[Bf-blender-cvs] [0f99793deee] blender2.8: Manipulator: partial depth support
Campbell Barton
noreply at git.blender.org
Fri Jun 23 09:19:51 CEST 2017
Commit: 0f99793deeedf06afac25d0bb2211059da1975b4
Author: Campbell Barton
Date: Fri Jun 23 17:20:25 2017 +1000
Branches: blender2.8
https://developer.blender.org/rB0f99793deeedf06afac25d0bb2211059da1975b4
Manipulator: partial depth support
Use the depth flag added for this purpose.
Although this only works for regular currently, not selection.
===================================================================
M source/blender/editors/space_view3d/view3d_manipulators.c
M source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c
===================================================================
diff --git a/source/blender/editors/space_view3d/view3d_manipulators.c b/source/blender/editors/space_view3d/view3d_manipulators.c
index 71999143613..3a12fc31ba2 100644
--- a/source/blender/editors/space_view3d/view3d_manipulators.c
+++ b/source/blender/editors/space_view3d/view3d_manipulators.c
@@ -113,7 +113,8 @@ void VIEW3D_WGT_lamp(wmManipulatorGroupType *wgt)
wgt->idname = "VIEW3D_WGT_lamp";
wgt->flag |= (WM_MANIPULATORGROUPTYPE_PERSISTENT |
- WM_MANIPULATORGROUPTYPE_3D);
+ WM_MANIPULATORGROUPTYPE_3D |
+ WM_MANIPULATORGROUPTYPE_DEPTH_3D);
wgt->poll = WIDGETGROUP_lamp_poll;
wgt->setup = WIDGETGROUP_lamp_setup;
@@ -292,7 +293,8 @@ void VIEW3D_WGT_camera(wmManipulatorGroupType *wgt)
wgt->flag = (WM_MANIPULATORGROUPTYPE_PERSISTENT |
WM_MANIPULATORGROUPTYPE_3D |
- WM_MANIPULATORGROUPTYPE_SCALE);
+ WM_MANIPULATORGROUPTYPE_SCALE |
+ WM_MANIPULATORGROUPTYPE_DEPTH_3D);
wgt->poll = WIDGETGROUP_camera_poll;
wgt->setup = WIDGETGROUP_camera_setup;
@@ -361,7 +363,8 @@ void VIEW3D_WGT_force_field(wmManipulatorGroupType *wgt)
wgt->flag |= (WM_MANIPULATORGROUPTYPE_PERSISTENT |
WM_MANIPULATORGROUPTYPE_3D |
- WM_MANIPULATORGROUPTYPE_SCALE);
+ WM_MANIPULATORGROUPTYPE_SCALE |
+ WM_MANIPULATORGROUPTYPE_DEPTH_3D);
wgt->poll = WIDGETGROUP_forcefield_poll;
wgt->setup = WIDGETGROUP_forcefield_setup;
diff --git a/source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c b/source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c
index 15bfa7b171b..f5ef5572fd4 100644
--- a/source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c
+++ b/source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c
@@ -267,16 +267,42 @@ static void manipulators_draw_list(const wmManipulatorMap *mmap, const bContext
glEnable(GL_MULTISAMPLE);
}
+ bool is_depth_prev = false;
+
/* draw_manipulators contains all visible manipulators - draw them */
for (LinkData *link = draw_manipulators->first, *link_next; link; link = link_next) {
wmManipulator *mpr = link->data;
link_next = link->next;
+ bool is_depth = (mpr->parent_mgroup->type->flag & WM_MANIPULATORGROUPTYPE_DEPTH_3D) != 0;
+
+ /* Weak! since we don't 100% support depth yet (select ignores depth) always show highlighted */
+ if (is_depth && (mpr->state & WM_MANIPULATOR_STATE_HIGHLIGHT)) {
+ is_depth = false;
+ }
+
+ if (is_depth == is_depth_prev) {
+ /* pass */
+ }
+ else {
+ if (is_depth) {
+ glEnable(GL_DEPTH_TEST);
+ }
+ else {
+ glDisable(GL_DEPTH_TEST);
+ }
+ is_depth_prev = is_depth;
+ }
+
mpr->type->draw(C, mpr);
/* free/remove manipulator link after drawing */
BLI_freelinkN(draw_manipulators, link);
}
+ if (is_depth_prev) {
+ glDisable(GL_DEPTH_TEST);
+ }
+
if (draw_multisample) {
glDisable(GL_MULTISAMPLE);
}
@@ -296,13 +322,37 @@ static void manipulator_find_active_3D_loop(const bContext *C, ListBase *visible
int selectionbase = 0;
wmManipulator *mpr;
+ /* TODO(campbell): this depends on depth buffer being written to, currently broken for the 3D view. */
+ bool is_depth_prev = false;
+
for (LinkData *link = visible_manipulators->first; link; link = link->next) {
mpr = link->data;
+
+ bool is_depth = (mpr->parent_mgroup->type->flag & WM_MANIPULATORGROUPTYPE_DEPTH_3D) != 0;
+ if (is_depth == is_depth_prev) {
+ /* pass */
+ }
+ else {
+ if (is_depth) {
+ glEnable(GL_DEPTH_TEST);
+ }
+ else {
+ glDisable(GL_DEPTH_TEST);
+ }
+ is_depth_prev = is_depth;
+ }
+
/* pass the selection id shifted by 8 bits. Last 8 bits are used for selected manipulator part id */
+
mpr->type->draw_select(C, mpr, selectionbase << 8);
+
selectionbase++;
}
+
+ if (is_depth_prev) {
+ glDisable(GL_DEPTH_TEST);
+ }
}
static int manipulator_find_intersected_3d_intern(
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