Manipulator: partial depth support

Use the depth flag added for this purpose.
Although this only works for regular currently, not selection.
This commit is contained in:
Campbell Barton 2017-06-23 17:20:25 +10:00
parent d47cb2a4e4
commit 0f99793dee
2 changed files with 56 additions and 3 deletions

View File

@ -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;

View File

@ -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(