Files
test2/source/blender/windowmanager/intern/wm_stereo.cc
Brecht Van Lommel 920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00

409 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2015 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup wm
*/
#include <cstdlib>
#include <cstring>
#include "RNA_access.hh"
#include "RNA_prototypes.hh"
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BKE_context.hh"
#include "BKE_global.hh"
#include "BKE_report.hh"
#include "BLT_translation.hh"
#include "GHOST_C-api.h"
#include "ED_screen.hh"
#include "GPU_capabilities.hh"
#include "GPU_immediate.hh"
#include "GPU_viewport.hh"
#include "WM_api.hh"
#include "WM_types.hh"
#include "wm.hh"
#include "wm_window.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
void wm_stereo3d_draw_sidebyside(wmWindow *win, int view)
{
bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0;
GPUVertFormat *format = immVertexFormat();
uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE);
const blender::int2 win_size = WM_window_native_pixel_size(win);
int soffx = win_size[0] / 2;
if (view == STEREO_LEFT_ID) {
if (!cross_eyed) {
soffx = 0;
}
}
else { /* #RIGHT_LEFT_ID. */
if (cross_eyed) {
soffx = 0;
}
}
/* `wmOrtho` for the screen has this same offset. */
const float halfx = GLA_PIXEL_OFS / win_size[0];
const float halfy = GLA_PIXEL_OFS / win_size[1];
/* Texture is already bound to GL_TEXTURE0 unit. */
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr2f(texcoord, halfx, halfy);
immVertex2f(pos, soffx, 0.0f);
immAttr2f(texcoord, 1.0f + halfx, halfy);
immVertex2f(pos, soffx + (win_size[0] * 0.5f), 0.0f);
immAttr2f(texcoord, 1.0f + halfx, 1.0f + halfy);
immVertex2f(pos, soffx + (win_size[0] * 0.5f), win_size[1]);
immAttr2f(texcoord, halfx, 1.0f + halfy);
immVertex2f(pos, soffx, win_size[1]);
immEnd();
immUnbindProgram();
}
void wm_stereo3d_draw_topbottom(wmWindow *win, int view)
{
GPUVertFormat *format = immVertexFormat();
uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE);
const blender::int2 win_size = WM_window_native_pixel_size(win);
int soffy;
if (view == STEREO_LEFT_ID) {
soffy = win_size[1] * 0.5f;
}
else { /* #STEREO_RIGHT_ID. */
soffy = 0;
}
/* `wmOrtho` for the screen has this same offset. */
const float halfx = GLA_PIXEL_OFS / win_size[0];
const float halfy = GLA_PIXEL_OFS / win_size[1];
/* Texture is already bound to GL_TEXTURE0 unit. */
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr2f(texcoord, halfx, halfy);
immVertex2f(pos, 0.0f, soffy);
immAttr2f(texcoord, 1.0f + halfx, halfy);
immVertex2f(pos, win_size[0], soffy);
immAttr2f(texcoord, 1.0f + halfx, 1.0f + halfy);
immVertex2f(pos, win_size[0], soffy + (win_size[1] * 0.5f));
immAttr2f(texcoord, halfx, 1.0f + halfy);
immVertex2f(pos, 0.0f, soffy + (win_size[1] * 0.5f));
immEnd();
immUnbindProgram();
}
static bool wm_stereo3d_is_fullscreen_required(eStereoDisplayMode stereo_display)
{
return ELEM(stereo_display, S3D_DISPLAY_SIDEBYSIDE, S3D_DISPLAY_TOPBOTTOM);
}
bool WM_stereo3d_enabled(wmWindow *win, bool skip_stereo3d_check)
{
const bScreen *screen = WM_window_get_active_screen(win);
const Scene *scene = WM_window_get_active_scene(win);
/* Some 3d methods change the window arrangement, thus they shouldn't
* toggle on/off just because there is no 3d elements being drawn. */
if (wm_stereo3d_is_fullscreen_required(eStereoDisplayMode(win->stereo3d_format->display_mode))) {
return GHOST_GetWindowState(static_cast<GHOST_WindowHandle>(win->ghostwin)) ==
GHOST_kWindowStateFullScreen;
}
if ((skip_stereo3d_check == false) && (ED_screen_stereo3d_required(screen, scene) == false)) {
return false;
}
/* Some 3d methods change the window arrangement, thus they shouldn't
* toggle on/off just because there is no 3d elements being drawn. */
if (wm_stereo3d_is_fullscreen_required(eStereoDisplayMode(win->stereo3d_format->display_mode))) {
return GHOST_GetWindowState(static_cast<GHOST_WindowHandle>(win->ghostwin)) ==
GHOST_kWindowStateFullScreen;
}
return true;
}
void wm_stereo3d_mouse_offset_apply(wmWindow *win, int r_mouse_xy[2])
{
if (!WM_stereo3d_enabled(win, false)) {
return;
}
if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) {
const int half_x = WM_window_native_pixel_x(win) / 2;
/* Right half of the screen. */
if (r_mouse_xy[0] > half_x) {
r_mouse_xy[0] -= half_x;
}
r_mouse_xy[0] *= 2;
}
else if (win->stereo3d_format->display_mode == S3D_DISPLAY_TOPBOTTOM) {
const int half_y = WM_window_native_pixel_y(win) / 2;
/* Upper half of the screen. */
if (r_mouse_xy[1] > half_y) {
r_mouse_xy[1] -= half_y;
}
r_mouse_xy[1] *= 2;
}
}
/************************** Stereo 3D operator **********************************/
struct Stereo3dData {
Stereo3dFormat stereo3d_format;
};
static bool wm_stereo3d_set_properties(bContext * /*C*/, wmOperator *op)
{
Stereo3dData *s3dd = static_cast<Stereo3dData *>(op->customdata);
Stereo3dFormat *s3d = &s3dd->stereo3d_format;
PropertyRNA *prop;
bool is_set = false;
prop = RNA_struct_find_property(op->ptr, "display_mode");
if (RNA_property_is_set(op->ptr, prop)) {
s3d->display_mode = RNA_property_enum_get(op->ptr, prop);
is_set = true;
}
prop = RNA_struct_find_property(op->ptr, "anaglyph_type");
if (RNA_property_is_set(op->ptr, prop)) {
s3d->anaglyph_type = RNA_property_enum_get(op->ptr, prop);
is_set = true;
}
prop = RNA_struct_find_property(op->ptr, "interlace_type");
if (RNA_property_is_set(op->ptr, prop)) {
s3d->interlace_type = RNA_property_enum_get(op->ptr, prop);
is_set = true;
}
prop = RNA_struct_find_property(op->ptr, "use_interlace_swap");
if (RNA_property_is_set(op->ptr, prop)) {
if (RNA_property_boolean_get(op->ptr, prop)) {
s3d->flag |= S3D_INTERLACE_SWAP;
}
else {
s3d->flag &= ~S3D_INTERLACE_SWAP;
}
is_set = true;
}
prop = RNA_struct_find_property(op->ptr, "use_sidebyside_crosseyed");
if (RNA_property_is_set(op->ptr, prop)) {
if (RNA_property_boolean_get(op->ptr, prop)) {
s3d->flag |= S3D_SIDEBYSIDE_CROSSEYED;
}
else {
s3d->flag &= ~S3D_SIDEBYSIDE_CROSSEYED;
}
is_set = true;
}
return is_set;
}
static void wm_stereo3d_set_init(bContext *C, wmOperator *op)
{
wmWindow *win = CTX_wm_window(C);
Stereo3dData *s3dd = static_cast<Stereo3dData *>(MEM_callocN(sizeof(Stereo3dData), __func__));
op->customdata = s3dd;
/* Store the original win stereo 3d settings in case of cancel. */
s3dd->stereo3d_format = *win->stereo3d_format;
}
int wm_stereo3d_set_exec(bContext *C, wmOperator *op)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win_src = CTX_wm_window(C);
wmWindow *win_dst = nullptr;
const bool is_fullscreen = WM_window_is_fullscreen(win_src);
char prev_display_mode = win_src->stereo3d_format->display_mode;
bool ok = true;
if (G.background) {
return OPERATOR_CANCELLED;
}
if (op->customdata == nullptr) {
/* No invoke means we need to set the operator properties here. */
wm_stereo3d_set_init(C, op);
wm_stereo3d_set_properties(C, op);
}
Stereo3dData *s3dd = static_cast<Stereo3dData *>(op->customdata);
*win_src->stereo3d_format = s3dd->stereo3d_format;
if (prev_display_mode == S3D_DISPLAY_PAGEFLIP &&
prev_display_mode != win_src->stereo3d_format->display_mode)
{
/* In case the hardware supports page-flip but not the display. */
if ((win_dst = wm_window_copy_test(C, win_src, false, false))) {
/* Pass. */
}
else {
BKE_report(
op->reports,
RPT_ERROR,
"Failed to create a window without quad-buffer support, you may experience flickering");
ok = false;
}
}
else if (win_src->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) {
const bScreen *screen = WM_window_get_active_screen(win_src);
/* #ED_workspace_layout_duplicate() can't handle other cases yet #44688 */
if (screen->state != SCREENNORMAL) {
BKE_report(
op->reports, RPT_ERROR, "Failed to switch to Time Sequential mode when in fullscreen");
ok = false;
}
/* Page-flip requires a new window to be created with the proper OS flags. */
else if ((win_dst = wm_window_copy_test(C, win_src, false, false))) {
if (GPU_stereo_quadbuffer_support()) {
BKE_report(op->reports, RPT_INFO, "Quad-buffer window successfully created");
}
else {
wm_window_close(C, wm, win_dst);
win_dst = nullptr;
BKE_report(op->reports, RPT_ERROR, "Quad-buffer not supported by the system");
ok = false;
}
}
else {
BKE_report(op->reports,
RPT_ERROR,
"Failed to create a window compatible with the time sequential display method");
ok = false;
}
}
if (wm_stereo3d_is_fullscreen_required(eStereoDisplayMode(s3dd->stereo3d_format.display_mode))) {
if (!is_fullscreen) {
BKE_report(op->reports, RPT_INFO, "Stereo 3D Mode requires the window to be fullscreen");
}
}
MEM_freeN(op->customdata);
if (ok) {
if (win_dst) {
wm_window_close(C, wm, win_src);
}
WM_event_add_notifier(C, NC_WINDOW, nullptr);
return OPERATOR_FINISHED;
}
/* Without this, the popup won't be freed properly, see #44688. */
CTX_wm_window_set(C, win_src);
win_src->stereo3d_format->display_mode = prev_display_mode;
return OPERATOR_CANCELLED;
}
int wm_stereo3d_set_invoke(bContext *C, wmOperator *op, const wmEvent * /*event*/)
{
wm_stereo3d_set_init(C, op);
if (wm_stereo3d_set_properties(C, op)) {
return wm_stereo3d_set_exec(C, op);
}
return WM_operator_props_dialog_popup(C, op, 300, IFACE_("Set Stereo 3D"), IFACE_("Set"));
}
void wm_stereo3d_set_draw(bContext * /*C*/, wmOperator *op)
{
Stereo3dData *s3dd = static_cast<Stereo3dData *>(op->customdata);
uiLayout *layout = op->layout;
uiLayout *col;
PointerRNA stereo3d_format_ptr = RNA_pointer_create(
nullptr, &RNA_Stereo3dDisplay, &s3dd->stereo3d_format);
uiLayoutSetPropSep(layout, true);
uiLayoutSetPropDecorate(layout, false);
col = uiLayoutColumn(layout, false);
uiItemR(col, &stereo3d_format_ptr, "display_mode", UI_ITEM_NONE, std::nullopt, ICON_NONE);
switch (s3dd->stereo3d_format.display_mode) {
case S3D_DISPLAY_ANAGLYPH: {
uiItemR(col, &stereo3d_format_ptr, "anaglyph_type", UI_ITEM_NONE, std::nullopt, ICON_NONE);
break;
}
case S3D_DISPLAY_INTERLACE: {
uiItemR(col, &stereo3d_format_ptr, "interlace_type", UI_ITEM_NONE, std::nullopt, ICON_NONE);
uiItemR(
col, &stereo3d_format_ptr, "use_interlace_swap", UI_ITEM_NONE, std::nullopt, ICON_NONE);
break;
}
case S3D_DISPLAY_SIDEBYSIDE: {
uiItemR(col,
&stereo3d_format_ptr,
"use_sidebyside_crosseyed",
UI_ITEM_NONE,
std::nullopt,
ICON_NONE);
/* Fall-through. */
}
case S3D_DISPLAY_PAGEFLIP:
case S3D_DISPLAY_TOPBOTTOM:
default: {
break;
}
}
}
bool wm_stereo3d_set_check(bContext * /*C*/, wmOperator * /*op*/)
{
/* The check function guarantees that the menu is updated to show the
* sub-options when an enum change (e.g., it shows the anaglyph options
* when anaglyph is on, and the interlace options when this is on. */
return true;
}
void wm_stereo3d_set_cancel(bContext * /*C*/, wmOperator *op)
{
MEM_freeN(op->customdata);
op->customdata = nullptr;
}