93 lines
3.1 KiB
C++
93 lines
3.1 KiB
C++
/* SPDX-FileCopyrightText: 2005 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 gpu
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*/
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#pragma once
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#include <stdbool.h>
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#include "DNA_scene_types.h"
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#include "DNA_vec_types.h"
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#include "GPU_framebuffer.hh"
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#include "GPU_texture.hh"
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#define GLA_PIXEL_OFS 0.375f
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struct DRWData;
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struct GHash;
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struct GPUViewport;
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struct GPUFrameBuffer;
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struct GPUOffScreen;
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GPUViewport *GPU_viewport_create();
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GPUViewport *GPU_viewport_stereo_create();
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void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect);
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void GPU_viewport_unbind(GPUViewport *viewport);
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/**
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* Merge and draw the buffers of \a viewport into the currently active framebuffer, performing
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* color transform to display space.
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*
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* \param rect: Coordinates to draw into. By swapping min and max values, drawing can be done
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* with inversed axis coordinates (upside down or sideways).
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*/
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void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect);
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/**
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* Version of #GPU_viewport_draw_to_screen() that lets caller decide if display colorspace
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* transform should be performed.
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*/
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void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport,
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int view,
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const rcti *rect,
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bool display_colorspace,
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bool do_overlay_merge);
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/**
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* Must be executed inside Draw-manager OpenGL Context.
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*/
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void GPU_viewport_free(GPUViewport *viewport);
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void GPU_viewport_colorspace_set(GPUViewport *viewport,
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ColorManagedViewSettings *view_settings,
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const ColorManagedDisplaySettings *display_settings,
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float dither);
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/**
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* Should be called from DRW after DRW_gpu_context_enable.
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*/
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void GPU_viewport_bind_from_offscreen(GPUViewport *viewport,
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GPUOffScreen *ofs,
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bool is_xr_surface);
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/**
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* Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
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*/
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void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
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GPUOffScreen *ofs,
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bool display_colorspace,
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bool do_overlay_merge);
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DRWData **GPU_viewport_data_get(GPUViewport *viewport);
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/**
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* Merge the stereo textures. `color` and `overlay` texture will be modified.
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*/
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void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format);
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void GPU_viewport_tag_update(GPUViewport *viewport);
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bool GPU_viewport_do_update(GPUViewport *viewport);
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int GPU_viewport_active_view_get(GPUViewport *viewport);
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bool GPU_viewport_is_stereo_get(GPUViewport *viewport);
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GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view);
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GPUTexture *GPU_viewport_overlay_texture(GPUViewport *viewport, int view);
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GPUTexture *GPU_viewport_depth_texture(GPUViewport *viewport);
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/**
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* Overlay frame-buffer for drawing outside of DRW module.
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*/
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GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport);
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