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).
This commit is contained in:
Dalai Felinto 2017-05-10 16:54:01 +02:00
parent 195d0fbae3
commit 62aa925c11
5 changed files with 36 additions and 37 deletions

@ -358,7 +358,7 @@ void ED_view3d_draw_offscreen(
struct GPUOffScreen *ofs);
void ED_view3d_draw_setup_view(
struct wmWindow *win, struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
float viewmat[4][4], float winmat[4][4]);
float viewmat[4][4], float winmat[4][4], const struct rcti *rect);
struct ImBuf *ED_view3d_draw_offscreen_imbuf(
struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey,
@ -373,7 +373,9 @@ struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip);
void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[4][4], float winmat[4][4]);
void ED_view3d_update_viewmat(
struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
float viewmat[4][4], float winmat[4][4], const struct rcti *rect);
bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
char ED_view3d_lock_view_from_index(int index);

@ -106,7 +106,7 @@
/* prototypes */
static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d);
static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar);
static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect);
static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
float winmat[4][4], const char *viewname);
@ -2373,7 +2373,7 @@ void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
RegionView3D *rv3d = ar->regiondata;
/* Setup view matrix. */
ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->winmat, rv3d->viewmat);
ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->winmat, rv3d->viewmat, NULL);
glClear(GL_DEPTH_BUFFER_BIT);
@ -2484,7 +2484,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
U.obcenter_dia = 0;
/* Setup view matrix. */
ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat);
ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat, NULL);
glClear(GL_DEPTH_BUFFER_BIT);
@ -2732,7 +2732,8 @@ CustomDataMask ED_view3d_screen_datamask(const bScreen *screen)
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
void ED_view3d_update_viewmat(
Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
@ -2740,7 +2741,7 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
if (winmat)
copy_m4_m4(rv3d->winmat, winmat);
else
view3d_winmatrix_set(ar, v3d, NULL);
view3d_winmatrix_set(ar, v3d, rect);
/* setup view matrix */
if (viewmat)
@ -3003,11 +3004,12 @@ static void view3d_draw_objects(
}
}
static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
static void view3d_main_region_setup_view(
Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat, rect);
/* set for opengl */
glMatrixMode(GL_PROJECTION);
@ -3190,7 +3192,7 @@ void ED_view3d_draw_offscreen(
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
else
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
/* framebuffer fx needed, we need to draw offscreen first */
if (v3d->fx_settings.fx_flag && fx) {
@ -3255,16 +3257,17 @@ void ED_view3d_draw_offscreen(
/**
* Set the correct matrices
*/
void ED_view3d_draw_setup_view(wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d, float viewmat[4][4], float winmat[4][4])
void ED_view3d_draw_setup_view(
wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d, float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
/* Setup the view matrix. */
if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
view3d_stereo3d_setup(scene, v3d, ar);
view3d_stereo3d_setup(scene, v3d, ar, rect);
}
else {
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, rect);
}
}
@ -3635,7 +3638,7 @@ static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
}
/* setup view matrices */
view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL, NULL);
/* background draw */
ED_region_pixelspace(ar);
@ -3744,7 +3747,7 @@ static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, Reg
* 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(Scene *scene, View3D *v3d, ARegion *ar)
static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
{
bool is_left;
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
@ -3770,7 +3773,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
data->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(scene, v3d, ar, viewmat, NULL);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
data->shiftx = shiftx;
BLI_unlock_thread(LOCK_VIEW3D);
@ -3784,7 +3787,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
v3d->camera = camera;
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
v3d->camera = view_ob;
BLI_unlock_thread(LOCK_VIEW3D);
@ -3800,14 +3803,14 @@ static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *
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_view(scene, v3d, ar, viewmat, winmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
}
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_view(scene, v3d, ar, viewmat, winmat);
view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
}
}
@ -3846,7 +3849,7 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Vie
}
/* Setup the view matrix. */
ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d, NULL, NULL);
ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d, NULL, NULL, NULL);
rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
#ifdef WITH_GAMEENGINE

@ -449,7 +449,7 @@ void ED_view3d_smooth_view_force_finish(
/* force update of view matrix so tools that run immediately after
* can use them without redrawing first */
Scene *scene = CTX_data_scene(C);
ED_view3d_update_viewmat(scene, v3d, ar, NULL, NULL);
ED_view3d_update_viewmat(scene, v3d, ar, NULL, NULL, NULL);
}
}
@ -1172,9 +1172,8 @@ int view3d_opengl_select(
G.f |= G_PICKSEL;
view3d_winmatrix_set(ar, v3d, &rect);
mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat);
ED_view3d_draw_setup_view(vc->win, scene, ar, v3d, NULL, NULL, &rect);
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = true;
glEnable(GL_DEPTH_TEST);
@ -1199,8 +1198,7 @@ int view3d_opengl_select(
}
G.f &= ~G_PICKSEL;
view3d_winmatrix_set(ar, v3d, NULL);
mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat);
ED_view3d_draw_setup_view(vc->win, scene, ar, v3d, NULL, NULL, NULL);
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = 0;

@ -1716,7 +1716,7 @@ void BIF_draw_manipulator(const bContext *C)
}
}
static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], float hotspot)
static int manipulator_selectbuf(Scene *scene, ScrArea *sa, ARegion *ar, const int mval[2], float hotspot)
{
View3D *v3d = sa->spacedata.first;
RegionView3D *rv3d = ar->regiondata;
@ -1726,9 +1726,6 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
const bool is_picksel = true;
const bool do_passes = GPU_select_query_check_active();
/* XXX check a bit later on this... (ton) */
extern void view3d_winmatrix_set(ARegion *ar, View3D *v3d, const rcti *rect);
/* when looking through a selected camera, the manipulator can be at the
* exact same position as the view, skip so we don't break selection */
if (fabsf(mat4_to_scale(rv3d->twmat)) < 1e-7f)
@ -1739,8 +1736,7 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
rect.ymin = mval[1] - hotspot;
rect.ymax = mval[1] + hotspot;
view3d_winmatrix_set(ar, v3d, &rect);
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
ED_view3d_draw_setup_view(NULL, scene, ar, v3d, NULL, NULL, &rect);
if (do_passes)
GPU_select_begin(buffer, 64, &rect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
@ -1775,8 +1771,7 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
GPU_select_end();
}
view3d_winmatrix_set(ar, v3d, NULL);
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
ED_view3d_draw_setup_view(NULL, scene, ar, v3d, NULL, NULL, NULL);
if (hits == 1) return buffer[3];
else if (hits > 1) {
@ -1841,6 +1836,7 @@ static const char *manipulator_get_operator_name(int man_val)
/* return 0; nothing happened */
int BIF_do_manipulator(bContext *C, const struct wmEvent *event, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
ScrArea *sa = CTX_wm_area(C);
View3D *v3d = sa->spacedata.first;
ARegion *ar = CTX_wm_region(C);
@ -1855,7 +1851,7 @@ int BIF_do_manipulator(bContext *C, const struct wmEvent *event, wmOperator *op)
RNA_enum_set(op->ptr, "constraint_orientation", v3d->twmode);
// find the hotspots first test narrow hotspot
val = manipulator_selectbuf(sa, ar, event->mval, 0.5f * (float)U.tw_hotspot);
val = manipulator_selectbuf(scene, sa, ar, event->mval, 0.5f * (float)U.tw_hotspot);
if (val) {
wmOperatorType *ot;
PointerRNA props_ptr;
@ -1863,7 +1859,7 @@ int BIF_do_manipulator(bContext *C, const struct wmEvent *event, wmOperator *op)
const char *opname;
// drawflags still global, for drawing call above
drawflags = manipulator_selectbuf(sa, ar, event->mval, 0.2f * (float)U.tw_hotspot);
drawflags = manipulator_selectbuf(scene, sa, ar, event->mval, 0.2f * (float)U.tw_hotspot);
if (drawflags == 0) drawflags = val;
/* Planar constraint doesn't make sense for rotation, give other keymaps a chance */

@ -47,7 +47,7 @@ static void rna_RegionView3D_update(ID *id, RegionView3D *rv3d)
v3d = (View3D *)sa->spacedata.first;
ED_view3d_update_viewmat(sc->scene, v3d, ar, NULL, NULL);
ED_view3d_update_viewmat(sc->scene, v3d, ar, NULL, NULL, NULL);
}
}