DRW Manager: create and use new DRW_framebuffer_depth_read utility.

This commit is contained in:
mano-wii 2019-03-22 12:53:50 -03:00
parent e061cb4437
commit 40f8f445a3
3 changed files with 12 additions and 10 deletions

View File

@ -126,6 +126,7 @@ void DRW_draw_depth_loop(
void DRW_framebuffer_select_id_setup(struct ARegion *ar, const bool clear);
void DRW_framebuffer_select_id_release(struct ARegion *ar);
void DRW_framebuffer_select_id_read(const struct rcti *rect, uint *r_buf);
void DRW_framebuffer_depth_read(const struct rcti *rect, float *r_buf);
/* grease pencil render */
bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);

View File

@ -2513,6 +2513,14 @@ void DRW_framebuffer_select_id_read(const rcti *rect, uint *r_buf)
g_select_buffer.texture_u32, GPU_DATA_UNSIGNED_INT, rect, r_buf);
}
/* Read a block of pixels from the depth frame buffer. */
void DRW_framebuffer_depth_read(const rcti *rect, float *r_buf)
{
GPU_texture_read_rect(
g_select_buffer.texture_depth, GPU_DATA_FLOAT, rect, r_buf);
}
/** \} */

View File

@ -223,12 +223,6 @@ void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int form
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
/* XXX depth reading exception, for code not using gpu offscreen */
static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
{
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
void ED_view3d_select_id_validate_with_select_mode(ViewContext *vc, short select_mode)
{
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
@ -726,7 +720,6 @@ void ED_view3d_draw_bgpic_test(
/* *********************** */
/* XXX warning, not using gpu offscreen here */
void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
{
/* clamp rect by region */
@ -775,14 +768,14 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
}
if (d->damaged) {
/* XXX using special function here, it doesn't use the gpu offscreen system */
view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
DRW_framebuffer_depth_read(rect, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
d->damaged = false;
}
}
/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
/* note, with nouveau drivers the glReadPixels() is very slow. [#24339]
* XXX warning, not using gpu offscreen here */
void ED_view3d_depth_update(ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;