diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-06-01 05:49:20 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-06-01 05:49:53 +0300 |
commit | f71cf996165a81030a92e3e26610bf2e6fa2fc44 (patch) | |
tree | ba683e74b592256d06f80ca69f181d0e8f95adcd /source/blender/editors/space_view3d/view3d_project.c | |
parent | c145cb799897d7db89b1c75dc46fb71c33abfe00 (diff) |
GPU: add 2D projection function
When projecting into screen space Z value isn't always needed.
Add 2D projection functions, renaming them to avoid accidents
happening again.
- Add GPU_matrix_project_2fv
- Add ED_view3d_project_v2
- Rename ED_view3d_project to ED_view3d_project_v3
- Use the 2D versions of these functions when the Z value isn't used.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_project.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_project.c | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c index 24d34e514c5..7547f8ee434 100644 --- a/source/blender/editors/space_view3d/view3d_project.c +++ b/source/blender/editors/space_view3d/view3d_project.c @@ -809,23 +809,30 @@ void ED_view3d_ob_project_mat_get_from_obmat(const RegionView3D *rv3d, /** * Convert between region relative coordinates (x,y) and depth component z and * a point in world space. */ -void ED_view3d_project(const struct ARegion *region, const float world[3], float r_region_co[3]) +void ED_view3d_project_v3(const struct ARegion *region, const float world[3], float r_region_co[3]) { /* Viewport is set up to make coordinates relative to the region, not window. */ RegionView3D *rv3d = region->regiondata; const int viewport[4] = {0, 0, region->winx, region->winy}; + GPU_matrix_project_3fv(world, rv3d->viewmat, rv3d->winmat, viewport, r_region_co); +} - GPU_matrix_project(world, rv3d->viewmat, rv3d->winmat, viewport, r_region_co); +void ED_view3d_project_v2(const struct ARegion *region, const float world[3], float r_region_co[2]) +{ + /* Viewport is set up to make coordinates relative to the region, not window. */ + RegionView3D *rv3d = region->regiondata; + const int viewport[4] = {0, 0, region->winx, region->winy}; + GPU_matrix_project_2fv(world, rv3d->viewmat, rv3d->winmat, viewport, r_region_co); } -bool ED_view3d_unproject( +bool ED_view3d_unproject_v3( const struct ARegion *region, float regionx, float regiony, float regionz, float world[3]) { RegionView3D *rv3d = region->regiondata; const int viewport[4] = {0, 0, region->winx, region->winy}; const float region_co[3] = {regionx, regiony, regionz}; - return GPU_matrix_unproject(region_co, rv3d->viewmat, rv3d->winmat, viewport, world); + return GPU_matrix_unproject_3fv(region_co, rv3d->viewmat, rv3d->winmat, viewport, world); } /** \} */ |