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

view3d_draw.c « space_view3d « editors « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: e9c2ddbab766c177dca09ff0c3b533c439460cee (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
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * 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.
 *
 *
 * Contributor(s): Blender Foundation
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/editors/space_view3d/view3d_draw.c
 *  \ingroup spview3d
 */

#include <math.h>

#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_jitter_2d.h"

#include "BIF_gl.h"
#include "BIF_glutil.h"

#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_object.h"
#include "BKE_paint.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 "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_transform.h"

#include "DEG_depsgraph_query.h"

#include "GPU_batch.h"
#include "GPU_draw.h"
#include "GPU_matrix.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_material.h"
#include "GPU_viewport.h"
#include "GPU_state.h"
#include "GPU_framebuffer.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 */

/* ******************** general functions ***************** */

/**
 * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
 */
void ED_view3d_update_viewmat(
        Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
        float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
	RegionView3D *rv3d = ar->regiondata;

	/* setup window matrices */
	if (winmat)
		copy_m4_m4(rv3d->winmat, winmat);
	else
		view3d_winmatrix_set(depsgraph, ar, 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)ar->winx;
			rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
		}
		/* note: calls BKE_object_where_is_calc for camera... */
		view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
	}
	/* 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 (rv3d->persp == RV3D_CAMOB && v3d->camera) {
		rctf cameraborder;
		ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &cameraborder, false);
		rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
		rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);

		rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
		rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
	}
	else {
		rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
		rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
	}

	/* calculate pixelsize factor once, is used for lamps and obcenters */
	{
		/* note:  '1.0f / len_v3(v1)'  replaced  'len_v3(rv3d->viewmat[0])'
		 * because of float point precision problems at large values [#23908] */
		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)));
		len_sc = (float)MAX2(ar->winx, ar->winy);

		rv3d->pixsize = len_px / len_sc;
	}
}

static void view3d_main_region_setup_view(
        Depsgraph *depsgraph, Scene *scene,
        View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
	RegionView3D *rv3d = ar->regiondata;

	ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, rect);

	/* set for opengl */
	gpuLoadProjectionMatrix(rv3d->winmat);
	gpuLoadMatrix(rv3d->viewmat);
}

static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
	if ((scene->r.scemode & R_MULTIVIEW) == 0) {
		return false;
	}

	if ((v3d->camera == NULL) || (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 NULL when calling this from the selection or draw loop. */
			if ((win == NULL) || (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 *ar, 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;
		float viewmat[4][4];
		float shiftx;

		data = (Camera *)v3d->camera->data;
		shiftx = data->shiftx;

		BLI_thread_lock(LOCK_VIEW3D);
		data->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, ar, viewmat, NULL, rect);

		data->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, ar, viewmat, NULL, rect);

		v3d->camera = view_ob;
		BLI_thread_unlock(LOCK_VIEW3D);
	}
}

/**
 * Set the correct matrices
 */
void ED_view3d_draw_setup_view(
        wmWindow *win, Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d,
        float viewmat[4][4], float winmat[4][4], const rcti *rect)
{
	RegionView3D *rv3d = ar->regiondata;

	/* Setup the view matrix. */
	if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
		view3d_stereo3d_setup(depsgraph, scene, v3d, ar, rect);
	}
	else {
		view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
	}
}

/* ******************** view border ***************** */

static void view3d_camera_border(
        const Scene *scene, struct Depsgraph *depsgraph,
        const ARegion *ar, 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, ar->winx, ar->winy, 1.0f, 1.0f);
	rect_view = params.viewplane;

	/* get camera viewplane */
	BKE_camera_params_init(&params);
	/* fallback for non camera objects */
	params.clipsta = v3d->near;
	params.clipend = v3d->far;
	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)) * ar->winx;
	r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
	r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
	r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
}

void ED_view3d_calc_camera_border_size(
        const Scene *scene, Depsgraph *depsgraph,
        const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
        float r_size[2])
{
	rctf viewborder;

	view3d_camera_border(scene, depsgraph, ar, 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 *ar, const View3D *v3d, const RegionView3D *rv3d,
        rctf *r_viewborder, const bool no_shift)
{
	view3d_camera_border(scene, depsgraph, ar, 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(GWN_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(GWN_PRIM_LINES, 6);

	if (w > h) {
		if (golden) {
			ofs = w * (1.0f - (1.0f / 1.61803399f));
		}
		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 - (1.0f / 1.61803399f));
		}
		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 *ar, View3D *v3d)
{
	float x1, x2, y1, y2;
	float x1i, x2i, y1i, y2i;

	rctf viewborder;
	Camera *ca = NULL;
	RegionView3D *rv3d = ar->regiondata;

	if (v3d->camera == NULL)
		return;
	if (v3d->camera->type == OB_CAMERA)
		ca = v3d->camera->data;

	ED_view3d_calc_camera_border(scene, depsgraph, ar, 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 = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);

	/* First, solid lines. */
	{
		immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);

		/* passepartout, specified in camera edit buttons */
		if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
			const float winx = (ar->winx + 1);
			const float winy = (ar->winy + 1);

			float alpha = 1.0f;

			if (ca->passepartalpha != 1.0f) {
				GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
				GPU_blend(true);
				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(false);
		}

		immUniformThemeColor(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();
	}

	/* And now, the dashed lines! */
	immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);

	{
		float viewport_size[4];
		GPU_viewport_size_getf(viewport_size);
		immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);

		immUniform1i("num_colors", 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);
		}

		immUniformThemeColor(TH_VIEW_OVERLAY);
		imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
	}

	/* 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) {
		immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);

		if (ca->dtx & CAM_DTX_CENTER) {
			float x3, y3;

			x3 = x1 + 0.5f * (x2 - x1);
			y3 = y1 + 0.5f * (y2 - y1);

			immBegin(GWN_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(GWN_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 - (1.0f / 1.61803399f));
		}

		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) {
			UI_draw_safe_areas(
			        shdr_pos, x1, x2, y1, y2,
			        scene->safe_areas.title, scene->safe_areas.action);

			if (ca->flag & CAM_SHOW_SAFE_CENTER) {
				UI_draw_safe_areas(
				        shdr_pos, x1, x2, y1, y2,
				        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 */
			immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);

			/* 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 dor 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);
		}
	}

	immUnbindProgram();
	/* end dashed lines */

	/* camera name - draw in highlighted text color */
	if (ca && (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 *ar, View3D *v3d)
{
	/* use the same program for everything */
	uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);

	GPU_line_width(1.0f);

	immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);

	float viewport_size[4];
	GPU_viewport_size_getf(viewport_size);
	immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);

	immUniform1i("num_colors", 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 * ar->winx, v3d->render_border.ymin * ar->winy,
	                  v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);

	immUnbindProgram();
}

void ED_view3d_draw_depth(
        Depsgraph *depsgraph,
        ARegion *ar, View3D *v3d, bool alphaoverride)
{
	struct bThemeState theme_state;
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
	RegionView3D *rv3d = ar->regiondata;

	short zbuf = v3d->zbuf;
	short flag = v3d->flag;
	float glalphaclip = U.glalphaclip;
	int obcenter_dia = U.obcenter_dia;
	/* temp set drawtype to solid */
	/* Setting these temporarily is not nice */
	v3d->flag &= ~V3D_SELECT_OUTLINE;
	U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
	U.obcenter_dia = 0;

	/* 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(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);

	GPU_clear(GPU_DEPTH_BIT);

	if (rv3d->rflag & RV3D_CLIPPING) {
		ED_view3d_clipping_set(rv3d);
	}
	/* get surface depth without bias */
	rv3d->rflag |= RV3D_ZOFFSET_DISABLED;

	v3d->zbuf = true;
	GPU_depth_test(true);

	DRW_draw_depth_loop(depsgraph, ar, v3d);

	if (rv3d->rflag & RV3D_CLIPPING) {
		ED_view3d_clipping_disable();
	}
	rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;

	v3d->zbuf = zbuf;
	if (!v3d->zbuf) GPU_depth_test(false);

	U.glalphaclip = glalphaclip;
	v3d->flag = flag;
	U.obcenter_dia = obcenter_dia;

	UI_Theme_Restore(&theme_state);
}

/* ******************** other elements ***************** */

/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
{
	/* apply units */
	if (scene->unit.system) {
		const void *usys;
		int len;

		bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);

		if (usys) {
			int i = bUnit_GetBaseUnit(usys);
			if (grid_unit)
				*grid_unit = bUnit_GetNameDisplay(usys, i);
			return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
		}
	}

	return 1.0f;
}

float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
{
	return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
}

static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
{
	const float k = U.rvisize * U.pixelsize;  /* axis size */
	const int bright = - 20 * (10 - U.rvibright);  /* axis alpha offset (rvibright has range 0-10) */

	/* 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];
	unsigned char 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(true);
	GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);

	Gwn_VertFormat *format = immVertexFormat();
	unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
	unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);

	immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
	immBegin(GWN_PRIM_LINES, 6);

	for (int axis_i = 0; axis_i < 3; axis_i++) {
		int i = axis_order[axis_i];

		immAttrib4ubv(col, axis_col[i]);
		immVertex2f(pos, startx, starty);
		immAttrib4ubv(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] = {'x' + i, '\0'};
		BLF_color4ubv(BLF_default(), axis_col[i]);
		BLF_draw_default_ascii(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 UNUSED_FUNCTION(draw_rotation_guide)(RegionView3D *rv3d)
{
	float o[3];    /* center of rotation */
	float end[3];  /* endpoints for drawing */

	GLubyte color[4] = {0, 108, 255, 255};  /* bright blue so it matches device LEDs */

	negate_v3_v3(o, rv3d->ofs);

	GPU_blend(true);
	GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
	glDepthMask(GL_FALSE);  /* don't overwrite zbuf */

	Gwn_VertFormat *format = immVertexFormat();
	unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
	unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_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(GWN_PRIM_LINE_STRIP, 3);
		color[3] = 0; /* more transparent toward the ends */
		immAttrib4ubv(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 */
		immAttrib4ubv(col, color);
		immVertex3fv(pos, o);

		color[3] = 0;
		immAttrib4ubv(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(GWN_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
			color[3] = 63; /* somewhat faint */
			immAttrib4ubv(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(GWN_PRIM_POINTS, 1);
	immAttrib4ubv(col, color);
	immVertex3fv(pos, o);
	immEnd();
	immUnbindProgram();

#if 0
	/* find screen coordinates for rotation center, then draw pretty icon */
	mul_m4_v3(rv3d->persinv, rot_center);
	UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
	/* ^^ just playing around, does not work */
#endif

	GPU_blend(false);
	glDepthMask(GL_TRUE);
}
#endif /* WITH_INPUT_NDOF */

/* ******************** info ***************** */

/**
* Render and camera border
*/
static void view3d_draw_border(const bContext *C, ARegion *ar)
{
	Scene *scene = CTX_data_scene(C);
	Depsgraph *depsgraph = CTX_data_depsgraph(C);
	RegionView3D *rv3d = ar->regiondata;
	View3D *v3d = CTX_wm_view3d(C);

	if (rv3d->persp == RV3D_CAMOB) {
		drawviewborder(scene, depsgraph, ar, v3d);
	}
	else if (v3d->flag2 & V3D_RENDER_BORDER) {
		drawrenderborder(ar, v3d);
	}
}

/**
* Grease Pencil
*/
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 = NULL;

	switch (rv3d->view) {
		case RV3D_VIEW_FRONT:
			if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho");
			else name = IFACE_("Front Persp");
			break;
		case RV3D_VIEW_BACK:
			if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho");
			else name = IFACE_("Back Persp");
			break;
		case RV3D_VIEW_TOP:
			if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho");
			else name = IFACE_("Top Persp");
			break;
		case RV3D_VIEW_BOTTOM:
			if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho");
			else name = IFACE_("Bottom Persp");
			break;
		case RV3D_VIEW_RIGHT:
			if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho");
			else name = IFACE_("Right Persp");
			break;
		case RV3D_VIEW_LEFT:
			if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Left Ortho");
			else name = IFACE_("Left Persp");
			break;

		default:
			if (rv3d->persp == RV3D_CAMOB) {
				if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
					Camera *cam;
					cam = v3d->camera->data;
					if (cam->type == CAM_PERSP) {
						name = IFACE_("Camera Persp");
					}
					else if (cam->type == CAM_ORTHO) {
						name = IFACE_("Camera Ortho");
					}
					else {
						BLI_assert(cam->type == CAM_PANO);
						name = IFACE_("Camera Pano");
					}
				}
				else {
					name = IFACE_("Object as Camera");
				}
			}
			else {
				name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp");
			}
	}

	return name;
}

static void draw_viewport_name(ARegion *ar, View3D *v3d, const rcti *rect)
{
	RegionView3D *rv3d = ar->regiondata;
	const char *name = view3d_get_name(v3d, rv3d);
	/* increase size for unicode languages (Chinese in utf-8...) */
#ifdef WITH_INTERNATIONAL
	char tmpstr[96];
#else
	char tmpstr[32];
#endif

	if (v3d->localvd) {
		BLI_snprintf(tmpstr, sizeof(tmpstr), IFACE_("%s (Local)"), name);
		name = tmpstr;
	}

	UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
#ifdef WITH_INTERNATIONAL
	BLF_draw_default(U.widget_unit + rect->xmin,  rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
#else
	BLF_draw_default_ascii(U.widget_unit + rect->xmin,  rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
#endif
}

/**
 * draw info beside axes in bottom left-corner:
 * framenum, object name, bone name (if available), marker name (if available)
 */

static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
{
	const int cfra = 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);

	/*
	 * info can contain:
	 * - a frame (7 + 2)
	 * - 3 object names (MAX_NAME)
	 * - 2 BREAD_CRUMB_SEPARATORs (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 = 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_CURVE)) {
			/* try to display active bone and active shapekey 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 = 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 = 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_frame_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, NULL, 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_draw_default(rect->xmin + UI_UNIT_X, rect->ymax - (2 * U.widget_unit), 0.0f, info, sizeof(info));
}

/* ******************** view loop ***************** */

/**
* Information drawn on top of the solid plates and composed data
*/
void view3d_draw_region_info(const bContext *C, ARegion *ar, const int UNUSED(offset))
{
	RegionView3D *rv3d = ar->regiondata;
	View3D *v3d = CTX_wm_view3d(C);
	Scene *scene = CTX_data_scene(C);
	wmWindowManager *wm = CTX_wm_manager(C);

	/* correct projection matrix */
	ED_region_pixelspace(ar);

	/* local coordinate visible rect inside region, to accomodate overlapping ui */
	rcti rect;
	ED_region_visible_rect(ar, &rect);


	view3d_draw_border(C, ar);
	view3d_draw_grease_pencil(C);

	BLF_batch_draw_begin();

	if (((U.uiflag & USER_SHOW_ROTVIEWICON) != 0) &&
	    ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
	    /* No need to display manipulator and this info. */
	    ((U.manipulator_flag & USER_MANIPULATOR_DRAW_NAVIGATE) == 0))
	{
		draw_view_axis(rv3d, &rect);
	}

	if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 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, &rect);
		}
		else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
			draw_viewport_name(ar, v3d, &rect);
		}

		if (U.uiflag & USER_DRAWVIEWINFO) {
			ViewLayer *view_layer = CTX_data_view_layer(C);
			Object *ob = OBACT(view_layer);
			draw_selected_name(scene, ob, &rect);
		}

#if 0 /* TODO */
		if (grid_unit) { /* draw below the viewport name */
			char numstr[32] = "";

			UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
			if (v3d->grid != 1.0f) {
				BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
			}

			BLF_draw_default_ascii(
			        rect.xmin + U.widget_unit,
			        rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
			        numstr[0] ? numstr : grid_unit, sizeof(numstr));
		}
#endif
	}

	BLF_batch_draw_end();
}

static void view3d_draw_view(const bContext *C, ARegion *ar)
{
	ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_depsgraph(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL);

	/* Only 100% compliant on new spec goes bellow */
	DRW_draw_view(C);
}

RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype)
{
	/*
	 * Tempory viewport draw modes until we have a proper system.
	 * all modes are done in the draw manager, except
	 * cycles material as it is an external render engine.
	 */
	if (strcmp(scene->r.engine, RE_engine_id_CYCLES) == 0 && drawtype == OB_MATERIAL) {
		return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
	}
	return RE_engines_find(scene->r.engine);
}

void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
	Main *bmain = CTX_data_main(C);
	View3D *v3d = CTX_wm_view3d(C);

	view3d_draw_view(C, ar);

	GPU_free_images_old(bmain);
	GPU_pass_cache_garbage_collect();

	/* XXX This is in order to draw UI batches with the DRW
	 * olg context since we now use it for drawing the entire area */
	gpu_batch_presets_reset();

	/* No depth test for drawing action zones afterwards. */
	GPU_depth_test(false);

	v3d->flag |= V3D_INVALID_BACKBUF;
}

/* -------------------------------------------------------------------- */

/** \name Offscreen Drawing
 * \{ */

static void view3d_stereo3d_setup_offscreen(
        Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
        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_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
	}
	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_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
	}
}

void ED_view3d_draw_offscreen(
        Depsgraph *depsgraph, Scene *scene,
        int drawtype,
        View3D *v3d, ARegion *ar, int winx, int winy,
        float viewmat[4][4], float winmat[4][4],
        bool do_sky, bool UNUSED(is_persp), const char *viewname,
        GPUFXSettings *UNUSED(fx_settings),
        GPUOffScreen *ofs, GPUViewport *viewport)
{
	RegionView3D *rv3d = ar->regiondata;
	RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);

	/* set temporary new size */
	int bwinx = ar->winx;
	int bwiny = ar->winy;
	rcti brect = ar->winrct;

	ar->winx = winx;
	ar->winy = winy;
	ar->winrct.xmin = 0;
	ar->winrct.ymin = 0;
	ar->winrct.xmax = winx;
	ar->winrct.ymax = winy;

	struct bThemeState theme_state;
	UI_Theme_Store(&theme_state);
	UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);

	/* set flags */
	G.f |= G_RENDER_OGL;

	if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
		/* free images which can have changed on frame-change
		 * warning! can be slow so only free animated images - campbell */
		GPU_free_images_anim(G.main);  /* XXX :((( */
	}

	gpuPushProjectionMatrix();
	gpuLoadIdentity();
	gpuPushMatrix();
	gpuLoadIdentity();

	if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
		view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, ar, winmat, viewname);
	else
		view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);

	/* main drawing call */
	DRW_draw_render_loop_offscreen(
	        depsgraph, engine_type, ar, v3d,
	        do_sky, ofs, viewport);

	/* restore size */
	ar->winx = bwinx;
	ar->winy = bwiny;
	ar->winrct = brect;

	gpuPopProjectionMatrix();
	gpuPopMatrix();

	UI_Theme_Restore(&theme_state);

	G.f &= ~G_RENDER_OGL;
}

/**
 * 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,
        int drawtype,
        View3D *v3d, ARegion *ar, int sizex, int sizey,
        unsigned int flag, unsigned int draw_flags,
        int alpha_mode, int samples, const char *viewname,
        /* output vars */
        GPUOffScreen *ofs, char err_out[256])
{
	RegionView3D *rv3d = ar->regiondata;
	const bool draw_sky = (alpha_mode == R_ADDSKY);
	const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE);

	/* view state */
	GPUFXSettings fx_settings = v3d->fx_settings;
	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 = NULL;
	}

	const bool own_ofs = (ofs == NULL);
	DRW_opengl_context_enable();

	if (own_ofs) {
		/* bind */
		ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
		if (ofs == NULL) {
			DRW_opengl_context_disable();
			return NULL;
		}
	}

	GPU_offscreen_bind(ofs, true);

	/* read in pixels & stamp */
	ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, 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.clipsta = v3d->near;
		params.clipend = v3d->far;
		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);

		BKE_camera_to_gpu_dof(camera, &fx_settings);

		is_ortho = params.is_ortho;
		copy_m4_m4(winmat, params.winmat);
	}
	else {
		rctf viewplane;
		float clipsta, clipend;

		is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
		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, clipsta, clipend);
		}
	}

	if ((samples && use_full_sample) == 0) {
		/* Single-pass render, common case */
		ED_view3d_draw_offscreen(
		        depsgraph, scene, drawtype,
		        v3d, ar, sizex, sizey, NULL, winmat,
		        draw_sky, !is_ortho, viewname,
		        &fx_settings, ofs, NULL);

		if (ibuf->rect_float) {
			GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
		}
		else if (ibuf->rect) {
			GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
		}
	}
	else {
		/* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
		 * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
		static float jit_ofs[32][2];
		float winmat_jitter[4][4];
		float *rect_temp = (ibuf->rect_float) ? ibuf->rect_float : MEM_mallocN(sizex * sizey * sizeof(float[4]), "rect_temp");
		float *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(float[4]), "accum_buffer");
		GPUViewport *viewport = GPU_viewport_create_from_offscreen(ofs);

		BLI_jitter_init(jit_ofs, samples);

		/* first sample buffer, also initializes 'rv3d->persmat' */
		ED_view3d_draw_offscreen(
		        depsgraph, scene, drawtype,
		        v3d, ar, sizex, sizey, NULL, winmat,
		        draw_sky, !is_ortho, viewname,
		        &fx_settings, ofs, viewport);
		GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);

		/* skip the first sample */
		for (int j = 1; j < samples; j++) {
			copy_m4_m4(winmat_jitter, winmat);
			window_translate_m4(
			        winmat_jitter, rv3d->persmat,
			        (jit_ofs[j][0] * 2.0f) / sizex,
			        (jit_ofs[j][1] * 2.0f) / sizey);

			ED_view3d_draw_offscreen(
			        depsgraph, scene, drawtype,
			        v3d, ar, sizex, sizey, NULL, winmat_jitter,
			        draw_sky, !is_ortho, viewname,
			        &fx_settings, ofs, viewport);
			GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);

			unsigned int i = sizex * sizey * 4;
			while (i--) {
				accum_buffer[i] += rect_temp[i];
			}
		}

		{
			/* don't free data owned by 'ofs' */
			GPU_viewport_clear_from_offscreen(viewport);
			GPU_viewport_free(viewport);
		}

		if (ibuf->rect_float == NULL) {
			MEM_freeN(rect_temp);
		}

		if (ibuf->rect_float) {
			float *rect_float = ibuf->rect_float;
			unsigned int i = sizex * sizey * 4;
			while (i--) {
				rect_float[i] = accum_buffer[i] / samples;
			}
		}
		else {
			unsigned char *rect_ub = (unsigned char *)ibuf->rect;
			unsigned int i = sizex * sizey * 4;
			while (i--) {
				rect_ub[i] = (unsigned char)(255.0f * accum_buffer[i] / samples);
			}
		}

		MEM_freeN(accum_buffer);
	}

	/* unbind */
	GPU_offscreen_unbind(ofs, true);

	if (own_ofs) {
		GPU_offscreen_free(ofs);
	}

	DRW_opengl_context_disable();

	if (ibuf->rect_float && ibuf->rect)
		IMB_rect_from_float(ibuf);

	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,
        int drawtype,
        Object *camera, int width, int height,
        unsigned int flag, unsigned int draw_flags,
        int alpha_mode, int samples, const char *viewname,
        GPUOffScreen *ofs, char err_out[256])
{
	View3D v3d = {NULL};
	ARegion ar = {NULL};
	RegionView3D rv3d = {{{0}}};

	/* connect data */
	v3d.regionbase.first = v3d.regionbase.last = &ar;
	ar.regiondata = &rv3d;
	ar.regiontype = RGN_TYPE_WINDOW;

	v3d.camera = camera;
	v3d.lay = scene->lay;
	v3d.drawtype = drawtype;
	v3d.flag2 = V3D_RENDER_OVERRIDE;

	if (draw_flags & V3D_OFSDRAW_USE_GPENCIL) {
		v3d.flag2 |= V3D_SHOW_GPENCIL;
	}
	if (draw_flags & V3D_OFSDRAW_USE_SOLID_TEX) {
		v3d.flag2 |= V3D_SOLID_TEX;
	}

	v3d.flag3 |= V3D_SHOW_WORLD;

	if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) {
		if (camera->type == OB_CAMERA) {
			v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof;
			v3d.fx_settings.fx_flag |= GPU_FX_FLAG_DOF;
		}
	}

	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.near = params.clipsta;
		v3d.far = params.clipend;
		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, drawtype,
	        &v3d, &ar, width, height, flag,
	        draw_flags, alpha_mode, samples, viewname, ofs, err_out);
}

/** \} */