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authorJacques Lucke <jacques@blender.org>2022-09-27 18:38:23 +0300
committerJacques Lucke <jacques@blender.org>2022-09-27 18:38:23 +0300
commit697e86a76199c66267370f0222932b8fcb30dc3d (patch)
tree02e9c740d012b31db550f15e6f2fedaf9125c6e1 /source/blender/editors/space_view3d/view3d_draw.cc
parent5f7259a0013bdfeff681b9e80202c0c281937bbd (diff)
View3D: move view3d_draw.c to c++
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.cc')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.cc2596
1 files changed, 2596 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.cc b/source/blender/editors/space_view3d/view3d_draw.cc
new file mode 100644
index 00000000000..792421ef4b9
--- /dev/null
+++ b/source/blender/editors/space_view3d/view3d_draw.cc
@@ -0,0 +1,2596 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2008 Blender Foundation. All rights reserved. */
+
+/** \file
+ * \ingroup spview3d
+ */
+
+#include <math.h>
+
+#include "BLI_jitter_2d.h"
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_math_vector.hh"
+#include "BLI_rect.h"
+#include "BLI_string.h"
+#include "BLI_string_utils.h"
+#include "BLI_threads.h"
+
+#include "BKE_armature.h"
+#include "BKE_camera.h"
+#include "BKE_collection.h"
+#include "BKE_context.h"
+#include "BKE_customdata.h"
+#include "BKE_global.h"
+#include "BKE_image.h"
+#include "BKE_key.h"
+#include "BKE_layer.h"
+#include "BKE_main.h"
+#include "BKE_object.h"
+#include "BKE_paint.h"
+#include "BKE_scene.h"
+#include "BKE_studiolight.h"
+#include "BKE_unit.h"
+
+#include "BLF_api.h"
+
+#include "BLT_translation.h"
+
+#include "DNA_armature_types.h"
+#include "DNA_brush_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_key_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_windowmanager_types.h"
+
+#include "DRW_engine.h"
+#include "DRW_select_buffer.h"
+
+#include "ED_gpencil.h"
+#include "ED_info.h"
+#include "ED_keyframing.h"
+#include "ED_screen.h"
+#include "ED_screen_types.h"
+#include "ED_transform.h"
+#include "ED_view3d_offscreen.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "GPU_batch.h"
+#include "GPU_batch_presets.h"
+#include "GPU_framebuffer.h"
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
+#include "GPU_material.h"
+#include "GPU_matrix.h"
+#include "GPU_state.h"
+#include "GPU_viewport.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "RE_engine.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "RNA_access.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "view3d_intern.h" /* own include */
+
+using blender::float4;
+
+#define M_GOLDEN_RATIO_CONJUGATE 0.618033988749895f
+
+#define VIEW3D_OVERLAY_LINEHEIGHT (0.9f * U.widget_unit)
+
+/* -------------------------------------------------------------------- */
+/** \name General Functions
+ * \{ */
+
+void ED_view3d_update_viewmat(Depsgraph *depsgraph,
+ const Scene *scene,
+ View3D *v3d,
+ ARegion *region,
+ const float viewmat[4][4],
+ const float winmat[4][4],
+ const rcti *rect,
+ bool offscreen)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+
+ /* setup window matrices */
+ if (winmat) {
+ copy_m4_m4(rv3d->winmat, winmat);
+ }
+ else {
+ view3d_winmatrix_set(depsgraph, region, v3d, rect);
+ }
+
+ /* setup view matrix */
+ if (viewmat) {
+ copy_m4_m4(rv3d->viewmat, viewmat);
+ }
+ else {
+ float rect_scale[2];
+ if (rect) {
+ rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)region->winx;
+ rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)region->winy;
+ }
+ /* NOTE: calls BKE_object_where_is_calc for camera... */
+ view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : nullptr);
+ }
+ /* update utility matrices */
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+
+ /* calculate GLSL view dependent values */
+
+ /* store window coordinates scaling/offset */
+ if (!offscreen && rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ rctf cameraborder;
+ ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &cameraborder, false);
+ rv3d->viewcamtexcofac[0] = (float)region->winx / BLI_rctf_size_x(&cameraborder);
+ rv3d->viewcamtexcofac[1] = (float)region->winy / BLI_rctf_size_y(&cameraborder);
+
+ rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)region->winx;
+ rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)region->winy;
+ }
+ else {
+ rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
+ rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
+ }
+
+ /* Calculate pixel-size factor once, this is used for lights and object-centers. */
+ {
+ /* NOTE: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
+ * because of float point precision problems at large values T23908. */
+ float v1[3], v2[3];
+ float len_px, len_sc;
+
+ v1[0] = rv3d->persmat[0][0];
+ v1[1] = rv3d->persmat[1][0];
+ v1[2] = rv3d->persmat[2][0];
+
+ v2[0] = rv3d->persmat[0][1];
+ v2[1] = rv3d->persmat[1][1];
+ v2[2] = rv3d->persmat[2][1];
+
+ len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
+
+ if (rect) {
+ len_sc = (float)max_ii(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect));
+ }
+ else {
+ len_sc = (float)MAX2(region->winx, region->winy);
+ }
+
+ rv3d->pixsize = len_px / len_sc;
+ }
+}
+
+static void view3d_main_region_setup_view(Depsgraph *depsgraph,
+ Scene *scene,
+ View3D *v3d,
+ ARegion *region,
+ const float viewmat[4][4],
+ const float winmat[4][4],
+ const rcti *rect)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+
+ ED_view3d_update_viewmat(depsgraph, scene, v3d, region, viewmat, winmat, rect, false);
+
+ /* set for opengl */
+ GPU_matrix_projection_set(rv3d->winmat);
+ GPU_matrix_set(rv3d->viewmat);
+}
+
+static void view3d_main_region_setup_offscreen(Depsgraph *depsgraph,
+ const Scene *scene,
+ View3D *v3d,
+ ARegion *region,
+ const float viewmat[4][4],
+ const float winmat[4][4])
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ ED_view3d_update_viewmat(depsgraph, scene, v3d, region, viewmat, winmat, nullptr, true);
+
+ /* set for opengl */
+ GPU_matrix_projection_set(rv3d->winmat);
+ GPU_matrix_set(rv3d->viewmat);
+}
+
+static bool view3d_stereo3d_active(wmWindow *win,
+ const Scene *scene,
+ View3D *v3d,
+ RegionView3D *rv3d)
+{
+ if ((scene->r.scemode & R_MULTIVIEW) == 0) {
+ return false;
+ }
+
+ if ((v3d->camera == nullptr) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
+ return false;
+ }
+
+ switch (v3d->stereo3d_camera) {
+ case STEREO_MONO_ID:
+ return false;
+ break;
+ case STEREO_3D_ID:
+ /* win will be nullptr when calling this from the selection or draw loop. */
+ if ((win == nullptr) || (WM_stereo3d_enabled(win, true) == false)) {
+ return false;
+ }
+ if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
+ !BKE_scene_multiview_is_stereo3d(&scene->r)) {
+ return false;
+ }
+ break;
+ /* We always need the stereo calculation for left and right cameras. */
+ case STEREO_LEFT_ID:
+ case STEREO_RIGHT_ID:
+ default:
+ break;
+ }
+ return true;
+}
+
+/* setup the view and win matrices for the multiview cameras
+ *
+ * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
+ * we have no winmatrix (i.e., projection matrix) defined at that time.
+ * Since the camera and the camera shift are needed for the winmat calculation
+ * 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(
+ Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *region, const rcti *rect)
+{
+ bool is_left;
+ const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
+ const char *viewname;
+
+ /* show only left or right camera */
+ if (v3d->stereo3d_camera != STEREO_3D_ID) {
+ v3d->multiview_eye = v3d->stereo3d_camera;
+ }
+
+ is_left = v3d->multiview_eye == STEREO_LEFT_ID;
+ viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
+
+ /* update the viewport matrices with the new camera */
+ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+ Camera *data, *data_eval;
+ float viewmat[4][4];
+ float shiftx;
+
+ data = (Camera *)v3d->camera->data;
+ data_eval = (Camera *)DEG_get_evaluated_id(depsgraph, &data->id);
+
+ shiftx = data_eval->shiftx;
+
+ BLI_thread_lock(LOCK_VIEW3D);
+ data_eval->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(depsgraph, scene, v3d, region, viewmat, nullptr, rect);
+
+ data_eval->shiftx = shiftx;
+ BLI_thread_unlock(LOCK_VIEW3D);
+ }
+ else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+ float viewmat[4][4];
+ Object *view_ob = v3d->camera;
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+
+ BLI_thread_lock(LOCK_VIEW3D);
+ v3d->camera = camera;
+
+ BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+ view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, nullptr, rect);
+
+ v3d->camera = view_ob;
+ BLI_thread_unlock(LOCK_VIEW3D);
+ }
+}
+
+#ifdef WITH_XR_OPENXR
+static void view3d_xr_mirror_setup(const wmWindowManager *wm,
+ Depsgraph *depsgraph,
+ Scene *scene,
+ View3D *v3d,
+ ARegion *region,
+ const rcti *rect)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ float viewmat[4][4];
+ const float lens_old = v3d->lens;
+
+ if (!WM_xr_session_state_viewer_pose_matrix_info_get(&wm->xr, viewmat, &v3d->lens)) {
+ /* Can't get info from XR session, use fallback values. */
+ copy_m4_m4(viewmat, rv3d->viewmat);
+ v3d->lens = lens_old;
+ }
+ view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, nullptr, rect);
+
+ /* Set draw flags. */
+ SET_FLAG_FROM_TEST(v3d->flag2,
+ (wm->xr.session_settings.draw_flags & V3D_OFSDRAW_XR_SHOW_CONTROLLERS) != 0,
+ V3D_XR_SHOW_CONTROLLERS);
+ SET_FLAG_FROM_TEST(v3d->flag2,
+ (wm->xr.session_settings.draw_flags & V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS) !=
+ 0,
+ V3D_XR_SHOW_CUSTOM_OVERLAYS);
+ /* Hide navigation gizmo since it gets distorted if the view matrix has a scale factor. */
+ v3d->gizmo_flag |= V3D_GIZMO_HIDE_NAVIGATE;
+
+ /* Reset overridden View3D data. */
+ v3d->lens = lens_old;
+}
+#endif /* WITH_XR_OPENXR */
+
+void ED_view3d_draw_setup_view(const wmWindowManager *wm,
+ wmWindow *win,
+ Depsgraph *depsgraph,
+ Scene *scene,
+ ARegion *region,
+ View3D *v3d,
+ const float viewmat[4][4],
+ const float winmat[4][4],
+ const rcti *rect)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+
+#ifdef WITH_XR_OPENXR
+ /* Setup the view matrix. */
+ if (ED_view3d_is_region_xr_mirror_active(wm, v3d, region)) {
+ view3d_xr_mirror_setup(wm, depsgraph, scene, v3d, region, rect);
+ }
+ else
+#endif
+ if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
+ view3d_stereo3d_setup(depsgraph, scene, v3d, region, rect);
+ }
+ else {
+ view3d_main_region_setup_view(depsgraph, scene, v3d, region, viewmat, winmat, rect);
+ }
+
+#ifndef WITH_XR_OPENXR
+ UNUSED_VARS(wm);
+#endif
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw View Border
+ * \{ */
+
+static void view3d_camera_border(const Scene *scene,
+ struct Depsgraph *depsgraph,
+ const ARegion *region,
+ const View3D *v3d,
+ const RegionView3D *rv3d,
+ rctf *r_viewborder,
+ const bool no_shift,
+ const bool no_zoom)
+{
+ CameraParams params;
+ rctf rect_view, rect_camera;
+ Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
+
+ /* get viewport viewplane */
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
+ if (no_zoom) {
+ params.zoom = 1.0f;
+ }
+ BKE_camera_params_compute_viewplane(&params, region->winx, region->winy, 1.0f, 1.0f);
+ rect_view = params.viewplane;
+
+ /* get camera viewplane */
+ BKE_camera_params_init(&params);
+ /* fallback for non camera objects */
+ params.clip_start = v3d->clip_start;
+ params.clip_end = v3d->clip_end;
+ BKE_camera_params_from_object(&params, camera_eval);
+ if (no_shift) {
+ params.shiftx = 0.0f;
+ params.shifty = 0.0f;
+ }
+ BKE_camera_params_compute_viewplane(
+ &params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
+ rect_camera = params.viewplane;
+
+ /* get camera border within viewport */
+ r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
+ region->winx;
+ r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) *
+ region->winx;
+ r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
+ region->winy;
+ r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) *
+ region->winy;
+}
+
+void ED_view3d_calc_camera_border_size(const Scene *scene,
+ Depsgraph *depsgraph,
+ const ARegion *region,
+ const View3D *v3d,
+ const RegionView3D *rv3d,
+ float r_size[2])
+{
+ rctf viewborder;
+
+ view3d_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, true, true);
+ r_size[0] = BLI_rctf_size_x(&viewborder);
+ r_size[1] = BLI_rctf_size_y(&viewborder);
+}
+
+void ED_view3d_calc_camera_border(const Scene *scene,
+ Depsgraph *depsgraph,
+ const ARegion *region,
+ const View3D *v3d,
+ const RegionView3D *rv3d,
+ rctf *r_viewborder,
+ const bool no_shift)
+{
+ view3d_camera_border(scene, depsgraph, region, v3d, rv3d, r_viewborder, no_shift, false);
+}
+
+static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac)
+{
+ float x3, y3, x4, y4;
+
+ x3 = x1 + fac * (x2 - x1);
+ y3 = y1 + fac * (y2 - y1);
+ x4 = x1 + (1.0f - fac) * (x2 - x1);
+ y4 = y1 + (1.0f - fac) * (y2 - y1);
+
+ immBegin(GPU_PRIM_LINES, 8);
+
+ immVertex2f(shdr_pos, x1, y3);
+ immVertex2f(shdr_pos, x2, y3);
+
+ immVertex2f(shdr_pos, x1, y4);
+ immVertex2f(shdr_pos, x2, y4);
+
+ immVertex2f(shdr_pos, x3, y1);
+ immVertex2f(shdr_pos, x3, y2);
+
+ immVertex2f(shdr_pos, x4, y1);
+ immVertex2f(shdr_pos, x4, y2);
+
+ immEnd();
+}
+
+/* harmonious triangle */
+static void drawviewborder_triangle(
+ uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
+{
+ float ofs;
+ float w = x2 - x1;
+ float h = y2 - y1;
+
+ immBegin(GPU_PRIM_LINES, 6);
+
+ if (w > h) {
+ if (golden) {
+ ofs = w * (1.0f - M_GOLDEN_RATIO_CONJUGATE);
+ }
+ else {
+ ofs = h * (h / w);
+ }
+ if (dir == 'B') {
+ SWAP(float, y1, y2);
+ }
+
+ immVertex2f(shdr_pos, x1, y1);
+ immVertex2f(shdr_pos, x2, y2);
+
+ immVertex2f(shdr_pos, x2, y1);
+ immVertex2f(shdr_pos, x1 + (w - ofs), y2);
+
+ immVertex2f(shdr_pos, x1, y2);
+ immVertex2f(shdr_pos, x1 + ofs, y1);
+ }
+ else {
+ if (golden) {
+ ofs = h * (1.0f - M_GOLDEN_RATIO_CONJUGATE);
+ }
+ else {
+ ofs = w * (w / h);
+ }
+ if (dir == 'B') {
+ SWAP(float, x1, x2);
+ }
+
+ immVertex2f(shdr_pos, x1, y1);
+ immVertex2f(shdr_pos, x2, y2);
+
+ immVertex2f(shdr_pos, x2, y1);
+ immVertex2f(shdr_pos, x1, y1 + ofs);
+
+ immVertex2f(shdr_pos, x1, y2);
+ immVertex2f(shdr_pos, x2, y1 + (h - ofs));
+ }
+
+ immEnd();
+}
+
+static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *region, View3D *v3d)
+{
+ float x1, x2, y1, y2;
+ float x1i, x2i, y1i, y2i;
+
+ rctf viewborder;
+ Camera *ca = nullptr;
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+
+ if (v3d->camera == nullptr) {
+ return;
+ }
+ if (v3d->camera->type == OB_CAMERA) {
+ ca = static_cast<Camera *>(v3d->camera->data);
+ }
+
+ ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, false);
+ /* the offsets */
+ x1 = viewborder.xmin;
+ y1 = viewborder.ymin;
+ x2 = viewborder.xmax;
+ y2 = viewborder.ymax;
+
+ GPU_line_width(1.0f);
+
+ /* apply offsets so the real 3D camera shows through */
+
+ /* NOTE: quite un-scientific but without this bit extra
+ * 0.0001 on the lower left the 2D border sometimes
+ * obscures the 3D camera border */
+ /* NOTE: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
+ * but keep it here in case we need to remove the workaround */
+ x1i = (int)(x1 - 1.0001f);
+ y1i = (int)(y1 - 1.0001f);
+ x2i = (int)(x2 + (1.0f - 0.0001f));
+ y2i = (int)(y2 + (1.0f - 0.0001f));
+
+ uint shdr_pos = GPU_vertformat_attr_add(
+ immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+
+ /* First, solid lines. */
+ {
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ /* passepartout, specified in camera edit buttons */
+ if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
+ const float winx = (region->winx + 1);
+ const float winy = (region->winy + 1);
+
+ float alpha = 1.0f;
+
+ if (ca->passepartalpha != 1.0f) {
+ GPU_blend(GPU_BLEND_ALPHA);
+ alpha = ca->passepartalpha;
+ }
+
+ immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
+
+ if (x1i > 0.0f) {
+ immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
+ }
+ if (x2i < winx) {
+ immRectf(shdr_pos, x2i, winy, winx, 0.0f);
+ }
+ if (y2i < winy) {
+ immRectf(shdr_pos, x1i, winy, x2i, y2i);
+ }
+ if (y2i > 0.0f) {
+ immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
+ }
+
+ GPU_blend(GPU_BLEND_NONE);
+ immUniformThemeColor3(TH_BACK);
+ imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
+ }
+
+#ifdef VIEW3D_CAMERA_BORDER_HACK
+ if (view3d_camera_border_hack_test == true) {
+ immUniformColor3ubv(view3d_camera_border_hack_col);
+ imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
+ view3d_camera_border_hack_test = false;
+ }
+#endif
+
+ immUnbindProgram();
+ }
+
+ /* When overlays are disabled, only show camera outline & passepartout. */
+ if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
+ return;
+ }
+
+ /* And now, the dashed lines! */
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
+
+ {
+ float viewport_size[4];
+ GPU_viewport_size_get_f(viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform1i("colors_len", 0); /* "simple" mode */
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_factor", 0.5f);
+
+ /* outer line not to confuse with object selection */
+ if (v3d->flag2 & V3D_LOCK_CAMERA) {
+ immUniformThemeColor(TH_REDALERT);
+ imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
+ }
+
+ immUniformThemeColor3(TH_VIEW_OVERLAY);
+ imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
+ }
+
+ /* Render Border. */
+ if (scene->r.mode & R_BORDER) {
+ float x3, y3, x4, y4;
+
+ x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
+ y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
+ x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
+ y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
+
+ immUniformColor3f(1.0f, 0.25f, 0.25f);
+ imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
+ }
+
+ /* safety border */
+ if (ca) {
+ GPU_blend(GPU_BLEND_ALPHA);
+ immUniformThemeColorAlpha(TH_VIEW_OVERLAY, 0.75f);
+
+ if (ca->dtx & CAM_DTX_CENTER) {
+ float x3, y3;
+
+ x3 = x1 + 0.5f * (x2 - x1);
+ y3 = y1 + 0.5f * (y2 - y1);
+
+ immBegin(GPU_PRIM_LINES, 4);
+
+ immVertex2f(shdr_pos, x1, y3);
+ immVertex2f(shdr_pos, x2, y3);
+
+ immVertex2f(shdr_pos, x3, y1);
+ immVertex2f(shdr_pos, x3, y2);
+
+ immEnd();
+ }
+
+ if (ca->dtx & CAM_DTX_CENTER_DIAG) {
+ immBegin(GPU_PRIM_LINES, 4);
+
+ immVertex2f(shdr_pos, x1, y1);
+ immVertex2f(shdr_pos, x2, y2);
+
+ immVertex2f(shdr_pos, x1, y2);
+ immVertex2f(shdr_pos, x2, y1);
+
+ immEnd();
+ }
+
+ if (ca->dtx & CAM_DTX_THIRDS) {
+ drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
+ }
+
+ if (ca->dtx & CAM_DTX_GOLDEN) {
+ drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - M_GOLDEN_RATIO_CONJUGATE);
+ }
+
+ if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
+ drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
+ }
+
+ if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
+ drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
+ }
+
+ if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
+ drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
+ }
+
+ if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
+ drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
+ }
+
+ if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
+ rctf margins_rect{};
+ margins_rect.xmin = x1;
+ margins_rect.xmax = x2;
+ margins_rect.ymin = y1;
+ margins_rect.ymax = y2;
+
+ UI_draw_safe_areas(
+ shdr_pos, &margins_rect, scene->safe_areas.title, scene->safe_areas.action);
+
+ if (ca->flag & CAM_SHOW_SAFE_CENTER) {
+ rctf center_rect{};
+ center_rect.xmin = x1;
+ center_rect.xmax = x2;
+ center_rect.ymin = y1;
+ center_rect.ymax = y2;
+ UI_draw_safe_areas(shdr_pos,
+ &center_rect,
+ scene->safe_areas.title_center,
+ scene->safe_areas.action_center);
+ }
+ }
+
+ if (ca->flag & CAM_SHOWSENSOR) {
+ /* determine sensor fit, and get sensor x/y, for auto fit we
+ * assume and square sensor and only use sensor_x */
+ float sizex = scene->r.xsch * scene->r.xasp;
+ float sizey = scene->r.ysch * scene->r.yasp;
+ int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
+ float sensor_x = ca->sensor_x;
+ float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
+
+ /* determine sensor plane */
+ rctf rect;
+
+ if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
+ float sensor_scale = (x2i - x1i) / sensor_x;
+ float sensor_height = sensor_scale * sensor_y;
+
+ rect.xmin = x1i;
+ rect.xmax = x2i;
+ rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
+ rect.ymax = rect.ymin + sensor_height;
+ }
+ else {
+ float sensor_scale = (y2i - y1i) / sensor_y;
+ float sensor_width = sensor_scale * sensor_x;
+
+ rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
+ rect.xmax = rect.xmin + sensor_width;
+ rect.ymin = y1i;
+ rect.ymax = y2i;
+ }
+
+ /* draw */
+ immUniformThemeColorShadeAlpha(TH_VIEW_OVERLAY, 100, 255);
+
+ /* TODO: Was using:
+ * `UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color);`
+ * We'll probably need a new imm_draw_line_roundbox_dashed or that - though in practice the
+ * 2.0f round corner effect was nearly not visible anyway. */
+ imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+ }
+
+ GPU_blend(GPU_BLEND_NONE);
+ }
+
+ immUnbindProgram();
+ /* end dashed lines */
+
+ /* camera name - draw in highlighted text color */
+ if (ca && ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) && (ca->flag & CAM_SHOWNAME)) {
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+ BLF_draw_default(x1i,
+ y1i - (0.7f * U.widget_unit),
+ 0.0f,
+ v3d->camera->id.name + 2,
+ sizeof(v3d->camera->id.name) - 2);
+ }
+}
+
+static void drawrenderborder(ARegion *region, View3D *v3d)
+{
+ /* use the same program for everything */
+ uint shdr_pos = GPU_vertformat_attr_add(
+ immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+
+ GPU_line_width(1.0f);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
+
+ float viewport_size[4];
+ GPU_viewport_size_get_f(viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform1i("colors_len", 0); /* "simple" mode */
+ immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_factor", 0.5f);
+
+ imm_draw_box_wire_2d(shdr_pos,
+ v3d->render_border.xmin * region->winx,
+ v3d->render_border.ymin * region->winy,
+ v3d->render_border.xmax * region->winx,
+ v3d->render_border.ymax * region->winy);
+
+ immUnbindProgram();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Other Elements
+ * \{ */
+
+float ED_scene_grid_scale(const Scene *scene, const char **r_grid_unit)
+{
+ /* apply units */
+ if (scene->unit.system) {
+ const void *usys;
+ int len;
+
+ BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
+
+ if (usys) {
+ int i = BKE_unit_base_get(usys);
+ if (r_grid_unit) {
+ *r_grid_unit = BKE_unit_display_name_get(usys, i);
+ }
+ return (float)BKE_unit_scalar_get(usys, i) / scene->unit.scale_length;
+ }
+ }
+
+ return 1.0f;
+}
+
+float ED_view3d_grid_scale(const Scene *scene, View3D *v3d, const char **r_grid_unit)
+{
+ return v3d->grid * ED_scene_grid_scale(scene, r_grid_unit);
+}
+
+#define STEPS_LEN 8
+void ED_view3d_grid_steps(const Scene *scene,
+ View3D *v3d,
+ RegionView3D *rv3d,
+ float r_grid_steps[STEPS_LEN])
+{
+ const void *usys;
+ int len;
+ BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
+ float grid_scale = v3d->grid;
+ BLI_assert(STEPS_LEN >= len);
+
+ if (usys) {
+ if (rv3d->view == RV3D_VIEW_USER) {
+ /* Skip steps */
+ len = BKE_unit_base_get(usys) + 1;
+ }
+
+ grid_scale /= scene->unit.scale_length;
+
+ int i;
+ for (i = 0; i < len; i++) {
+ r_grid_steps[i] = (float)BKE_unit_scalar_get(usys, len - 1 - i) * grid_scale;
+ }
+ for (; i < STEPS_LEN; i++) {
+ /* Fill last slots */
+ r_grid_steps[i] = 10.0f * r_grid_steps[i - 1];
+ }
+ }
+ else {
+ if (rv3d->view != RV3D_VIEW_USER) {
+ /* Allow 3 more subdivisions. */
+ grid_scale /= powf(v3d->gridsubdiv, 3);
+ }
+ int subdiv = 1;
+ for (int i = 0;; i++) {
+ r_grid_steps[i] = grid_scale * subdiv;
+
+ if (i == STEPS_LEN - 1) {
+ break;
+ }
+ subdiv *= v3d->gridsubdiv;
+ }
+ }
+}
+
+float ED_view3d_grid_view_scale(Scene *scene,
+ View3D *v3d,
+ ARegion *region,
+ const char **r_grid_unit)
+{
+ float grid_scale;
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
+ /* Decrease the distance between grid snap points depending on zoom. */
+ float dist = 12.0f / (region->sizex * rv3d->winmat[0][0]);
+ float grid_steps[STEPS_LEN];
+ ED_view3d_grid_steps(scene, v3d, rv3d, grid_steps);
+ /* Skip last item, in case the 'mid_dist' is greater than the largest unit. */
+ int i;
+ for (i = 0; i < ARRAY_SIZE(grid_steps) - 1; i++) {
+ grid_scale = grid_steps[i];
+ if (grid_scale > dist) {
+ break;
+ }
+ }
+
+ if (r_grid_unit) {
+ const void *usys;
+ int len;
+ BKE_unit_system_get(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
+
+ if (usys) {
+ *r_grid_unit = BKE_unit_display_name_get(usys, len - i - 1);
+ }
+ }
+ }
+ else {
+ grid_scale = ED_view3d_grid_scale(scene, v3d, r_grid_unit);
+ }
+
+ return grid_scale;
+}
+
+#undef STEPS_LEN
+
+static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
+{
+ const float k = U.rvisize * U.pixelsize; /* axis size */
+ /* axis alpha offset (rvibright has range 0-10) */
+ const int bright = -20 * (10 - U.rvibright);
+
+ /* Axis center in screen coordinates.
+ *
+ * - Unit size offset so small text doesn't draw outside the screen
+ * - Extra X offset because of the panel expander.
+ */
+ const float startx = rect->xmax - (k + UI_UNIT_X * 1.5);
+ const float starty = rect->ymax - (k + UI_UNIT_Y);
+
+ float axis_pos[3][2];
+ uchar axis_col[3][4];
+
+ int axis_order[3] = {0, 1, 2};
+ axis_sort_v3(rv3d->viewinv[2], axis_order);
+
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
+
+ /* get position of each axis tip on screen */
+ float vec[3] = {0.0f};
+ vec[i] = 1.0f;
+ mul_qt_v3(rv3d->viewquat, vec);
+ axis_pos[i][0] = startx + vec[0] * k;
+ axis_pos[i][1] = starty + vec[1] * k;
+
+ /* get color of each axis */
+ UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
+ axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
+ }
+
+ /* draw axis lines */
+ GPU_line_width(2.0f);
+ GPU_line_smooth(true);
+ GPU_blend(GPU_BLEND_ALPHA);
+
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBegin(GPU_PRIM_LINES, 6);
+
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
+
+ immAttr4ubv(col, axis_col[i]);
+ immVertex2f(pos, startx, starty);
+ immAttr4ubv(col, axis_col[i]);
+ immVertex2fv(pos, axis_pos[i]);
+ }
+
+ immEnd();
+ immUnbindProgram();
+ GPU_line_smooth(false);
+
+ /* draw axis names */
+ for (int axis_i = 0; axis_i < 3; axis_i++) {
+ int i = axis_order[axis_i];
+
+ const char axis_text[2] = {char('x' + i), '\0'};
+ BLF_color4ubv(BLF_default(), axis_col[i]);
+ BLF_draw_default(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
+ }
+}
+
+#ifdef WITH_INPUT_NDOF
+/* draw center and axis of rotation for ongoing 3D mouse navigation */
+static void draw_rotation_guide(const RegionView3D *rv3d)
+{
+ float o[3]; /* center of rotation */
+ float end[3]; /* endpoints for drawing */
+
+ uchar color[4] = {0, 108, 255, 255}; /* bright blue so it matches device LEDs */
+
+ negate_v3_v3(o, rv3d->ofs);
+
+ GPU_blend(GPU_BLEND_ALPHA);
+ GPU_depth_mask(false); /* Don't overwrite the Z-buffer. */
+
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
+
+ if (rv3d->rot_angle != 0.0f) {
+ /* -- draw rotation axis -- */
+ float scaled_axis[3];
+ const float scale = rv3d->dist;
+ mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
+
+ immBegin(GPU_PRIM_LINE_STRIP, 3);
+ color[3] = 0; /* more transparent toward the ends */
+ immAttr4ubv(col, color);
+ add_v3_v3v3(end, o, scaled_axis);
+ immVertex3fv(pos, end);
+
+# if 0
+ color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
+ /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
+# endif
+
+ color[3] = 127; /* more opaque toward the center */
+ immAttr4ubv(col, color);
+ immVertex3fv(pos, o);
+
+ color[3] = 0;
+ immAttr4ubv(col, color);
+ sub_v3_v3v3(end, o, scaled_axis);
+ immVertex3fv(pos, end);
+ immEnd();
+
+ /* -- draw ring around rotation center -- */
+ {
+# define ROT_AXIS_DETAIL 13
+
+ const float s = 0.05f * scale;
+ const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
+
+ float q[4]; /* rotate ring so it's perpendicular to axis */
+ const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
+ if (!upright) {
+ const float up[3] = {0.0f, 0.0f, 1.0f};
+ float vis_angle, vis_axis[3];
+
+ cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
+ vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
+ axis_angle_to_quat(q, vis_axis, vis_angle);
+ }
+
+ immBegin(GPU_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
+ color[3] = 63; /* somewhat faint */
+ immAttr4ubv(col, color);
+ float angle = 0.0f;
+ for (int i = 0; i < ROT_AXIS_DETAIL; i++, angle += step) {
+ float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
+
+ if (!upright) {
+ mul_qt_v3(q, p);
+ }
+
+ add_v3_v3(p, o);
+ immVertex3fv(pos, p);
+ }
+ immEnd();
+
+# undef ROT_AXIS_DETAIL
+ }
+
+ color[3] = 255; /* solid dot */
+ }
+ else {
+ color[3] = 127; /* see-through dot */
+ }
+
+ immUnbindProgram();
+
+ /* -- draw rotation center -- */
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+ GPU_point_size(5.0f);
+ immBegin(GPU_PRIM_POINTS, 1);
+ immAttr4ubv(col, color);
+ immVertex3fv(pos, o);
+ immEnd();
+ immUnbindProgram();
+
+ GPU_blend(GPU_BLEND_NONE);
+ GPU_depth_mask(true);
+}
+#endif /* WITH_INPUT_NDOF */
+
+/**
+ * Render and camera border
+ */
+static void view3d_draw_border(const bContext *C, ARegion *region)
+{
+ Scene *scene = CTX_data_scene(C);
+ Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ View3D *v3d = CTX_wm_view3d(C);
+
+ if (rv3d->persp == RV3D_CAMOB) {
+ drawviewborder(scene, depsgraph, region, v3d);
+ }
+ else if (v3d->flag2 & V3D_RENDER_BORDER) {
+ drawrenderborder(region, v3d);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Text & Info
+ * \{ */
+
+/**
+ * Draw Info
+ */
+static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
+{
+ /* TODO: viewport. */
+}
+
+/**
+ * Viewport Name
+ */
+static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
+{
+ const char *name = nullptr;
+
+ switch (rv3d->view) {
+ case RV3D_VIEW_FRONT:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Front Orthographic");
+ }
+ else {
+ name = IFACE_("Front Perspective");
+ }
+ break;
+ case RV3D_VIEW_BACK:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Back Orthographic");
+ }
+ else {
+ name = IFACE_("Back Perspective");
+ }
+ break;
+ case RV3D_VIEW_TOP:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Top Orthographic");
+ }
+ else {
+ name = IFACE_("Top Perspective");
+ }
+ break;
+ case RV3D_VIEW_BOTTOM:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Bottom Orthographic");
+ }
+ else {
+ name = IFACE_("Bottom Perspective");
+ }
+ break;
+ case RV3D_VIEW_RIGHT:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Right Orthographic");
+ }
+ else {
+ name = IFACE_("Right Perspective");
+ }
+ break;
+ case RV3D_VIEW_LEFT:
+ if (rv3d->persp == RV3D_ORTHO) {
+ name = IFACE_("Left Orthographic");
+ }
+ else {
+ name = IFACE_("Left Perspective");
+ }
+ break;
+
+ default:
+ if (rv3d->persp == RV3D_CAMOB) {
+ if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
+ Camera *cam;
+ cam = static_cast<Camera *>(v3d->camera->data);
+ if (cam->type == CAM_PERSP) {
+ name = IFACE_("Camera Perspective");
+ }
+ else if (cam->type == CAM_ORTHO) {
+ name = IFACE_("Camera Orthographic");
+ }
+ else {
+ BLI_assert(cam->type == CAM_PANO);
+ name = IFACE_("Camera Panoramic");
+ }
+ }
+ else {
+ name = IFACE_("Object as Camera");
+ }
+ }
+ else {
+ name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Orthographic") :
+ IFACE_("User Perspective");
+ }
+ }
+
+ return name;
+}
+
+static void draw_viewport_name(ARegion *region, View3D *v3d, int xoffset, int *yoffset)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ const char *name = view3d_get_name(v3d, rv3d);
+ const char *name_array[3] = {name, nullptr, nullptr};
+ int name_array_len = 1;
+ const int font_id = BLF_default();
+
+ /* 6 is the maximum size of the axis roll text. */
+ /* increase size for unicode languages (Chinese in utf-8...) */
+ char tmpstr[96 + 6];
+
+ BLF_enable(font_id, BLF_SHADOW);
+ BLF_shadow(font_id, 5, float4{0.0f, 0.0f, 0.0f, 1.0f});
+ BLF_shadow_offset(font_id, 1, -1);
+
+ if (RV3D_VIEW_IS_AXIS(rv3d->view) && (rv3d->view_axis_roll != RV3D_VIEW_AXIS_ROLL_0)) {
+ const char *axis_roll;
+ switch (rv3d->view_axis_roll) {
+ case RV3D_VIEW_AXIS_ROLL_90:
+ axis_roll = " 90\xC2\xB0";
+ break;
+ case RV3D_VIEW_AXIS_ROLL_180:
+ axis_roll = " 180\xC2\xB0";
+ break;
+ default:
+ axis_roll = " -90\xC2\xB0";
+ break;
+ }
+ name_array[name_array_len++] = axis_roll;
+ }
+
+ if (v3d->localvd) {
+ name_array[name_array_len++] = IFACE_(" (Local)");
+ }
+
+ /* Indicate that clipping region is enabled. */
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ name_array[name_array_len++] = IFACE_(" (Clipped)");
+ }
+
+ if (name_array_len > 1) {
+ BLI_string_join_array(tmpstr, sizeof(tmpstr), name_array, name_array_len);
+ name = tmpstr;
+ }
+
+ UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+
+ *yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
+
+ BLF_draw_default(xoffset, *yoffset, 0.0f, name, sizeof(tmpstr));
+
+ BLF_disable(font_id, BLF_SHADOW);
+}
+
+/**
+ * Draw info beside axes in top-left corner:
+ * frame-number, collection, object name, bone name (if available), marker name (if available).
+ */
+static void draw_selected_name(
+ Scene *scene, ViewLayer *view_layer, Object *ob, int xoffset, int *yoffset)
+{
+ const int cfra = scene->r.cfra;
+ const char *msg_pin = " (Pinned)";
+ const char *msg_sep = " : ";
+
+ const int font_id = BLF_default();
+
+ char info[300];
+ char *s = info;
+
+ s += sprintf(s, "(%d)", cfra);
+
+ if ((ob == nullptr) || (ob->mode == OB_MODE_OBJECT)) {
+ BKE_view_layer_synced_ensure(scene, view_layer);
+ LayerCollection *layer_collection = BKE_view_layer_active_collection_get(view_layer);
+ s += sprintf(s,
+ " %s%s",
+ BKE_collection_ui_name_get(layer_collection->collection),
+ (ob == nullptr) ? "" : " |");
+ }
+
+ /* Info can contain:
+ * - A frame `(7 + 2)`.
+ * - A collection name `(MAX_NAME + 3)`.
+ * - 3 object names `(MAX_NAME)`.
+ * - 2 BREAD_CRUMB_SEPARATOR(s) `(6)`.
+ * - A SHAPE_KEY_PINNED marker and a trailing '\0' `(9+1)` - translated, so give some room!
+ * - A marker name `(MAX_NAME + 3)`.
+ */
+
+ /* get name of marker on current frame (if available) */
+ const char *markern = BKE_scene_find_marker_name(scene, cfra);
+
+ /* check if there is an object */
+ if (ob) {
+ *s++ = ' ';
+ s += BLI_strcpy_rlen(s, ob->id.name + 2);
+
+ /* name(s) to display depends on type of object */
+ if (ob->type == OB_ARMATURE) {
+ bArmature *arm = static_cast<bArmature *>(ob->data);
+
+ /* show name of active bone too (if possible) */
+ if (arm->edbo) {
+ if (arm->act_edbone) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_edbone->name);
+ }
+ }
+ else if (ob->mode & OB_MODE_POSE) {
+ if (arm->act_bone) {
+
+ if (arm->act_bone->layer & arm->layer) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_bone->name);
+ }
+ }
+ }
+ }
+ else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVES_LEGACY)) {
+ /* Try to display active bone and active shape-key too (if they exist). */
+
+ if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
+ Object *armobj = BKE_object_pose_armature_get(ob);
+ if (armobj && armobj->mode & OB_MODE_POSE) {
+ bArmature *arm = static_cast<bArmature *>(armobj->data);
+ if (arm->act_bone) {
+ if (arm->act_bone->layer & arm->layer) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, arm->act_bone->name);
+ }
+ }
+ }
+ }
+
+ Key *key = BKE_key_from_object(ob);
+ if (key) {
+ KeyBlock *kb = static_cast<KeyBlock *>(BLI_findlink(&key->block, ob->shapenr - 1));
+ if (kb) {
+ s += BLI_strcpy_rlen(s, msg_sep);
+ s += BLI_strcpy_rlen(s, kb->name);
+ if (ob->shapeflag & OB_SHAPE_LOCK) {
+ s += BLI_strcpy_rlen(s, IFACE_(msg_pin));
+ }
+ }
+ }
+ }
+
+ /* color depends on whether there is a keyframe */
+ if (id_frame_has_keyframe(
+ (ID *)ob, /* BKE_scene_ctime_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL)) {
+ UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
+ }
+ else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra)) {
+ UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
+ }
+ else {
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
+ }
+ }
+ else {
+ /* no object */
+ if (ED_gpencil_has_keyframe_v3d(scene, nullptr, cfra)) {
+ UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
+ }
+ else {
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
+ }
+ }
+
+ if (markern) {
+ s += sprintf(s, " <%s>", markern);
+ }
+
+ BLF_enable(font_id, BLF_SHADOW);
+ BLF_shadow(font_id, 5, float4{0.0f, 0.0f, 0.0f, 1.0f});
+ BLF_shadow_offset(font_id, 1, -1);
+
+ *yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
+ BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
+
+ BLF_disable(font_id, BLF_SHADOW);
+}
+
+static void draw_grid_unit_name(
+ Scene *scene, ARegion *region, View3D *v3d, int xoffset, int *yoffset)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ if (!rv3d->is_persp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
+ const char *grid_unit = nullptr;
+ int font_id = BLF_default();
+ ED_view3d_grid_view_scale(scene, v3d, region, &grid_unit);
+
+ if (grid_unit) {
+ char numstr[32] = "";
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
+ if (v3d->grid != 1.0f) {
+ BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
+ }
+
+ *yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
+ BLF_enable(font_id, BLF_SHADOW);
+ BLF_shadow(font_id, 5, float4{0.0f, 0.0f, 0.0f, 1.0f});
+ BLF_shadow_offset(font_id, 1, -1);
+ BLF_draw_default(xoffset, *yoffset, 0.0f, numstr[0] ? numstr : grid_unit, sizeof(numstr));
+ BLF_disable(font_id, BLF_SHADOW);
+ }
+ }
+}
+
+void view3d_draw_region_info(const bContext *C, ARegion *region)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ View3D *v3d = CTX_wm_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+ wmWindowManager *wm = CTX_wm_manager(C);
+ Main *bmain = CTX_data_main(C);
+ ViewLayer *view_layer = CTX_data_view_layer(C);
+
+#ifdef WITH_INPUT_NDOF
+ if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) &&
+ (rv3d->persp != RV3D_CAMOB)) {
+ /* TODO: draw something else (but not this) during fly mode */
+ draw_rotation_guide(rv3d);
+ }
+#endif
+
+ /* correct projection matrix */
+ ED_region_pixelspace(region);
+
+ /* local coordinate visible rect inside region, to accommodate overlapping ui */
+ const rcti *rect = ED_region_visible_rect(region);
+
+ view3d_draw_border(C, region);
+ view3d_draw_grease_pencil(C);
+
+ BLF_batch_draw_begin();
+
+ if (v3d->gizmo_flag & (V3D_GIZMO_HIDE | V3D_GIZMO_HIDE_NAVIGATE)) {
+ /* pass */
+ }
+ else {
+ switch ((eUserpref_MiniAxisType)U.mini_axis_type) {
+ case USER_MINI_AXIS_TYPE_GIZMO:
+ /* The gizmo handles its own drawing. */
+ break;
+ case USER_MINI_AXIS_TYPE_MINIMAL:
+ draw_view_axis(rv3d, rect);
+ case USER_MINI_AXIS_TYPE_NONE:
+ break;
+ }
+ }
+
+ int xoffset = rect->xmin + (0.5f * U.widget_unit);
+ int yoffset = rect->ymax - (0.1f * U.widget_unit);
+
+ if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 && (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
+ if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
+ ED_scene_draw_fps(scene, xoffset, &yoffset);
+ }
+ else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
+ draw_viewport_name(region, v3d, xoffset, &yoffset);
+ }
+
+ if (U.uiflag & USER_DRAWVIEWINFO) {
+ BKE_view_layer_synced_ensure(scene, view_layer);
+ Object *ob = BKE_view_layer_active_object_get(view_layer);
+ draw_selected_name(scene, view_layer, ob, xoffset, &yoffset);
+ }
+
+ if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
+ /* draw below the viewport name */
+ draw_grid_unit_name(scene, region, v3d, xoffset, &yoffset);
+ }
+
+ DRW_draw_region_engine_info(xoffset, &yoffset, VIEW3D_OVERLAY_LINEHEIGHT);
+ }
+
+ if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 && (v3d->overlay.flag & V3D_OVERLAY_STATS)) {
+ View3D *v3d_local = v3d->localvd ? v3d : nullptr;
+ ED_info_draw_stats(
+ bmain, scene, view_layer, v3d_local, xoffset, &yoffset, VIEW3D_OVERLAY_LINEHEIGHT);
+ }
+
+ BLF_batch_draw_end();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Viewport Contents
+ * \{ */
+
+static void view3d_draw_view(const bContext *C, ARegion *region)
+{
+ ED_view3d_draw_setup_view(CTX_wm_manager(C),
+ CTX_wm_window(C),
+ CTX_data_expect_evaluated_depsgraph(C),
+ CTX_data_scene(C),
+ region,
+ CTX_wm_view3d(C),
+ nullptr,
+ nullptr,
+ nullptr);
+
+ /* Only 100% compliant on new spec goes below */
+ DRW_draw_view(C);
+}
+
+RenderEngineType *ED_view3d_engine_type(const Scene *scene, int drawtype)
+{
+ /*
+ * Temporary viewport draw modes until we have a proper system.
+ * all modes are done in the draw manager, except external render
+ * engines like Cycles.
+ */
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
+ if (drawtype == OB_MATERIAL && (type->flag & RE_USE_EEVEE_VIEWPORT)) {
+ return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
+ }
+ return type;
+}
+
+void view3d_main_region_draw(const bContext *C, ARegion *region)
+{
+ Main *bmain = CTX_data_main(C);
+ View3D *v3d = CTX_wm_view3d(C);
+
+ view3d_draw_view(C, region);
+
+ DRW_cache_free_old_subdiv();
+ DRW_cache_free_old_batches(bmain);
+ BKE_image_free_old_gputextures(bmain);
+ GPU_pass_cache_garbage_collect();
+
+ /* No depth test for drawing action zones afterwards. */
+ GPU_depth_test(GPU_DEPTH_NONE);
+
+ v3d->runtime.flag &= ~V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
+ /* TODO: Clear cache? */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Off-screen Drawing
+ * \{ */
+
+static void view3d_stereo3d_setup_offscreen(Depsgraph *depsgraph,
+ const Scene *scene,
+ View3D *v3d,
+ ARegion *region,
+ const float winmat[4][4],
+ const char *viewname)
+{
+ /* update the viewport matrices with the new camera */
+ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+ float viewmat[4][4];
+ 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_offscreen(depsgraph, scene, v3d, region, viewmat, winmat);
+ }
+ 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_offscreen(depsgraph, scene, v3d, region, viewmat, winmat);
+ }
+}
+
+void ED_view3d_draw_offscreen(Depsgraph *depsgraph,
+ const Scene *scene,
+ eDrawType drawtype,
+ View3D *v3d,
+ ARegion *region,
+ int winx,
+ int winy,
+ const float viewmat[4][4],
+ const float winmat[4][4],
+ bool is_image_render,
+ bool draw_background,
+ const char *viewname,
+ const bool do_color_management,
+ const bool restore_rv3d_mats,
+ GPUOffScreen *ofs,
+ GPUViewport *viewport)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
+
+ /* Store `orig` variables. */
+ struct {
+ struct bThemeState theme_state;
+
+ /* #View3D */
+ eDrawType v3d_shading_type;
+
+ /* #Region */
+ int region_winx, region_winy;
+ rcti region_winrct;
+
+ /* #RegionView3D */
+ /**
+ * Needed so the value won't be left overwritten,
+ * Without this the #wmPaintCursor can't use the pixel size & view matrices for drawing.
+ */
+ struct RV3DMatrixStore *rv3d_mats;
+ } orig{};
+ orig.v3d_shading_type = eDrawType(v3d->shading.type);
+ orig.region_winx = region->winx;
+ orig.region_winy = region->winy;
+ orig.region_winrct = region->winrct;
+ orig.rv3d_mats = ED_view3d_mats_rv3d_backup(static_cast<RegionView3D *>(region->regiondata));
+
+ UI_Theme_Store(&orig.theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+ /* Set temporary new size. */
+ region->winx = winx;
+ region->winy = winy;
+ region->winrct.xmin = 0;
+ region->winrct.ymin = 0;
+ region->winrct.xmax = winx;
+ region->winrct.ymax = winy;
+
+ /* There are too many functions inside the draw manager that check the shading type,
+ * so use a temporary override instead. */
+ v3d->shading.type = drawtype;
+
+ /* Set flags. */
+ G.f |= G_FLAG_RENDER_VIEWPORT;
+
+ {
+ /* Free images which can have changed on frame-change.
+ * WARNING(@campbellbarton): can be slow so only free animated images. */
+ BKE_image_free_anim_gputextures(G.main);
+ }
+
+ GPU_matrix_push_projection();
+ GPU_matrix_identity_set();
+ GPU_matrix_push();
+ GPU_matrix_identity_set();
+
+ if ((viewname != nullptr && viewname[0] != '\0') && (viewmat == nullptr) &&
+ rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, region, winmat, viewname);
+ }
+ else {
+ view3d_main_region_setup_offscreen(depsgraph, scene, v3d, region, viewmat, winmat);
+ }
+
+ /* main drawing call */
+ DRW_draw_render_loop_offscreen(depsgraph,
+ engine_type,
+ region,
+ v3d,
+ is_image_render,
+ draw_background,
+ do_color_management,
+ ofs,
+ viewport);
+ GPU_matrix_pop_projection();
+ GPU_matrix_pop();
+
+ /* Restore all `orig` members. */
+ region->winx = orig.region_winx;
+ region->winy = orig.region_winy;
+ region->winrct = orig.region_winrct;
+
+ /* Optionally do _not_ restore rv3d matrices (e.g. they are used/stored in the ImBuff for
+ * reprojection, see texture_paint_image_from_view_exec(). */
+ if (restore_rv3d_mats) {
+ ED_view3d_mats_rv3d_restore(static_cast<RegionView3D *>(region->regiondata), orig.rv3d_mats);
+ }
+ MEM_freeN(orig.rv3d_mats);
+
+ UI_Theme_Restore(&orig.theme_state);
+
+ v3d->shading.type = orig.v3d_shading_type;
+
+ G.f &= ~G_FLAG_RENDER_VIEWPORT;
+}
+
+void ED_view3d_draw_offscreen_simple(Depsgraph *depsgraph,
+ Scene *scene,
+ View3DShading *shading_override,
+ eDrawType drawtype,
+ int object_type_exclude_viewport_override,
+ int object_type_exclude_select_override,
+ int winx,
+ int winy,
+ uint draw_flags,
+ const float viewmat[4][4],
+ const float winmat[4][4],
+ float clip_start,
+ float clip_end,
+ bool is_xr_surface,
+ bool is_image_render,
+ bool draw_background,
+ const char *viewname,
+ const bool do_color_management,
+ GPUOffScreen *ofs,
+ GPUViewport *viewport)
+{
+ View3D v3d = {nullptr};
+ ARegion ar = {nullptr};
+ RegionView3D rv3d = {{{0}}};
+
+ v3d.regionbase.first = v3d.regionbase.last = &ar;
+ ar.regiondata = &rv3d;
+ ar.regiontype = RGN_TYPE_WINDOW;
+
+ View3DShading *source_shading_settings = &scene->display.shading;
+ if (draw_flags & V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS && shading_override != nullptr) {
+ source_shading_settings = shading_override;
+ }
+ memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading));
+ v3d.shading.type = drawtype;
+
+ if (shading_override) {
+ /* Pass. */
+ }
+ else if (drawtype == OB_MATERIAL) {
+ v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS;
+ }
+
+ if ((draw_flags & ~V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS) == V3D_OFSDRAW_NONE) {
+ v3d.flag2 = V3D_HIDE_OVERLAYS;
+ }
+ else {
+ if (draw_flags & V3D_OFSDRAW_SHOW_ANNOTATION) {
+ v3d.flag2 |= V3D_SHOW_ANNOTATION;
+ }
+ if (draw_flags & V3D_OFSDRAW_SHOW_GRIDFLOOR) {
+ v3d.gridflag |= V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y;
+ v3d.grid = 1.0f;
+ v3d.gridlines = 16;
+ v3d.gridsubdiv = 10;
+ }
+ if (draw_flags & V3D_OFSDRAW_SHOW_SELECTION) {
+ v3d.flag |= V3D_SELECT_OUTLINE;
+ }
+ if (draw_flags & V3D_OFSDRAW_XR_SHOW_CONTROLLERS) {
+ v3d.flag2 |= V3D_XR_SHOW_CONTROLLERS;
+ }
+ if (draw_flags & V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS) {
+ v3d.flag2 |= V3D_XR_SHOW_CUSTOM_OVERLAYS;
+ }
+ /* Disable other overlays (set all available _HIDE_ flags). */
+ v3d.overlay.flag |= V3D_OVERLAY_HIDE_CURSOR | V3D_OVERLAY_HIDE_TEXT |
+ V3D_OVERLAY_HIDE_MOTION_PATHS | V3D_OVERLAY_HIDE_OBJECT_ORIGINS;
+ if ((draw_flags & V3D_OFSDRAW_SHOW_OBJECT_EXTRAS) == 0) {
+ v3d.overlay.flag |= V3D_OVERLAY_HIDE_OBJECT_XTRAS;
+ }
+ if ((object_type_exclude_viewport_override & (1 << OB_ARMATURE)) != 0) {
+ v3d.overlay.flag |= V3D_OVERLAY_HIDE_BONES;
+ }
+ v3d.flag |= V3D_HIDE_HELPLINES;
+ }
+
+ if (is_xr_surface) {
+ v3d.flag |= V3D_XR_SESSION_SURFACE;
+ }
+
+ v3d.object_type_exclude_viewport = object_type_exclude_viewport_override;
+ v3d.object_type_exclude_select = object_type_exclude_select_override;
+
+ rv3d.persp = RV3D_PERSP;
+ v3d.clip_start = clip_start;
+ v3d.clip_end = clip_end;
+ /* Actually not used since we pass in the projection matrix. */
+ v3d.lens = 0;
+
+ ED_view3d_draw_offscreen(depsgraph,
+ scene,
+ drawtype,
+ &v3d,
+ &ar,
+ winx,
+ winy,
+ viewmat,
+ winmat,
+ is_image_render,
+ draw_background,
+ viewname,
+ do_color_management,
+ true,
+ ofs,
+ viewport);
+}
+
+ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph,
+ Scene *scene,
+ eDrawType drawtype,
+ View3D *v3d,
+ ARegion *region,
+ int sizex,
+ int sizey,
+ eImBufFlags imbuf_flag,
+ int alpha_mode,
+ const char *viewname,
+ const bool restore_rv3d_mats,
+ /* output vars */
+ GPUOffScreen *ofs,
+ char err_out[256])
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ const bool draw_sky = (alpha_mode == R_ADDSKY);
+
+ /* view state */
+ bool is_ortho = false;
+ float winmat[4][4];
+
+ if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
+ /* sizes differ, can't reuse */
+ ofs = nullptr;
+ }
+
+ GPUFrameBuffer *old_fb = GPU_framebuffer_active_get();
+
+ if (old_fb) {
+ GPU_framebuffer_restore();
+ }
+
+ const bool own_ofs = (ofs == nullptr);
+ DRW_opengl_context_enable();
+
+ if (own_ofs) {
+ /* bind */
+ ofs = GPU_offscreen_create(sizex, sizey, true, GPU_RGBA8, err_out);
+ if (ofs == nullptr) {
+ DRW_opengl_context_disable();
+ return nullptr;
+ }
+ }
+
+ GPU_offscreen_bind(ofs, true);
+
+ /* read in pixels & stamp */
+ ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, imbuf_flag);
+
+ /* render 3d view */
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ CameraParams params;
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+ const Object *camera_eval = DEG_get_evaluated_object(depsgraph, camera);
+
+ BKE_camera_params_init(&params);
+ /* fallback for non camera objects */
+ params.clip_start = v3d->clip_start;
+ params.clip_end = v3d->clip_end;
+ BKE_camera_params_from_object(&params, camera_eval);
+ BKE_camera_multiview_params(&scene->r, &params, camera_eval, viewname);
+ BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(&params);
+
+ is_ortho = params.is_ortho;
+ copy_m4_m4(winmat, params.winmat);
+ }
+ else {
+ rctf viewplane;
+ float clip_start, clipend;
+
+ is_ortho = ED_view3d_viewplane_get(
+ depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clip_start, &clipend, nullptr);
+ if (is_ortho) {
+ orthographic_m4(winmat,
+ viewplane.xmin,
+ viewplane.xmax,
+ viewplane.ymin,
+ viewplane.ymax,
+ -clipend,
+ clipend);
+ }
+ else {
+ perspective_m4(winmat,
+ viewplane.xmin,
+ viewplane.xmax,
+ viewplane.ymin,
+ viewplane.ymax,
+ clip_start,
+ clipend);
+ }
+ }
+
+ /* XXX(jbakker): `do_color_management` should be controlled by the caller. Currently when doing a
+ * viewport render animation and saving to an 8bit file format, color management would be applied
+ * twice. Once here, and once when saving the saving to disk. In this case the Save As Render
+ * option cannot be controlled either. But when doing an off-screen render you want to do the
+ * color management here.
+ *
+ * This option was added here to increase the performance for quick view-port preview renders.
+ * When using workbench the color differences haven't been reported as a bug. But users also use
+ * the viewport rendering to render Eevee scenes. In the later situation the saved colors are
+ * totally wrong. */
+ const bool do_color_management = (ibuf->rect_float == nullptr);
+ ED_view3d_draw_offscreen(depsgraph,
+ scene,
+ drawtype,
+ v3d,
+ region,
+ sizex,
+ sizey,
+ nullptr,
+ winmat,
+ true,
+ draw_sky,
+ viewname,
+ do_color_management,
+ restore_rv3d_mats,
+ ofs,
+ nullptr);
+
+ if (ibuf->rect_float) {
+ GPU_offscreen_read_pixels(ofs, GPU_DATA_FLOAT, ibuf->rect_float);
+ }
+ else if (ibuf->rect) {
+ GPU_offscreen_read_pixels(ofs, GPU_DATA_UBYTE, ibuf->rect);
+ }
+
+ /* unbind */
+ GPU_offscreen_unbind(ofs, true);
+
+ if (own_ofs) {
+ GPU_offscreen_free(ofs);
+ }
+
+ DRW_opengl_context_disable();
+
+ if (old_fb) {
+ GPU_framebuffer_bind(old_fb);
+ }
+
+ if (ibuf->rect_float && ibuf->rect) {
+ IMB_rect_from_float(ibuf);
+ }
+
+ return ibuf;
+}
+
+ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph,
+ Scene *scene,
+ View3DShading *shading_override,
+ eDrawType drawtype,
+ Object *camera,
+ int width,
+ int height,
+ eImBufFlags imbuf_flag,
+ eV3DOffscreenDrawFlag draw_flags,
+ int alpha_mode,
+ const char *viewname,
+ GPUOffScreen *ofs,
+ char err_out[256])
+{
+ View3D v3d = {nullptr};
+ ARegion region = {nullptr};
+ RegionView3D rv3d = {{{0}}};
+
+ /* connect data */
+ v3d.regionbase.first = v3d.regionbase.last = &region;
+ region.regiondata = &rv3d;
+ region.regiontype = RGN_TYPE_WINDOW;
+
+ v3d.camera = camera;
+ View3DShading *source_shading_settings = &scene->display.shading;
+ if (draw_flags & V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS && shading_override != nullptr) {
+ source_shading_settings = shading_override;
+ }
+ memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading));
+
+ if (drawtype == OB_RENDER) {
+ /* Don't use external engines for preview. Fall back to solid instead of Eevee as rendering
+ * with Eevee is potentially slow due to compiling shaders and loading textures, and the
+ * depsgraph may not have been updated to have all the right geometry attributes. */
+ if (!(BKE_scene_uses_blender_eevee(scene) || BKE_scene_uses_blender_workbench(scene))) {
+ drawtype = OB_SOLID;
+ }
+ }
+
+ if (drawtype == OB_MATERIAL) {
+ v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS;
+ v3d.shading.render_pass = SCE_PASS_COMBINED;
+ }
+ else if (drawtype == OB_RENDER) {
+ v3d.shading.flag = V3D_SHADING_SCENE_WORLD_RENDER | V3D_SHADING_SCENE_LIGHTS_RENDER;
+ v3d.shading.render_pass = SCE_PASS_COMBINED;
+ }
+ else if (drawtype == OB_TEXTURE) {
+ drawtype = OB_SOLID;
+ v3d.shading.light = V3D_LIGHTING_STUDIO;
+ v3d.shading.color_type = V3D_SHADING_TEXTURE_COLOR;
+ }
+ v3d.shading.type = drawtype;
+
+ v3d.flag2 = V3D_HIDE_OVERLAYS;
+ /* HACK: When rendering gpencil objects this opacity is used to mix vertex colors in when not in
+ * render mode. */
+ v3d.overlay.gpencil_vertex_paint_opacity = 1.0f;
+
+ if (draw_flags & V3D_OFSDRAW_SHOW_ANNOTATION) {
+ v3d.flag2 |= V3D_SHOW_ANNOTATION;
+ }
+ if (draw_flags & V3D_OFSDRAW_SHOW_GRIDFLOOR) {
+ v3d.gridflag |= V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y;
+ }
+
+ v3d.shading.background_type = V3D_SHADING_BACKGROUND_WORLD;
+
+ rv3d.persp = RV3D_CAMOB;
+
+ copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
+ normalize_m4(rv3d.viewinv);
+ invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
+
+ {
+ CameraParams params;
+ const Object *view_camera_eval = DEG_get_evaluated_object(
+ depsgraph, BKE_camera_multiview_render(scene, v3d.camera, viewname));
+
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_object(&params, view_camera_eval);
+ BKE_camera_multiview_params(&scene->r, &params, view_camera_eval, viewname);
+ BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(&params);
+
+ copy_m4_m4(rv3d.winmat, params.winmat);
+ v3d.clip_start = params.clip_start;
+ v3d.clip_end = params.clip_end;
+ v3d.lens = params.lens;
+ }
+
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+
+ return ED_view3d_draw_offscreen_imbuf(depsgraph,
+ scene,
+ eDrawType(v3d.shading.type),
+ &v3d,
+ &region,
+ width,
+ height,
+ imbuf_flag,
+ alpha_mode,
+ viewname,
+ true,
+ ofs,
+ err_out);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Viewport Clipping
+ * \{ */
+
+static bool view3d_clipping_test(const float co[3], const float clip[6][4])
+{
+ if (plane_point_side_v3(clip[0], co) > 0.0f) {
+ if (plane_point_side_v3(clip[1], co) > 0.0f) {
+ if (plane_point_side_v3(clip[2], co) > 0.0f) {
+ if (plane_point_side_v3(clip[3], co) > 0.0f) {
+ return false;
+ }
+ }
+ }
+ }
+
+ return true;
+}
+
+bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
+{
+ return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Back-Draw for Selection
+ * \{ */
+
+/**
+ * \note Only use in object mode.
+ */
+static void validate_object_select_id(struct Depsgraph *depsgraph,
+ const Scene *scene,
+ ViewLayer *view_layer,
+ ARegion *region,
+ View3D *v3d,
+ Object *obact)
+{
+ /* TODO: Use a flag in the selection engine itself. */
+ if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
+ return;
+ }
+ Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
+
+ BLI_assert(region->regiontype == RGN_TYPE_WINDOW);
+ UNUSED_VARS_NDEBUG(region);
+
+ if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
+ BKE_paint_select_face_test(obact_eval))) {
+ /* do nothing */
+ }
+ /* texture paint mode sampling */
+ else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) &&
+ (v3d->shading.type > OB_WIRE)) {
+ /* do nothing */
+ }
+ else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) && !XRAY_ENABLED(v3d)) {
+ /* do nothing */
+ }
+ else {
+ v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
+ return;
+ }
+
+ if (obact_eval && ((obact_eval->base_flag & BASE_ENABLED_AND_MAYBE_VISIBLE_IN_VIEWPORT) != 0)) {
+ BKE_view_layer_synced_ensure(scene, view_layer);
+ Base *base = BKE_view_layer_base_find(view_layer, obact);
+ DRW_select_buffer_context_create(&base, 1, -1);
+ }
+
+ v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
+}
+
+/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
+ * Calling this function should be avoided during interactive drawing. */
+static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data)
+{
+ GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport);
+
+ GPUFrameBuffer *depth_read_fb = nullptr;
+ GPU_framebuffer_ensure_config(&depth_read_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(depth_tx),
+ GPU_ATTACHMENT_NONE,
+ });
+
+ GPU_framebuffer_bind(depth_read_fb);
+ GPU_framebuffer_read_depth(depth_read_fb,
+ rect->xmin,
+ rect->ymin,
+ BLI_rcti_size_x(rect),
+ BLI_rcti_size_y(rect),
+ GPU_DATA_FLOAT,
+ data);
+
+ GPU_framebuffer_restore();
+ GPU_framebuffer_free(depth_read_fb);
+}
+
+void ED_view3d_select_id_validate(ViewContext *vc)
+{
+ validate_object_select_id(
+ vc->depsgraph, vc->scene, vc->view_layer, vc->region, vc->v3d, vc->obact);
+}
+
+int ED_view3d_backbuf_sample_size_clamp(ARegion *region, const float dist)
+{
+ return (int)min_ff(ceilf(dist), (float)max_ii(region->winx, region->winx));
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Z-Depth Utilities
+ * \{ */
+
+void view3d_depths_rect_create(ARegion *region, rcti *rect, ViewDepths *r_d)
+{
+ /* clamp rect by region */
+ rcti r{};
+ r.xmin = 0;
+ r.xmax = region->winx - 1;
+ r.ymin = 0;
+ r.ymax = region->winy - 1;
+
+ /* Constrain rect to depth bounds */
+ BLI_rcti_isect(&r, rect, rect);
+
+ /* assign values to compare with the ViewDepths */
+ int x = rect->xmin;
+ int y = rect->ymin;
+
+ int w = BLI_rcti_size_x(rect);
+ int h = BLI_rcti_size_y(rect);
+
+ if (w <= 0 || h <= 0) {
+ r_d->depths = nullptr;
+ return;
+ }
+
+ r_d->x = x;
+ r_d->y = y;
+ r_d->w = w;
+ r_d->h = h;
+
+ r_d->depths = static_cast<float *>(MEM_mallocN(sizeof(float) * w * h, "View depths Subset"));
+
+ {
+ GPUViewport *viewport = WM_draw_region_get_viewport(region);
+ view3d_opengl_read_Z_pixels(viewport, rect, r_d->depths);
+ /* Range is assumed to be this as they are never changed. */
+ r_d->depth_range[0] = 0.0;
+ r_d->depth_range[1] = 1.0;
+ }
+}
+
+/* NOTE: with nouveau drivers the glReadPixels() is very slow. T24339. */
+static ViewDepths *view3d_depths_create(ARegion *region)
+{
+ ViewDepths *d = MEM_cnew<ViewDepths>("ViewDepths");
+
+ {
+ GPUViewport *viewport = WM_draw_region_get_viewport(region);
+ GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport);
+ uint32_t *int_depths = static_cast<uint32_t *>(
+ GPU_texture_read(depth_tx, GPU_DATA_UINT_24_8, 0));
+ d->w = GPU_texture_width(depth_tx);
+ d->h = GPU_texture_height(depth_tx);
+ d->depths = (float *)int_depths;
+ /* Convert in-place. */
+ int pixel_count = d->w * d->h;
+ for (int i = 0; i < pixel_count; i++) {
+ d->depths[i] = (int_depths[i] >> 8u) / (float)0xFFFFFF;
+ }
+ /* Assumed to be this as they are never changed. */
+ d->depth_range[0] = 0.0;
+ d->depth_range[1] = 1.0;
+ }
+ return d;
+}
+
+float view3d_depth_near(ViewDepths *d)
+{
+ /* Convert to float for comparisons. */
+ const float near = (float)d->depth_range[0];
+ const float far_real = (float)d->depth_range[1];
+ float far = far_real;
+
+ const float *depths = d->depths;
+ float depth = FLT_MAX;
+ int i = (int)d->w * (int)d->h; /* Cast to avoid short overflow. */
+
+ /* Far is both the starting 'far' value
+ * and the closest value found. */
+ while (i--) {
+ depth = *depths++;
+ if ((depth < far) && (depth > near)) {
+ far = depth;
+ }
+ }
+
+ return far == far_real ? FLT_MAX : far;
+}
+
+void ED_view3d_depth_override(Depsgraph *depsgraph,
+ ARegion *region,
+ View3D *v3d,
+ Object *obact,
+ eV3DDepthOverrideMode mode,
+ ViewDepths **r_depths)
+{
+ if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
+ /* Force redraw if `r_depths` is required. */
+ if (!r_depths || *r_depths != nullptr) {
+ return;
+ }
+ }
+ struct bThemeState theme_state;
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+
+ short flag = v3d->flag;
+ /* temp set drawtype to solid */
+ /* Setting these temporarily is not nice */
+ v3d->flag &= ~V3D_SELECT_OUTLINE;
+
+ /* Tools may request depth outside of regular drawing code. */
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+ ED_view3d_draw_setup_view(static_cast<wmWindowManager *>(G_MAIN->wm.first),
+ nullptr,
+ depsgraph,
+ scene,
+ region,
+ v3d,
+ nullptr,
+ nullptr,
+ nullptr);
+
+ /* get surface depth without bias */
+ rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
+
+ /* Needed in cases the 3D Viewport isn't already setup. */
+ WM_draw_region_viewport_ensure(region, SPACE_VIEW3D);
+ WM_draw_region_viewport_bind(region);
+
+ GPUViewport *viewport = WM_draw_region_get_viewport(region);
+ /* When Blender is starting, a click event can trigger a depth test while the viewport is not
+ * yet available. */
+ if (viewport != nullptr) {
+ switch (mode) {
+ case V3D_DEPTH_NO_GPENCIL:
+ DRW_draw_depth_loop(depsgraph, region, v3d, viewport);
+ break;
+ case V3D_DEPTH_GPENCIL_ONLY:
+ DRW_draw_depth_loop_gpencil(depsgraph, region, v3d, viewport);
+ break;
+ case V3D_DEPTH_OBJECT_ONLY:
+ DRW_draw_depth_object(
+ scene, region, v3d, viewport, DEG_get_evaluated_object(depsgraph, obact));
+ break;
+ }
+
+ if (r_depths) {
+ if (*r_depths) {
+ ED_view3d_depths_free(*r_depths);
+ }
+ *r_depths = view3d_depths_create(region);
+ }
+ }
+
+ WM_draw_region_viewport_unbind(region);
+
+ rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
+
+ v3d->flag = flag;
+ v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
+
+ UI_Theme_Restore(&theme_state);
+}
+
+void ED_view3d_depths_free(ViewDepths *depths)
+{
+ if (depths->depths) {
+ MEM_freeN(depths->depths);
+ }
+ MEM_freeN(depths);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Custom-data Utilities
+ * \{ */
+
+void ED_view3d_datamask(const bContext *C,
+ const Scene *UNUSED(scene),
+ const View3D *v3d,
+ CustomData_MeshMasks *r_cddata_masks)
+{
+ if (ELEM(v3d->shading.type, OB_TEXTURE, OB_MATERIAL, OB_RENDER)) {
+ r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_PROP_BYTE_COLOR;
+ r_cddata_masks->vmask |= CD_MASK_ORCO | CD_MASK_PROP_COLOR;
+ }
+ else if (v3d->shading.type == OB_SOLID) {
+ if (v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
+ r_cddata_masks->lmask |= CD_MASK_MLOOPUV;
+ }
+ if (v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR) {
+ r_cddata_masks->lmask |= CD_MASK_PROP_BYTE_COLOR;
+ r_cddata_masks->vmask |= CD_MASK_ORCO | CD_MASK_PROP_COLOR;
+ }
+ }
+
+ if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
+ (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) {
+ r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
+ }
+ if (CTX_data_mode_enum(C) == CTX_MODE_SCULPT) {
+ r_cddata_masks->vmask |= CD_MASK_PAINT_MASK;
+ }
+}
+
+void ED_view3d_screen_datamask(const bContext *C,
+ const Scene *scene,
+ const bScreen *screen,
+ CustomData_MeshMasks *r_cddata_masks)
+{
+ CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH);
+
+ /* Check if we need tfaces & mcols due to view mode. */
+ LISTBASE_FOREACH (const ScrArea *, area, &screen->areabase) {
+ if (area->spacetype == SPACE_VIEW3D) {
+ ED_view3d_datamask(C, scene, static_cast<View3D *>(area->spacedata.first), r_cddata_masks);
+ }
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Region View Matrix Backup/Restore
+ * \{ */
+
+/**
+ * Store values from #RegionView3D, set when drawing.
+ * This is needed when we draw with to a viewport using a different matrix
+ * (offscreen drawing for example).
+ *
+ * Values set by #ED_view3d_update_viewmat should be handled here.
+ */
+struct RV3DMatrixStore {
+ float winmat[4][4];
+ float viewmat[4][4];
+ float viewinv[4][4];
+ float persmat[4][4];
+ float persinv[4][4];
+ float viewcamtexcofac[4];
+ float pixsize;
+};
+
+struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
+{
+ struct RV3DMatrixStore *rv3dmat = static_cast<RV3DMatrixStore *>(
+ MEM_mallocN(sizeof(*rv3dmat), __func__));
+ copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
+ copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
+ copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
+ copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
+ copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
+ copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
+ rv3dmat->pixsize = rv3d->pixsize;
+ return rv3dmat;
+}
+
+void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
+{
+ struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
+ copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
+ copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
+ copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
+ copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
+ copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
+ copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
+ rv3d->pixsize = rv3dmat->pixsize;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name FPS Drawing
+ * \{ */
+
+void ED_scene_draw_fps(const Scene *scene, int xoffset, int *yoffset)
+{
+ ScreenFrameRateInfo *fpsi = static_cast<ScreenFrameRateInfo *>(scene->fps_info);
+ char printable[16];
+
+ if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) {
+ return;
+ }
+
+ printable[0] = '\0';
+
+ /* Doing an average for a more robust calculation. */
+ fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 /
+ (fpsi->lredrawtime - fpsi->redrawtime));
+
+ float fps = 0.0f;
+ int tot = 0;
+ for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
+ if (fpsi->redrawtimes_fps[i]) {
+ fps += fpsi->redrawtimes_fps[i];
+ tot++;
+ }
+ }
+ if (tot) {
+ fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
+ fps = fps / tot;
+ }
+
+ const int font_id = BLF_default();
+
+ /* Is this more than half a frame behind? */
+ if (fps + 0.5f < (float)(FPS)) {
+ UI_FontThemeColor(font_id, TH_REDALERT);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
+ }
+ else {
+ UI_FontThemeColor(font_id, TH_TEXT_HI);
+ BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
+ }
+
+ BLF_enable(font_id, BLF_SHADOW);
+ BLF_shadow(font_id, 5, float4{0.0f, 0.0f, 0.0f, 1.0f});
+ BLF_shadow_offset(font_id, 1, -1);
+
+ *yoffset -= VIEW3D_OVERLAY_LINEHEIGHT;
+
+ BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
+
+ BLF_disable(font_id, BLF_SHADOW);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Calculate Render Border
+ * \{ */
+
+static bool view3d_main_region_do_render_draw(const Scene *scene)
+{
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
+ return (type && type->view_update && type->view_draw);
+}
+
+bool ED_view3d_calc_render_border(
+ const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *region, rcti *rect)
+{
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ bool use_border;
+
+ /* Test if there is a 3d view rendering. */
+ if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene)) {
+ return false;
+ }
+
+ /* Test if there is a border render. */
+ if (rv3d->persp == RV3D_CAMOB) {
+ use_border = (scene->r.mode & R_BORDER) != 0;
+ }
+ else {
+ use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
+ }
+
+ if (!use_border) {
+ return false;
+ }
+
+ /* Compute border. */
+ if (rv3d->persp == RV3D_CAMOB) {
+ rctf viewborder;
+ ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, false);
+
+ rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
+ rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
+ rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
+ rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
+ }
+ else {
+ rect->xmin = v3d->render_border.xmin * region->winx;
+ rect->xmax = v3d->render_border.xmax * region->winx;
+ rect->ymin = v3d->render_border.ymin * region->winy;
+ rect->ymax = v3d->render_border.ymax * region->winy;
+ }
+
+ BLI_rcti_translate(rect, region->winrct.xmin, region->winrct.ymin);
+ BLI_rcti_isect(&region->winrct, rect, rect);
+
+ return true;
+}
+
+/** \} */