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blender-archive/source/blender/draw/intern/draw_mode_pass.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 draw_mode_pass.h
* \ingroup draw
*/
#ifndef __DRAW_MODE_PASS_H__
#define __DRAW_MODE_PASS_H__
struct DRWPass;
struct Batch;
struct Object;
/* Used as ubo but colors can be directly
* referenced as well */
/* Keep in sync with globalsBlock in shaders */
typedef struct GlobalsUboStorage {
/* UBOs data needs to be 16 byte aligned (size of vec4) */
float colorWire[4];
float colorWireEdit[4];
float colorActive[4];
float colorSelect[4];
float colorTransform[4];
float colorGroupActive[4];
float colorGroup[4];
float colorLamp[4];
float colorSpeaker[4];
float colorCamera[4];
float colorEmpty[4];
float colorVertex[4];
float colorVertexSelect[4];
float colorEditMeshActive[4];
float colorEdgeSelect[4];
float colorEdgeSeam[4];
float colorEdgeSharp[4];
float colorEdgeCrease[4];
float colorEdgeBWeight[4];
float colorEdgeFaceSelect[4];
float colorFace[4];
float colorFaceSelect[4];
float colorNormal[4];
float colorVNormal[4];
float colorLNormal[4];
float colorFaceDot[4];
float colorDeselect[4];
float colorOutline[4];
float colorLampNoAlpha[4];
/* Pack individual float at the end of the buffer to avoid alignement errors */
float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow;
float sizeVertex, sizeEdge, sizeEdgeFix, sizeNormal, sizeFaceDot;
} GlobalsUboStorage;
/* Keep in sync with globalsBlock in shaders */
void DRW_update_global_values(void);
void DRW_mode_passes_setup(struct DRWPass **psl_wire_overlay,
struct DRWPass **psl_wire_overlay_hidden_wire,
struct DRWPass **psl_wire_outline,
struct DRWPass **psl_non_meshes,
struct DRWPass **psl_ob_center,
struct DRWPass **psl_bone_solid,
struct DRWPass **psl_bone_wire);
void DRW_shgroup_wire_outline(struct Object *ob, const bool do_front, const bool do_back, const bool do_outline);
void DRW_shgroup_lamp(struct Object *ob);
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void DRW_shgroup_camera(struct Object *ob);
void DRW_shgroup_empty(struct Object *ob);
void DRW_shgroup_speaker(struct Object *ob);
void DRW_shgroup_relationship_lines(struct Object *ob);
void DRW_shgroup_object_center(struct Object *ob);
void DRW_shgroup_armature_object(struct Object *ob);
void DRW_shgroup_armature_edit(struct Object *ob);
void DRW_shgroup_armature_pose(struct Object *ob);
void DRW_shgroup_bone_octahedral_solid(const float (*arm_mat)[4], const float color[4]);
void DRW_shgroup_bone_octahedral_wire(const float (*arm_mat)[4], const float color[4]);
void DRW_shgroup_bone_point_solid(const float (*arm_mat)[4], const float color[4]);
void DRW_shgroup_bone_point_wire(const float (*arm_mat)[4], const float color[4]);
void DRW_shgroup_bone_relationship_lines(const float head[3], const float tail[3]);
void DRW_shgroup_bone_axes(const float (*arm_mat)[4], const float color[4]);
/* draw_armature.c */
void draw_armature_edit(struct Object *ob);
void draw_armature_pose(struct Object *ob, const float const_color[4]);
#endif /* __DRAW_MODE_PASS_H__ */