Fix T51354: Final take on multi-view (single view) issues
We now handle selection and transform manipulators (kudos to Julian Eisel to help hunting down the latter).
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195d0fbae3
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62aa925c11
@ -358,7 +358,7 @@ void ED_view3d_draw_offscreen(
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struct GPUOffScreen *ofs);
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void ED_view3d_draw_setup_view(
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struct wmWindow *win, struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
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float viewmat[4][4], float winmat[4][4]);
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float viewmat[4][4], float winmat[4][4], const struct rcti *rect);
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struct ImBuf *ED_view3d_draw_offscreen_imbuf(
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struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey,
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@ -373,7 +373,9 @@ struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
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struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
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void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip);
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void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[4][4], float winmat[4][4]);
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void ED_view3d_update_viewmat(
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struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
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float viewmat[4][4], float winmat[4][4], const struct rcti *rect);
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bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
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char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
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char ED_view3d_lock_view_from_index(int index);
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@ -106,7 +106,7 @@
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/* prototypes */
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static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d);
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static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar);
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static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect);
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static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
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float winmat[4][4], const char *viewname);
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@ -2373,7 +2373,7 @@ void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
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RegionView3D *rv3d = ar->regiondata;
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/* Setup view matrix. */
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ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->winmat, rv3d->viewmat);
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ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->winmat, rv3d->viewmat, NULL);
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glClear(GL_DEPTH_BUFFER_BIT);
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@ -2484,7 +2484,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
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U.obcenter_dia = 0;
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/* Setup view matrix. */
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ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat);
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ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat, NULL);
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glClear(GL_DEPTH_BUFFER_BIT);
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@ -2732,7 +2732,8 @@ CustomDataMask ED_view3d_screen_datamask(const bScreen *screen)
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/**
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* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
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*/
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void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
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void ED_view3d_update_viewmat(
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Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
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{
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RegionView3D *rv3d = ar->regiondata;
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@ -2740,7 +2741,7 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
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if (winmat)
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copy_m4_m4(rv3d->winmat, winmat);
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else
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view3d_winmatrix_set(ar, v3d, NULL);
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view3d_winmatrix_set(ar, v3d, rect);
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/* setup view matrix */
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if (viewmat)
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@ -3003,11 +3004,12 @@ static void view3d_draw_objects(
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}
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}
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static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
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static void view3d_main_region_setup_view(
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Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
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{
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RegionView3D *rv3d = ar->regiondata;
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ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
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ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat, rect);
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/* set for opengl */
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glMatrixMode(GL_PROJECTION);
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@ -3190,7 +3192,7 @@ void ED_view3d_draw_offscreen(
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if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
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view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
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else
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
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/* framebuffer fx needed, we need to draw offscreen first */
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if (v3d->fx_settings.fx_flag && fx) {
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@ -3255,16 +3257,17 @@ void ED_view3d_draw_offscreen(
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/**
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* Set the correct matrices
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*/
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void ED_view3d_draw_setup_view(wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d, float viewmat[4][4], float winmat[4][4])
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void ED_view3d_draw_setup_view(
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wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d, float viewmat[4][4], float winmat[4][4], const rcti *rect)
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{
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RegionView3D *rv3d = ar->regiondata;
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/* Setup the view matrix. */
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if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
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view3d_stereo3d_setup(scene, v3d, ar);
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view3d_stereo3d_setup(scene, v3d, ar, rect);
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}
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else {
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, rect);
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}
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}
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@ -3635,7 +3638,7 @@ static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
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}
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/* setup view matrices */
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view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
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view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL, NULL);
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/* background draw */
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ED_region_pixelspace(ar);
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@ -3744,7 +3747,7 @@ static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, Reg
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* we do a small hack to replace it temporarily so we don't need to change the
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* view3d)main_region_setup_view() code to account for that.
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*/
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static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
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static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
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{
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bool is_left;
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const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
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@ -3770,7 +3773,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
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data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
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BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
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data->shiftx = shiftx;
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BLI_unlock_thread(LOCK_VIEW3D);
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@ -3784,7 +3787,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
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v3d->camera = camera;
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BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
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v3d->camera = view_ob;
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BLI_unlock_thread(LOCK_VIEW3D);
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@ -3800,14 +3803,14 @@ static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *
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const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
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BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
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}
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else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
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float viewmat[4][4];
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Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
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BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
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view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
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}
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}
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@ -3846,7 +3849,7 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Vie
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}
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/* Setup the view matrix. */
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ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d, NULL, NULL);
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ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d, NULL, NULL, NULL);
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rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
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#ifdef WITH_GAMEENGINE
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@ -449,7 +449,7 @@ void ED_view3d_smooth_view_force_finish(
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/* force update of view matrix so tools that run immediately after
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* can use them without redrawing first */
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Scene *scene = CTX_data_scene(C);
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ED_view3d_update_viewmat(scene, v3d, ar, NULL, NULL);
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ED_view3d_update_viewmat(scene, v3d, ar, NULL, NULL, NULL);
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}
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}
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@ -1172,9 +1172,8 @@ int view3d_opengl_select(
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G.f |= G_PICKSEL;
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view3d_winmatrix_set(ar, v3d, &rect);
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mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat);
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ED_view3d_draw_setup_view(vc->win, scene, ar, v3d, NULL, NULL, &rect);
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if (v3d->drawtype > OB_WIRE) {
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v3d->zbuf = true;
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glEnable(GL_DEPTH_TEST);
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@ -1199,8 +1198,7 @@ int view3d_opengl_select(
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}
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G.f &= ~G_PICKSEL;
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view3d_winmatrix_set(ar, v3d, NULL);
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mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat);
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ED_view3d_draw_setup_view(vc->win, scene, ar, v3d, NULL, NULL, NULL);
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if (v3d->drawtype > OB_WIRE) {
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v3d->zbuf = 0;
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@ -1716,7 +1716,7 @@ void BIF_draw_manipulator(const bContext *C)
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}
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}
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static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], float hotspot)
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static int manipulator_selectbuf(Scene *scene, ScrArea *sa, ARegion *ar, const int mval[2], float hotspot)
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{
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View3D *v3d = sa->spacedata.first;
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RegionView3D *rv3d = ar->regiondata;
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@ -1726,9 +1726,6 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
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const bool is_picksel = true;
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const bool do_passes = GPU_select_query_check_active();
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/* XXX check a bit later on this... (ton) */
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extern void view3d_winmatrix_set(ARegion *ar, View3D *v3d, const rcti *rect);
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/* when looking through a selected camera, the manipulator can be at the
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* exact same position as the view, skip so we don't break selection */
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if (fabsf(mat4_to_scale(rv3d->twmat)) < 1e-7f)
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@ -1739,8 +1736,7 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
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rect.ymin = mval[1] - hotspot;
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rect.ymax = mval[1] + hotspot;
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view3d_winmatrix_set(ar, v3d, &rect);
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mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
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ED_view3d_draw_setup_view(NULL, scene, ar, v3d, NULL, NULL, &rect);
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if (do_passes)
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GPU_select_begin(buffer, 64, &rect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
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@ -1775,8 +1771,7 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
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GPU_select_end();
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}
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view3d_winmatrix_set(ar, v3d, NULL);
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mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
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ED_view3d_draw_setup_view(NULL, scene, ar, v3d, NULL, NULL, NULL);
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if (hits == 1) return buffer[3];
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else if (hits > 1) {
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@ -1841,6 +1836,7 @@ static const char *manipulator_get_operator_name(int man_val)
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/* return 0; nothing happened */
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int BIF_do_manipulator(bContext *C, const struct wmEvent *event, wmOperator *op)
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{
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Scene *scene = CTX_data_scene(C);
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ScrArea *sa = CTX_wm_area(C);
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View3D *v3d = sa->spacedata.first;
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ARegion *ar = CTX_wm_region(C);
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@ -1855,7 +1851,7 @@ int BIF_do_manipulator(bContext *C, const struct wmEvent *event, wmOperator *op)
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RNA_enum_set(op->ptr, "constraint_orientation", v3d->twmode);
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// find the hotspots first test narrow hotspot
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val = manipulator_selectbuf(sa, ar, event->mval, 0.5f * (float)U.tw_hotspot);
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val = manipulator_selectbuf(scene, sa, ar, event->mval, 0.5f * (float)U.tw_hotspot);
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if (val) {
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wmOperatorType *ot;
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PointerRNA props_ptr;
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@ -1863,7 +1859,7 @@ int BIF_do_manipulator(bContext *C, const struct wmEvent *event, wmOperator *op)
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const char *opname;
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// drawflags still global, for drawing call above
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drawflags = manipulator_selectbuf(sa, ar, event->mval, 0.2f * (float)U.tw_hotspot);
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drawflags = manipulator_selectbuf(scene, sa, ar, event->mval, 0.2f * (float)U.tw_hotspot);
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if (drawflags == 0) drawflags = val;
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/* Planar constraint doesn't make sense for rotation, give other keymaps a chance */
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@ -47,7 +47,7 @@ static void rna_RegionView3D_update(ID *id, RegionView3D *rv3d)
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v3d = (View3D *)sa->spacedata.first;
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ED_view3d_update_viewmat(sc->scene, v3d, ar, NULL, NULL);
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ED_view3d_update_viewmat(sc->scene, v3d, ar, NULL, NULL, NULL);
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}
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}
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