Draw Manager: Make Viewport Data passed by the manager call.
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@@ -109,12 +109,12 @@ static struct {
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/* Init Textures, Framebuffers, Storage and Shaders.
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* It is called for every frames.
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* (Optional) */
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static void POSE_engine_init(void)
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static void POSE_engine_init(void *vedata)
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{
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POSE_Data *ved = DRW_viewport_engine_data_get("PoseMode");
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POSE_TextureList *txl = ved->txl;
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POSE_FramebufferList *fbl = ved->fbl;
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POSE_StorageList *stl = ved->stl;
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POSE_TextureList *txl = ((POSE_Data *)vedata)->txl;
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POSE_FramebufferList *fbl = ((POSE_Data *)vedata)->fbl;
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POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
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UNUSED_VARS(txl, fbl, stl);
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@@ -140,11 +140,11 @@ static void POSE_engine_init(void)
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/* Here init all passes and shading groups
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* Assume that all Passes are NULL */
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static void POSE_cache_init(void)
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static void POSE_cache_init(void *vedata)
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{
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g_data.vedata = DRW_viewport_engine_data_get("PoseMode");
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POSE_PassList *psl = g_data.vedata->psl;
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POSE_StorageList *stl = g_data.vedata->stl;
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POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
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POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
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UNUSED_VARS(stl);
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@@ -170,10 +170,10 @@ static void POSE_cache_init(void)
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}
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/* Add geometry to shadingGroups. Execute for each objects */
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static void POSE_cache_populate(Object *ob)
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static void POSE_cache_populate(void *vedata, Object *ob)
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{
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POSE_PassList *psl = g_data.vedata->psl;
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POSE_StorageList *stl = g_data.vedata->stl;
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POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
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POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
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UNUSED_VARS(psl, stl);
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@@ -187,21 +187,21 @@ static void POSE_cache_populate(Object *ob)
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}
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/* Optional: Post-cache_populate callback */
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static void POSE_cache_finish(void)
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static void POSE_cache_finish(void *vedata)
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{
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POSE_PassList *psl = g_data.vedata->psl;
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POSE_StorageList *stl = g_data.vedata->stl;
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POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
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POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
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/* Do something here! dependant on the objects gathered */
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UNUSED_VARS(psl, stl);
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}
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/* Draw time ! Control rendering pipeline from here */
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static void POSE_draw_scene(void)
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static void POSE_draw_scene(void *vedata)
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{
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POSE_Data *ved = DRW_viewport_engine_data_get("PoseMode");
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POSE_PassList *psl = ved->psl;
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POSE_FramebufferList *fbl = ved->fbl;
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POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
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POSE_FramebufferList *fbl = ((POSE_Data *)vedata)->fbl;
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/* Default framebuffer and texture */
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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