3D View: Do not recalculate the depth buffer for 'Auto Depth'
This is a solution to avoid redrawing the depth buffer for each Zoom
with `Auto Depth`.
The solution is to move the `ED_view3d_depth_override` function out of
`ED_view3d_autodist`.
`ED_view3d_depth_override` is now only called for navigation operations
if it does not meet the following condition:
```
bool has_depth_buffer = !(v3d->flag2 & V3D_HIDE_OVERLAYS) ||
ELEM(v3d->shading.type, OB_SOLID, OB_MATERIAL) ||
XRAY_FLAG_ENABLED(v3d) ||
v3d->shading.type == OB_RENDER &&
(strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
RE_engine_id_BLENDER_EEVEE) == 0 ||
strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
RE_engine_id_BLENDER_WORKBENCH) == 0);
```
This commit is contained in:
@@ -849,18 +849,15 @@ void ED_view3d_autodist_last_clear(wmWindow *win);
|
||||
|
||||
/**
|
||||
* Get the world-space 3d location from a screen-space 2d point.
|
||||
* TODO: Implement #alphaoverride. We don't want to zoom into billboards.
|
||||
*
|
||||
* \param mval: Input screen-space pixel location.
|
||||
* \param mouse_worldloc: Output world-space location.
|
||||
* \param fallback_depth_pt: Use this points depth when no depth can be found.
|
||||
*/
|
||||
bool ED_view3d_autodist(Depsgraph *depsgraph,
|
||||
ARegion *region,
|
||||
bool ED_view3d_autodist(ARegion *region,
|
||||
View3D *v3d,
|
||||
const int mval[2],
|
||||
float mouse_worldloc[3],
|
||||
bool alphaoverride,
|
||||
const float fallback_depth_pt[3]);
|
||||
|
||||
/**
|
||||
|
||||
@@ -177,7 +177,9 @@ static void depthdropper_depth_sample_pt(bContext *C,
|
||||
|
||||
view3d_operator_needs_opengl(C);
|
||||
|
||||
if (ED_view3d_autodist(depsgraph, region, v3d, mval, co, true, nullptr)) {
|
||||
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
|
||||
|
||||
if (ED_view3d_autodist(region, v3d, mval, co, nullptr)) {
|
||||
const float mval_center_fl[2] = {float(region->winx) / 2, float(region->winy) / 2};
|
||||
float co_align[3];
|
||||
|
||||
|
||||
@@ -5831,7 +5831,10 @@ void paint_proj_stroke(const bContext *C,
|
||||
|
||||
view3d_operator_needs_opengl(C);
|
||||
|
||||
if (!ED_view3d_autodist(depsgraph, region, v3d, mval_i, cursor, false, nullptr)) {
|
||||
/* Get Z Depths, needed for perspective, nice for ortho */
|
||||
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
|
||||
|
||||
if (!ED_view3d_autodist(region, v3d, mval_i, cursor, nullptr)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -854,7 +854,10 @@ void ED_view3d_cursor3d_position(bContext *C,
|
||||
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
|
||||
|
||||
view3d_operator_needs_opengl(C);
|
||||
if (ED_view3d_autodist(depsgraph, region, v3d, mval, cursor_co, true, nullptr)) {
|
||||
|
||||
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
|
||||
|
||||
if (ED_view3d_autodist(region, v3d, mval, cursor_co, nullptr)) {
|
||||
depth_used = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,6 +31,8 @@
|
||||
|
||||
#include "DEG_depsgraph_query.hh"
|
||||
|
||||
#include "DRW_engine.h"
|
||||
|
||||
#include "ED_mesh.hh"
|
||||
#include "ED_particle.hh"
|
||||
#include "ED_screen.hh"
|
||||
@@ -218,11 +220,25 @@ static eViewOpsFlag navigate_pivot_get(bContext *C,
|
||||
ED_view3d_autodist_last_get(win, r_pivot);
|
||||
}
|
||||
else {
|
||||
/* TODO: Implement 'Alpha Override'. We don't want to zoom into billboards. */
|
||||
|
||||
float fallback_depth_pt[3];
|
||||
negate_v3_v3(fallback_depth_pt, static_cast<RegionView3D *>(region->regiondata)->ofs);
|
||||
|
||||
const bool is_set = ED_view3d_autodist(
|
||||
depsgraph, region, v3d, event->mval, r_pivot, true, fallback_depth_pt);
|
||||
bool has_depth_buffer = !(v3d->flag2 & V3D_HIDE_OVERLAYS) ||
|
||||
ELEM(v3d->shading.type, OB_SOLID, OB_MATERIAL) ||
|
||||
XRAY_FLAG_ENABLED(v3d) ||
|
||||
v3d->shading.type == OB_RENDER &&
|
||||
(strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
|
||||
RE_engine_id_BLENDER_EEVEE) == 0 ||
|
||||
strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
|
||||
RE_engine_id_BLENDER_WORKBENCH) == 0);
|
||||
|
||||
if (!has_depth_buffer) {
|
||||
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
|
||||
}
|
||||
|
||||
const bool is_set = ED_view3d_autodist(region, v3d, event->mval, r_pivot, fallback_depth_pt);
|
||||
|
||||
ED_view3d_autodist_last_set(win, event, r_pivot, is_set);
|
||||
}
|
||||
|
||||
@@ -64,7 +64,10 @@ static int viewcenter_pick_invoke(bContext *C, wmOperator *op, const wmEvent *ev
|
||||
|
||||
view3d_operator_needs_opengl(C);
|
||||
|
||||
if (ED_view3d_autodist(depsgraph, region, v3d, event->mval, new_ofs, false, nullptr)) {
|
||||
/* Get Z Depths, needed for perspective, nice for ortho */
|
||||
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
|
||||
|
||||
if (ED_view3d_autodist(region, v3d, event->mval, new_ofs, nullptr)) {
|
||||
/* pass */
|
||||
}
|
||||
else {
|
||||
|
||||
@@ -1106,21 +1106,16 @@ static float view_autodist_depth_margin(ARegion *region, const int mval[2], int
|
||||
return depth_close;
|
||||
}
|
||||
|
||||
bool ED_view3d_autodist(Depsgraph *depsgraph,
|
||||
ARegion *region,
|
||||
bool ED_view3d_autodist(ARegion *region,
|
||||
View3D *v3d,
|
||||
const int mval[2],
|
||||
float mouse_worldloc[3],
|
||||
const bool /*alphaoverride*/,
|
||||
const float fallback_depth_pt[3])
|
||||
{
|
||||
float depth_close;
|
||||
int margin_arr[] = {0, 2, 4};
|
||||
bool depth_ok = false;
|
||||
|
||||
/* Get Z Depths, needed for perspective, nice for ortho */
|
||||
ED_view3d_depth_override(depsgraph, region, v3d, nullptr, V3D_DEPTH_NO_GPENCIL, nullptr);
|
||||
|
||||
/* Attempt with low margin's first */
|
||||
int i = 0;
|
||||
do {
|
||||
|
||||
Reference in New Issue
Block a user