diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 5639a498d8a..a7d170982ed 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -108,9 +108,6 @@ /** \name General Functions * \{ */ -/** - * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore - */ void ED_view3d_update_viewmat(Depsgraph *depsgraph, const Scene *scene, View3D *v3d, @@ -355,9 +352,6 @@ static void view3d_xr_mirror_setup(const wmWindowManager *wm, } #endif /* WITH_XR_OPENXR */ -/** - * Set the correct matrices - */ void ED_view3d_draw_setup_view(const wmWindowManager *wm, wmWindow *win, Depsgraph *depsgraph, @@ -848,7 +842,6 @@ static void drawrenderborder(ARegion *region, View3D *v3d) /** \name Other Elements * \{ */ -/** could move this elsewhere, but tied into #ED_view3d_grid_scale */ float ED_scene_grid_scale(const Scene *scene, const char **r_grid_unit) { /* apply units */ @@ -921,9 +914,6 @@ void ED_view3d_grid_steps(const Scene *scene, } } -/* Simulates the grid scale that is actually viewed. - * The actual code is seen in `object_grid_frag.glsl` (see `grid_res`). - * Currently the simulation is only done when RV3D_VIEW_IS_AXIS. */ float ED_view3d_grid_view_scale(Scene *scene, View3D *v3d, ARegion *region, @@ -1472,9 +1462,6 @@ static void draw_grid_unit_name( } } -/** - * Information drawn on top of the solid plates and composed data - */ void view3d_draw_region_info(const bContext *C, ARegion *region) { RegionView3D *rv3d = region->regiondata; @@ -1751,10 +1738,6 @@ void ED_view3d_draw_offscreen(Depsgraph *depsgraph, G.f &= ~G_FLAG_RENDER_VIEWPORT; } -/** - * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen). Similar too - * #ED_view_draw_offscreen_imbuf_simple, but takes view/projection matrices as arguments. - */ void ED_view3d_draw_offscreen_simple(Depsgraph *depsgraph, Scene *scene, View3DShading *shading_override, @@ -1853,12 +1836,6 @@ void ED_view3d_draw_offscreen_simple(Depsgraph *depsgraph, viewport); } -/** - * Utility func for ED_view3d_draw_offscreen - * - * \param ofs: Optional off-screen buffer, can be NULL. - * (avoids re-creating when doing multiple GL renders). - */ ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph, Scene *scene, eDrawType drawtype, @@ -2008,14 +1985,6 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph, return ibuf; } -/** - * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf) - * - * \param ofs: Optional off-screen buffer can be NULL. - * (avoids re-creating when doing multiple GL renders). - * - * \note used by the sequencer - */ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph, Scene *scene, View3DShading *shading_override, @@ -2146,15 +2115,6 @@ static bool view3d_clipping_test(const float co[3], const float clip[6][4]) return true; } -/** - * Return true when `co` is hidden by the 3D views clipping planes. - * - * \param local: When true use local (object-space) #ED_view3d_clipping_local must run first, - * then all comparisons can be done in local-space. - * \return True when `co` is outside all clipping planes. - * - * \note Callers should check #RV3D_CLIPPING_ENABLED first. - */ 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); @@ -2240,10 +2200,6 @@ void ED_view3d_select_id_validate(ViewContext *vc) validate_object_select_id(vc->depsgraph, vc->view_layer, vc->region, vc->v3d, vc->obact); } -/** - * allow for small values [0.5 - 2.5], - * and large values, FLT_MAX by clamping by the area size - */ 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)); @@ -2320,7 +2276,6 @@ static ViewDepths *view3d_depths_create(ARegion *region) return d; } -/* Utility function to find the closest Z value, use for auto-depth. */ float view3d_depth_near(ViewDepths *d) { /* Convert to float for comparisons. */ @@ -2344,14 +2299,6 @@ float view3d_depth_near(ViewDepths *d) return far == far_real ? FLT_MAX : far; } -/** - * Redraw the viewport depth buffer. - * - * \param mode: V3D_DEPTH_NO_GPENCIL - Redraw viewport without Grease Pencil and Annotations. - * V3D_DEPTH_GPENCIL_ONLY - Redraw viewport with Grease Pencil and Annotations only. - * V3D_DEPTH_OBJECT_ONLY - Redraw viewport with active object only. - * \param update_cache: If true, store the entire depth buffer in #rv3d->depths. - */ void ED_view3d_depth_override(Depsgraph *depsgraph, ARegion *region, View3D *v3d, @@ -2466,7 +2413,6 @@ void ED_view3d_datamask(const bContext *C, } } -/* Goes over all modes and view3d settings. */ void ED_view3d_screen_datamask(const bContext *C, const Scene *scene, const bScreen *screen, @@ -2536,10 +2482,6 @@ void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixSto /** \name FPS Drawing * \{ */ -/** - * \note The info that this uses is updated in #ED_refresh_viewport_fps, - * which currently gets called during #SCREEN_OT_animation_step. - */ void ED_scene_draw_fps(const Scene *scene, int xoffset, int *yoffset) { ScreenFrameRateInfo *fpsi = scene->fps_info; |