tornavis/source/blender/draw/DRW_engine.h

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/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file DRW_engine.h
* \ingroup draw
*/
#ifndef __DRW_ENGINE_H__
#define __DRW_ENGINE_H__
struct ARegion;
struct CollectionEngineSettings;
struct Depsgraph;
struct DRWPass;
struct Main;
struct Material;
struct Scene;
struct DrawEngineType;
struct ID;
struct IDProperty;
struct bContext;
struct Object;
struct ViewLayer;
struct ViewContext;
struct ViewportEngineData;
struct View3D;
struct rcti;
struct GPUOffScreen;
struct GPUViewport;
struct RenderEngineType;
struct WorkSpace;
#include "BLI_sys_types.h" /* for bool */
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
struct GPUFrameBuffer *multisample_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *depth;
struct GPUTexture *multisample_color;
struct GPUTexture *multisample_depth;
} DefaultTextureList;
void DRW_engines_register(void);
void DRW_engines_free(void);
void DRW_engine_register(struct DrawEngineType *draw_engine_type);
void DRW_engine_viewport_data_size_get(
const void *engine_type,
int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
typedef struct DRWUpdateContext {
struct Main *bmain;
struct Scene *scene;
struct ViewLayer *view_layer;
struct ARegion *ar;
struct View3D *v3d;
struct RenderEngineType *engine_type;
} DRWUpdateContext;
void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
void DRW_notify_id_update(const DRWUpdateContext *update_ctx, struct ID *id);
void DRW_draw_view(const struct bContext *C);
void DRW_draw_render_loop_ex(
struct Depsgraph *graph,
struct RenderEngineType *engine_type,
struct ARegion *ar, struct View3D *v3d,
const struct bContext *evil_C);
void DRW_draw_render_loop(
struct Depsgraph *graph,
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struct ARegion *ar, struct View3D *v3d);
void DRW_draw_render_loop_offscreen(
struct Depsgraph *graph,
struct RenderEngineType *engine_type,
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struct ARegion *ar, struct View3D *v3d,
const bool draw_background,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
void DRW_draw_select_loop(
struct Depsgraph *graph,
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struct ARegion *ar, struct View3D *v3d,
bool use_obedit_skip, bool use_nearest, const struct rcti *rect);
void DRW_draw_depth_loop(
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struct Depsgraph *graph,
struct ARegion *ar, struct View3D *v3d);
/* This is here because GPUViewport needs it */
void DRW_pass_free(struct DRWPass *pass);
/* Mode engines initialization */
void OBJECT_collection_settings_create(struct IDProperty *properties);
void EDIT_MESH_collection_settings_create(struct IDProperty *properties);
void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties);
void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties);
void PAINT_VERTEX_collection_settings_create(struct IDProperty *properties);
#endif /* __DRW_ENGINE_H__ */