228 lines
7.1 KiB
C++
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);
|