[Bf-blender-cvs] [55a56a31a03] blender2.8: Merge branch 'master' into blender2.8
Campbell Barton
noreply at git.blender.org
Thu Mar 9 20:55:27 CET 2017
Commit: 55a56a31a03ffba115c326c1061762434a72a690
Author: Campbell Barton
Date: Fri Mar 10 06:16:15 2017 +1100
Branches: blender2.8
https://developer.blender.org/rB55a56a31a03ffba115c326c1061762434a72a690
Merge branch 'master' into blender2.8
Manually merged viewport xray changes
===================================================================
===================================================================
diff --cc source/blender/editors/space_view3d/drawobject.c
index bd90f5c79a4,898f155cc92..6852e171f56
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@@ -9131,6 -8174,50 +9131,48 @@@ afterdraw
ED_view3d_clear_mats_rv3d(rv3d);
}
+
+ /**
+ * Drawing for selection picking,
+ * caller must have called 'GPU_select_load_id(base->selcode)' first.
+ */
-void draw_object_select(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag)
++void draw_object_select(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Base *base, const short dflag)
+ {
+ BLI_assert(dflag & DRAW_PICKING && dflag & DRAW_CONSTCOLOR);
- draw_object(scene, ar, v3d, base, dflag);
++ draw_object(scene, sl, ar, v3d, base, dflag);
+
+ /* we draw duplicators for selection too */
+ if ((base->object->transflag & OB_DUPLI)) {
+ ListBase *lb;
+ DupliObject *dob;
+ Base tbase;
+
- tbase.flag = OB_FROMDUPLI;
++ tbase.flag_legacy = OB_FROMDUPLI;
+ lb = object_duplilist(G.main->eval_ctx, scene, base->object);
+
+ for (dob = lb->first; dob; dob = dob->next) {
+ float omat[4][4];
- char dt;
- short dtx;
+
+ tbase.object = dob->ob;
+ copy_m4_m4(omat, dob->ob->obmat);
+ copy_m4_m4(dob->ob->obmat, dob->mat);
+
+ /* extra service: draw the duplicator in drawtype of parent */
+ /* MIN2 for the drawtype to allow bounding box objects in groups for lods */
- dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
- dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
++ char dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
++ short dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
+
- draw_object(scene, ar, v3d, &tbase, dflag);
++ draw_object(scene, sl, ar, v3d, &tbase, dflag);
+
+ tbase.object->dt = dt;
+ tbase.object->dtx = dtx;
+
+ copy_m4_m4(dob->ob->obmat, omat);
+ }
+ free_object_duplilist(lb);
+ }
+ }
+
/* ***************** BACKBUF SEL (BBS) ********* */
static void bbs_obmode_mesh_verts__mapFunc(void *userData, int index, const float co[3],
diff --cc source/blender/editors/space_view3d/view3d_draw_legacy.c
index 51963778ef8,3fb2761d40e..42ecacd4bfc
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@@ -101,7 -100,7 +101,8 @@@
#include "GPU_material.h"
#include "GPU_compositing.h"
#include "GPU_extensions.h"
+#include "GPU_immediate.h"
+ #include "GPU_select.h"
#include "view3d_intern.h" /* own include */
@@@ -908,6 -2024,35 +909,35 @@@ static void view3d_draw_xraytransp(Scen
glDepthMask(GL_TRUE);
}
+ /* clears zbuffer and draws it over,
+ * note that in the select version we don't care about transparent flag as with regular drawing */
-static void view3d_draw_xray_select(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
++static void view3d_draw_xray_select(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, bool *clear)
+ {
+ /* Not ideal, but we need to read from the previous depths before clearing
+ * otherwise we could have a function to load the depths after drawing.
+ *
+ * Clearing the depth buffer isn't all that common between drawing objects so accept this for now.
+ */
+ if (U.gpu_select_pick_deph) {
+ GPU_select_load_id(-1);
+ }
+
+ View3DAfter *v3da;
+ if (*clear && v3d->zbuf) {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ *clear = false;
+ }
+
+ v3d->xray = true;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
+ if (GPU_select_load_id(v3da->base->selcol)) {
- draw_object_select(scene, ar, v3d, v3da->base, v3da->dflag);
++ draw_object_select(scene, sl, ar, v3d, v3da->base, v3da->dflag);
+ }
+ MEM_freeN(v3da);
+ }
+ v3d->xray = false;
+ }
+
/* *********************** */
/*
@@@ -1311,6 -2517,58 +1341,57 @@@ void ED_view3d_draw_depth(Scene *scene
U.obcenter_dia = obcenter_dia;
}
+ void ED_view3d_draw_select_loop(
- ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar,
++ ViewContext *vc, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar,
+ bool use_obedit_skip, bool use_nearest)
+ {
+ short code = 1;
+ const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR;
+
+ if (vc->obedit && vc->obedit->type == OB_MBALL) {
- draw_object(scene, ar, v3d, BASACT, dflag);
++ draw_object(scene, sl, ar, v3d, BASACT_NEW, dflag);
+ }
+ else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
+ /* if not drawing sketch, draw bones */
+ if (!BDR_drawSketchNames(vc)) {
- draw_object(scene, ar, v3d, BASACT, dflag);
++ draw_object(scene, sl, ar, v3d, BASACT_NEW, dflag);
+ }
+ }
+ else {
+ Base *base;
+
- for (base = scene->base.first; base; base = base->next) {
- if (base->lay & v3d->lay) {
-
- if ((base->object->restrictflag & OB_RESTRICT_SELECT) ||
++ for (base = sl->object_bases.first; base; base = base->next) {
++ if ((base->flag & BASE_VISIBLED) != 0) {
++ if (((base->flag & BASE_SELECTABLED) == 0) ||
+ (use_obedit_skip && (scene->obedit->data == base->object->data)))
+ {
+ base->selcol = 0;
+ }
+ else {
+ base->selcol = code;
+
+ if (use_nearest && (base->object->dtx & OB_DRAWXRAY)) {
+ ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag);
+ }
+ else {
+ if (GPU_select_load_id(code)) {
- draw_object_select(scene, ar, v3d, base, dflag);
++ draw_object(scene, sl, ar, v3d, base, dflag);
+ }
+ }
+ code++;
+ }
+ }
+ }
+
+ if (use_nearest) {
+ bool xrayclear = true;
+ if (v3d->afterdraw_xray.first) {
- view3d_draw_xray_select(scene, ar, v3d, &xrayclear);
++ view3d_draw_xray_select(scene, sl, ar, v3d, &xrayclear);
+ }
+ }
+ }
+ }
+
typedef struct View3DShadow {
struct View3DShadow *next, *prev;
GPULamp *lamp;
diff --cc source/blender/editors/space_view3d/view3d_intern.h
index eb961c786af,c2b8d1f8bda..0354b16c10f
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@@ -144,23 -142,13 +144,25 @@@ void draw_motion_paths_cleanup(View3D *
/* drawobject.c */
-void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, Base *base, const short dflag);
-void draw_object_select(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag);
+void draw_object(Scene *scene, struct SceneLayer *sl, struct ARegion *ar, View3D *v3d, BaseLegacy *base, const short dflag);
++void draw_object_select(Scene *scene, struct SceneLayer *sl, struct ARegion *ar, View3D *v3d, Base *base, const short dflag);
+
-bool draw_glsl_material(Scene *scene, struct Object *ob, View3D *v3d, const char dt);
-void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline);
+void draw_mesh_object_outline(View3D *v3d, Object *ob, struct DerivedMesh *dm);
+
+bool draw_glsl_material(Scene *scene, struct SceneLayer *sl, struct Object *ob, View3D *v3d, const char dt);
+void draw_object_instance(Scene *scene, struct SceneLayer *sl, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline, float wire_col[4]);
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob);
-void drawaxes(const float viewmat_local[4][4], float size, char drawtype);
+
+void draw_object_wire_color(Scene *scene, struct SceneLayer *, Base *base, unsigned char r_ob_wire_col[4]);
+void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const unsigned char color[4]);
+void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const short dflag, const unsigned char ob_wire_col[4],
+ const bool is_obact);
+void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const short dflag, const unsigned char ob_wire_col[4]);
+void drawspeaker(const unsigned char ob_wire_col[3]);
+void draw_bounding_volume(struct Object *ob, char type, const unsigned char ob_wire_col[4]);
+void draw_rigidbody_shape(struct Object *ob, const unsigned char ob_wire_col[4]);
void view3d_cached_text_draw_begin(void);
void view3d_cached_text_draw_add(const float co[3],
@@@ -207,14 -195,15 +209,18 @@@ void draw_sim_debug_data(Scene *scene,
/* view3d_draw.c */
void view3d_main_region_draw(const struct bContext *C, struct ARegion *ar);
+void view3d_draw_region_info(const struct bContext *C, struct ARegion *ar);
+
+/* view3d_draw_legacy.c */
+void view3d_main_region_draw_legacy(const struct bContext *C, struct ARegion *ar);
void ED_view3d_draw_depth(Scene *scene, struct ARegion *ar, View3D *v3d, bool alphaoverride);
void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d);
+ void ED_view3d_draw_select_loop(
- ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar,
++ ViewContext *vc, Scene *scene, struct SceneLayer *sl, View3D *v3d, ARegion *ar,
+ bool use_obedit_skip, bool use_nearest);
+
-void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag);\
+void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag);
-void circf(float x, float y, float rad);
void circ(float x, float y, float rad);
void view3d_update_depths_rect(struct ARegion *ar, struct ViewDepths *d, struct rcti *rect);
float view3d_depth_near(struct ViewDepths *d);
diff --cc source/blender/editors/space_view3d/view3d_view.c
index bd2071165db,8230a0de6b9..f2d25ddcbd6
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@@ -1251,7 -1185,7 +1181,7 @@@ int view3d_opengl_select
GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0);
- view3d_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip);
- ED_view3d_draw_select_loop(vc, scene, v3d, ar, use_obedit_skip, use_nearest);
++ ED_view3d_draw_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip, use_nearest);
hits = GPU_select_end();
@@@ -1259,7 -1193,7 +1189,7 @@@
if (do_passes) {
GPU_select_begin(b
@@ Diff output truncated at 10240 characters. @@
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