Welcome to mirror list, hosted at ThFree Co, Russian Federation.

ED_view3d.h « include « editors « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 204011fe46a52cb11e5ee6032a055881a1cdb7b4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2008 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup editors
 */

#ifndef __ED_VIEW3D_H__
#define __ED_VIEW3D_H__

/* ********* exports for space_view3d/ module ********** */
struct ARegion;
struct BMEdge;
struct BMElem;
struct BMFace;
struct BMVert;
struct BPoint;
struct Base;
struct BezTriple;
struct BoundBox;
struct Camera;
struct CustomData_MeshMasks;
struct Depsgraph;
struct EditBone;
struct GPUFX;
struct GPUFXSettings;
struct GPUOffScreen;
struct GPUViewport;
struct ID;
struct ImBuf;
struct MVert;
struct Main;
struct MetaElem;
struct Nurb;
struct Object;
struct RV3DMatrixStore;
struct RegionView3D;
struct RenderEngineType;
struct Scene;
struct ScrArea;
struct View3D;
struct View3DShading;
struct ViewContext;
struct ViewLayer;
struct WorkSpace;
struct bContext;
struct bPoseChannel;
struct bScreen;
struct rctf;
struct rcti;
struct wmGizmo;
struct wmOperator;
struct wmOperatorType;
struct wmWindow;
struct wmWindowManager;

enum eGPUFXFlags;

/* for derivedmesh drawing callbacks, for view3d_select, .... */
typedef struct ViewContext {
  struct bContext *C;
  struct Main *bmain;
  /* Dependency graph is uses for depth drawing, viewport camera matrix access, and also some areas
   * are re-using this to access evaluated entities.
   *
   * Moral of the story: assign to a fully evaluated state. */
  struct Depsgraph *depsgraph;
  struct Scene *scene;
  struct ViewLayer *view_layer;
  struct Object *obact;
  struct Object *obedit;
  struct ARegion *ar;
  struct View3D *v3d;
  struct wmWindow *win;
  struct RegionView3D *rv3d;
  struct BMEditMesh *em;
  int mval[2];
} ViewContext;

typedef struct ViewDepths {
  unsigned short w, h;
  short x, y; /* only for temp use for sub-rects, added to ar->winx/y */
  float *depths;
  double depth_range[2];

  bool damaged;
} ViewDepths;

/* Rotate 3D cursor on placement. */
enum eV3DCursorOrient {
  V3D_CURSOR_ORIENT_NONE = 0,
  V3D_CURSOR_ORIENT_VIEW,
  V3D_CURSOR_ORIENT_XFORM,
  V3D_CURSOR_ORIENT_GEOM,
};

void ED_view3d_background_color_get(const struct Scene *scene,
                                    const struct View3D *v3d,
                                    float r_color[3]);
void ED_view3d_cursor3d_position(struct bContext *C,
                                 const int mval[2],
                                 const bool use_depth,
                                 float cursor_co[3]);
void ED_view3d_cursor3d_position_rotation(struct bContext *C,
                                          const int mval[2],
                                          const bool use_depth,
                                          enum eV3DCursorOrient orientation,
                                          float cursor_co[3],
                                          float cursor_quat[4]);
void ED_view3d_cursor3d_update(struct bContext *C,
                               const int mval[2],
                               const bool use_depth,
                               enum eV3DCursorOrient orientation);

struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d);

void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist);
void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], float *dist);

void ED_view3d_from_object(
    const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
void ED_view3d_to_object(const struct Depsgraph *depsgraph,
                         struct Object *ob,
                         const float ofs[3],
                         const float quat[4],
                         const float dist);

void ED_view3d_lastview_store(struct RegionView3D *rv3d);

/* Depth buffer */
void ED_view3d_depth_update(struct ARegion *ar);
float ED_view3d_depth_read_cached(const struct ViewContext *vc, const int mval[2]);
bool ED_view3d_depth_read_cached_normal(const ViewContext *vc,
                                        const int mval[2],
                                        float r_normal[3]);
bool ED_view3d_depth_unproject(const struct ARegion *ar,
                               const int mval[2],
                               const double depth,
                               float r_location_world[3]);
void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);

/* Projection */
#define IS_CLIPPED 12000

/* return values for ED_view3d_project_...() */
typedef enum {
  V3D_PROJ_RET_OK = 0,
  /** can't avoid this when in perspective mode, (can't avoid) */
  V3D_PROJ_RET_CLIP_NEAR = 1,
  /** so close to zero we can't apply a perspective matrix usefully */
  V3D_PROJ_RET_CLIP_ZERO = 2,
  /** bounding box clip - RV3D_CLIPPING */
  V3D_PROJ_RET_CLIP_BB = 3,
  /** outside window bounds */
  V3D_PROJ_RET_CLIP_WIN = 4,
  /** outside range (mainly for short), (can't avoid) */
  V3D_PROJ_RET_OVERFLOW = 5,
} eV3DProjStatus;

/* some clipping tests are optional */
typedef enum {
  V3D_PROJ_TEST_NOP = 0,
  V3D_PROJ_TEST_CLIP_BB = (1 << 0),
  V3D_PROJ_TEST_CLIP_WIN = (1 << 1),
  V3D_PROJ_TEST_CLIP_NEAR = (1 << 2),
  V3D_PROJ_TEST_CLIP_ZERO = (1 << 3),
} eV3DProjTest;

#define V3D_PROJ_TEST_CLIP_DEFAULT \
  (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR)
#define V3D_PROJ_TEST_ALL \
  (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR | \
   V3D_PROJ_TEST_CLIP_ZERO)

/* view3d_iterators.c */

/* foreach iterators */
void meshobject_foreachScreenVert(
    struct ViewContext *vc,
    void (*func)(void *userData, struct MVert *eve, const float screen_co[2], int index),
    void *userData,
    const eV3DProjTest clip_flag);
void mesh_foreachScreenVert(
    struct ViewContext *vc,
    void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index),
    void *userData,
    const eV3DProjTest clip_flag);
void mesh_foreachScreenEdge(struct ViewContext *vc,
                            void (*func)(void *userData,
                                         struct BMEdge *eed,
                                         const float screen_co_a[2],
                                         const float screen_co_b[2],
                                         int index),
                            void *userData,
                            const eV3DProjTest clip_flag);

void mesh_foreachScreenEdge_clip_bb_segment(struct ViewContext *vc,
                                            void (*func)(void *userData,
                                                         struct BMEdge *eed,
                                                         const float screen_co_a[2],
                                                         const float screen_co_b[2],
                                                         int index),
                                            void *userData,
                                            const eV3DProjTest clip_flag);

void mesh_foreachScreenFace(
    struct ViewContext *vc,
    void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index),
    void *userData,
    const eV3DProjTest clip_flag);
void nurbs_foreachScreenVert(struct ViewContext *vc,
                             void (*func)(void *userData,
                                          struct Nurb *nu,
                                          struct BPoint *bp,
                                          struct BezTriple *bezt,
                                          int beztindex,
                                          const float screen_co[2]),
                             void *userData,
                             const eV3DProjTest clip_flag);
void mball_foreachScreenElem(struct ViewContext *vc,
                             void (*func)(void *userData,
                                          struct MetaElem *ml,
                                          const float screen_co[2]),
                             void *userData,
                             const eV3DProjTest clip_flag);
void lattice_foreachScreenVert(struct ViewContext *vc,
                               void (*func)(void *userData,
                                            struct BPoint *bp,
                                            const float screen_co[2]),
                               void *userData,
                               const eV3DProjTest clip_flag);
void armature_foreachScreenBone(struct ViewContext *vc,
                                void (*func)(void *userData,
                                             struct EditBone *ebone,
                                             const float screen_co_a[2],
                                             const float screen_co_b[2]),
                                void *userData,
                                const eV3DProjTest clip_flag);
void pose_foreachScreenBone(struct ViewContext *vc,
                            void (*func)(void *userData,
                                         struct bPoseChannel *pchan,
                                         const float screen_co_a[2],
                                         const float screen_co_b[2]),
                            void *userData,
                            const eV3DProjTest clip_flag);
/* *** end iterators *** */

/* view3d_project.c */
void ED_view3d_project_float_v2_m4(const struct ARegion *ar,
                                   const float co[3],
                                   float r_co[2],
                                   float mat[4][4]);
void ED_view3d_project_float_v3_m4(const struct ARegion *ar,
                                   const float co[3],
                                   float r_co[3],
                                   float mat[4][4]);

eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base);

/* *** short *** */
eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *ar,
                                          float perspmat[4][4],
                                          const bool is_local,
                                          const float co[3],
                                          short r_co[2],
                                          const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *ar,
                                              const float co[3],
                                              short r_co[2],
                                              const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *ar,
                                              const float co[3],
                                              short r_co[2],
                                              const eV3DProjTest flag);

/* *** int *** */
eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *ar,
                                        float perspmat[4][4],
                                        const bool is_local,
                                        const float co[3],
                                        int r_co[2],
                                        const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *ar,
                                            const float co[3],
                                            int r_co[2],
                                            const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *ar,
                                            const float co[3],
                                            int r_co[2],
                                            const eV3DProjTest flag);

/* *** float *** */
eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *ar,
                                          float perspmat[4][4],
                                          const bool is_local,
                                          const float co[3],
                                          float r_co[2],
                                          const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar,
                                              const float co[3],
                                              float r_co[2],
                                              const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar,
                                              const float co[3],
                                              float r_co[2],
                                              const eV3DProjTest flag);

float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]);
float ED_view3d_pixel_size_no_ui_scale(const struct RegionView3D *rv3d, const float co[3]);

float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip);
bool ED_view3d_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3]);
bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
                                  const struct ARegion *ar,
                                  const struct View3D *v3d,
                                  const float mval[2],
                                  float ray_start[3],
                                  float ray_normal[3],
                                  const bool do_clip);
bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph,
                                     const struct ARegion *ar,
                                     const struct View3D *v3d,
                                     const float mval[2],
                                     float r_ray_co[3],
                                     float r_ray_normal[3],
                                     float r_ray_start[3],
                                     bool do_clip);
void ED_view3d_win_to_ray(const struct ARegion *ar,
                          const float mval[2],
                          float r_ray_start[3],
                          float r_ray_normal[3]);
void ED_view3d_global_to_vector(const struct RegionView3D *rv3d,
                                const float coord[3],
                                float vec[3]);
void ED_view3d_win_to_3d(const struct View3D *v3d,
                         const struct ARegion *ar,
                         const float depth_pt[3],
                         const float mval[2],
                         float r_out[3]);
void ED_view3d_win_to_3d_int(const struct View3D *v3d,
                             const struct ARegion *ar,
                             const float depth_pt[3],
                             const int mval[2],
                             float r_out[3]);
bool ED_view3d_win_to_3d_on_plane(const struct ARegion *ar,
                                  const float plane[4],
                                  const float mval[2],
                                  const bool do_clip,
                                  float r_out[3]);
bool ED_view3d_win_to_3d_on_plane_int(const struct ARegion *ar,
                                      const float plane[4],
                                      const int mval[2],
                                      const bool do_clip,
                                      float r_out[3]);
void ED_view3d_win_to_delta(const struct ARegion *ar,
                            const float mval[2],
                            float out[3],
                            const float zfac);
void ED_view3d_win_to_origin(const struct ARegion *ar, const float mval[2], float out[3]);
void ED_view3d_win_to_vector(const struct ARegion *ar, const float mval[2], float out[3]);
bool ED_view3d_win_to_segment_clipped(struct Depsgraph *depsgraph,
                                      const struct ARegion *ar,
                                      struct View3D *v3d,
                                      const float mval[2],
                                      float r_ray_start[3],
                                      float r_ray_end[3],
                                      const bool do_clip);
void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d,
                                  struct Object *ob,
                                  float pmat[4][4]);
void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d,
                                             float obmat[4][4],
                                             float pmat[4][4]);

void ED_view3d_project(const struct ARegion *ar, const float world[3], float region[3]);
bool ED_view3d_unproject(
    const struct ARegion *ar, float regionx, float regiony, float regionz, float world[3]);

/* end */

void ED_view3d_dist_range_get(const struct View3D *v3d, float r_dist_range[2]);
bool ED_view3d_clip_range_get(struct Depsgraph *depsgraph,
                              const struct View3D *v3d,
                              const struct RegionView3D *rv3d,
                              float *r_clipsta,
                              float *r_clipend,
                              const bool use_ortho_factor);
bool ED_view3d_viewplane_get(struct Depsgraph *depsgraph,
                             const struct View3D *v3d,
                             const struct RegionView3D *rv3d,
                             int winxi,
                             int winyi,
                             struct rctf *r_viewplane,
                             float *r_clipsta,
                             float *r_clipend,
                             float *r_pixsize);

void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, const float dist);

void ED_view3d_calc_camera_border(const struct Scene *scene,
                                  struct Depsgraph *depsgraph,
                                  const struct ARegion *ar,
                                  const struct View3D *v3d,
                                  const struct RegionView3D *rv3d,
                                  struct rctf *r_viewborder,
                                  const bool no_shift);
void ED_view3d_calc_camera_border_size(const struct Scene *scene,
                                       struct Depsgraph *depsgraph,
                                       const struct ARegion *ar,
                                       const struct View3D *v3d,
                                       const struct RegionView3D *rv3d,
                                       float r_size[2]);
bool ED_view3d_calc_render_border(const struct Scene *scene,
                                  struct Depsgraph *depsgraph,
                                  struct View3D *v3d,
                                  struct ARegion *ar,
                                  struct rcti *rect);

void ED_view3d_clipping_calc_from_boundbox(float clip[6][4],
                                           const struct BoundBox *clipbb,
                                           const bool is_flip);
void ED_view3d_clipping_calc(struct BoundBox *bb,
                             float planes[4][4],
                             const struct ARegion *ar,
                             const struct Object *ob,
                             const struct rcti *rect);
void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[4][4]);
bool ED_view3d_clipping_test(const struct RegionView3D *rv3d,
                             const float co[3],
                             const bool is_local);
void ED_view3d_clipping_set(struct RegionView3D *rv3d);
void ED_view3d_clipping_enable(void);
void ED_view3d_clipping_disable(void);

float ED_view3d_radius_to_dist_persp(const float angle, const float radius);
float ED_view3d_radius_to_dist_ortho(const float lens, const float radius);
float ED_view3d_radius_to_dist(const struct View3D *v3d,
                               const struct ARegion *ar,
                               const struct Depsgraph *depsgraph,
                               const char persp,
                               const bool use_aspect,
                               const float radius);

void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos);

/* backbuffer select and draw support */
void ED_view3d_backbuf_depth_validate(struct ViewContext *vc);
int ED_view3d_backbuf_sample_size_clamp(struct ARegion *ar, const float dist);

void ED_view3d_select_id_validate(struct ViewContext *vc);

uint *ED_view3d_select_id_read(int xmin, int ymin, int xmax, int ymax, uint *r_buf_len);
uint *ED_view3d_select_id_read_rect(const struct rcti *rect, uint *r_buf_len);

bool ED_view3d_autodist(struct Depsgraph *depsgraph,
                        struct ARegion *ar,
                        struct View3D *v3d,
                        const int mval[2],
                        float mouse_worldloc[3],
                        const bool alphaoverride,
                        const float fallback_depth_pt[3]);

/* only draw so ED_view3d_autodist_simple can be called many times after */
void ED_view3d_autodist_init(struct Depsgraph *depsgraph,
                             struct ARegion *ar,
                             struct View3D *v3d,
                             int mode);
bool ED_view3d_autodist_simple(struct ARegion *ar,
                               const int mval[2],
                               float mouse_worldloc[3],
                               int margin,
                               float *force_depth);
bool ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth);
bool ED_view3d_autodist_depth_seg(
    struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth);

/* select */
#define MAXPICKELEMS 2500
#define MAXPICKBUF (4 * MAXPICKELEMS)

typedef enum {
  /* all elements in the region, ignore depth */
  VIEW3D_SELECT_ALL = 0,
  /* pick also depth sorts (only for small regions!) */
  VIEW3D_SELECT_PICK_ALL = 1,
  /* sorts and only returns visible objects (only for small regions!) */
  VIEW3D_SELECT_PICK_NEAREST = 2,
} eV3DSelectMode;

typedef enum {
  /** Don't exclude anything. */
  VIEW3D_SELECT_FILTER_NOP = 0,
  /** Don't select objects outside the current mode. */
  VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK = 1,
  /** A version of #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK that allows pose-bone selection. */
  VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK = 2,
} eV3DSelectObjectFilter;

eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const struct Scene *scene,
                                                         const struct Object *obact);

void view3d_opengl_select_cache_begin(void);
void view3d_opengl_select_cache_end(void);

int view3d_opengl_select(struct ViewContext *vc,
                         unsigned int *buffer,
                         unsigned int bufsize,
                         const struct rcti *input,
                         eV3DSelectMode select_mode,
                         eV3DSelectObjectFilter select_filter);

/* view3d_select.c */
float ED_view3d_select_dist_px(void);
void ED_view3d_viewcontext_init(struct bContext *C, struct ViewContext *vc);
void ED_view3d_viewcontext_init_object(struct ViewContext *vc, struct Object *obact);
void view3d_operator_needs_opengl(const struct bContext *C);
void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);

/* XXX should move to BLI_math */
bool edge_inside_circle(const float cent[2],
                        float radius,
                        const float screen_co_a[2],
                        const float screen_co_b[2]);

/* get 3d region from context, also if mouse is in header or toolbar */
struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
bool ED_view3d_context_user_region(struct bContext *C,
                                   struct View3D **r_v3d,
                                   struct ARegion **r_ar);
bool ED_operator_rv3d_user_region_poll(struct bContext *C);

void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d);
void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);
#ifdef DEBUG
void ED_view3d_clear_mats_rv3d(struct RegionView3D *rv3d);
void ED_view3d_check_mats_rv3d(struct RegionView3D *rv3d);
#else
#  define ED_view3d_clear_mats_rv3d(rv3d) (void)(rv3d)
#  define ED_view3d_check_mats_rv3d(rv3d) (void)(rv3d)
#endif

struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d);
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat);

void ED_draw_object_facemap(struct Depsgraph *depsgraph,
                            struct Object *ob,
                            const float col[4],
                            const int facemap);

struct RenderEngineType *ED_view3d_engine_type(struct Scene *scene, int drawtype);

bool ED_view3d_context_activate(struct bContext *C);
void ED_view3d_draw_offscreen(struct Depsgraph *depsgraph,
                              struct Scene *scene,
                              int drawtype,
                              struct View3D *v3d,
                              struct ARegion *ar,
                              int winx,
                              int winy,
                              float viewmat[4][4],
                              float winmat[4][4],
                              bool do_sky,
                              bool is_persp,
                              const char *viewname,
                              const bool do_color_management,
                              struct GPUOffScreen *ofs,
                              struct GPUViewport *viewport);
void ED_view3d_draw_offscreen_simple(struct Depsgraph *depsgraph,
                                     struct Scene *scene,
                                     struct View3DShading *shading_override,
                                     int drawtype,
                                     int winx,
                                     int winy,
                                     unsigned int draw_flags,
                                     float viewmat[4][4],
                                     float winmat[4][4],
                                     float clip_start,
                                     float clip_end,
                                     float lens,
                                     bool do_sky,
                                     bool is_persp,
                                     const char *viewname,
                                     const bool do_color_management,
                                     struct GPUOffScreen *ofs,
                                     struct GPUViewport *viewport);
void ED_view3d_draw_setup_view(struct wmWindow *win,
                               struct Depsgraph *depsgraph,
                               struct Scene *scene,
                               struct ARegion *ar,
                               struct View3D *v3d,
                               float viewmat[4][4],
                               float winmat[4][4],
                               const struct rcti *rect);

struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Depsgraph *depsgraph,
                                             struct Scene *scene,
                                             int drawtype,
                                             struct View3D *v3d,
                                             struct ARegion *ar,
                                             int sizex,
                                             int sizey,
                                             unsigned int flag,
                                             int alpha_mode,
                                             int samples,
                                             const char *viewname,
                                             struct GPUOffScreen *ofs,
                                             char err_out[256]);
struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Depsgraph *depsgraph,
                                                    struct Scene *scene,
                                                    struct View3DShading *shading_override,
                                                    int drawtype,
                                                    struct Object *camera,
                                                    int width,
                                                    int height,
                                                    unsigned int flag,
                                                    unsigned int draw_flags,
                                                    int alpha_mode,
                                                    int samples,
                                                    const char *viewname,
                                                    struct GPUOffScreen *ofs,
                                                    char err_out[256]);

struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
struct Object *ED_view3d_give_object_under_cursor(struct bContext *C, const int mval[2]);
bool ED_view3d_is_object_under_cursor(struct bContext *C, const int mval[2]);
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip);
void ED_view3d_update_viewmat(struct Depsgraph *depsgraph,
                              struct Scene *scene,
                              struct View3D *v3d,
                              struct ARegion *ar,
                              float viewmat[4][4],
                              float winmat[4][4],
                              const struct rcti *rect,
                              bool offscreen);
bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
char ED_view3d_lock_view_from_index(int index);
char ED_view3d_axis_view_opposite(char view);
bool ED_view3d_lock(struct RegionView3D *rv3d);

void ED_view3d_datamask(const struct bContext *C,
                        const struct Scene *scene,
                        const struct View3D *v3d,
                        struct CustomData_MeshMasks *r_cddata_masks);
void ED_view3d_screen_datamask(const struct bContext *C,
                               const struct Scene *scene,
                               const struct bScreen *screen,
                               struct CustomData_MeshMasks *r_cddata_masks);

bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
void ED_view3d_persp_switch_from_camera(const struct Depsgraph *depsgraph,
                                        struct View3D *v3d,
                                        struct RegionView3D *rv3d,
                                        const char persp);
bool ED_view3d_persp_ensure(const struct Depsgraph *depsgraph,
                            struct View3D *v3d,
                            struct ARegion *ar);

/* camera lock functions */
bool ED_view3d_camera_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
/* copy the camera to the view before starting a view transformation */
void ED_view3d_camera_lock_init_ex(const struct Depsgraph *depsgraph,
                                   struct View3D *v3d,
                                   struct RegionView3D *rv3d,
                                   const bool calc_dist);
void ED_view3d_camera_lock_init(const struct Depsgraph *depsgraph,
                                struct View3D *v3d,
                                struct RegionView3D *rv3d);
/* copy the view to the camera, return true if */
bool ED_view3d_camera_lock_sync(const struct Depsgraph *depsgraph,
                                struct View3D *v3d,
                                struct RegionView3D *rv3d);

bool ED_view3d_camera_autokey(struct Scene *scene,
                              struct ID *id_key,
                              struct bContext *C,
                              const bool do_rotate,
                              const bool do_translate);
bool ED_view3d_camera_lock_autokey(struct View3D *v3d,
                                   struct RegionView3D *rv3d,
                                   struct bContext *C,
                                   const bool do_rotate,
                                   const bool do_translate);

void ED_view3d_lock_clear(struct View3D *v3d);

#define VIEW3D_MARGIN 1.4f
#define VIEW3D_DIST_FALLBACK 1.0f

float ED_view3d_offset_distance(float mat[4][4], const float ofs[3], const float dist_fallback);
void ED_view3d_distance_set(struct RegionView3D *rv3d, const float dist);

float ED_scene_grid_scale(struct Scene *scene, const char **grid_unit);
float ED_view3d_grid_scale(struct Scene *scene, struct View3D *v3d, const char **grid_unit);
float ED_view3d_grid_view_scale(struct Scene *scene,
                                struct View3D *v3d,
                                struct RegionView3D *rv3d,
                                const char **grid_unit);

void ED_scene_draw_fps(struct Scene *scene, int xoffset, int *yoffset);

/* view matrix properties utilities */
/* unused */
#if 0
void ED_view3d_operator_properties_viewmat(struct wmOperatorType *ot);
void ED_view3d_operator_properties_viewmat_set(struct bContext *C, struct wmOperator *op);
void ED_view3d_operator_properties_viewmat_get(struct wmOperator *op,
                                               int *winx,
                                               int *winy,
                                               float persmat[4][4]);
#endif

/* render */
void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *ar);
void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *sa);

#define XRAY_ALPHA(v3d) \
  (((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha)
#define XRAY_FLAG(v3d) \
  (((v3d)->shading.type == OB_WIRE) ? V3D_SHADING_XRAY_WIREFRAME : V3D_SHADING_XRAY)
#define XRAY_FLAG_ENABLED(v3d) (((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0)
#define XRAY_ENABLED(v3d) (XRAY_FLAG_ENABLED(v3d) && (XRAY_ALPHA(v3d) < 1.0f))
#define XRAY_ACTIVE(v3d) (XRAY_ENABLED(v3d) && ((v3d)->shading.type < OB_MATERIAL))

/* view3d_draw_legacy.c */
/* Try avoid using these more move out of legacy. */
void ED_view3d_draw_bgpic_test(struct Scene *scene,
                               struct Depsgraph *depsgraph,
                               struct ARegion *ar,
                               struct View3D *v3d,
                               const bool do_foreground,
                               const bool do_camera_frame);

/* view3d_gizmo_preselect_type.c */
void ED_view3d_gizmo_mesh_preselect_get_active(struct bContext *C,
                                               struct wmGizmo *gz,
                                               struct Base **r_base,
                                               struct BMElem **r_ele);

/* space_view3d.c */
void ED_view3d_buttons_region_layout_ex(const struct bContext *C,
                                        struct ARegion *ar,
                                        const char *category_override);

#endif /* __ED_VIEW3D_H__ */