This change the attribute binding scheme to something similar to the curves objects. Attributes are now buffer textures sampled per points. The actual geometry is now rendered using an index buffer that avoid too many vertex shader invocation. Drawcall is wrapped in a DRW function to reduce complexity of future changes.
150 lines
4.9 KiB
C++
150 lines
4.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. */
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/** \file
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* \ingroup draw
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*/
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#pragma once
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#include "draw_common_shader_shared.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct CurvesUniformBufPool;
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struct DRWShadingGroup;
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struct FluidModifierData;
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struct GPUMaterial;
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struct ModifierData;
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struct Object;
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struct ParticleSystem;
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struct RegionView3D;
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struct ViewLayer;
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struct Scene;
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struct DRWData;
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/* Keep in sync with globalsBlock in shaders */
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BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
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void DRW_globals_update(void);
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void DRW_globals_free(void);
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struct DRWView *DRW_view_create_with_zoffset(const struct DRWView *parent_view,
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const struct RegionView3D *rv3d,
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float offset);
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/**
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* Get the wire color theme_id of an object based on its state
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* \a r_color is a way to get a pointer to the static color var associated
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*/
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int DRW_object_wire_theme_get(struct Object *ob, struct ViewLayer *view_layer, float **r_color);
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float *DRW_color_background_blend_get(int theme_id);
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bool DRW_object_is_flat(struct Object *ob, int *r_axis);
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bool DRW_object_axis_orthogonal_to_view(struct Object *ob, int axis);
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/* draw_hair.cc */
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/**
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* This creates a shading group with display hairs.
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* The draw call is already added by this function, just add additional uniforms.
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*/
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struct DRWShadingGroup *DRW_shgroup_hair_create_sub(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md,
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struct DRWShadingGroup *shgrp,
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struct GPUMaterial *gpu_material);
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/**
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* \note Only valid after #DRW_hair_update().
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*/
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struct GPUVertBuf *DRW_hair_pos_buffer_get(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md);
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void DRW_hair_duplimat_get(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md,
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float (*dupli_mat)[4]);
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void DRW_hair_init(void);
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void DRW_hair_update(void);
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void DRW_hair_free(void);
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/* draw_curves.cc */
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/**
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* \note Only valid after #DRW_curves_update().
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*/
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struct GPUVertBuf *DRW_curves_pos_buffer_get(struct Object *object);
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struct DRWShadingGroup *DRW_shgroup_curves_create_sub(struct Object *object,
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struct DRWShadingGroup *shgrp,
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struct GPUMaterial *gpu_material);
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void DRW_curves_init(struct DRWData *drw_data);
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void DRW_curves_ubos_pool_free(struct CurvesUniformBufPool *pool);
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void DRW_curves_update(void);
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void DRW_curves_free(void);
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/* draw_pointcloud.cc */
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struct DRWShadingGroup *DRW_shgroup_pointcloud_create_sub(struct Object *object,
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struct DRWShadingGroup *shgrp_parent,
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struct GPUMaterial *gpu_material);
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void DRW_pointcloud_init(void);
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void DRW_pointcloud_free(void);
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/* draw_volume.cc */
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/**
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* Add attributes bindings of volume grids to an existing shading group.
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* No draw call is added so the caller can decide how to use the data.
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* \return nullptr if there is nothing to draw.
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*/
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struct DRWShadingGroup *DRW_shgroup_volume_create_sub(struct Scene *scene,
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struct Object *ob,
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struct DRWShadingGroup *shgrp,
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struct GPUMaterial *gpu_material);
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void DRW_volume_init(struct DRWData *drw_data);
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void DRW_volume_ubos_pool_free(void *pool);
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void DRW_volume_free(void);
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/* draw_fluid.c */
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/* Fluid simulation. */
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void DRW_smoke_ensure(struct FluidModifierData *fmd, int highres);
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void DRW_smoke_ensure_coba_field(struct FluidModifierData *fmd);
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void DRW_smoke_ensure_velocity(struct FluidModifierData *fmd);
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void DRW_fluid_ensure_flags(struct FluidModifierData *fmd);
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void DRW_fluid_ensure_range_field(struct FluidModifierData *fmd);
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void DRW_smoke_free(struct FluidModifierData *fmd);
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void DRW_smoke_init(struct DRWData *drw_data);
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void DRW_smoke_exit(struct DRWData *drw_data);
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/* draw_common.c */
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struct DRW_Global {
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/** If needed, contains all global/Theme colors
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* Add needed theme colors / values to DRW_globals_update() and update UBO
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* Not needed for constant color. */
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GlobalsUboStorage block;
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/** Define "globalsBlock" uniform for 'block'. */
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struct GPUUniformBuf *block_ubo;
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struct GPUTexture *ramp;
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struct GPUTexture *weight_ramp;
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struct GPUUniformBuf *view_ubo;
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struct GPUUniformBuf *clipping_ubo;
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};
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extern struct DRW_Global G_draw;
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#ifdef __cplusplus
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}
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#endif
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