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blender-archive/source/blender/draw/engines/workbench/workbench_private.h

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/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file workbench_private.h
* \ingroup draw_engine
*/
#ifndef __WORKBENCH_PRIVATE_H__
#define __WORKBENCH_PRIVATE_H__
#include "BKE_studiolight.h"
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#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
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#include "DRW_render.h"
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_SHADERS 255
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || SHADOW_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
#define WORKBENCH_REVEALAGE_ENABLED
#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD)
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typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
struct GPUFrameBuffer *prepass_fb;
struct GPUFrameBuffer *composite_fb;
/* Forward render buffers */
struct GPUFrameBuffer *object_outline_fb;
struct GPUFrameBuffer *transparent_accum_fb;
#ifdef WORKBENCH_REVEALAGE_ENABLED
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struct GPUFrameBuffer *transparent_revealage_fb;
#endif
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_StorageList {
struct WORKBENCH_PrivateData *g_data;
} WORKBENCH_StorageList;
typedef struct WORKBENCH_PassList {
/* deferred rendering */
struct DRWPass *prepass_pass;
struct DRWPass *shadow_depth_pass_pass;
struct DRWPass *shadow_depth_fail_pass;
struct DRWPass *shadow_depth_fail_caps_pass;
struct DRWPass *composite_pass;
struct DRWPass *composite_shadow_pass;
/* forward rendering */
struct DRWPass *transparent_accum_pass;
#ifdef WORKBENCH_REVEALAGE_ENABLED
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struct DRWPass *transparent_revealage_pass;
#endif
struct DRWPass *object_outline_pass;
struct DRWPass *depth_pass;
struct DRWPass *checker_depth_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
void *engine_type;
WORKBENCH_FramebufferList *fbl;
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DRWViewportEmptyList *txl;
WORKBENCH_PassList *psl;
WORKBENCH_StorageList *stl;
} WORKBENCH_Data;
typedef struct WORKBENCH_UBO_World {
float diffuse_light_x_pos[4];
float diffuse_light_x_neg[4];
float diffuse_light_y_pos[4];
float diffuse_light_y_neg[4];
float diffuse_light_z_pos[4];
float diffuse_light_z_neg[4];
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
typedef struct WORKBENCH_PrivateData {
struct GHash *material_hash;
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struct GPUShader *prepass_solid_sh;
struct GPUShader *prepass_texture_sh;
struct GPUShader *composite_sh;
struct GPUShader *transparent_accum_sh;
struct GPUShader *transparent_accum_texture_sh;
View3DShading shading;
StudioLight *studio_light;
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int drawtype;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
#ifdef WORKBENCH_REVEALAGE_ENABLED
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struct DRWShadingGroup *transparent_revealage_shgrp;
#endif
WORKBENCH_UBO_World world_data;
float shadow_multiplier;
} WORKBENCH_PrivateData; /* Transient data */
typedef struct WORKBENCH_MaterialData {
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/* Solid color */
float color[4];
int object_id;
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int drawtype;
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Image *ima;
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/* Linked shgroup for drawing */
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DRWShadingGroup *shgrp;
/* forward rendering */
DRWShadingGroup *shgrp_object_outline;
} WORKBENCH_MaterialData;
typedef struct WORKBENCH_ObjectData {
struct ObjectEngineData *next, *prev;
struct DrawEngineType *engine_type;
/* Only nested data, NOT the engine data itself. */
ObjectEngineDataFreeCb free;
/* Accumulated recalc flags, which corresponds to ID->recalc flags. */
int recalc;
/* Shadow direction in local object space. */
float shadow_dir[3];
int object_id;
} WORKBENCH_ObjectData;
/* workbench_engine.c */
void workbench_solid_materials_init(WORKBENCH_Data *vedata);
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void workbench_solid_materials_cache_init(WORKBENCH_Data *vedata);
void workbench_solid_materials_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata);
void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_solid_materials_free(void);
/* workbench_deferred.c */
void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
void workbench_deferred_engine_free(void);
void workbench_deferred_draw_background(WORKBENCH_Data *vedata);
void workbench_deferred_draw_scene(WORKBENCH_Data *vedata);
void workbench_deferred_cache_init(WORKBENCH_Data *vedata);
void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_deferred_cache_finish(WORKBENCH_Data *vedata);
/* workbench_forward.c */
void workbench_forward_engine_init(WORKBENCH_Data *vedata);
void workbench_forward_engine_free(void);
void workbench_forward_draw_background(WORKBENCH_Data *vedata);
void workbench_forward_draw_scene(WORKBENCH_Data *vedata);
void workbench_forward_cache_init(WORKBENCH_Data *vedata);
void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
/* workbench_materials.c */
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype);
void workbench_material_get_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype);
void workbench_material_set_normal_world_matrix(
DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);
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/* workbench_studiolight.c */
void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd);
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/* workbench_data.c */
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
extern DrawEngineType draw_engine_workbench_solid;
extern DrawEngineType draw_engine_workbench_transparent;
#endif