227 lines
7.8 KiB
C
227 lines
7.8 KiB
C
/* SPDX-FileCopyrightText: 2016 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw
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*/
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#pragma once
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#include "BLI_sys_types.h" /* for bool */
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#include "DNA_object_enums.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ARegion;
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struct DRWData;
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struct DRWInstanceDataList;
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struct Depsgraph;
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struct DrawEngineType;
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struct GHash;
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struct GPUMaterial;
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struct GPUOffScreen;
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struct GPUVertFormat;
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struct CustomDataLayer;
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struct CustomData;
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struct GPUViewport;
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struct ID;
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struct Main;
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struct Object;
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struct RegionView3D;
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struct Render;
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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 ViewLayer;
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struct bContext;
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struct rcti;
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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_external_free(struct RegionView3D *rv3d);
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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 *region;
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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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/**
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* Everything starts here.
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* This function takes care of calling all cache and rendering functions
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* for each relevant engine / mode engine.
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*/
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void DRW_draw_view(const struct bContext *C);
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/**
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* Draw render engine info.
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*/
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void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
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/**
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* Used for both regular and off-screen drawing.
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* Need to reset DST before calling this function
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*/
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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 *region,
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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 *region,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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/**
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* \param viewport: can be NULL, in this case we create one.
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*/
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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 *region,
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struct View3D *v3d,
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bool is_image_render,
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bool draw_background,
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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_render_loop_2d_ex(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct GPUViewport *viewport,
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const struct bContext *evil_C);
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/**
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* object mode select-loop, see: #ED_view3d_draw_select_loop (legacy drawing).
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*/
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void DRW_draw_select_loop(struct Depsgraph *depsgraph,
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struct ARegion *region,
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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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bool do_material_sub_selection,
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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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/**
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* Object mode select-loop, see: #ED_view3d_draw_depth_loop (legacy drawing).
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*/
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void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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const bool use_gpencil,
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const bool use_basic,
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const bool use_overlay);
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/**
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* Clears the Depth Buffer and draws only the specified object.
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*/
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void DRW_draw_depth_object(struct Scene *scene,
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struct ARegion *region,
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struct View3D *v3d,
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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, struct ARegion *region, struct View3D *v3d);
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/* Grease pencil render. */
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/**
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* Helper to check if exit object type to render.
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*/
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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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/**
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* This is here because #GPUViewport needs it.
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*/
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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_uniform_attrs_pool_free(struct GHash *table);
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void DRW_render_context_enable(struct Render *render);
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void DRW_render_context_disable(struct Render *render);
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void DRW_gpu_context_create(void);
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void DRW_gpu_context_destroy(void);
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void DRW_gpu_context_enable(void);
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void DRW_gpu_context_disable(void);
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#ifdef WITH_XR_OPENXR
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/* XXX: see comment on #DRW_system_gpu_context_get() */
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void *DRW_system_gpu_context_get(void);
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void *DRW_xr_blender_gpu_context_get(void);
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void DRW_xr_drawing_begin(void);
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void DRW_xr_drawing_end(void);
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#endif
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/* For garbage collection */
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void DRW_cache_free_old_batches(struct Main *bmain);
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void DRW_cache_free_old_subdiv(void);
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/* For the OpenGL evaluators and garbage collected subdivision data. */
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void DRW_subdiv_free(void);
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/* Never use this. Only for closing blender. */
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void DRW_gpu_context_enable_ex(bool restore);
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void DRW_gpu_context_disable_ex(bool restore);
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/* Render pipeline GPU context control.
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* Enable system context first, then enable blender context,
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* then disable blender context, then disable system context. */
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void DRW_system_gpu_render_context_enable(void *re_system_gpu_context);
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void DRW_system_gpu_render_context_disable(void *re_system_gpu_context);
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void DRW_blender_gpu_render_context_enable(void *re_gpu_context);
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void DRW_blender_gpu_render_context_disable(void *re_gpu_context);
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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void DRW_deferred_shader_optimize_remove(struct GPUMaterial *mat);
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/**
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* Get DrawData from the given ID-block. In order for this to work, we assume that
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* the DrawData pointer is stored in the struct in the same fashion as in #IdDdtTemplate.
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*/
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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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struct DRWData *DRW_viewport_data_create(void);
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void DRW_viewport_data_free(struct DRWData *drw_data);
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bool DRW_gpu_context_release(void);
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void DRW_gpu_context_activate(bool drw_state);
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/**
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* We may want to move this into a more general location.
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* \note This doesn't require the draw context to be in use.
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*/
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void DRW_draw_cursor_2d_ex(const struct ARegion *region, const float cursor[2]);
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void DRW_cdlayer_attr_aliases_add(struct GPUVertFormat *format,
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const char *base_name,
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const struct CustomData *data,
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const struct CustomDataLayer *cl,
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bool is_active_render,
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bool is_active_layer);
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#ifdef __cplusplus
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}
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#endif
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