/* * 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 Material; struct Scene; struct DrawEngineType; struct IDProperty; struct bContext; struct Object; struct SceneLayer; struct ViewContext; struct View3D; struct rcti; #include "BLI_sys_types.h" /* for bool */ /* Buffer and textures used by the viewport by default */ typedef struct DefaultFramebufferList { struct GPUFrameBuffer *default_fb; } DefaultFramebufferList; typedef struct DefaultTextureList { struct GPUTexture *color; struct GPUTexture *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); void DRW_draw_view(const struct bContext *C); void DRW_draw_select_loop( struct ViewContext *vc, struct Depsgraph *graph, struct Scene *scene, struct SceneLayer *sl, struct View3D *v3d, struct ARegion *ar, bool use_obedit_skip, bool use_nearest, const struct rcti *rect); void DRW_draw_depth_loop( struct Depsgraph *graph, struct Scene *scene, struct ARegion *ar, struct View3D *v3d); void DRW_object_engine_data_free(struct Object *ob); /* 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); #endif /* __DRW_ENGINE_H__ */