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blender-archive/source/blender/draw/DRW_engine.h
Alexander Gavrilov 6fdcca8de6 Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
2020-11-03 16:35:44 +03:00

182 lines
6.6 KiB
C++

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#pragma once
#include "BLI_sys_types.h" /* for bool */
#include "DNA_object_enums.h"
#include "DRW_engine_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct ARegion;
struct DRWInstanceDataList;
struct Depsgraph;
struct DrawEngineType;
struct GHash;
struct GPUMaterial;
struct GPUOffScreen;
struct GPUViewport;
struct ID;
struct Main;
struct Object;
struct Render;
struct RenderEngine;
struct RenderEngineType;
struct Scene;
struct View3D;
struct ViewLayer;
struct bContext;
struct rcti;
void DRW_engines_register(void);
void DRW_engines_free(void);
bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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);
typedef struct DRWUpdateContext {
struct Main *bmain;
struct Depsgraph *depsgraph;
struct Scene *scene;
struct ViewLayer *view_layer;
struct ARegion *region;
struct View3D *v3d;
struct RenderEngineType *engine_type;
} DRWUpdateContext;
void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
typedef enum eDRWSelectStage {
DRW_SELECT_PASS_PRE = 1,
DRW_SELECT_PASS_POST,
} eDRWSelectStage;
typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
void DRW_draw_view(const struct bContext *C);
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
const struct bContext *evil_C);
void DRW_draw_render_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport);
void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *region,
struct View3D *v3d,
const bool is_image_render,
const bool draw_background,
const bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
struct ARegion *region,
struct GPUViewport *viewport,
const struct bContext *evil_C);
void DRW_draw_select_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
bool use_obedit_skip,
bool draw_surface,
bool use_nearest,
const struct rcti *rect,
DRW_SelectPassFn select_pass_fn,
void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn,
void *object_filter_user_data);
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
bool use_opengl_context);
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport);
void DRW_draw_depth_object(struct Scene *scene,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
struct Object *object);
void DRW_draw_select_id(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
const struct rcti *rect);
/* grease pencil render */
bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
/* This is here because GPUViewport needs it */
struct DRWInstanceDataList *DRW_instance_data_list_create(void);
void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
void DRW_uniform_attrs_pool_free(struct GHash *table);
void DRW_render_context_enable(struct Render *render);
void DRW_render_context_disable(struct Render *render);
void DRW_opengl_context_create(void);
void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
void DRW_opengl_context_disable(void);
#ifdef WITH_XR_OPENXR
/* XXX see comment on DRW_xr_opengl_context_get() */
void *DRW_xr_opengl_context_get(void);
void *DRW_xr_gpu_context_get(void);
void DRW_xr_drawing_begin(void);
void DRW_xr_drawing_end(void);
#endif
/* For garbage collection */
void DRW_cache_free_old_batches(struct Main *bmain);
/* Never use this. Only for closing blender. */
void DRW_opengl_context_enable_ex(bool restore);
void DRW_opengl_context_disable_ex(bool restore);
void DRW_opengl_render_context_enable(void *re_gl_context);
void DRW_opengl_render_context_disable(void *re_gl_context);
void DRW_gpu_render_context_enable(void *re_gpu_context);
void DRW_gpu_render_context_disable(void *re_gpu_context);
void DRW_deferred_shader_remove(struct GPUMaterial *mat);
struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
void DRW_drawdata_free(struct ID *id);
#ifdef __cplusplus
}
#endif