Fix T62118: Stereo drawing options visible from camera view

Note 1: Volume drawing still draws differently than 2.7x.
Note 2: Camera lens widget still ignores stereo.
This commit is contained in:
Dalai Felinto 2019-03-06 09:08:38 -03:00
parent 8f7e24710e
commit f1fef41863
Notes: blender-bot 2023-02-14 08:42:54 +01:00
Referenced by commit faecac0b5e, Fix T62815: Camera frame shift issue + stereo frame working
Referenced by issue #62815, Camera outline does not represent Lens shifting in X axis correctly
Referenced by issue #62118, Stereo drawing options visible from camera view.
1 changed files with 4 additions and 4 deletions

View File

@ -1867,10 +1867,10 @@ static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLay
cam->runtime.drw_tria[1][0] = shift[0];
cam->runtime.drw_tria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
if (look_through && !is_stereo3d_cameras) {
if (look_through) {
/* Only draw the frame. */
float mat[4][4];
if (is_stereo3d) {
if (is_stereo3d_view) {
const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
const char *view_name = is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME;
BKE_camera_multiview_model_matrix(&scene->r, ob, view_name, mat);
@ -1888,7 +1888,7 @@ static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLay
sgl->camera_frame, color, cam->runtime.drw_corners[0],
&cam->runtime.drw_depth[0], cam->runtime.drw_tria, mat);
}
else if (!look_through) {
else {
if (!is_stereo3d_cameras) {
DRW_shgroup_call_dynamic_add(
sgl->camera, color, cam->runtime.drw_corners[0],
@ -1944,7 +1944,7 @@ static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLay
}
/* Stereo cameras drawing. */
if (is_stereo3d) {
if (is_stereo3d && !look_through) {
camera_stereo3d(sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale);
}