void RE_engine_get_camera_model_matrix(RenderEngine *engine, Object *camera, float *r_modelmat) { Render *re = engine->re; BKE_camera_multiview_model_matrix(re ? &re->r : NULL, camera, re->viewname, (float (*)[4])r_modelmat); }
/* the view matrix is used by the viewport drawing, it is basically the inverted model matrix */ void BKE_camera_multiview_view_matrix(RenderData *rd, Object *camera, const bool is_left, float r_viewmat[4][4]) { BKE_camera_multiview_model_matrix(rd, camera, is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME, r_viewmat); invert_m4(r_viewmat); }