Files
test2/source/blender/editors/space_view3d/view3d_draw.c
Jeroen Bakker 97e646b54a Documented color management issue.
When using the viewport render animation and saving to an 8 bit
image/movie file, the color management is applied twice. Once on the GPU
and once when saving to disk. Removing this option currently leads to
incorrect Scene strip rendering so needs more research.
2021-01-27 16:07:17 +01:00

2569 lines
77 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup spview3d
*/
#include <math.h>
#include "BLI_jitter_2d.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BKE_armature.h"
#include "BKE_camera.h"
#include "BKE_collection.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_studiolight.h"
#include "BKE_unit.h"
#include "BLF_api.h"
#include "BLT_translation.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DRW_engine.h"
#include "DRW_select_buffer.h"
#include "ED_gpencil.h"
#include "ED_info.h"
#include "ED_keyframing.h"
#include "ED_screen.h"
#include "ED_screen_types.h"
#include "ED_transform.h"
#include "ED_view3d_offscreen.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_material.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_viewport.h"
#include "MEM_guardedalloc.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "view3d_intern.h" /* own include */
#define M_GOLDEN_RATIO_CONJUGATE 0.618033988749895f
#define VIEW3D_OVERLAY_LINEHEIGHT (0.9f * U.widget_unit)
/* -------------------------------------------------------------------- */
/** \name General Functions
* \{ */
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
void ED_view3d_update_viewmat(Depsgraph *depsgraph,
const Scene *scene,
View3D *v3d,
ARegion *region,
const float viewmat[4][4],
const float winmat[4][4],
const rcti *rect,
bool offscreen)
{
RegionView3D *rv3d = region->regiondata;
/* setup window matrices */
if (winmat) {
copy_m4_m4(rv3d->winmat, winmat);
}
else {
view3d_winmatrix_set(depsgraph, region, v3d, rect);
}
/* setup view matrix */
if (viewmat) {
copy_m4_m4(rv3d->viewmat, viewmat);
}
else {
float rect_scale[2];
if (rect) {
rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)region->winx;
rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)region->winy;
}
/* note: calls BKE_object_where_is_calc for camera... */
view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
}
/* update utility matrices */
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
/* calculate GLSL view dependent values */
/* store window coordinates scaling/offset */
if (!offscreen && rv3d->persp == RV3D_CAMOB && v3d->camera) {
rctf cameraborder;
ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &cameraborder, false);
rv3d->viewcamtexcofac[0] = (float)region->winx / BLI_rctf_size_x(&cameraborder);
rv3d->viewcamtexcofac[1] = (float)region->winy / BLI_rctf_size_y(&cameraborder);
rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)region->winx;
rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)region->winy;
}
else {
rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
}
/* calculate pixelsize factor once, is used for lights and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
* because of float point precision problems at large values T23908. */
float v1[3], v2[3];
float len_px, len_sc;
v1[0] = rv3d->persmat[0][0];
v1[1] = rv3d->persmat[1][0];
v1[2] = rv3d->persmat[2][0];
v2[0] = rv3d->persmat[0][1];
v2[1] = rv3d->persmat[1][1];
v2[2] = rv3d->persmat[2][1];
len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
if (rect) {
len_sc = (float)max_ii(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect));
}
else {
len_sc = (float)MAX2(region->winx, region->winy);
}
rv3d->pixsize = len_px / len_sc;
}
}
static void view3d_main_region_setup_view(Depsgraph *depsgraph,
Scene *scene,
View3D *v3d,
ARegion *region,
const float viewmat[4][4],
const float winmat[4][4],
const rcti *rect)
{
RegionView3D *rv3d = region->regiondata;
ED_view3d_update_viewmat(depsgraph, scene, v3d, region, viewmat, winmat, rect, false);
/* set for opengl */
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
static void view3d_main_region_setup_offscreen(Depsgraph *depsgraph,
const Scene *scene,
View3D *v3d,
ARegion *region,
const float viewmat[4][4],
const float winmat[4][4])
{
RegionView3D *rv3d = region->regiondata;
ED_view3d_update_viewmat(depsgraph, scene, v3d, region, viewmat, winmat, NULL, true);
/* set for opengl */
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
static bool view3d_stereo3d_active(wmWindow *win,
const Scene *scene,
View3D *v3d,
RegionView3D *rv3d)
{
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
return false;
}
if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
return false;
}
switch (v3d->stereo3d_camera) {
case STEREO_MONO_ID:
return false;
break;
case STEREO_3D_ID:
/* win will be NULL when calling this from the selection or draw loop. */
if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
return false;
}
if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
!BKE_scene_multiview_is_stereo3d(&scene->r)) {
return false;
}
break;
/* We always need the stereo calculation for left and right cameras. */
case STEREO_LEFT_ID:
case STEREO_RIGHT_ID:
default:
break;
}
return true;
}
/* setup the view and win matrices for the multiview cameras
*
* unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
* we have no winmatrix (i.e., projection matrix) defined at that time.
* Since the camera and the camera shift are needed for the winmat calculation
* we do a small hack to replace it temporarily so we don't need to change the
* view3d)main_region_setup_view() code to account for that.
*/
static void view3d_stereo3d_setup(
Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *region, const rcti *rect)
{
bool is_left;
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
const char *viewname;
/* show only left or right camera */
if (v3d->stereo3d_camera != STEREO_3D_ID) {
v3d->multiview_eye = v3d->stereo3d_camera;
}
is_left = v3d->multiview_eye == STEREO_LEFT_ID;
viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
Camera *data, *data_eval;
float viewmat[4][4];
float shiftx;
data = (Camera *)v3d->camera->data;
data_eval = (Camera *)DEG_get_evaluated_id(depsgraph, &data->id);
shiftx = data_eval->shiftx;
BLI_thread_lock(LOCK_VIEW3D);
data_eval->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, NULL, rect);
data_eval->shiftx = shiftx;
BLI_thread_unlock(LOCK_VIEW3D);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *view_ob = v3d->camera;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BLI_thread_lock(LOCK_VIEW3D);
v3d->camera = camera;
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, NULL, rect);
v3d->camera = view_ob;
BLI_thread_unlock(LOCK_VIEW3D);
}
}
#ifdef WITH_XR_OPENXR
static void view3d_xr_mirror_setup(const wmWindowManager *wm,
Depsgraph *depsgraph,
Scene *scene,
View3D *v3d,
ARegion *region,
const rcti *rect)
{
RegionView3D *rv3d = region->regiondata;
float viewmat[4][4];
const float lens_old = v3d->lens;
if (!WM_xr_session_state_viewer_pose_matrix_info_get(&wm->xr, viewmat, &v3d->lens)) {
/* Can't get info from XR session, use fallback values. */
copy_m4_m4(viewmat, rv3d->viewmat);
v3d->lens = lens_old;
}
view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, NULL, rect);
/* Reset overridden View3D data */
v3d->lens = lens_old;
}
#endif /* WITH_XR_OPENXR */
/**
* Set the correct matrices
*/
void ED_view3d_draw_setup_view(const wmWindowManager *wm,
wmWindow *win,
Depsgraph *depsgraph,
Scene *scene,
ARegion *region,
View3D *v3d,
const float viewmat[4][4],
const float winmat[4][4],
const rcti *rect)
{
RegionView3D *rv3d = region->regiondata;
#ifdef WITH_XR_OPENXR
/* Setup the view matrix. */
if (ED_view3d_is_region_xr_mirror_active(wm, v3d, region)) {
view3d_xr_mirror_setup(wm, depsgraph, scene, v3d, region, rect);
}
else
#endif
if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
view3d_stereo3d_setup(depsgraph, scene, v3d, region, rect);
}
else {
view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, winmat, rect);
}
#ifndef WITH_XR_OPENXR
UNUSED_VARS(wm);
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw View Border
* \{ */
static void view3d_camera_border(const Scene *scene,
struct Depsgraph *depsgraph,
const ARegion *region,
const View3D *v3d,
const RegionView3D *rv3d,
rctf *r_viewborder,
const bool no_shift,
const bool no_zoom)
{
CameraParams params;
rctf rect_view, rect_camera;
Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
/* get viewport viewplane */
BKE_camera_params_init(&params);
BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
if (no_zoom) {
params.zoom = 1.0f;
}
BKE_camera_params_compute_viewplane(&params, region->winx, region->winy, 1.0f, 1.0f);
rect_view = params.viewplane;
/* get camera viewplane */
BKE_camera_params_init(&params);
/* fallback for non camera objects */
params.clip_start = v3d->clip_start;
params.clip_end = v3d->clip_end;
BKE_camera_params_from_object(&params, camera_eval);
if (no_shift) {
params.shiftx = 0.0f;
params.shifty = 0.0f;
}
BKE_camera_params_compute_viewplane(
&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
rect_camera = params.viewplane;
/* get camera border within viewport */
r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
region->winx;
r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
region->winx;
r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
region->winy;
r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
region->winy;
}
void ED_view3d_calc_camera_border_size(const Scene *scene,
Depsgraph *depsgraph,
const ARegion *region,
const View3D *v3d,
const RegionView3D *rv3d,
float r_size[2])
{
rctf viewborder;
view3d_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, true, true);
r_size[0] = BLI_rctf_size_x(&viewborder);
r_size[1] = BLI_rctf_size_y(&viewborder);
}
void ED_view3d_calc_camera_border(const Scene *scene,
Depsgraph *depsgraph,
const ARegion *region,
const View3D *v3d,
const RegionView3D *rv3d,
rctf *r_viewborder,
const bool no_shift)
{
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') {
SWAP(float, 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') {
SWAP(float, 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 = NULL;
RegionView3D *rv3d = region->regiondata;
if (v3d->camera == NULL) {
return;
}
if (v3d->camera->type == OB_CAMERA) {
ca = v3d->camera->data;
}
ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, false);
/* 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", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* First, solid lines. */
{
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
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;
}
immUniformColor4f(0.0f, 0.0f, 0.0f, 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) {
return;
}
/* And now, the dashed lines! */
immBindBuiltinProgram(GPU_SHADER_2D_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("dash_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) {
GPU_blend(GPU_BLEND_ALPHA);
immUniformThemeColorAlpha(TH_VIEW_OVERLAY, 0.75f);
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) {
UI_draw_safe_areas(
shdr_pos, x1, x2, y1, y2, scene->safe_areas.title, scene->safe_areas.action);
if (ca->flag & CAM_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(shdr_pos,
x1,
x2,
y1,
y2,
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 */
immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);
/* 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 dor 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", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_line_width(1.0f);
immBindBuiltinProgram(GPU_SHADER_2D_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("dash_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();
}
void ED_view3d_draw_depth(Depsgraph *depsgraph, ARegion *region, View3D *v3d, bool alphaoverride)
{
struct bThemeState theme_state;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RegionView3D *rv3d = region->regiondata;
short flag = v3d->flag;
float glalphaclip = U.glalphaclip;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
v3d->flag &= ~V3D_SELECT_OUTLINE;
/* not that nice but means we wont zoom into billboards */
U.glalphaclip = alphaoverride ? 0.5f : glalphaclip;
/* 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(
G_MAIN->wm.first, NULL, depsgraph, scene, region, v3d, NULL, NULL, NULL);
/* 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(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 != NULL) {
DRW_draw_depth_loop(depsgraph, region, v3d, viewport, false);
}
WM_draw_region_viewport_unbind(region);
rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
U.glalphaclip = glalphaclip;
v3d->flag = flag;
UI_Theme_Restore(&theme_state);
}
/* ******************** other elements ***************** */
/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
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 = 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, View3D *v3d, const char **r_grid_unit)
{
return v3d->grid * ED_scene_grid_scale(scene, r_grid_unit);
}
#define STEPS_LEN 8
void ED_view3d_grid_steps(const Scene *scene,
View3D *v3d,
RegionView3D *rv3d,
float r_grid_steps[STEPS_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] = 10.0f * r_grid_steps[i - 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;
}
}
}
/* Simulates the grid scale that is actually viewed.
* The actual code is seen in `object_grid_frag.glsl` (see `grid_res`).
* Currently the simulation is only done when RV3D_VIEW_IS_AXIS. */
float ED_view3d_grid_view_scale(Scene *scene,
View3D *v3d,
ARegion *region,
const char **r_grid_unit)
{
float grid_scale;
RegionView3D *rv3d = 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];
ED_view3d_grid_steps(scene, v3d, rv3d, grid_steps);
/* Skip last item, in case the 'mid_dist' is greater than the largest unit. */
int i;
for (i = 0; i < ARRAY_SIZE(grid_steps) - 1; i++) {
grid_scale = grid_steps[i];
if (grid_scale > dist) {
break;
}
}
if (r_grid_unit) {
const void *usys;
int len;
BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
if (usys) {
*r_grid_unit = BKE_unit_display_name_get(usys, 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 * U.pixelsize; /* 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];
uchar 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_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
axis_col[i][3] = 255 * 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", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GPU_PRIM_LINES, 6);
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
immAttr4ubv(col, axis_col[i]);
immVertex2f(pos, startx, starty);
immAttr4ubv(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] = {'x' + i, '\0'};
BLF_color4ubv(BLF_default(), axis_col[i]);
BLF_draw_default_ascii(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_rotation_guide(const RegionView3D *rv3d)
{
float o[3]; /* center of rotation */
float end[3]; /* endpoints for drawing */
uchar color[4] = {0, 108, 255, 255}; /* 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 zbuf */
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
if (rv3d->rot_angle != 0.0f) {
/* -- draw rotation axis -- */
float scaled_axis[3];
const float scale = rv3d->dist;
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
immBegin(GPU_PRIM_LINE_STRIP, 3);
color[3] = 0; /* more transparent toward the ends */
immAttr4ubv(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] = 127; /* more opaque toward the center */
immAttr4ubv(col, color);
immVertex3fv(pos, o);
color[3] = 0;
immAttr4ubv(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->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->rot_axis);
vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
axis_angle_to_quat(q, vis_axis, vis_angle);
}
immBegin(GPU_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
color[3] = 63; /* somewhat faint */
immAttr4ubv(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] = 255; /* solid dot */
}
else {
color[3] = 127; /* see-through dot */
}
immUnbindProgram();
/* -- draw rotation center -- */
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
GPU_point_size(5.0f);
immBegin(GPU_PRIM_POINTS, 1);
immAttr4ubv(col, color);
immVertex3fv(pos, o);
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 = 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 *UNUSED(C))
{
/* TODO viewport */
}
/**
* Viewport Name
*/
static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
{
const char *name = NULL;
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)) {
Camera *cam;
cam = v3d->camera->data;
if (cam->type == CAM_PERSP) {
name = IFACE_("Camera Perspective");
}
else if (cam->type == CAM_ORTHO) {
name = IFACE_("Camera Orthographic");
}
else {
BLI_assert(cam->type == CAM_PANO);
name = IFACE_("Camera Panoramic");
}
}
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 = region->regiondata;
const char *name = view3d_get_name(v3d, rv3d);
const char *name_array[3] = {name, NULL, NULL};
int name_array_len = 1;
const int font_id = BLF_default();
/* 6 is the maximum size of the axis roll text. */
/* increase size for unicode languages (Chinese in utf-8...) */
#ifdef WITH_INTERNATIONAL
char tmpstr[96 + 6];
#else
char tmpstr[32 + 6];
#endif
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
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)");
}
if (name_array_len > 1) {
BLI_string_join_array(tmpstr, sizeof(tmpstr), name_array, name_array_len);
name = tmpstr;
}
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
*yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
BLF_disable(font_id, BLF_SHADOW);
}
/**
* Draw info beside axes in bottom left-corner:
* frame-number, collection, object name, bone name (if available), marker name (if available).
*/
static void draw_selected_name(
Scene *scene, ViewLayer *view_layer, Object *ob, int xoffset, int *yoffset)
{
const int cfra = CFRA;
const char *msg_pin = " (Pinned)";
const char *msg_sep = " : ";
const int font_id = BLF_default();
char info[300];
char *s = info;
s += sprintf(s, "(%d)", cfra);
if ((ob == NULL) || (ob->mode == OB_MODE_OBJECT)) {
LayerCollection *layer_collection = view_layer->active_collection;
s += sprintf(s,
" %s%s",
BKE_collection_ui_name_get(layer_collection->collection),
(ob == NULL) ? "" : " |");
}
/*
* info can contain:
* - a frame (7 + 2)
* - a collection name (MAX_NAME + 3)
* - 3 object names (MAX_NAME)
* - 2 BREAD_CRUMB_SEPARATORs (6)
* - a SHAPE_KEY_PINNED marker and a trailing '\0' (9+1) - translated, so give some room!
* - a marker name (MAX_NAME + 3)
*/
/* 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) {
*s++ = ' ';
s += BLI_strcpy_rlen(s, ob->id.name + 2);
/* name(s) to display depends on type of object */
if (ob->type == OB_ARMATURE) {
bArmature *arm = ob->data;
/* show name of active bone too (if possible) */
if (arm->edbo) {
if (arm->act_edbone) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_edbone->name);
}
}
else if (ob->mode & OB_MODE_POSE) {
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
/* try to display active bone and active shapekey 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 = armobj->data;
if (arm->act_bone) {
if (arm->act_bone->layer & arm->layer) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, arm->act_bone->name);
}
}
}
}
Key *key = BKE_key_from_object(ob);
if (key) {
KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
if (kb) {
s += BLI_strcpy_rlen(s, msg_sep);
s += BLI_strcpy_rlen(s, kb->name);
if (ob->shapeflag & OB_SHAPE_LOCK) {
s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
}
}
}
}
/* color depends on whether there is a keyframe */
if (id_frame_has_keyframe(
(ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) {
UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
}
else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) {
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
}
}
else {
/* no object */
if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra)) {
UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
}
}
if (markern) {
s += sprintf(s, " <%s>", markern);
}
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
*yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
BLF_disable(font_id, BLF_SHADOW);
}
static void draw_grid_unit_name(
Scene *scene, ARegion *region, View3D *v3d, int xoffset, int *yoffset)
{
RegionView3D *rv3d = region->regiondata;
if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
const char *grid_unit = NULL;
int font_id = BLF_default();
ED_view3d_grid_view_scale(scene, v3d, region, &grid_unit);
if (grid_unit) {
char numstr[32] = "";
UI_FontThemeColor(font_id, TH_TEXT_HI);
if (v3d->grid != 1.0f) {
BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
}
*yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
BLF_draw_default_ascii(
xoffset, *yoffset, 0.0f, numstr[0] ? numstr : grid_unit, sizeof(numstr));
BLF_disable(font_id, BLF_SHADOW);
}
}
}
/**
* Information drawn on top of the solid plates and composed data
*/
void view3d_draw_region_info(const bContext *C, ARegion *region)
{
RegionView3D *rv3d = 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) && ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) &&
(rv3d->persp != RV3D_CAMOB)) {
/* TODO: draw something else (but not this) during fly mode */
draw_rotation_guide(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;
}
}
int xoffset = rect->xmin + (0.5f * U.widget_unit);
int yoffset = rect->ymax - (0.1f * U.widget_unit);
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 && (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);
}
else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(region, v3d, xoffset, &yoffset);
}
if (U.uiflag & USER_DRAWVIEWINFO) {
Object *ob = OBACT(view_layer);
draw_selected_name(scene, view_layer, ob, xoffset, &yoffset);
}
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->flag2 & V3D_HIDE_OVERLAYS) == 0 && (v3d->overlay.flag & V3D_OVERLAY_STATS)) {
ED_info_draw_stats(bmain, scene, view_layer, xoffset, &yoffset, VIEW3D_OVERLAY_LINEHEIGHT);
}
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),
NULL,
NULL,
NULL);
/* 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;
}
void view3d_main_region_draw(const bContext *C, ARegion *region)
{
Main *bmain = CTX_data_main(C);
View3D *v3d = CTX_wm_view3d(C);
view3d_draw_view(C, region);
DRW_cache_free_old_batches(bmain);
BKE_image_free_old_gputextures(bmain);
GPU_pass_cache_garbage_collect();
/* No depth test for drawing action zones afterwards. */
GPU_depth_test(GPU_DEPTH_NONE);
v3d->flag |= V3D_INVALID_BACKBUF;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Offscreen 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,
GPUOffScreen *ofs,
GPUViewport *viewport)
{
RegionView3D *rv3d = region->regiondata;
RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
/* Store `orig` variables. */
struct {
struct bThemeState theme_state;
/* #View3D */
eDrawType v3d_shading_type;
/* #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.
*/
struct RV3DMatrixStore *rv3d_mats;
} orig = {
.v3d_shading_type = v3d->shading.type,
.region_winx = region->winx,
.region_winy = region->winy,
.region_winrct = region->winrct,
.rv3d_mats = ED_view3d_mats_rv3d_backup(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! can be slow so only free animated images - campbell */
BKE_image_free_anim_gputextures(G.main); /* XXX :((( */
}
GPU_matrix_push_projection();
GPU_matrix_identity_set();
GPU_matrix_push();
GPU_matrix_identity_set();
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) &&
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);
}
/* main drawing call */
DRW_draw_render_loop_offscreen(depsgraph,
engine_type,
region,
v3d,
is_image_render,
draw_background,
do_color_management,
ofs,
viewport);
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;
ED_view3d_mats_rv3d_restore(region->regiondata, orig.rv3d_mats);
MEM_freeN(orig.rv3d_mats);
UI_Theme_Restore(&orig.theme_state);
v3d->shading.type = orig.v3d_shading_type;
G.f &= ~G_FLAG_RENDER_VIEWPORT;
}
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen). Similar too
* #ED_view_draw_offscreen_imbuf_simple, but takes view/projection matrices as arguments.
*/
void ED_view3d_draw_offscreen_simple(Depsgraph *depsgraph,
Scene *scene,
View3DShading *shading_override,
int drawtype,
int winx,
int winy,
uint draw_flags,
const float viewmat[4][4],
const float winmat[4][4],
float clip_start,
float clip_end,
bool is_image_render,
bool draw_background,
const char *viewname,
const bool do_color_management,
GPUOffScreen *ofs,
GPUViewport *viewport)
{
View3D v3d = {NULL};
ARegion ar = {NULL};
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 != NULL) {
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_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;
/* Show grid, 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_BONES |
V3D_OVERLAY_HIDE_OBJECT_XTRAS | V3D_OVERLAY_HIDE_OBJECT_ORIGINS;
v3d.flag |= V3D_HIDE_HELPLINES;
}
else {
v3d.flag2 = V3D_HIDE_OVERLAYS;
}
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;
ED_view3d_draw_offscreen(depsgraph,
scene,
drawtype,
&v3d,
&ar,
winx,
winy,
viewmat,
winmat,
is_image_render,
draw_background,
viewname,
do_color_management,
ofs,
viewport);
}
/**
* Utility func for ED_view3d_draw_offscreen
*
* \param ofs: Optional off-screen buffer, can be NULL.
* (avoids re-creating when doing multiple GL renders).
*/
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,
/* output vars */
GPUOffScreen *ofs,
char err_out[256])
{
RegionView3D *rv3d = region->regiondata;
const bool draw_sky = (alpha_mode == R_ADDSKY);
/* view state */
bool is_ortho = false;
float winmat[4][4];
if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
/* sizes differ, can't reuse */
ofs = NULL;
}
GPUFrameBuffer *old_fb = GPU_framebuffer_active_get();
if (old_fb) {
GPU_framebuffer_restore();
}
const bool own_ofs = (ofs == NULL);
DRW_opengl_context_enable();
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, true, false, err_out);
if (ofs == NULL) {
DRW_opengl_context_disable();
return NULL;
}
}
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_object(depsgraph, camera);
BKE_camera_params_init(&params);
/* fallback for non camera objects */
params.clip_start = v3d->clip_start;
params.clip_end = v3d->clip_end;
BKE_camera_params_from_object(&params, camera_eval);
BKE_camera_multiview_params(&scene->r, &params, camera_eval, viewname);
BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
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, NULL);
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 offscreen render you want to do the
* color management here.
*
* This option was added here to increase the performance when rendering for a playblast. 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->rect_float == NULL);
ED_view3d_draw_offscreen(depsgraph,
scene,
drawtype,
v3d,
region,
sizex,
sizey,
NULL,
winmat,
true,
draw_sky,
viewname,
do_color_management,
ofs,
NULL);
if (ibuf->rect_float) {
GPU_offscreen_read_pixels(ofs, GPU_DATA_FLOAT, ibuf->rect_float);
}
else if (ibuf->rect) {
GPU_offscreen_read_pixels(ofs, GPU_DATA_UNSIGNED_BYTE, ibuf->rect);
}
/* unbind */
GPU_offscreen_unbind(ofs, true);
if (own_ofs) {
GPU_offscreen_free(ofs);
}
DRW_opengl_context_disable();
if (old_fb) {
GPU_framebuffer_bind(old_fb);
}
if (ibuf->rect_float && ibuf->rect) {
IMB_rect_from_float(ibuf);
}
return ibuf;
}
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
*
* \param ofs: Optional off-screen buffer can be NULL.
* (avoids re-creating when doing multiple GL renders).
*
* \note used by the sequencer
*/
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,
char err_out[256])
{
View3D v3d = {NULL};
ARegion region = {NULL};
RegionView3D rv3d = {{{0}}};
/* connect data */
v3d.regionbase.first = v3d.regionbase.last = &region;
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 != NULL) {
source_shading_settings = shading_override;
}
memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading));
v3d.shading.type = drawtype;
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;
}
v3d.flag2 = V3D_HIDE_OVERLAYS;
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->obmat);
normalize_m4(rv3d.viewinv);
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
{
CameraParams params;
const Object *view_camera_eval = DEG_get_evaluated_object(
depsgraph, BKE_camera_multiview_render(scene, v3d.camera, viewname));
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, view_camera_eval);
BKE_camera_multiview_params(&scene->r, &params, view_camera_eval, viewname);
BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
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,
drawtype,
&v3d,
&region,
width,
height,
imbuf_flag,
alpha_mode,
viewname,
ofs,
err_out);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \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) {
if (plane_point_side_v3(clip[1], co) > 0.0f) {
if (plane_point_side_v3(clip[2], co) > 0.0f) {
if (plane_point_side_v3(clip[3], co) > 0.0f) {
return false;
}
}
}
}
return true;
}
/* For 'local' ED_view3d_clipping_local must run first
* then all comparisons can be done in localspace. */
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);
}
/* *********************** backdraw for selection *************** */
/**
* \note Only use in object mode.
*/
static void validate_object_select_id(struct Depsgraph *depsgraph,
ViewLayer *view_layer,
ARegion *region,
View3D *v3d,
Object *obact)
{
Object *obact_eval = DEG_get_evaluated_object(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->flag &= ~V3D_INVALID_BACKBUF;
return;
}
if (!(v3d->flag & V3D_INVALID_BACKBUF)) {
return;
}
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
Base *base = BKE_view_layer_base_find(view_layer, obact);
DRW_select_buffer_context_create(&base, 1, -1);
}
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the backbuffer in this case. */
v3d->flag &= ~V3D_INVALID_BACKBUF;
}
/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
* Calling this function should be avoided during interactive drawing. */
static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data)
{
DefaultTextureList *dtxl = (DefaultTextureList *)GPU_viewport_texture_list_get(viewport);
GPUFrameBuffer *tmp_fb = GPU_framebuffer_create(__func__);
GPU_framebuffer_texture_attach(tmp_fb, dtxl->depth, 0, 0);
GPU_framebuffer_bind(tmp_fb);
GPU_framebuffer_read_depth(tmp_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(tmp_fb);
}
void ED_view3d_select_id_validate(ViewContext *vc)
{
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the backbuffer in this case. */
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
validate_object_select_id(vc->depsgraph, vc->view_layer, vc->region, vc->v3d, vc->obact);
}
}
void ED_view3d_backbuf_depth_validate(ViewContext *vc)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
ARegion *region = vc->region;
Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
GPUViewport *viewport = WM_draw_region_get_viewport(region);
DRW_draw_depth_object(vc->scene, vc->region, vc->v3d, viewport, obact_eval);
}
vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
}
}
/**
* allow for small values [0.5 - 2.5],
* and large values, FLT_MAX by clamping by the area size
*/
int ED_view3d_backbuf_sample_size_clamp(ARegion *region, const float dist)
{
return (int)min_ff(ceilf(dist), (float)max_ii(region->winx, region->winx));
}
/* *********************** */
void view3d_update_depths_rect(ARegion *region, ViewDepths *d, rcti *rect)
{
/* clamp rect by region */
rcti r = {
.xmin = 0,
.xmax = region->winx - 1,
.ymin = 0,
.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) {
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = NULL;
d->damaged = false;
}
else if (d->w != w || d->h != h || d->x != x || d->y != y || d->depths == NULL) {
d->x = x;
d->y = y;
d->w = w;
d->h = h;
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
d->damaged = true;
}
if (d->damaged) {
GPUViewport *viewport = WM_draw_region_get_viewport(region);
view3d_opengl_read_Z_pixels(viewport, rect, d->depths);
/* Range is assumed to be this as they are never changed. */
d->depth_range[0] = 0.0;
d->depth_range[1] = 1.0;
d->damaged = false;
}
}
/* Note, with nouveau drivers the glReadPixels() is very slow. T24339. */
void ED_view3d_depth_update(ARegion *region)
{
RegionView3D *rv3d = region->regiondata;
/* Create storage for, and, if necessary, copy depth buffer. */
if (!rv3d->depths) {
rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
}
if (rv3d->depths) {
ViewDepths *d = rv3d->depths;
if (d->w != region->winx || d->h != region->winy || !d->depths) {
d->w = region->winx;
d->h = region->winy;
if (d->depths) {
MEM_freeN(d->depths);
}
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
d->damaged = true;
}
if (d->damaged) {
GPUViewport *viewport = WM_draw_region_get_viewport(region);
rcti r = {
.xmin = 0,
.xmax = d->w,
.ymin = 0,
.ymax = d->h,
};
view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
/* Assumed to be this as they are never changed. */
d->depth_range[0] = 0.0;
d->depth_range[1] = 1.0;
d->damaged = false;
}
}
}
/* Utility function to find the closest Z value, use for autodepth. */
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_draw_depth_gpencil(Depsgraph *depsgraph, Scene *scene, ARegion *region, View3D *v3d)
{
/* Setup view matrix. */
ED_view3d_draw_setup_view(NULL, NULL, depsgraph, scene, region, v3d, NULL, NULL, NULL);
GPU_clear_depth(1.0f);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
GPUViewport *viewport = WM_draw_region_get_viewport(region);
DRW_draw_depth_loop_gpencil(depsgraph, region, v3d, viewport);
GPU_depth_test(GPU_DEPTH_NONE);
}
/* *********************** customdata **************** */
void ED_view3d_datamask(const bContext *C,
const Scene *UNUSED(scene),
const View3D *v3d,
CustomData_MeshMasks *r_cddata_masks)
{
if (ELEM(v3d->shading.type, OB_TEXTURE, OB_MATERIAL, OB_RENDER)) {
r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
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_MLOOPUV;
}
if (v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR) {
r_cddata_masks->lmask |= CD_MASK_MLOOPCOL;
r_cddata_masks->vmask |= CD_MASK_ORCO | CD_MASK_PROP_COLOR;
}
}
if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
(v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) {
r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
}
if ((CTX_data_mode_enum(C) == CTX_MODE_SCULPT)) {
r_cddata_masks->vmask |= CD_MASK_PAINT_MASK;
r_cddata_masks->pmask |= CD_MASK_SCULPT_FACE_SETS;
}
}
/* Goes over all modes and view3d settings. */
void ED_view3d_screen_datamask(const bContext *C,
const Scene *scene,
const bScreen *screen,
CustomData_MeshMasks *r_cddata_masks)
{
CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH);
/* Check if we need tfaces & mcols due to view mode. */
LISTBASE_FOREACH (const ScrArea *, area, &screen->areabase) {
if (area->spacetype == SPACE_VIEW3D) {
ED_view3d_datamask(C, scene, area->spacedata.first, r_cddata_masks);
}
}
}
/**
* 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;
};
struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
{
struct RV3DMatrixStore *rv3dmat = 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(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
{
struct 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;
}
/**
* \note The info that this uses is updated in #ED_refresh_viewport_fps,
* which currently gets called during #SCREEN_OT_animation_step.
*/
void ED_scene_draw_fps(const Scene *scene, int xoffset, int *yoffset)
{
ScreenFrameRateInfo *fpsi = scene->fps_info;
char printable[16];
if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) {
return;
}
printable[0] = '\0';
/* Doing an average for a more robust calculation. */
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 /
(fpsi->lredrawtime - fpsi->redrawtime));
float fps = 0.0f;
int tot = 0;
for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
if (fpsi->redrawtimes_fps[i]) {
fps += fpsi->redrawtimes_fps[i];
tot++;
}
}
if (tot) {
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
fps = fps / tot;
}
const int font_id = BLF_default();
/* Is this more than half a frame behind? */
if (fps + 0.5f < (float)(FPS)) {
UI_FontThemeColor(font_id, TH_REDALERT);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
}
else {
UI_FontThemeColor(font_id, TH_TEXT_HI);
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
}
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
*yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
#ifdef WITH_INTERNATIONAL
BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
#else
BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
#endif
BLF_disable(font_id, BLF_SHADOW);
}
static bool view3d_main_region_do_render_draw(const Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->view_update && type->view_draw);
}
bool ED_view3d_calc_render_border(
const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *region, rcti *rect)
{
RegionView3D *rv3d = region->regiondata;
bool use_border;
/* Test if there is a 3d view rendering. */
if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene)) {
return false;
}
/* Test if there is a border render. */
if (rv3d->persp == RV3D_CAMOB) {
use_border = (scene->r.mode & R_BORDER) != 0;
}
else {
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
}
if (!use_border) {
return false;
}
/* Compute border. */
if (rv3d->persp == RV3D_CAMOB) {
rctf viewborder;
ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, false);
rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
rect->xmin = v3d->render_border.xmin * region->winx;
rect->xmax = v3d->render_border.xmax * region->winx;
rect->ymin = v3d->render_border.ymin * region->winy;
rect->ymax = v3d->render_border.ymax * region->winy;
}
BLI_rcti_translate(rect, region->winrct.xmin, region->winrct.ymin);
BLI_rcti_isect(&region->winrct, rect, rect);
return true;
}
/** \} */