Files
test/source/blender/draw/engines/overlay/overlay_background.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

117 lines
3.7 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "UI_resources.hh"
#include "draw_manager_text.h"
#include "overlay_private.hh"
void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
const RegionView3D *rv3d = draw_ctx->rv3d;
const BoundBox *bb = rv3d ? rv3d->clipbb : nullptr;
const View3D *v3d = draw_ctx->v3d;
bool draw_clipping_bounds = (pd->clipping_state != 0);
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_BACKGROUND;
float color_override[4] = {0.0f, 0.0f, 0.0f, 0.0f};
int background_type;
if (DRW_state_is_viewport_image_render() && !DRW_state_draw_background()) {
background_type = BG_SOLID;
color_override[3] = 1.0f;
}
else if (pd->space_type == SPACE_IMAGE) {
background_type = BG_SOLID_CHECKER;
}
else if (pd->space_type == SPACE_NODE) {
background_type = BG_MASK;
state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_MUL;
}
else if (!DRW_state_draw_background()) {
background_type = BG_CHECKER;
}
else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD && scene->world) {
background_type = BG_SOLID;
/* TODO(fclem): this is a scene referred linear color. we should convert
* it to display linear here. */
copy_v3_v3(color_override, &scene->world->horr);
color_override[3] = 1.0f;
}
else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT &&
v3d->shading.type <= OB_SOLID)
{
background_type = BG_SOLID;
copy_v3_v3(color_override, v3d->shading.background_color);
color_override[3] = 1.0f;
}
else {
switch (UI_GetThemeValue(TH_BACKGROUND_TYPE)) {
case TH_BACKGROUND_GRADIENT_LINEAR:
background_type = BG_GRADIENT;
break;
case TH_BACKGROUND_GRADIENT_RADIAL:
background_type = BG_RADIAL;
break;
default:
case TH_BACKGROUND_SINGLE_COLOR:
background_type = BG_SOLID;
break;
}
}
DRW_PASS_CREATE(psl->background_ps, state);
GPUShader *sh = OVERLAY_shader_background();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->background_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &dtxl->color);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_vec4_copy(grp, "colorOverride", color_override);
DRW_shgroup_uniform_int_copy(grp, "bgType", background_type);
DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
}
if (draw_clipping_bounds) {
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_CULL_BACK;
DRW_PASS_CREATE(psl->clipping_frustum_ps, state);
GPUShader *sh = OVERLAY_shader_clipbound();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->clipping_frustum_ps);
DRW_shgroup_uniform_vec4_copy(grp, "ucolor", G_draw.block.color_clipping_border);
DRW_shgroup_uniform_vec3(grp, "boundbox", &bb->vec[0][0], 8);
GPUBatch *cube = DRW_cache_cube_get();
DRW_shgroup_call(grp, cube, nullptr);
}
else {
psl->clipping_frustum_ps = nullptr;
}
}
void OVERLAY_background_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
if (DRW_state_is_fbo()) {
if (psl->clipping_frustum_ps) {
DRW_draw_pass(psl->clipping_frustum_ps);
}
DRW_draw_pass(psl->background_ps);
}
}