It is easier to deal with private values of the DRW_select engine and gives room for improvement. Reviewers: campbellbarton, fclem Differential Revision: https://developer.blender.org/D5415
111 lines
3.0 KiB
C++
111 lines
3.0 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 2019, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#ifndef __SELECT_PRIVATE_H__
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#define __SELECT_PRIVATE_H__
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#include "DRW_render.h"
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/* GPUViewport.storage
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* Is freed everytime the viewport engine changes */
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typedef struct SELECTID_StorageList {
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struct SELECTID_PrivateData *g_data;
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} SELECTID_StorageList;
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typedef struct SELECTID_PassList {
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struct DRWPass *select_id_face_pass;
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struct DRWPass *select_id_edge_pass;
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struct DRWPass *select_id_vert_pass;
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} SELECTID_PassList;
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typedef struct SELECTID_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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SELECTID_PassList *psl;
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SELECTID_StorageList *stl;
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} SELECTID_Data;
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typedef struct SELECTID_Shaders {
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/* Depth Pre Pass */
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struct GPUShader *select_id_flat;
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struct GPUShader *select_id_uniform;
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} SELECTID_Shaders;
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typedef struct SELECTID_PrivateData {
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DRWShadingGroup *shgrp_face_unif;
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DRWShadingGroup *shgrp_face_flat;
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DRWShadingGroup *shgrp_edge;
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DRWShadingGroup *shgrp_vert;
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DRWView *view_faces;
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DRWView *view_edges;
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DRWView *view_verts;
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} SELECTID_PrivateData; /* Transient data */
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struct BaseOffset {
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/* For convenience only. */
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union {
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uint offset;
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uint face_start;
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};
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union {
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uint face;
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uint edge_start;
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};
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union {
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uint edge;
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uint vert_start;
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};
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uint vert;
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};
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struct SELECTID_Context {
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struct GPUFrameBuffer *framebuffer_select_id;
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struct GPUTexture *texture_u32;
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struct BaseOffset *index_offsets;
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uint objects_len;
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uint last_object_drawn;
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/** Total number of items `base_array_index_offsets[bases_len - 1].vert`. */
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uint last_index_drawn;
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short select_mode;
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};
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/* select_engine.c */
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struct SELECTID_Context *select_context_get(void);
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/* select_draw_utils.c */
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void draw_select_framebuffer_select_id_setup(struct SELECTID_Context *r_select_ctx);
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short select_id_get_object_select_mode(Scene *scene, Object *ob);
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void select_id_draw_object(void *vedata,
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View3D *v3d,
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Object *ob,
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short select_mode,
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uint initial_offset,
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uint *r_vert_offset,
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uint *r_edge_offset,
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uint *r_face_offset);
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#endif /* __SELECT_PRIVATE_H__ */
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