tornavis/source/blender/draw/DRW_engine.hh

228 lines
7.1 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#pragma once
#include "BLI_sys_types.h" /* for bool */
#include "DNA_object_enums.h"
struct ARegion;
struct DRWData;
struct DRWInstanceDataList;
struct Depsgraph;
struct DrawDataList;
struct DrawEngineType;
struct GHash;
struct GPUMaterial;
struct GPUOffScreen;
struct GPUVertFormat;
struct CustomDataLayer;
struct CustomData;
struct GPUViewport;
struct ID;
struct Main;
struct Object;
struct RegionView3D;
struct Render;
struct RenderEngine;
struct RenderEngineType;
struct Scene;
struct View3D;
struct ViewLayer;
struct bContext;
struct rcti;
void DRW_engines_register();
void DRW_engines_free();
bool DRW_engine_render_support(DrawEngineType *draw_engine_type);
void DRW_engine_register(DrawEngineType *draw_engine_type);
void DRW_engine_external_free(RegionView3D *rv3d);
struct DRWUpdateContext {
Main *bmain;
Depsgraph *depsgraph;
Scene *scene;
ViewLayer *view_layer;
ARegion *region;
View3D *v3d;
RenderEngineType *engine_type;
};
void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
enum eDRWSelectStage {
DRW_SELECT_PASS_PRE = 1,
DRW_SELECT_PASS_POST,
};
using DRW_SelectPassFn = bool (*)(eDRWSelectStage stage, void *user_data);
using DRW_ObjectFilterFn = bool (*)(Object *ob, void *user_data);
/**
* Everything starts here.
* This function takes care of calling all cache and rendering functions
* for each relevant engine / mode engine.
*/
void DRW_draw_view(const bContext *C);
/**
* Draw render engine info.
*/
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
/**
* Used for both regular and off-screen drawing.
* Need to reset DST before calling this function
*/
void DRW_draw_render_loop_ex(Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bContext *evil_C);
void DRW_draw_render_loop(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport);
/**
* \param viewport: can be NULL, in this case we create one.
*/
void DRW_draw_render_loop_offscreen(Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *region,
View3D *v3d,
bool is_image_render,
bool draw_background,
bool do_color_management,
GPUOffScreen *ofs,
GPUViewport *viewport);
void DRW_draw_render_loop_2d_ex(Depsgraph *depsgraph,
ARegion *region,
GPUViewport *viewport,
const bContext *evil_C);
/**
* Object mode select-loop.
*/
void DRW_draw_select_loop(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
bool use_obedit_skip,
bool draw_surface,
bool use_nearest,
bool do_material_sub_selection,
const rcti *rect,
DRW_SelectPassFn select_pass_fn,
void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn,
void *object_filter_user_data);
/**
* Object mode select-loop.
*/
void DRW_draw_depth_loop(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bool use_gpencil,
const bool use_basic,
const bool use_overlay);
/**
* Clears the Depth Buffer and draws only the specified object.
*/
void DRW_draw_depth_object(
Scene *scene, ARegion *region, View3D *v3d, GPUViewport *viewport, Object *object);
void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d);
/**
* Query that drawing is in progress (use to prevent nested draw calls).
*/
bool DRW_draw_in_progress();
/* Grease pencil render. */
/**
* Helper to check if exit object type to render.
*/
bool DRW_render_check_grease_pencil(Depsgraph *depsgraph);
void DRW_render_gpencil(RenderEngine *engine, Depsgraph *depsgraph);
/**
* This is here because #GPUViewport needs it.
*/
DRWInstanceDataList *DRW_instance_data_list_create();
void DRW_instance_data_list_free(DRWInstanceDataList *idatalist);
void DRW_uniform_attrs_pool_free(GHash *table);
void DRW_render_context_enable(Render *render);
void DRW_render_context_disable(Render *render);
void DRW_gpu_context_create();
void DRW_gpu_context_destroy();
void DRW_gpu_context_enable();
void DRW_gpu_context_disable();
#ifdef WITH_XR_OPENXR
/* XXX: see comment on #DRW_system_gpu_context_get() */
void *DRW_system_gpu_context_get();
void *DRW_xr_blender_gpu_context_get();
void DRW_xr_drawing_begin();
void DRW_xr_drawing_end();
#endif
/* For garbage collection */
void DRW_cache_free_old_batches(Main *bmain);
namespace blender::draw {
void DRW_cache_free_old_subdiv();
/* For the OpenGL evaluators and garbage collected subdivision data. */
void DRW_subdiv_free();
} // namespace blender::draw
/* Never use this. Only for closing blender. */
void DRW_gpu_context_enable_ex(bool restore);
void DRW_gpu_context_disable_ex(bool restore);
/* Render pipeline GPU context control.
* Enable system context first, then enable blender context,
* then disable blender context, then disable system context. */
void DRW_system_gpu_render_context_enable(void *re_system_gpu_context);
void DRW_system_gpu_render_context_disable(void *re_system_gpu_context);
void DRW_blender_gpu_render_context_enable(void *re_gpu_context);
void DRW_blender_gpu_render_context_disable(void *re_gpu_context);
void DRW_deferred_shader_remove(GPUMaterial *mat);
void DRW_deferred_shader_optimize_remove(GPUMaterial *mat);
/**
* Get DrawData from the given ID-block. In order for this to work, we assume that
* the DrawData pointer is stored in the in the same fashion as in #IdDdtTemplate.
*/
DrawDataList *DRW_drawdatalist_from_id(ID *id);
void DRW_drawdata_free(ID *id);
DRWData *DRW_viewport_data_create();
void DRW_viewport_data_free(DRWData *drw_data);
bool DRW_gpu_context_release();
void DRW_gpu_context_activate(bool drw_state);
/**
* We may want to move this into a more general location.
* \note This doesn't require the draw context to be in use.
*/
void DRW_draw_cursor_2d_ex(const ARegion *region, const float cursor[2]);
void DRW_cdlayer_attr_aliases_add(GPUVertFormat *format,
const char *base_name,
int data_type,
const char *layer_name,
bool is_active_render,
bool is_active_layer);