2017-02-07 11:20:15 +01:00
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/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file DRW_render.h
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* \ingroup draw
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*/
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/* This is the Render Functions used by Realtime engines to draw with OpenGL */
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#ifndef __DRW_RENDER_H__
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#define __DRW_RENDER_H__
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#include "BKE_context.h"
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#include "BKE_layer.h"
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2017-04-25 18:46:59 +02:00
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#include "BKE_material.h"
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2017-02-07 11:20:15 +01:00
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#include "BKE_scene.h"
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#include "BLI_listbase.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_vector.h"
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#include "BLI_string.h"
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#include "BLT_translation.h"
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#include "DNA_object_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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2017-03-08 20:00:09 +01:00
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#include "draw_common.h"
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2017-02-07 11:20:15 +01:00
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#include "draw_cache.h"
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2017-02-14 17:48:16 +01:00
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#include "draw_view.h"
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2017-02-07 11:20:15 +01:00
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#include "MEM_guardedalloc.h"
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#include "RE_engine.h"
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2017-02-14 17:48:16 +01:00
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struct bContext;
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2017-02-07 11:20:15 +01:00
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struct GPUFrameBuffer;
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struct GPUShader;
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2017-04-27 22:27:09 +02:00
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struct GPUMaterial;
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2017-02-07 11:20:15 +01:00
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struct GPUTexture;
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struct GPUUniformBuffer;
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struct Object;
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struct Batch;
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2017-03-08 20:00:09 +01:00
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struct DefaultFramebufferList;
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struct DefaultTextureList;
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2017-04-28 04:33:58 +10:00
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struct DRWTextStore;
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2017-04-10 12:06:17 +02:00
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struct LampEngineData;
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struct RenderEngineType;
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2017-04-12 19:49:19 +10:00
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struct ViewportEngineData;
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struct ViewportEngineData_Info;
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2017-02-07 11:20:15 +01:00
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typedef struct DRWUniform DRWUniform;
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typedef struct DRWInterface DRWInterface;
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typedef struct DRWPass DRWPass;
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typedef struct DRWShadingGroup DRWShadingGroup;
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2017-05-03 05:20:58 +10:00
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/* declare members as empty (unused) */
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typedef char DRWViewportEmptyList;
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#define DRW_VIEWPORT_LIST_SIZE(list) \
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(sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : ((sizeof(list)) / sizeof(void *)))
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2017-04-12 19:49:19 +10:00
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/* Unused members must be either pass list or 'char *' when not usd. */
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#define DRW_VIEWPORT_DATA_SIZE(ty) { \
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DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), \
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DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \
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DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \
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DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)) \
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}
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typedef struct DrawEngineDataSize {
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int fbl_len;
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int txl_len;
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int psl_len;
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int stl_len;
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} DrawEngineDataSize;
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2017-03-08 20:00:09 +01:00
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typedef struct DrawEngineType {
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struct DrawEngineType *next, *prev;
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char idname[32];
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2017-04-12 19:49:19 +10:00
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const DrawEngineDataSize *vedata_size;
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2017-03-26 19:10:53 +02:00
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void (*engine_init)(void *vedata);
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2017-03-08 20:00:09 +01:00
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void (*engine_free)(void);
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2017-03-26 19:10:53 +02:00
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void (*cache_init)(void *vedata);
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void (*cache_populate)(void *vedata, struct Object *ob);
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void (*cache_finish)(void *vedata);
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2017-03-08 20:00:09 +01:00
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2017-03-26 19:10:53 +02:00
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void (*draw_background)(void *vedata);
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void (*draw_scene)(void *vedata);
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2017-03-08 20:00:09 +01:00
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} DrawEngineType;
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#ifndef __DRW_ENGINE_H__
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/* Buffer and textures used by the viewport by default */
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typedef struct DefaultFramebufferList {
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struct GPUFrameBuffer *default_fb;
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} DefaultFramebufferList;
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typedef struct DefaultTextureList {
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struct GPUTexture *color;
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struct GPUTexture *depth;
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} DefaultTextureList;
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#endif
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2017-02-07 11:20:15 +01:00
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/* Textures */
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typedef enum {
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DRW_TEX_RGBA_8,
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DRW_TEX_RGBA_16,
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DRW_TEX_RGBA_32,
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DRW_TEX_RGB_8,
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DRW_TEX_RGB_16,
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DRW_TEX_RGB_32,
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DRW_TEX_RG_8,
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DRW_TEX_RG_16,
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DRW_TEX_RG_32,
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DRW_TEX_R_8,
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DRW_TEX_R_16,
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DRW_TEX_R_32,
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DRW_TEX_DEPTH_16,
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DRW_TEX_DEPTH_24,
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DRW_TEX_DEPTH_32,
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} DRWTextureFormat;
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typedef enum {
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DRW_TEX_FILTER = (1 << 0),
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DRW_TEX_WRAP = (1 << 1),
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DRW_TEX_COMPARE = (1 << 2),
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2017-04-18 12:50:09 +02:00
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DRW_TEX_MIPMAP = (1 << 3),
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2017-02-07 11:20:15 +01:00
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} DRWTextureFlag;
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struct GPUTexture *DRW_texture_create_1D(
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2017-02-22 18:52:07 +01:00
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int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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2017-02-07 11:20:15 +01:00
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struct GPUTexture *DRW_texture_create_2D(
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2017-02-22 18:52:07 +01:00
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int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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2017-02-07 11:20:15 +01:00
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struct GPUTexture *DRW_texture_create_2D_array(
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2017-04-04 14:48:42 +02:00
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int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_cube(
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int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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2017-04-18 12:50:09 +02:00
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void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
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2017-02-07 11:20:15 +01:00
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void DRW_texture_free(struct GPUTexture *tex);
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2017-04-13 13:30:53 +10:00
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#define DRW_TEXTURE_FREE_SAFE(tex) do { \
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if (tex != NULL) { \
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DRW_texture_free(tex); \
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tex = NULL; \
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} \
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} while (0)
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2017-02-07 11:20:15 +01:00
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/* UBOs */
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struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data);
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void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data);
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void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
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/* Buffers */
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/* DRWFboTexture->format */
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#define DRW_BUF_DEPTH_16 1
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#define DRW_BUF_DEPTH_24 2
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#define DRW_BUF_R_8 3
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#define DRW_BUF_R_16 4
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#define DRW_BUF_R_32 5
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#define DRW_BUF_RG_8 6
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#define DRW_BUF_RG_16 7
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#define DRW_BUF_RG_32 8
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#define DRW_BUF_RGBA_8 12
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#define DRW_BUF_RGBA_16 13
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#define DRW_BUF_RGBA_32 14
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#define MAX_FBO_TEX 5
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typedef struct DRWFboTexture {
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struct GPUTexture **tex;
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int format;
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2017-04-05 12:57:32 +02:00
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DRWTextureFlag flag;
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2017-02-07 11:20:15 +01:00
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} DRWFboTexture;
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2017-04-22 16:11:12 +10:00
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void DRW_framebuffer_init(
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struct GPUFrameBuffer **fb, int width, int height,
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DRWFboTexture textures[MAX_FBO_TEX], int textures_len);
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2017-02-07 11:20:15 +01:00
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void DRW_framebuffer_bind(struct GPUFrameBuffer *fb);
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2017-03-18 01:55:41 +01:00
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void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth);
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2017-04-18 21:02:02 +02:00
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void DRW_framebuffer_read_data(int x, int y, int w, int h, int channels, int slot, float *data);
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2017-04-18 12:50:09 +02:00
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void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip);
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2017-02-07 11:20:15 +01:00
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void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
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2017-02-15 15:15:42 +01:00
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void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
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2017-04-18 12:50:09 +02:00
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void DRW_framebuffer_viewport_size(struct GPUFrameBuffer *UNUSED(fb_read), int w, int h);
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2017-04-04 14:48:42 +02:00
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2017-02-07 11:20:15 +01:00
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/* Shaders */
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2017-04-22 16:11:12 +10:00
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struct GPUShader *DRW_shader_create(
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const char *vert, const char *geom, const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_with_lib(
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const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
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2017-02-07 11:20:15 +01:00
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struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
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2017-03-16 23:58:30 +01:00
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struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
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2017-02-07 11:20:15 +01:00
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struct GPUShader *DRW_shader_create_3D_depth_only(void);
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void DRW_shader_free(struct GPUShader *shader);
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2017-04-13 13:30:53 +10:00
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#define DRW_SHADER_FREE_SAFE(shader) do { \
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if (shader != NULL) { \
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DRW_shader_free(shader); \
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shader = NULL; \
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} \
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} while (0)
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2017-02-07 11:20:15 +01:00
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/* Batches */
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typedef enum {
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2017-03-03 02:48:34 +01:00
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DRW_STATE_WRITE_DEPTH = (1 << 0),
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DRW_STATE_WRITE_COLOR = (1 << 1),
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DRW_STATE_DEPTH_LESS = (1 << 2),
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DRW_STATE_DEPTH_EQUAL = (1 << 3),
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DRW_STATE_DEPTH_GREATER = (1 << 4),
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DRW_STATE_CULL_BACK = (1 << 5),
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DRW_STATE_CULL_FRONT = (1 << 6),
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DRW_STATE_WIRE = (1 << 7),
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DRW_STATE_WIRE_LARGE = (1 << 8),
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DRW_STATE_POINT = (1 << 9),
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DRW_STATE_STIPPLE_2 = (1 << 10),
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DRW_STATE_STIPPLE_3 = (1 << 11),
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DRW_STATE_STIPPLE_4 = (1 << 12),
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DRW_STATE_BLEND = (1 << 13),
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2017-03-18 01:55:41 +01:00
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DRW_STATE_WRITE_STENCIL_SELECT = (1 << 14),
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DRW_STATE_WRITE_STENCIL_ACTIVE = (1 << 15),
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DRW_STATE_TEST_STENCIL_SELECT = (1 << 16),
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DRW_STATE_TEST_STENCIL_ACTIVE = (1 << 17),
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2017-02-07 11:20:15 +01:00
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} DRWState;
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2017-05-03 20:09:17 +10:00
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#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS)
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2017-05-03 08:20:11 +10:00
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2017-02-07 11:20:15 +01:00
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DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
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2017-04-27 22:27:09 +02:00
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DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_material_instance_create(struct GPUMaterial *material, DRWPass *pass, struct Batch *geom);
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2017-02-09 17:26:13 +01:00
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DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, struct Batch *geom);
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DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
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2017-02-07 11:20:15 +01:00
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void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
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void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Batch *geom, float (*obmat)[4]);
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2017-04-22 15:53:11 +10:00
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void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], unsigned int attr_len);
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#define DRW_shgroup_call_dynamic_add(shgroup, ...) do { \
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2017-04-11 21:19:23 +10:00
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const void *array[] = {__VA_ARGS__}; \
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2017-04-22 15:53:11 +10:00
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DRW_shgroup_call_dynamic_add_array(shgroup, array, (sizeof(array) / sizeof(*array))); \
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2017-04-11 21:19:23 +10:00
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} while (0)
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2017-04-22 15:53:11 +10:00
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#define DRW_shgroup_call_dynamic_add_empty(shgroup) do { \
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DRW_shgroup_call_dynamic_add_array(shgroup, NULL, 0); \
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2017-04-18 22:34:44 +02:00
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} while (0)
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2017-04-11 21:19:23 +10:00
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2017-05-03 08:20:11 +10:00
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void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
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2017-02-09 17:26:13 +01:00
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void DRW_shgroup_attrib_int(DRWShadingGroup *shgroup, const char *name, int size);
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void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size);
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2017-02-07 11:20:15 +01:00
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void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex, int loc);
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void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo, int loc);
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2017-03-02 22:55:54 +01:00
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void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, struct GPUTexture **tex, int loc);
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2017-02-07 11:20:15 +01:00
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void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize);
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void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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2017-04-25 18:46:59 +02:00
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void DRW_shgroup_uniform_short(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
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2017-02-07 11:20:15 +01:00
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void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value);
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void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value);
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/* Passes */
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DRWPass *DRW_pass_create(const char *name, DRWState state);
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/* Viewport */
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typedef enum {
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DRW_MAT_PERS,
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2017-03-22 21:28:59 +01:00
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DRW_MAT_VIEW,
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DRW_MAT_VIEWINV,
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2017-02-07 11:20:15 +01:00
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DRW_MAT_WIN,
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} DRWViewportMatrixType;
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2017-02-17 17:29:43 +01:00
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void DRW_viewport_init(const bContext *C);
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2017-02-07 11:20:15 +01:00
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void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type);
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2017-04-12 12:10:01 +10:00
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const float *DRW_viewport_size_get(void);
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const float *DRW_viewport_screenvecs_get(void);
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const float *DRW_viewport_pixelsize_get(void);
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2017-02-07 11:20:15 +01:00
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bool DRW_viewport_is_persp_get(void);
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2017-03-08 20:00:09 +01:00
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struct DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void);
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struct DefaultTextureList *DRW_viewport_texture_list_get(void);
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2017-04-03 19:01:10 +02:00
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/* Objects */
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void **DRW_object_engine_data_get(Object *ob, DrawEngineType *det);
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2017-04-10 12:06:17 +02:00
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struct LampEngineData *DRW_lamp_engine_data_get(Object *ob, struct RenderEngineType *engine_type);
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void DRW_lamp_engine_data_free(struct LampEngineData *led);
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2017-04-03 19:01:10 +02:00
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2017-02-07 11:20:15 +01:00
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/* Settings */
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2017-03-08 20:00:09 +01:00
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bool DRW_is_object_renderable(struct Object *ob);
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2017-02-07 11:20:15 +01:00
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/* Draw commands */
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void DRW_draw_pass(DRWPass *pass);
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2017-04-28 04:33:58 +10:00
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void DRW_draw_text_cache_queue(struct DRWTextStore *dt);
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2017-03-05 18:09:43 +01:00
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void DRW_draw_callbacks_pre_scene(void);
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void DRW_draw_callbacks_post_scene(void);
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2017-05-03 20:09:17 +10:00
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void DRW_state_reset_ex(DRWState state);
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2017-02-07 11:20:15 +01:00
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void DRW_state_reset(void);
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2017-04-26 16:11:37 +10:00
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/* Selection */
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void DRW_select_load_id(unsigned int id);
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2017-04-27 02:04:56 +10:00
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/* Draw State */
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void DRW_state_dfdy_factors_get(float dfdyfac[2]);
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bool DRW_state_is_fbo(void);
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bool DRW_state_is_select(void);
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2017-04-28 04:33:58 +10:00
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bool DRW_state_is_depth(void);
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bool DRW_state_show_text(void);
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struct DRWTextStore *DRW_state_text_cache_get(void);
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2017-04-26 00:35:08 +10:00
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/* Avoid too many lookups while drawing */
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typedef struct DRWContextState {
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struct ARegion *ar;
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struct RegionView3D *rv3d;
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struct View3D *v3d;
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struct Scene *scene; /* CTX_data_scene(C) */
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struct SceneLayer *sl; /* CTX_data_scene_layer(C) */
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/* last resort (some functions take this as an arg so we can't easily avoid) */
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const struct bContext *evil_C;
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} DRWContextState;
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void DRW_context_state_init(const struct bContext *C, DRWContextState *r_draw_ctx);
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const DRWContextState *DRW_context_state_get(void);
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2017-02-22 18:52:07 +01:00
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#endif /* __DRW_RENDER_H__ */
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