Commit: bc566e9393212fd37a3d6d7d3a8eee8a1f61d9b8
Author: Mike Erwin
Date:   Tue Oct 25 04:39:55 2016 -0400
Branches: blender2.8
https://developer.blender.org/rBbc566e9393212fd37a3d6d7d3a8eee8a1f61d9b8

OpenGL: 3D View background & depth buffer details

Surveying buffer usage & clears for new viewport. Not yet perfect, but closer. 
Committing from Mac so I can test this on Windows.

Using new matrix API (T49450) for gradient background.

===================================================================

M       source/blender/editors/space_view3d/view3d_draw.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw.c 
b/source/blender/editors/space_view3d/view3d_draw.c
index 2e08030..baa69d1 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -53,6 +53,7 @@
 #include "ED_screen.h"
 #include "ED_transform.h"
 
+#include "GPU_matrix.h"
 #include "GPU_immediate.h"
 #include "GPU_material.h"
 #include "GPU_viewport.h"
@@ -766,7 +767,7 @@ static bool view3d_draw_render_draw(const bContext *C, 
Scene *scene,
 
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        /* don't change depth buffer */
-       glClear(GL_COLOR_BUFFER_BIT);
+       glClear(GL_COLOR_BUFFER_BIT); /* is this necessary? -- merwin */
 
        /* render result draw */
        type = rv3d->render_engine->type;
@@ -787,45 +788,41 @@ static bool view3d_draw_render_draw(const bContext *C, 
Scene *scene,
 
 /* ******************** background plates ***************** */
 
-static void view3d_draw_background_none()
+static void view3d_draw_background_gradient()
 {
-       if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
-               glMatrixMode(GL_PROJECTION);
-               glPushMatrix();
-               glLoadIdentity();
-               glMatrixMode(GL_MODELVIEW);
-               glPushMatrix();
-               glLoadIdentity();
+       gpuMatrixBegin3D(); /* TODO: finish 2D API */
 
-               glClear(GL_DEPTH_BUFFER_BIT);
-               glDisable(GL_DEPTH_TEST);
+       glClear(GL_DEPTH_BUFFER_BIT);
 
-               VertexFormat *format = immVertexFormat();
-               unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, 
KEEP_FLOAT);
-               unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 
3, NORMALIZE_INT_TO_FLOAT);
-               unsigned char col_hi[3], col_lo[3];
+       VertexFormat *format = immVertexFormat();
+       unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+       unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, 
NORMALIZE_INT_TO_FLOAT);
+       unsigned char col_hi[3], col_lo[3];
 
-               immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+       immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
 
-               UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
-               UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
+       UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
+       UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
 
-               immBegin(GL_QUADS, 4);
-               immAttrib3ubv(color, col_lo);
-               immVertex2f(pos, -1.0f, -1.0f);
-               immVertex2f(pos, 1.0f, -1.0f);
+       immBegin(GL_QUADS, 4);
+       immAttrib3ubv(color, col_lo);
+       immVertex2f(pos, -1.0f, -1.0f);
+       immVertex2f(pos, 1.0f, -1.0f);
 
-               immAttrib3ubv(color, col_hi);
-               immVertex2f(pos, 1.0f, 1.0f);
-               immVertex2f(pos, -1.0f, 1.0f);
-               immEnd();
+       immAttrib3ubv(color, col_hi);
+       immVertex2f(pos, 1.0f, 1.0f);
+       immVertex2f(pos, -1.0f, 1.0f);
+       immEnd();
 
-               immUnbindProgram();
+       immUnbindProgram();
 
-               glMatrixMode(GL_PROJECTION);
-               glPopMatrix();
-               glMatrixMode(GL_MODELVIEW);
-               glPopMatrix();
+       gpuMatrixEnd();
+}
+
+static void view3d_draw_background_none()
+{
+       if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
+               view3d_draw_background_gradient();
        }
        else {
                UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
@@ -833,12 +830,6 @@ static void view3d_draw_background_none()
        }
 }
 
-static void view3d_draw_background_gradient()
-{
-       /* TODO viewport */
-       view3d_draw_background_none();
-}
-
 static void view3d_draw_background_world(Scene *scene, View3D *v3d, 
RegionView3D *rv3d)
 {
        if (scene->world) {
@@ -847,25 +838,26 @@ static void view3d_draw_background_world(Scene *scene, 
View3D *v3d, RegionView3D
                /* calculate full shader for background */
                GPU_material_bind(gpumat, 1, 1, 1.0f, false, rv3d->viewmat, 
rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
 
-               if (!GPU_material_bound(gpumat)) {
-                       view3d_draw_background_none();
-               }
+               if (GPU_material_bound(gpumat)) {
 
-               glClear(GL_DEPTH_BUFFER_BIT);
-               glDisable(GL_DEPTH_TEST);
+                       glClear(GL_DEPTH_BUFFER_BIT);
 
-               /* TODO viewport (dfelinto): GPU_material_bind relies on 
immediate mode,
-               * we can't get rid of the following code without a bigger 
refactor
-               * or we dropping this functionality. */
+                       /* TODO viewport (dfelinto): GPU_material_bind relies 
on immediate mode,
+                       * we can't get rid of the following code without a 
bigger refactor
+                       * or we dropping this functionality. */
 
-               glBegin(GL_TRIANGLE_STRIP);
-               glVertex2f(-1.0f, -1.0f);
-               glVertex2f(1.0f, -1.0f);
-               glVertex2f(-1.0f, 1.0f);
-               glVertex2f(1.0f, 1.0f);
-               glEnd();
+                       glBegin(GL_TRIANGLE_STRIP);
+                       glVertex2f(-1.0f, -1.0f);
+                       glVertex2f(1.0f, -1.0f);
+                       glVertex2f(-1.0f, 1.0f);
+                       glVertex2f(1.0f, 1.0f);
+                       glEnd();
 
-               GPU_material_unbind(gpumat);
+                       GPU_material_unbind(gpumat);
+               }
+               else {
+                       view3d_draw_background_none();
+               }
        }
        else {
                view3d_draw_background_none();
@@ -883,6 +875,12 @@ static void view3d_draw_background(const bContext *C)
        View3D *v3d = CTX_wm_view3d(C);
        RegionView3D *rv3d = CTX_wm_region_view3d(C);
 
+       glDisable(GL_DEPTH_TEST);
+       /* Background functions do not read or write depth, but they do clear 
or completely
+        * overwrite color buffer. It's more efficient to clear color & depth 
in once call, so
+        * background functions do this even though they don't use depth.
+        */
+
        switch (v3d->debug.background) {
                case V3D_DEBUG_BACKGROUND_WORLD:
                        view3d_draw_background_world(scene, v3d, rv3d);
@@ -892,7 +890,7 @@ static void view3d_draw_background(const bContext *C)
                        break;
                case V3D_DEBUG_BACKGROUND_NONE:
                default:
-                       view3d_draw_background_none(v3d);
+                       view3d_draw_background_none();
                        break;
        }
 }
@@ -1101,7 +1099,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, 
View3D *v3d, const char **
 
        glLineWidth(1.0f);
 
+#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
        glDepthMask(GL_FALSE);  /* disable write in zbuffer */
+#endif
 
        VertexFormat* format = immVertexFormat();
        unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
@@ -1235,7 +1235,10 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, 
View3D *v3d, const char **
 
 drawgrid_cleanup:
        immUnbindProgram();
+
+#if 0 /* depth write is left enabled above */
        glDepthMask(GL_TRUE);  /* enable write in zbuffer */
+#endif
 }
 
 #undef DEBUG_GRID
@@ -1453,6 +1456,7 @@ static void view3d_draw_grid(const bContext *C, ARegion 
*ar)
        rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit);
 
        glEnable(GL_DEPTH_TEST);
+       glDepthMask(GL_FALSE); /* read & test depth, but don't alter it. TODO: 
separate UI depth buffer */
 
        if (!draw_floor) {
                ED_region_pixelspace(ar);
@@ -1587,6 +1591,8 @@ static void draw_all_objects(const bContext *C, ARegion 
*ar, const bool only_dep
 
        if (only_depth || use_depth) {
                glEnable(GL_DEPTH_TEST);
+               glDepthFunc(GL_LESS);
+               glDepthMask(GL_TRUE);
                v3d->zbuf = true;
        }

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