577 lines
16 KiB
C
577 lines
16 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup spview3d
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*/
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_collection_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_key_types.h"
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#include "DNA_light_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_world_types.h"
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#include "DNA_brush_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BLI_endian_switch.h"
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#include "BLI_threads.h"
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#include "BKE_anim.h"
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#include "BKE_camera.h"
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#include "BKE_context.h"
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#include "BKE_customdata.h"
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#include "BKE_image.h"
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#include "BKE_key.h"
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#include "BKE_layer.h"
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#include "BKE_object.h"
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#include "BKE_global.h"
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#include "BKE_paint.h"
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#include "BKE_scene.h"
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#include "BKE_unit.h"
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#include "BKE_movieclip.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "IMB_colormanagement.h"
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#include "BIF_glutil.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "BLF_api.h"
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#include "BLT_translation.h"
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#include "ED_armature.h"
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#include "ED_keyframing.h"
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#include "ED_gpencil.h"
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#include "ED_mesh.h"
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#include "ED_screen.h"
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#include "ED_space_api.h"
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#include "ED_screen_types.h"
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#include "ED_transform.h"
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#include "ED_view3d.h"
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#include "UI_interface.h"
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#include "UI_interface_icons.h"
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#include "UI_resources.h"
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#include "GPU_draw.h"
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#include "GPU_framebuffer.h"
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#include "GPU_material.h"
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#include "GPU_extensions.h"
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#include "GPU_immediate.h"
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#include "GPU_immediate_util.h"
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#include "GPU_select.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "GPU_viewport.h"
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#include "RE_engine.h"
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#include "DRW_engine.h"
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#include "DRW_select_buffer.h"
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#include "view3d_intern.h" /* own include */
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/* ********* custom clipping *********** */
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/* Legacy 2.7x, now use shaders that use clip distance instead.
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* Remove once clipping is working properly. */
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#define USE_CLIP_PLANES
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void ED_view3d_clipping_set(RegionView3D *rv3d)
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{
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#ifdef USE_CLIP_PLANES
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double plane[4];
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const uint tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
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for (unsigned a = 0; a < tot; a++) {
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copy_v4db_v4fl(plane, rv3d->clip[a]);
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glClipPlane(GL_CLIP_PLANE0 + a, plane);
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glEnable(GL_CLIP_PLANE0 + a);
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glEnable(GL_CLIP_DISTANCE0 + a);
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}
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#else
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for (unsigned a = 0; a < 6; a++) {
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glEnable(GL_CLIP_DISTANCE0 + a);
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}
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#endif
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}
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/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
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void ED_view3d_clipping_disable(void)
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{
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for (unsigned a = 0; a < 6; a++) {
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#ifdef USE_CLIP_PLANES
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glDisable(GL_CLIP_PLANE0 + a);
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#endif
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glDisable(GL_CLIP_DISTANCE0 + a);
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}
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}
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void ED_view3d_clipping_enable(void)
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{
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for (unsigned a = 0; a < 6; a++) {
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#ifdef USE_CLIP_PLANES
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glEnable(GL_CLIP_PLANE0 + a);
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#endif
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glEnable(GL_CLIP_DISTANCE0 + a);
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}
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}
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/* *********************** backdraw for selection *************** */
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/**
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* \note Only use in object mode.
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*/
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static void validate_object_select_id(
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struct Depsgraph *depsgraph, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Object *obact)
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{
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Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
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BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
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UNUSED_VARS_NDEBUG(ar);
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if (obact_eval && (obact_eval->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
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BKE_paint_select_face_test(obact_eval))) {
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/* do nothing */
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}
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/* texture paint mode sampling */
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else if (obact_eval && (obact_eval->mode & OB_MODE_TEXTURE_PAINT) &&
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(v3d->shading.type > OB_WIRE)) {
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/* do nothing */
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}
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else if ((obact_eval && (obact_eval->mode & OB_MODE_PARTICLE_EDIT)) && !XRAY_ENABLED(v3d)) {
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/* do nothing */
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}
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else {
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v3d->flag &= ~V3D_INVALID_BACKBUF;
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return;
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}
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if (!(v3d->flag & V3D_INVALID_BACKBUF)) {
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return;
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}
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if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE) != 0)) {
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Base *base = BKE_view_layer_base_find(view_layer, obact);
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DRW_select_buffer_context_create(&base, 1, -1);
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}
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/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
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* made on the backbuffer in this case. */
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v3d->flag &= ~V3D_INVALID_BACKBUF;
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}
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/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
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* Calling this function should be avoided during interactive drawing. */
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static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void *data)
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{
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DefaultTextureList *dtxl = (DefaultTextureList *)GPU_viewport_texture_list_get(viewport);
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GPUFrameBuffer *tmp_fb = GPU_framebuffer_create();
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GPU_framebuffer_texture_attach(tmp_fb, dtxl->depth, 0, 0);
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GPU_framebuffer_bind(tmp_fb);
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glReadPixels(rect->xmin,
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rect->ymin,
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BLI_rcti_size_x(rect),
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BLI_rcti_size_y(rect),
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GL_DEPTH_COMPONENT,
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GL_FLOAT,
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data);
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GPU_framebuffer_restore();
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GPU_framebuffer_free(tmp_fb);
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}
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void ED_view3d_select_id_validate(ViewContext *vc)
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{
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/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
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* made on the backbuffer in this case. */
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if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
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validate_object_select_id(vc->depsgraph, vc->view_layer, vc->ar, vc->v3d, vc->obact);
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}
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}
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void ED_view3d_backbuf_depth_validate(ViewContext *vc)
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{
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if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
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ARegion *ar = vc->ar;
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Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
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if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE) != 0)) {
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GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
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DRW_draw_depth_object(vc->ar, viewport, obact_eval);
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}
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vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
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}
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}
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/**
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* allow for small values [0.5 - 2.5],
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* and large values, FLT_MAX by clamping by the area size
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*/
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int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
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{
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return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
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}
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/* *********************** */
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void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
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{
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/* clamp rect by region */
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rcti r = {
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.xmin = 0,
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.xmax = ar->winx - 1,
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.ymin = 0,
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.ymax = ar->winy - 1,
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};
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/* Constrain rect to depth bounds */
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BLI_rcti_isect(&r, rect, rect);
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/* assign values to compare with the ViewDepths */
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int x = rect->xmin;
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int y = rect->ymin;
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int w = BLI_rcti_size_x(rect);
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int h = BLI_rcti_size_y(rect);
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if (w <= 0 || h <= 0) {
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if (d->depths) {
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MEM_freeN(d->depths);
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}
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d->depths = NULL;
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d->damaged = false;
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}
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else if (d->w != w || d->h != h || d->x != x || d->y != y || d->depths == NULL) {
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d->x = x;
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d->y = y;
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d->w = w;
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d->h = h;
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if (d->depths) {
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MEM_freeN(d->depths);
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}
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d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
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d->damaged = true;
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}
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if (d->damaged) {
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GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
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view3d_opengl_read_Z_pixels(viewport, rect, d->depths);
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glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
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d->damaged = false;
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}
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}
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/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
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void ED_view3d_depth_update(ARegion *ar)
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{
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RegionView3D *rv3d = ar->regiondata;
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/* Create storage for, and, if necessary, copy depth buffer */
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if (!rv3d->depths) {
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rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
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}
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if (rv3d->depths) {
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ViewDepths *d = rv3d->depths;
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if (d->w != ar->winx || d->h != ar->winy || !d->depths) {
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d->w = ar->winx;
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d->h = ar->winy;
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if (d->depths) {
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MEM_freeN(d->depths);
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}
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d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
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d->damaged = true;
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}
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if (d->damaged) {
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GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
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rcti r = {
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.xmin = 0,
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.xmax = d->w,
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.ymin = 0,
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.ymax = d->h,
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};
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view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
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glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
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d->damaged = false;
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}
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}
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}
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/* utility function to find the closest Z value, use for autodepth */
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float view3d_depth_near(ViewDepths *d)
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{
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/* convert to float for comparisons */
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const float near = (float)d->depth_range[0];
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const float far_real = (float)d->depth_range[1];
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float far = far_real;
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const float *depths = d->depths;
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float depth = FLT_MAX;
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int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
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/* far is both the starting 'far' value
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* and the closest value found. */
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while (i--) {
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depth = *depths++;
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if ((depth < far) && (depth > near)) {
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far = depth;
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}
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}
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return far == far_real ? FLT_MAX : far;
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}
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void ED_view3d_draw_depth_gpencil(Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d)
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{
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/* Setup view matrix. */
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ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
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GPU_clear(GPU_DEPTH_BIT);
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GPU_depth_test(true);
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GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
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DRW_draw_depth_loop_gpencil(depsgraph, ar, v3d, viewport);
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GPU_depth_test(false);
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}
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/* *********************** customdata **************** */
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void ED_view3d_datamask(const bContext *C,
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const Scene *UNUSED(scene),
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const View3D *v3d,
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CustomData_MeshMasks *r_cddata_masks)
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{
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if (ELEM(v3d->shading.type, OB_TEXTURE, OB_MATERIAL, OB_RENDER)) {
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r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
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r_cddata_masks->vmask |= CD_MASK_ORCO;
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}
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if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
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(v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) {
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r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
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}
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}
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/* goes over all modes and view3d settings */
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void ED_view3d_screen_datamask(const bContext *C,
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const Scene *scene,
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const bScreen *screen,
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CustomData_MeshMasks *r_cddata_masks)
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{
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CustomData_MeshMasks_update(r_cddata_masks, &CD_MASK_BAREMESH);
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/* check if we need tfaces & mcols due to view mode */
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for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
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if (sa->spacetype == SPACE_VIEW3D) {
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ED_view3d_datamask(C, scene, sa->spacedata.first, r_cddata_masks);
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}
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}
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}
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/**
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* Store values from #RegionView3D, set when drawing.
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* This is needed when we draw with to a viewport using a different matrix
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* (offscreen drawing for example).
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*
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* Values set by #ED_view3d_update_viewmat should be handled here.
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*/
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struct RV3DMatrixStore {
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float winmat[4][4];
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float viewmat[4][4];
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float viewinv[4][4];
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float persmat[4][4];
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float persinv[4][4];
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float viewcamtexcofac[4];
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float pixsize;
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};
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struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
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{
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struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
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copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
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copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
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copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
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copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
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copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
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copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
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rv3dmat->pixsize = rv3d->pixsize;
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return (void *)rv3dmat;
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}
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void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat_pt)
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{
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struct RV3DMatrixStore *rv3dmat = rv3dmat_pt;
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copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
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copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
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copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
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copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
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copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
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copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
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rv3d->pixsize = rv3dmat->pixsize;
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}
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/**
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* \note The info that this uses is updated in #ED_refresh_viewport_fps,
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* which currently gets called during #SCREEN_OT_animation_step.
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*/
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void ED_scene_draw_fps(Scene *scene, int xoffset, int *yoffset)
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{
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ScreenFrameRateInfo *fpsi = scene->fps_info;
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char printable[16];
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if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) {
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return;
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}
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printable[0] = '\0';
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#if 0
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/* this is too simple, better do an average */
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fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
|
|
#else
|
|
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 /
|
|
(fpsi->lredrawtime - fpsi->redrawtime));
|
|
|
|
float fps = 0.0f;
|
|
int tot = 0;
|
|
for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
|
|
if (fpsi->redrawtimes_fps[i]) {
|
|
fps += fpsi->redrawtimes_fps[i];
|
|
tot++;
|
|
}
|
|
}
|
|
if (tot) {
|
|
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
|
|
|
|
// fpsi->redrawtime_index++;
|
|
// if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE) {
|
|
// fpsi->redrawtime = 0;
|
|
//}
|
|
|
|
fps = fps / tot;
|
|
}
|
|
#endif
|
|
|
|
const int font_id = BLF_default();
|
|
|
|
/* is this more than half a frame behind? */
|
|
if (fps + 0.5f < (float)(FPS)) {
|
|
UI_FontThemeColor(font_id, TH_REDALERT);
|
|
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
|
|
}
|
|
else {
|
|
UI_FontThemeColor(font_id, TH_TEXT_HI);
|
|
BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
|
|
}
|
|
|
|
BLF_enable(font_id, BLF_SHADOW);
|
|
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
|
|
BLF_shadow_offset(font_id, 1, -1);
|
|
|
|
*yoffset -= U.widget_unit;
|
|
|
|
#ifdef WITH_INTERNATIONAL
|
|
BLF_draw_default(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
|
|
#else
|
|
BLF_draw_default_ascii(xoffset, *yoffset, 0.0f, printable, sizeof(printable));
|
|
#endif
|
|
|
|
BLF_disable(font_id, BLF_SHADOW);
|
|
}
|
|
|
|
static bool view3d_main_region_do_render_draw(const Scene *scene)
|
|
{
|
|
RenderEngineType *type = RE_engines_find(scene->r.engine);
|
|
return (type && type->view_update && type->view_draw);
|
|
}
|
|
|
|
bool ED_view3d_calc_render_border(
|
|
const Scene *scene, Depsgraph *depsgraph, View3D *v3d, ARegion *ar, rcti *rect)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
bool use_border;
|
|
|
|
/* test if there is a 3d view rendering */
|
|
if (v3d->shading.type != OB_RENDER || !view3d_main_region_do_render_draw(scene)) {
|
|
return false;
|
|
}
|
|
|
|
/* test if there is a border render */
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
use_border = (scene->r.mode & R_BORDER) != 0;
|
|
}
|
|
else {
|
|
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
|
|
}
|
|
|
|
if (!use_border) {
|
|
return false;
|
|
}
|
|
|
|
/* compute border */
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
rctf viewborder;
|
|
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
|
|
|
|
rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
|
|
rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
|
|
rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
|
|
rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
|
|
}
|
|
else {
|
|
rect->xmin = v3d->render_border.xmin * ar->winx;
|
|
rect->xmax = v3d->render_border.xmax * ar->winx;
|
|
rect->ymin = v3d->render_border.ymin * ar->winy;
|
|
rect->ymax = v3d->render_border.ymax * ar->winy;
|
|
}
|
|
|
|
BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
|
|
BLI_rcti_isect(&ar->winrct, rect, rect);
|
|
|
|
return true;
|
|
}
|