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