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blender-archive/source/blender/editors/include/ED_view3d_offscreen.h
Peter Kim 5c92c04518 XR: Add object extras, object types visibility session options
This allows object extras such as image-empties to be shown in the VR
viewport/headset display. Being able to see reference images in VR can
be useful for architectural walkthroughs and 3D modeling applications.

Since users may not want to see all object extras (lights, cameras,
etc.), per-object-type visibility settings are also added as session
options.

By slightly refactoring the definition of the 3D View object types
visibility panel (note: no functional changes), the VR Scene Inspection
add-on can show a similar panel without duplicating code. When VR
selection is possible in the future, the object type select options can
also be enabled.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D14220
2022-04-30 16:23:43 +09:00

113 lines
4.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2008 Blender Foundation. All rights reserved. */
/** \file
* \ingroup editors
*/
#pragma once
#include "DNA_object_enums.h"
#include "DNA_view3d_types.h"
#include "IMB_imbuf_types.h"
#ifdef __cplusplus
extern "C" {
#endif
/* ********* exports for space_view3d/ module for offscreen rendering ********** */
struct ARegion;
struct Depsgraph;
struct GPUOffScreen;
struct GPUViewport;
struct Scene;
struct View3D;
struct View3DShading;
void ED_view3d_draw_offscreen(struct Depsgraph *depsgraph,
const struct Scene *scene,
eDrawType drawtype,
struct View3D *v3d,
struct ARegion *region,
int winx,
int winy,
const float viewmat[4][4],
const float winmat[4][4],
bool is_image_render,
bool draw_background,
const char *viewname,
bool do_color_management,
bool restore_rv3d_mats,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen). Similar too
* #ED_view_draw_offscreen_imbuf_simple, but takes view/projection matrices as arguments.
*/
void ED_view3d_draw_offscreen_simple(struct Depsgraph *depsgraph,
struct Scene *scene,
struct View3DShading *shading_override,
eDrawType drawtype,
int object_type_exclude_viewport_override,
int object_type_exclude_select_override,
int winx,
int winy,
unsigned int draw_flags,
const float viewmat[4][4],
const float winmat[4][4],
float clip_start,
float clip_end,
bool is_xr_surface,
bool is_image_render,
bool draw_background,
const char *viewname,
bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
/**
* Utility func for ED_view3d_draw_offscreen
*
* \param ofs: Optional off-screen buffer, can be NULL.
* (avoids re-creating when doing multiple GL renders).
*/
struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Depsgraph *depsgraph,
struct Scene *scene,
eDrawType drawtype,
struct View3D *v3d,
struct ARegion *region,
int sizex,
int sizey,
eImBufFlags imbuf_flag,
int alpha_mode,
const char *viewname,
bool restore_rv3d_mats,
struct GPUOffScreen *ofs,
char err_out[256]);
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
*
* \param ofs: Optional off-screen buffer can be NULL.
* (avoids re-creating when doing multiple GL renders).
*
* \note used by the sequencer
*/
struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Depsgraph *depsgraph,
struct Scene *scene,
struct View3DShading *shading_override,
eDrawType drawtype,
struct Object *camera,
int width,
int height,
eImBufFlags imbuf_flags,
eV3DOffscreenDrawFlag draw_flags,
int alpha_mode,
const char *viewname,
struct GPUOffScreen *ofs,
char err_out[256]);
#ifdef __cplusplus
}
#endif