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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 DRW_engine.h
* \ingroup draw
#ifndef __DRW_ENGINE_H__
#define __DRW_ENGINE_H__
struct ARegion;
struct CollectionEngineSettings;
struct Depsgraph;
struct DRWPass;
struct Material;
struct Scene;
struct DrawEngineType;
struct IDProperty;
struct bContext;
struct Object;
struct SceneLayer;
struct ViewContext;
struct View3D;
struct rcti;
#include "BLI_sys_types.h" /* for bool */
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *depth;
} DefaultTextureList;
void DRW_engines_register(void);
void DRW_engines_free(void);
void DRW_engine_register(struct DrawEngineType *draw_engine_type);
void DRW_engine_viewport_data_size_get(
const void *engine_type,
int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
void DRW_draw_view(const struct bContext *C);
void DRW_draw_select_loop(
struct ViewContext *vc, struct Depsgraph *graph,
struct Scene *scene, struct SceneLayer *sl, struct View3D *v3d, struct ARegion *ar,
bool use_obedit_skip, bool use_nearest, const struct rcti *rect);
void DRW_draw_depth_loop(
struct Depsgraph *graph,
struct Scene *scene, struct ARegion *ar, struct View3D *v3d);
void DRW_object_engine_data_free(struct Object *ob);
/* This is here because GPUViewport needs it */
void DRW_pass_free(struct DRWPass *pass);
/* Mode engines initialization */
void OBJECT_collection_settings_create(struct IDProperty *properties);
void EDIT_MESH_collection_settings_create(struct IDProperty *properties);
void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties);
#endif /* __DRW_ENGINE_H__ */