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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_project.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_project.c43
1 files changed, 26 insertions, 17 deletions
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c
index 767df04c0b0..30b91c1a8ee 100644
--- a/source/blender/editors/space_view3d/view3d_project.c
+++ b/source/blender/editors/space_view3d/view3d_project.c
@@ -36,14 +36,13 @@
#include "BLI_sys_types.h" /* int64_t */
-#include "BIF_gl.h" /* bglMats */
-#include "BIF_glutil.h" /* bglMats */
-
#include "BLI_math_vector.h"
#include "BKE_camera.h"
#include "BKE_screen.h"
+#include "GPU_matrix.h"
+
#include "ED_view3d.h" /* own include */
#define BL_NEAR_CLIP 0.001
@@ -315,6 +314,7 @@ float ED_view3d_calc_zfac(const RegionView3D *rv3d, const float co[3], bool *r_f
}
static void view3d_win_to_ray_segment(
+ struct Depsgraph *depsgraph,
const ARegion *ar, const View3D *v3d, const float mval[2],
float r_ray_co[3], float r_ray_dir[3], float r_ray_start[3], float r_ray_end[3])
{
@@ -332,7 +332,7 @@ static void view3d_win_to_ray_segment(
start_offset = -end_offset;
}
else {
- ED_view3d_clip_range_get(v3d, rv3d, &start_offset, &end_offset, false);
+ ED_view3d_clip_range_get(depsgraph, v3d, rv3d, &start_offset, &end_offset, false);
}
if (r_ray_start) {
@@ -371,12 +371,13 @@ bool ED_view3d_clip_segment(const RegionView3D *rv3d, float ray_start[3], float
* \return success, false if the ray is totally clipped.
*/
bool ED_view3d_win_to_ray_ex(
+ struct Depsgraph *depsgraph,
const ARegion *ar, const View3D *v3d, const float mval[2],
float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip)
{
float ray_end[3];
- view3d_win_to_ray_segment(ar, v3d, mval, r_ray_co, r_ray_normal, r_ray_start, ray_end);
+ view3d_win_to_ray_segment(depsgraph, ar, v3d, mval, r_ray_co, r_ray_normal, r_ray_start, ray_end);
/* bounds clipping */
if (do_clip) {
@@ -400,10 +401,11 @@ bool ED_view3d_win_to_ray_ex(
* \return success, false if the ray is totally clipped.
*/
bool ED_view3d_win_to_ray(
+ struct Depsgraph *depsgraph,
const ARegion *ar, const View3D *v3d, const float mval[2],
float r_ray_start[3], float r_ray_normal[3], const bool do_clip)
{
- return ED_view3d_win_to_ray_ex(ar, v3d, mval, NULL, r_ray_normal, r_ray_start, do_clip);
+ return ED_view3d_win_to_ray_ex(depsgraph, ar, v3d, mval, NULL, r_ray_normal, r_ray_start, do_clip);
}
/**
@@ -633,10 +635,11 @@ void ED_view3d_win_to_vector(const ARegion *ar, const float mval[2], float out[3
* \param do_clip Optionally clip the ray by the view clipping planes.
* \return success, false if the segment is totally clipped.
*/
-bool ED_view3d_win_to_segment(const ARegion *ar, View3D *v3d, const float mval[2],
+bool ED_view3d_win_to_segment(struct Depsgraph *depsgraph,
+ const ARegion *ar, View3D *v3d, const float mval[2],
float r_ray_start[3], float r_ray_end[3], const bool do_clip)
{
- view3d_win_to_ray_segment(ar, v3d, mval, NULL, NULL, r_ray_start, r_ray_end);
+ view3d_win_to_ray_segment(depsgraph, ar, v3d, mval, NULL, NULL, r_ray_start, r_ray_end);
/* bounds clipping */
if (do_clip) {
@@ -666,16 +669,22 @@ void ED_view3d_ob_project_mat_get_from_obmat(const RegionView3D *rv3d, float obm
}
/**
- * Uses window coordinates (x,y) and depth component z to find a point in
- * modelspace */
-void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z)
+ * Convert between region relative coordinates (x,y) and depth component z and
+ * a point in world space. */
+void ED_view3d_project(const struct ARegion *ar, const float world[3], float region[3])
{
- double ux, uy, uz;
+ // viewport is set up to make coordinates relative to the region, not window
+ RegionView3D *rv3d = ar->regiondata;
+ int viewport[4] = {0, 0, ar->winx, ar->winy};
- gluUnProject(x, y, z, mats->modelview, mats->projection,
- (GLint *)mats->viewport, &ux, &uy, &uz);
+ gpuProject(world, rv3d->viewmat, rv3d->winmat, viewport, region);
+}
+
+bool ED_view3d_unproject(const struct ARegion *ar, float regionx, float regiony, float regionz, float world[3])
+{
+ RegionView3D *rv3d = ar->regiondata;
+ int viewport[4] = {0, 0, ar->winx, ar->winy};
+ float region[3] = {regionx, regiony, regionz};
- out[0] = ux;
- out[1] = uy;
- out[2] = uz;
+ return gpuUnProject(region, rv3d->viewmat, rv3d->winmat, viewport, world);
}