LookDev: make sure lookdev balls are still visible after 'N'
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@@ -30,6 +30,8 @@
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#include "DNA_screen_types.h"
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#include "DNA_world_types.h"
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#include "ED_screen.h"
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#include "eevee_private.h"
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void EEVEE_lookdev_cache_init(
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@@ -86,6 +88,7 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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@@ -99,7 +102,7 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
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BKE_camera_params_from_view3d(¶ms, draw_ctx->depsgraph, v3d, rv3d);
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params.is_ortho = true;
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params.ortho_scale = 4.0f;
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params.ortho_scale = 3.0f;
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params.zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
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params.offsetx = 0.0f;
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params.offsety = 0.0f;
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@@ -111,6 +114,8 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
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BKE_camera_params_compute_matrix(¶ms);
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const float *viewport_size = DRW_viewport_size_get();
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rcti rect;
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ED_region_visible_rect(draw_ctx->ar, &rect);
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int viewport_inset_x = viewport_size[0] / 4;
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int viewport_inset_y = viewport_size[1] / 4;
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@@ -142,7 +147,12 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
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GPUFrameBuffer *fb = effects->final_fb;
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GPU_framebuffer_bind(fb);
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GPU_framebuffer_viewport_set(fb, viewport_size[0] - viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
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GPU_framebuffer_viewport_set(fb, rect.xmax - viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
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DRW_draw_pass(psl->lookdev_pass);
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fb = dfbl->depth_only_fb;
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GPU_framebuffer_bind(fb);
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GPU_framebuffer_viewport_set(fb, rect.xmax - viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
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DRW_draw_pass(psl->lookdev_pass);
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DRW_viewport_matrix_override_unset_all();
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