604 lines
24 KiB
C++
604 lines
24 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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/* This is the Render Functions used by Realtime engines to draw with OpenGL */
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#ifndef __DRW_RENDER_H__
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#define __DRW_RENDER_H__
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#include "BLI_listbase.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_vector.h"
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#include "BLI_string.h"
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#include "BKE_context.h"
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#include "BKE_layer.h"
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#include "BKE_material.h"
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#include "BKE_scene.h"
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#include "BLT_translation.h"
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#include "DNA_object_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_world_types.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#include "GPU_shader.h"
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#include "draw_common.h"
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#include "draw_cache.h"
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#include "draw_view.h"
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#include "draw_manager_profiling.h"
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#include "draw_debug.h"
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#include "MEM_guardedalloc.h"
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#include "RE_engine.h"
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#include "DEG_depsgraph.h"
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struct DRWTextStore;
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struct DefaultFramebufferList;
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struct DefaultTextureList;
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struct GPUBatch;
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struct GPUFrameBuffer;
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struct GPUMaterial;
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struct GPUShader;
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struct GPUTexture;
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struct GPUUniformBuffer;
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struct LightEngineData;
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struct Object;
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struct ParticleSystem;
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struct RenderEngineType;
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struct ViewportEngineData;
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struct ViewportEngineData_Info;
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struct bContext;
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struct rcti;
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typedef struct DRWInterface DRWInterface;
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typedef struct DRWPass DRWPass;
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typedef struct DRWShadingGroup DRWShadingGroup;
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typedef struct DRWUniform DRWUniform;
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/* TODO Put it somewhere else? */
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typedef struct BoundSphere {
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float center[3], radius;
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} BoundSphere;
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/* declare members as empty (unused) */
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typedef char DRWViewportEmptyList;
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#define DRW_VIEWPORT_LIST_SIZE(list) \
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(sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : ((sizeof(list)) / sizeof(void *)))
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/* Unused members must be either pass list or 'char *' when not usd. */
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#define DRW_VIEWPORT_DATA_SIZE(ty) { \
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DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), \
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DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \
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DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \
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DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)) \
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}
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/* Use of multisample framebuffers. */
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#define MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl) { \
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if (dfbl->multisample_fb != NULL) { \
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DRW_stats_query_start("Multisample Blit"); \
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GPU_framebuffer_bind(dfbl->multisample_fb); \
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/* TODO clear only depth but need to do alpha to coverage for transparencies. */ \
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GPU_framebuffer_clear_color_depth(dfbl->multisample_fb, (const float[4]){0.0f}, 1.0f); \
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DRW_stats_query_end(); \
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} \
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} ((void)0)
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#define MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) { \
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if (dfbl->multisample_fb != NULL) { \
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DRW_stats_query_start("Multisample Resolve"); \
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GPU_framebuffer_bind(dfbl->default_fb); \
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DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color, true); \
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DRW_stats_query_end(); \
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} \
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}
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#define MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl) { \
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if (dfbl->multisample_fb != NULL) { \
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DRW_stats_query_start("Multisample Resolve"); \
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GPU_framebuffer_bind(dfbl->default_fb); \
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DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color, false); \
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DRW_stats_query_end(); \
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} \
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}
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typedef struct DrawEngineDataSize {
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int fbl_len;
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int txl_len;
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int psl_len;
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int stl_len;
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} DrawEngineDataSize;
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typedef struct DrawEngineType {
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struct DrawEngineType *next, *prev;
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char idname[32];
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const DrawEngineDataSize *vedata_size;
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void (*engine_init)(void *vedata);
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void (*engine_free)(void);
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void (*cache_init)(void *vedata);
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void (*cache_populate)(void *vedata, struct Object *ob);
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void (*cache_finish)(void *vedata);
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void (*draw_background)(void *vedata);
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void (*draw_scene)(void *vedata);
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void (*view_update)(void *vedata);
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void (*id_update)(void *vedata, struct ID *id);
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void (*render_to_image)(
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void *vedata, struct RenderEngine *engine,
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struct RenderLayer *layer, const struct rcti *rect);
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} DrawEngineType;
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#ifndef __DRW_ENGINE_H__
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/* Buffer and textures used by the viewport by default */
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typedef struct DefaultFramebufferList {
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struct GPUFrameBuffer *default_fb;
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struct GPUFrameBuffer *color_only_fb;
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struct GPUFrameBuffer *depth_only_fb;
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struct GPUFrameBuffer *multisample_fb;
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} DefaultFramebufferList;
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typedef struct DefaultTextureList {
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struct GPUTexture *color;
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struct GPUTexture *depth;
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struct GPUTexture *multisample_color;
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struct GPUTexture *multisample_depth;
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} DefaultTextureList;
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#endif
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/* Textures */
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typedef enum {
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DRW_TEX_FILTER = (1 << 0),
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DRW_TEX_WRAP = (1 << 1),
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DRW_TEX_COMPARE = (1 << 2),
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DRW_TEX_MIPMAP = (1 << 3),
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} DRWTextureFlag;
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/* Textures from DRW_texture_pool_query_* have the options
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* DRW_TEX_FILTER for color float textures, and no options
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* for depth textures and integer textures. */
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struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type);
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struct GPUTexture *DRW_texture_create_1D(
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int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D(
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int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D_array(
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int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_3D(
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int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_cube(
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int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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void DRW_texture_ensure_fullscreen_2D(
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struct GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags);
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void DRW_texture_ensure_2D(
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struct GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags);
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void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
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void DRW_texture_free(struct GPUTexture *tex);
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#define DRW_TEXTURE_FREE_SAFE(tex) do { \
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if (tex != NULL) { \
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DRW_texture_free(tex); \
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tex = NULL; \
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} \
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} while (0)
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/* UBOs */
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struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data);
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void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data);
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void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
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#define DRW_UBO_FREE_SAFE(ubo) do { \
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if (ubo != NULL) { \
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DRW_uniformbuffer_free(ubo); \
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ubo = NULL; \
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} \
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} while (0)
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void DRW_transform_to_display(struct GPUTexture *tex, bool use_view_transform, bool use_render_settings);
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void DRW_transform_none(struct GPUTexture *tex);
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void DRW_multisamples_resolve(
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struct GPUTexture *src_depth, struct GPUTexture *src_color, bool use_depth);
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/* Shaders */
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struct GPUShader *DRW_shader_create(
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const char *vert, const char *geom, const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_with_lib(
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const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
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struct GPUShader *DRW_shader_create_with_transform_feedback(
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const char *vert, const char *geom, const char *defines,
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const eGPUShaderTFBType prim_type, const char **varying_names, const int varying_count);
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struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_3D_depth_only(eGPUShaderConfig slot);
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struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool deferred);
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struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool deferred);
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struct GPUMaterial *DRW_shader_create_from_world(
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struct Scene *scene, struct World *wo, const void *engine_type, int options,
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const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred);
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struct GPUMaterial *DRW_shader_create_from_material(
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struct Scene *scene, struct Material *ma, const void *engine_type, int options,
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const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred);
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void DRW_shader_free(struct GPUShader *shader);
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#define DRW_SHADER_FREE_SAFE(shader) do { \
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if (shader != NULL) { \
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DRW_shader_free(shader); \
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shader = NULL; \
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} \
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} while (0)
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/* Batches */
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typedef enum {
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DRW_STATE_WRITE_DEPTH = (1 << 0),
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DRW_STATE_WRITE_COLOR = (1 << 1),
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DRW_STATE_DEPTH_ALWAYS = (1 << 2),
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DRW_STATE_DEPTH_LESS = (1 << 3),
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DRW_STATE_DEPTH_LESS_EQUAL = (1 << 4),
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DRW_STATE_DEPTH_EQUAL = (1 << 5),
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DRW_STATE_DEPTH_GREATER = (1 << 6),
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DRW_STATE_DEPTH_GREATER_EQUAL = (1 << 7),
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DRW_STATE_CULL_BACK = (1 << 8),
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DRW_STATE_CULL_FRONT = (1 << 9),
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DRW_STATE_WIRE = (1 << 10),
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DRW_STATE_POINT = (1 << 11),
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/** Polygon offset. Does not work with lines and points. */
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DRW_STATE_OFFSET_POSITIVE = (1 << 12),
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/** Polygon offset. Does not work with lines and points. */
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DRW_STATE_OFFSET_NEGATIVE = (1 << 13),
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DRW_STATE_WIRE_WIDE = (1 << 14),
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DRW_STATE_BLEND = (1 << 15),
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DRW_STATE_ADDITIVE = (1 << 16),
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DRW_STATE_MULTIPLY = (1 << 17),
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/* DRW_STATE_TRANSMISSION = (1 << 18), */ /* Not used */
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DRW_STATE_CLIP_PLANES = (1 << 19),
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/** Same as DRW_STATE_ADDITIVE but let alpha accumulate without premult. */
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DRW_STATE_ADDITIVE_FULL = (1 << 20),
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/** Use that if color is already premult by alpha. */
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DRW_STATE_BLEND_PREMUL = (1 << 21),
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DRW_STATE_WIRE_SMOOTH = (1 << 22),
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DRW_STATE_TRANS_FEEDBACK = (1 << 23),
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DRW_STATE_BLEND_OIT = (1 << 24),
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DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 25),
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DRW_STATE_WRITE_STENCIL = (1 << 27),
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DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (1 << 28),
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DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (1 << 29),
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DRW_STATE_STENCIL_EQUAL = (1 << 30),
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DRW_STATE_STENCIL_NEQUAL = (1 << 31),
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} DRWState;
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#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
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typedef enum {
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DRW_ATTR_INT,
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DRW_ATTR_FLOAT,
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} eDRWAttrType;
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typedef struct DRWInstanceAttrFormat {
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char name[32];
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eDRWAttrType type;
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int components;
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} DRWInstanceAttrFormat;
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struct GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[], int arraysize);
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#define DRW_shgroup_instance_format(format, ...) do { \
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if (format == NULL) { \
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DRWInstanceAttrFormat drw_format[] = __VA_ARGS__;\
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format = DRW_shgroup_instance_format_array(drw_format, (sizeof(drw_format) / sizeof(DRWInstanceAttrFormat))); \
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} \
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} while (0)
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DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup);
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DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_material_instance_create(
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struct GPUMaterial *material, DRWPass *pass, struct GPUBatch *geom, struct Object *ob,
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struct GPUVertFormat *format);
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DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(struct GPUMaterial *material, DRWPass *pass, int size);
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DRWShadingGroup *DRW_shgroup_instance_create(
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struct GPUShader *shader, DRWPass *pass, struct GPUBatch *geom, struct GPUVertFormat *format);
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DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_line_batch_create_with_format(
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struct GPUShader *shader, DRWPass *pass, struct GPUVertFormat *format);
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DRWShadingGroup *DRW_shgroup_line_batch_create(
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struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(
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struct GPUShader *shader, DRWPass *pass, int size);
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DRWShadingGroup *DRW_shgroup_transform_feedback_create(
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struct GPUShader *shader, DRWPass *pass, struct GPUVertBuf *tf_target);
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typedef void (DRWCallGenerateFn)(
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DRWShadingGroup *shgroup,
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void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
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void *user_data);
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/* return final visibility */
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typedef bool (DRWCallVisibilityFn)(
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bool vis_in,
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void *user_data);
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void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch);
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void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct GPUBatch *geom, float (*obmat)[4]);
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void DRW_shgroup_call_range_add(
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DRWShadingGroup *shgroup, struct GPUBatch *geom, float (*obmat)[4], uint v_sta, uint v_count);
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void DRW_shgroup_call_procedural_points_add(DRWShadingGroup *shgroup, uint point_len, float (*obmat)[4]);
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void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup, uint line_count, float (*obmat)[4]);
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void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup, uint tria_count, float (*obmat)[4]);
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void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *shgroup, uint tria_count, struct Object *ob);
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void DRW_shgroup_call_object_add_ex(
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DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, struct Material *ma, bool bypass_culling);
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#define DRW_shgroup_call_object_add(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, NULL, false)
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#define DRW_shgroup_call_object_add_no_cull(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, NULL, true)
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void DRW_shgroup_call_object_add_with_callback(
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DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, struct Material *ma,
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DRWCallVisibilityFn *callback, void *user_data);
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/* Used for drawing a batch with instancing without instance attributes. */
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void DRW_shgroup_call_instances_add(
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DRWShadingGroup *shgroup, struct GPUBatch *geom, float (*obmat)[4], uint *count);
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void DRW_shgroup_call_object_instances_add(
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DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, uint *count);
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void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, struct Object *ob, float (*obmat)[4]);
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void DRW_shgroup_call_sculpt_wires_add(DRWShadingGroup *shgroup, struct Object *ob, float (*obmat)[4]);
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void DRW_shgroup_call_generate_add(
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DRWShadingGroup *shgroup, DRWCallGenerateFn *geometry_fn, void *user_data, float (*obmat)[4]);
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void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], uint attr_len);
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#define DRW_shgroup_call_dynamic_add(shgroup, ...) do { \
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const void *array[] = {__VA_ARGS__}; \
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DRW_shgroup_call_dynamic_add_array(shgroup, array, (sizeof(array) / sizeof(*array))); \
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} while (0)
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uint DRW_shgroup_get_instance_count(const DRWShadingGroup *shgroup);
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void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
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void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
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void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask);
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void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex);
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void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex);
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void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo);
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void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo);
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void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, struct GPUTexture **tex);
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void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
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void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
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/* Boolean are expected to be 4bytes longs for opengl! */
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void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]);
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void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]);
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/* Store value instead of referencing it. */
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void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value);
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void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value);
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void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value);
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bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);
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/* Passes */
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DRWPass *DRW_pass_create(const char *name, DRWState state);
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void DRW_pass_state_set(DRWPass *pass, DRWState state);
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void DRW_pass_state_add(DRWPass *pass, DRWState state);
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void DRW_pass_state_remove(DRWPass *pass, DRWState state);
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void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData);
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void DRW_pass_sort_shgroup_z(DRWPass *pass);
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bool DRW_pass_is_empty(DRWPass *pass);
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/* Viewport */
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typedef enum {
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/* keep in sync with the union struct DRWMatrixState. */
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DRW_MAT_PERS = 0,
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DRW_MAT_PERSINV,
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DRW_MAT_VIEW,
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DRW_MAT_VIEWINV,
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DRW_MAT_WIN,
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DRW_MAT_WININV,
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DRW_MAT_COUNT, // Don't use this.
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} DRWViewportMatrixType;
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typedef struct DRWMatrixState {
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union {
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float mat[DRW_MAT_COUNT][4][4];
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struct {
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/* keep in sync with the enum DRWViewportMatrixType. */
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float persmat[4][4];
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float persinv[4][4];
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float viewmat[4][4];
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float viewinv[4][4];
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float winmat[4][4];
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float wininv[4][4];
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};
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};
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} DRWMatrixState;
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void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type);
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void DRW_viewport_matrix_get_all(DRWMatrixState *state);
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void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type);
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void DRW_viewport_matrix_override_set_all(DRWMatrixState *state);
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void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type);
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void DRW_viewport_matrix_override_unset_all(void);
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|
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/* These are in view-space so negative if in perspective.
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* Extract near and far clip distance from the projection matrix. */
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float DRW_viewport_near_distance_get(void);
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float DRW_viewport_far_distance_get(void);
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|
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const float *DRW_viewport_size_get(void);
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const float *DRW_viewport_invert_size_get(void);
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const float *DRW_viewport_screenvecs_get(void);
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const float *DRW_viewport_pixelsize_get(void);
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bool DRW_viewport_is_persp_get(void);
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|
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struct DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void);
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struct DefaultTextureList *DRW_viewport_texture_list_get(void);
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|
|
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void DRW_viewport_request_redraw(void);
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void DRW_render_to_image(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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void DRW_render_object_iter(
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void *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph,
|
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void (*callback)(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph));
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void DRW_render_instance_buffer_finish(void);
|
|
void DRW_render_viewport_size_set(int size[2]);
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|
|
|
void DRW_custom_pipeline(
|
|
DrawEngineType *draw_engine_type,
|
|
struct Depsgraph *depsgraph,
|
|
void (*callback)(void *vedata, void *user_data),
|
|
void *user_data);
|
|
|
|
/* ViewLayers */
|
|
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type);
|
|
void **DRW_view_layer_engine_data_ensure_ex(
|
|
struct ViewLayer *view_layer, DrawEngineType *engine_type, void (*callback)(void *storage));
|
|
void **DRW_view_layer_engine_data_ensure(
|
|
DrawEngineType *engine_type, void (*callback)(void *storage));
|
|
|
|
/* DrawData */
|
|
DrawData *DRW_drawdata_get(ID *ib, DrawEngineType *engine_type);
|
|
DrawData *DRW_drawdata_ensure(
|
|
ID *id,
|
|
DrawEngineType *engine_type,
|
|
size_t size,
|
|
DrawDataInitCb init_cb,
|
|
DrawDataFreeCb free_cb);
|
|
|
|
/* Settings */
|
|
bool DRW_object_is_renderable(const struct Object *ob);
|
|
int DRW_object_visibility_in_active_context(const struct Object *ob);
|
|
bool DRW_object_is_flat_normal(const struct Object *ob);
|
|
bool DRW_object_use_hide_faces(const struct Object *ob);
|
|
|
|
bool DRW_object_is_visible_psys_in_active_context(const struct Object *object, const struct ParticleSystem *psys);
|
|
|
|
struct Object *DRW_object_get_dupli_parent(const struct Object *ob);
|
|
struct DupliObject *DRW_object_get_dupli(const struct Object *ob);
|
|
|
|
/* Draw commands */
|
|
void DRW_draw_pass(DRWPass *pass);
|
|
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group);
|
|
|
|
void DRW_draw_callbacks_pre_scene(void);
|
|
void DRW_draw_callbacks_post_scene(void);
|
|
|
|
void DRW_state_reset_ex(DRWState state);
|
|
void DRW_state_reset(void);
|
|
void DRW_state_lock(DRWState state);
|
|
|
|
void DRW_state_invert_facing(void);
|
|
|
|
void DRW_state_clip_planes_len_set(uint plane_len);
|
|
void DRW_state_clip_planes_reset(void);
|
|
void DRW_state_clip_planes_set_from_rv3d(struct RegionView3D *rv3d);
|
|
|
|
/* Culling, return true if object is inside view frustum. */
|
|
bool DRW_culling_sphere_test(BoundSphere *bsphere);
|
|
bool DRW_culling_box_test(BoundBox *bbox);
|
|
bool DRW_culling_plane_test(float plane[4]);
|
|
|
|
void DRW_culling_frustum_corners_get(BoundBox *corners);
|
|
void DRW_culling_frustum_planes_get(float planes[6][4]);
|
|
|
|
/* Selection */
|
|
void DRW_select_load_id(uint id);
|
|
|
|
/* Draw State */
|
|
void DRW_state_dfdy_factors_get(float dfdyfac[2]);
|
|
bool DRW_state_is_fbo(void);
|
|
bool DRW_state_is_select(void);
|
|
bool DRW_state_is_depth(void);
|
|
bool DRW_state_is_image_render(void);
|
|
bool DRW_state_is_scene_render(void);
|
|
bool DRW_state_is_opengl_render(void);
|
|
bool DRW_state_is_playback(void);
|
|
bool DRW_state_show_text(void);
|
|
bool DRW_state_draw_support(void);
|
|
bool DRW_state_draw_background(void);
|
|
|
|
/* Avoid too many lookups while drawing */
|
|
typedef struct DRWContextState {
|
|
|
|
struct ARegion *ar; /* 'CTX_wm_region(C)' */
|
|
struct RegionView3D *rv3d; /* 'CTX_wm_region_view3d(C)' */
|
|
struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
|
|
|
|
struct Scene *scene; /* 'CTX_data_scene(C)' */
|
|
struct ViewLayer *view_layer; /* 'CTX_data_view_layer(C)' */
|
|
|
|
/* Use 'object_edit' for edit-mode */
|
|
struct Object *obact; /* 'OBACT' */
|
|
|
|
struct RenderEngineType *engine_type;
|
|
|
|
struct Depsgraph *depsgraph;
|
|
|
|
eObjectMode object_mode;
|
|
|
|
eGPUShaderConfig sh_cfg;
|
|
|
|
/** Last resort (some functions take this as an arg so we can't easily avoid).
|
|
* May be NULL when used for selection or depth buffer. */
|
|
const struct bContext *evil_C;
|
|
|
|
/* ---- */
|
|
|
|
/* Cache: initialized by 'drw_context_state_init'. */
|
|
struct Object *object_pose;
|
|
struct Object *object_edit;
|
|
|
|
} DRWContextState;
|
|
|
|
const DRWContextState *DRW_context_state_get(void);
|
|
|
|
#define XRAY_ALPHA(v3d) (((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha)
|
|
#define XRAY_FLAG(v3d) (((v3d)->shading.type == OB_WIRE) ? V3D_SHADING_XRAY_BONE : V3D_SHADING_XRAY)
|
|
#define XRAY_ENABLED(v3d) ((((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0) && (XRAY_ALPHA(v3d) < 1.0f))
|
|
|
|
#endif /* __DRW_RENDER_H__ */
|