/* * 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); 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__ */