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blender-archive/source/blender/draw/DRW_engine.h
Clément Foucault 00955d8d7a DRW : Add AA to non meshes objects.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.

This adds another Multisample Framebuffer and textures (so even more memory required).

It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.

We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
2017-09-25 20:14:42 +02:00

101 lines
3.1 KiB
C++

/*
* 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 ViewportEngineData;
struct View3D;
struct rcti;
struct GPUOffScreen;
#include "BLI_sys_types.h" /* for bool */
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
struct GPUFrameBuffer *multisample_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *depth;
struct GPUTexture *multisample_color;
struct GPUTexture *multisample_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_render_loop_ex(
struct Depsgraph *graph,
struct ARegion *ar, struct View3D *v3d,
const struct bContext *evil_C);
void DRW_draw_render_loop(
struct Depsgraph *graph,
struct ARegion *ar, struct View3D *v3d);
void DRW_draw_render_loop_offscreen(
struct Depsgraph *graph,
struct ARegion *ar, struct View3D *v3d,
struct GPUOffScreen *ofs);
void DRW_draw_select_loop(
struct Depsgraph *graph,
struct ARegion *ar, struct View3D *v3d,
bool use_obedit_skip, bool use_nearest, const struct rcti *rect);
void DRW_draw_depth_loop(
struct Depsgraph *graph,
struct ARegion *ar, struct View3D *v3d);
/* 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);
void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties);
void PAINT_VERTEX_collection_settings_create(struct IDProperty *properties);
#endif /* __DRW_ENGINE_H__ */