193 lines
7.2 KiB
C
193 lines
7.2 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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#ifndef __DRW_ENGINE_H__
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#define __DRW_ENGINE_H__
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#include "BLI_sys_types.h" /* for bool */
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struct ARegion;
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struct Base;
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struct DRWInstanceDataList;
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struct DRWPass;
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struct Depsgraph;
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struct DrawEngineType;
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struct GPUMaterial;
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struct GPUOffScreen;
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struct GPUViewport;
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struct ID;
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struct IDProperty;
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struct Main;
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struct Material;
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struct Object;
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struct RegionView3D;
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struct RenderEngine;
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struct RenderEngineType;
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struct Scene;
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struct View3D;
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struct ViewContext;
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struct ViewLayer;
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struct ViewportEngineData;
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struct WorkSpace;
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struct bContext;
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struct rcti;
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#include "DNA_object_enums.h"
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/* Buffer and textures used by the viewport by default */
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typedef struct DefaultFramebufferList {
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struct GPUFrameBuffer *default_fb;
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struct GPUFrameBuffer *color_only_fb;
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struct GPUFrameBuffer *depth_only_fb;
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struct GPUFrameBuffer *multisample_fb;
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} DefaultFramebufferList;
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typedef struct DefaultTextureList {
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struct GPUTexture *color;
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struct GPUTexture *depth;
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struct GPUTexture *multisample_color;
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struct GPUTexture *multisample_depth;
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} DefaultTextureList;
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void DRW_engines_register(void);
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void DRW_engines_free(void);
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bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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void DRW_engine_viewport_data_size_get(
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const void *engine_type, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
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typedef struct DRWUpdateContext {
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struct Main *bmain;
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struct Depsgraph *depsgraph;
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struct Scene *scene;
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struct ViewLayer *view_layer;
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struct ARegion *ar;
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struct View3D *v3d;
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struct RenderEngineType *engine_type;
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} DRWUpdateContext;
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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typedef enum eDRWSelectStage {
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DRW_SELECT_PASS_PRE = 1,
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DRW_SELECT_PASS_POST,
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} eDRWSelectStage;
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typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
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typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
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void DRW_draw_view(const struct bContext *C);
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void DRW_draw_region_engine_info(int xoffset, int yoffset);
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void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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const struct bContext *evil_C);
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void DRW_draw_render_loop(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar,
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struct View3D *v3d,
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const bool draw_background,
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const bool do_color_management,
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struct GPUOffScreen *ofs,
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struct GPUViewport *viewport);
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void DRW_draw_select_loop(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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bool use_obedit_skip,
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bool draw_surface,
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bool use_nearest,
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const struct rcti *rect,
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DRW_SelectPassFn select_pass_fn,
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void *select_pass_user_data,
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DRW_ObjectFilterFn object_filter_fn,
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void *object_filter_user_data);
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void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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bool use_opengl_context);
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void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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void DRW_draw_depth_object(struct ARegion *ar,
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struct GPUViewport *viewport,
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struct Object *object);
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void DRW_draw_select_id(struct Depsgraph *depsgraph,
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struct ARegion *ar,
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struct View3D *v3d,
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struct Base **bases,
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const uint bases_len,
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short select_mode);
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/* grease pencil render */
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bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
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void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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void DRW_gpencil_freecache(struct Object *ob);
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/* This is here because GPUViewport needs it */
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struct DRWInstanceDataList *DRW_instance_data_list_create(void);
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void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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/* For garbage collection */
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void DRW_cache_free_old_batches(struct Main *bmain);
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/* Never use this. Only for closing blender. */
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void DRW_opengl_context_enable_ex(bool restore);
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void DRW_opengl_context_disable_ex(bool restore);
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void DRW_opengl_render_context_enable(void *re_gl_context);
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void DRW_opengl_render_context_disable(void *re_gl_context);
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void DRW_gawain_render_context_enable(void *re_gpu_context);
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void DRW_gawain_render_context_disable(void *re_gpu_context);
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
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void DRW_drawdata_free(struct ID *id);
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/* select_engine.c */
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void DRW_select_context_create(struct Base **bases, const uint bases_len, short select_mode);
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bool DRW_select_elem_get(const uint sel_id, uint *r_elem, uint *r_base_index, char *r_elem_type);
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uint DRW_select_context_offset_for_object_elem(const uint base_index, char elem_type);
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uint DRW_select_context_elem_len(void);
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void DRW_framebuffer_select_id_read(const struct rcti *rect, uint *r_buf);
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void DRW_draw_select_id_object(struct Depsgraph *depsgraph,
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struct ViewLayer *view_layer,
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struct ARegion *ar,
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struct View3D *v3d,
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struct Object *ob,
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short select_mode);
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#endif /* __DRW_ENGINE_H__ */
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