LookDev: make sure lookdev balls are still visible after 'N'

This commit is contained in:
2018-06-01 12:51:29 +02:00
parent cfdadc7d61
commit 83a41ccd0a

View File

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