} */
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|
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/* -------------------------------------------------------------------- */
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/** \name Viewport color picker
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* \{ */
|
|
|
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bool ViewportColorSampleSession::init(ARegion *region)
|
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{
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GPUViewport *viewport = WM_draw_region_get_viewport(region);
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if (viewport == nullptr) {
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return false;
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}
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blender::gpu::Texture *color_tex = GPU_viewport_color_texture(viewport, 0);
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if (color_tex == nullptr) {
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return false;
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}
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tex_w = GPU_texture_width(color_tex);
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tex_h = GPU_texture_height(color_tex);
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BLI_rcti_init(&valid_rect, 0, min_ii(region->winx, tex_w) - 1, 0, min_ii(region->winy, tex_h));
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|
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/* Copying pixels from textures only works when HOST_READ usage is enabled on them.
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* However, doing so can have performance impact, which we don't want for the viewport.
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* So, instead allocate a separate texture with HOST_READ here, copy to it, and then
|
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* copy that back to the host.
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* Since color picking is a fairly rare operation, the inefficiency here doesn't really
|
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* matter, and it means the viewport doesn't need HOST_READ. */
|
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tex = GPU_texture_create_2d("copy_tex",
|
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tex_w,
|
|
tex_h,
|
|
1,
|
|
blender::gpu::TextureFormat::SFLOAT_16_16_16_16,
|
|
GPU_TEXTURE_USAGE_HOST_READ,
|
|
nullptr);
|
|
if (tex == nullptr) {
|
|
return false;
|
|
}
|
|
|
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GPU_texture_copy(tex, color_tex);
|
|
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
|
|
data = static_cast<blender::ushort4 *>(GPU_texture_read(tex, GPU_DATA_HALF_FLOAT, 0));
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ViewportColorSampleSession::sample(const int mval[2], float r_col[3])
|
|
{
|
|
if (tex == nullptr || data == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
if (!BLI_rcti_isect_pt_v(&valid_rect, mval)) {
|
|
return false;
|
|
}
|
|
|
|
blender::ushort4 pixel = data[mval[1] * tex_w + mval[0]];
|
|
|
|
if (blender::math::half_to_float(pixel.w) < 0.5f) {
|
|
/* Background etc. are not rendered to the viewport texture, so fall back to basic color
|
|
* picking for those. */
|
|
return false;
|
|
}
|
|
|
|
r_col[0] = blender::math::half_to_float(pixel.x);
|
|
r_col[1] = blender::math::half_to_float(pixel.y);
|
|
r_col[2] = blender::math::half_to_float(pixel.z);
|
|
|
|
return true;
|
|
}
|
|
|
|
ViewportColorSampleSession::~ViewportColorSampleSession()
|
|
{
|
|
if (data != nullptr) {
|
|
MEM_freeN(data);
|
|
}
|
|
if (tex != nullptr) {
|
|
GPU_texture_free(tex);
|
|
}
|
|
}
|
|
|
|
/** \} */
|