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blender-archive/source/blender/gpu/GPU_viewport.h
Clément Foucault 83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00

93 lines
2.8 KiB
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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_viewport.h
* \ingroup gpu
*/
#ifndef __GPU_VIEWPORT_H__
#define __GPU_VIEWPORT_H__
#include <stdbool.h>
#include "DNA_vec_types.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
typedef struct GPUViewport GPUViewport;
#define MAX_BUFFERS 8
#define MAX_TEXTURES 16
#define MAX_PASSES 16
/* All FramebufferLists are just the same pointers with different names */
typedef struct FramebufferList {
struct GPUFrameBuffer *framebuffers[MAX_BUFFERS];
} FramebufferList;
typedef struct TextureList {
struct GPUTexture *textures[MAX_TEXTURES];
} TextureList;
typedef struct PassList {
struct DRWPass *passes[MAX_TEXTURES];
} PassList;
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *depth;
} DefaultTextureList;
typedef struct DefaultPassList {
struct DRWPass *non_meshes_pass;
struct DRWPass *ob_center_pass;
} DefaultPassList;
GPUViewport *GPU_viewport_create(void);
void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect);
void GPU_viewport_unbind(GPUViewport *viewport);
void GPU_viewport_free(GPUViewport *viewport);
void GPU_viewport_get_engine_data(GPUViewport *viewport, void **fbs, void **txs, void **pss);
/* debug */
bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256]);
void GPU_viewport_debug_depth_free(GPUViewport *viewport);
void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y);
void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar);
bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport);
int GPU_viewport_debug_depth_width(const GPUViewport *viewport);
int GPU_viewport_debug_depth_height(const GPUViewport *viewport);
#endif // __GPU_VIEWPORT_H__